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The global Portable Gaming Console market is expected to grow at a CAGR of 3.5% during the forecast period.
The global Portable Gaming Console market is estimated to be about 12055.1 million US dollars in 2020.
The global Portable Gaming Console market is estimated to reach 13841.8 million USD by 2026.
The global Portable Gaming Console market is segmented by company, region (country), type and application. Participants, stakeholders, and other readers in the global Portable Gaming Console market will be able to gain an advantage as they use reports as a powerful resource.
Portable Gaming Console markets by category
Single Function Gaming Console
Multifunction Gaming Console
Portable Gaming Console Market by Application (Percentage of Demand)
Children
Adults
Who are the leading companies in Portable Gaming Console
Mad Catz
Microsoft
Nintendo
Sony
Apple
Logitech
Oculus VR
Electronic Arts
Activision Publishing
Avatar Reality
Kaneva
OUYA
Tommo
Others
Portable Gaming Console markets by region:
In North America
In Latin America
Europe
The Asia-pacific
Middle East and Africa (MEA)
What are the main countries covered
The United States
Canada
Germany
France
UK
Italy
Russia
China
Japan
Korea
Southeast Asia
India
Australia
Brazil
Mexico
Argentina
Chile
Colombia
Egypt
Saudi Arabia
United Arab Emirates
Nigeria
South Africa
Which is the most profitable market
Among regions, North America/Europe/Asia Pacific accounted for the largest share of global personalized beauty equipment as rising consumer incomes led to increased spending at Portable Gaming Console.
What methodology did you follow in your research
This study was conducted by our expert analysts through a combination of primary and secondary studies. The methodology we follow includes a demand-side assessment of the market and triangulation of this through supply-side analysis. The methodology is based on the use of standard market structures, methods, and definitions.
Who were the primary study respondents
We talk to stakeholders across the spectrum. Including C-level executives, distributors, product manufacturers, industry experts, etc.
What are the sources of secondary research
We conduct extensive secondary studies using proprietary databases, paid databases, and information available in the public domain. We refer to industry associations, company press releases, annual reports, investor presentations and research papers.
1. Introduction
1.1 Definition of the Market
1.2 Research Purpose
1.3 Scope of the Study
1.4 Stakeholders
1.5 Geography Coverage
1.6 Currency Under Consideration
1.7 Market Size Units
1.8 Review Cycle
2 Global Market Overview
2.1 Global Portable Gaming Console Revenue and Growth Forecast 2014-2026
2.2 Global Portable Gaming Console Market Size and Growth Forecast 2014-2026
2.3 Global Portable Gaming Console Revenue by Region 2014-2026
2.4 Portable Gaming Console Market Share by Major Regions 2014-2021
2.5 Portable Gaming Console Gross Margin in Different Region 2014-2021
2.6 Global Portable Gaming Console Market History Price and Forecast 2014-2026
2.7 Global Portable Gaming Console Sales Market Share by Top Companies 2014-2021
3 Global Portable Gaming Console Market by Type
3.1 Global Portable Gaming Console Revenue and Growth Rate Segment by Types from 2014-2021
3.2 Global Portable Gaming Console Market Size and Growth Rate Segment by Product Types from 2014-2021
3.3 Global Portable Gaming Console Price Segment by Types from 2014-2021
3.4 Brief Introduction of Different Types
3.4.1 Single Function Gaming Console
3.4.2 Multifunction Gaming Console
4 Global Portable Gaming Console Market by Application
4.1 Global Portable Gaming Console Revenue and Growth Rate Segment by Applications from 2014-2021
4.2 Global Portable Gaming Console Market Size and Growth Rate Segment by Product Applications from 2014-2021
4.3 Brief Introduction of Different Applications
4.3.1 Children
4.3.2 Adults
5 North America Portable Gaming Console Market (Value, Market Size, Import, Export) and Segmentation (by Type, Application, Countries and Participants)
5.1 North America Portable Gaming Console Value ($) from 2014-2021
5.2 North America Portable Gaming Console Market Size from 2014-2021
5.3 North America Portable Gaming Console Price Change from 2014-2021
5.4 North America Portable Gaming Console Import and Export from 2014-2021
5.5 North America Portable Gaming Console Market Value ($) and Growth (%) by Type from 2014-2021
5.6 North America Portable Gaming Console Market Value ($) and Growth (%) by Application from 2014-2021
5.7 North America Portable Gaming Console Market Value ($) and Growth (%) by Countries from 2014-2021
5.7.1 The United States
5.7.2 Canada
5.8 Top North America Portable Gaming Console Participants Value ($) and Market Share (%) in 2020
6 Europe Portable Gaming Console Market (Value, Market Size, Import, Export) and Segmentation (by Type, Application, Countries and Participants)
6.1 Europe Portable Gaming Console Value ($) from 2014-2021
6.2 Europe Portable Gaming Console Market Size from 2014-2021
6.3 Europe Portable Gaming Console Price Change from 2014-2021
6.4 Europe Portable Gaming Console Import and Export from 2014-2021
6.5 Europe Portable Gaming Console Market Value ($) and Growth (%) by Type from 2014-2021
6.6 Europe Portable Gaming Console Market Value ($) and Growth (%) by Application from 2014-2021
6.7 Europe Portable Gaming Console Market Value ($) and Growth (%) by Countries from 2014-2021
6.7.1 Germany
6.7.2 France
6.7.3 UK
6.7.4 Italy
6.7.5 Russia
…
6.8 Top Europe Portable Gaming Console Participants Value ($) and Market Share (%) in 2020
7 Asia-Pacific Portable Gaming Console Market (Value, Market Size, Import, Export) and Segmentation (by Type, Application, Countries and Participants)
7.1 Asia-Pacific Portable Gaming Console Value ($) from 2014-2021
7.2 Asia-Pacific Portable Gaming Console Market Size from 2014-2021
7.3 Asia-Pacific Portable Gaming Console Price Change from 2014-2021
7.4 Asia-Pacific Portable Gaming Console Import and Export from 2014-2021
7.5 Asia-Pacific Portable Gaming Console Market Value ($) and Growth (%) by Type from 2014-2021
7.6 Asia-Pacific Portable Gaming Console Market Value ($) and Growth (%) by Application from 2014-2021
7.7 Asia-Pacific Portable Gaming Console Market Value ($) and Growth (%) by Countries from 2014-2021
7.7.1 China
7.7.2 Japan
7.7.3 Korea
7.7.4 Southeast Asia
7.7.5 India
7.7.6 Australia
…
7.8 Top Asia-Pacific Portable Gaming Console Participants Value ($) and Market Share (%) in 2020
8 Latin America Portable Gaming Console Market (Value, Market Size, Import, Export) and Segmentation (by Type, Application, Countries and Participants)
8.1 Latin America Portable Gaming Console Value ($) from 2014-2021
8.2 Latin America Portable Gaming Console Market Size from 2014-2021
8.3 Latin America Portable Gaming Console Price Change from 2014-2021
8.4 Latin America Portable Gaming Console Import and Export from 2014-2021
8.5 Latin America Portable Gaming Console Market Value ($) and Growth (%) by Type from 2014-2021
8.6 Latin America Portable Gaming Console Market Value ($) and Growth (%) by Application from 2014-2021
8.7 Latin America Portable Gaming Console Market Value ($) and Growth (%) by Countries from 2014-2021
8.7.1 Brazil
8.7.2 Mexico
8.7.3 Argentina
8.7.4 Chile
8.7.5 Colombia
…
8.8 Top Latin America Portable Gaming Console Participants Value ($) and Market Share (%) in 2020
9 Middle East & Africa Portable Gaming Console Market (Value, Market Size, Import, Export) and Segmentation (by Type, Application, Countries and Participants)
9.1 Middle East & Africa Portable Gaming Console Value ($) from 2014-2021
9.2 Middle East & Africa Portable Gaming Console Market Size from 2014-2021
9.3 Middle East & Africa Portable Gaming Console Price Change from 2014-2021
9.4 Middle East & Africa Portable Gaming Console Import and Export from 2014-2021
9.5 Middle East & Africa Portable Gaming Console Market Value ($) and Growth (%) by Type from 2014-2021
9.6 Middle East & Africa Portable Gaming Console Market Value ($) and Growth (%) by Application from 2014-2021
9.7 Middle East & Africa Portable Gaming Console Market Value ($) and Growth (%) by Countries from 2014-2021
9.7.1 Egypt
9.7.2 Saudi Arabia
9.7.3 United Arab Emirates
9.7.4 Nigeria
9.7.5 South Africa
…
9.8 Top Middle East & Africa Portable Gaming Console Participants Value ($) and Market Share (%) in 2020
10. Global Level Competitive Intelligence – Company Profiles
10.1 Mad Catz
10.1.1 Mad Catz Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.1.2 Mad Catz Sales, Value, Gross and Gross Margin from 2014-2021
10.1.3 Mad Catz Value and Growth Change from 2014-2021
10.1.4 Mad Catz Price Change from 2014-2021
10.1.5 Mad Catz Product Offered
10.2 Microsoft
10.2.1 Microsoft Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.2.2 Microsoft Sales, Value, Gross and Gross Margin from 2014-2021
10.2.3 Microsoft Value and Growth Change from 2014-2021
10.2.4 Microsoft Price Change from 2014-2021
10.2.5 Microsoft Product Offered
10.3 Nintendo
10.3.1 Nintendo Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.3.2 Nintendo Sales, Value, Gross and Gross Margin from 2014-2021
10.3.3 Nintendo Value and Growth Change from 2014-2021
10.3.4 Nintendo Price Change from 2014-2021
10.3.5 Nintendo Product Offered
10.4 Sony
10.4.1 Sony Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.4.2 Sony Sales, Value, Gross and Gross Margin from 2014-2021
10.4.3 Sony Value and Growth Change from 2014-2021
10.4.4 Sony Price Change from 2014-2021
10.4.5 Sony Product Offered
10.5 Apple
10.5.1 Apple Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.5.2 Apple Sales, Value, Gross and Gross Margin from 2014-2021
10.5.3 Apple Value and Growth Change from 2014-2021
10.5.4 Apple Price Change from 2014-2021
10.5.5 Apple Product Offered
10.6 Logitech
10.6.1 Logitech Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.6.2 Logitech Sales, Value, Gross and Gross Margin from 2014-2021
10.6.3 Logitech Value and Growth Change from 2014-2021
10.6.4 Logitech Price Change from 2014-2021
10.6.5 Logitech Product Offered
10.7 Oculus VR
10.7.1 Oculus VR Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.7.2 Oculus VR Sales, Value, Gross and Gross Margin from 2014-2021
10.7.3 Oculus VR Value and Growth Change from 2014-2021
10.7.4 Oculus VR Price Change from 2014-2021
10.7.5 Oculus VR Product Offered
10.8 Electronic Arts
10.8.1 Electronic Arts Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.8.2 Electronic Arts Sales, Value, Gross and Gross Margin from 2014-2021
10.8.3 Electronic Arts Value and Growth Change from 2014-2021
10.8.4 Electronic Arts Price Change from 2014-2021
10.8.5 Electronic Arts Product Offered
10.9 Activision Publishing
10.9.1 Activision Publishing Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.9.2 Activision Publishing Sales, Value, Gross and Gross Margin from 2014-2021
10.9.3 Activision Publishing Value and Growth Change from 2014-2021
10.9.4 Activision Publishing Price Change from 2014-2021
10.9.5 Activision Publishing Product Offered
10.10 Avatar Reality
10.10.1 Avatar Reality Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.10.2 Avatar Reality Sales, Value, Gross and Gross Margin from 2014-2021
10.10.3 Avatar Reality Value and Growth Change from 2014-2021
10.10.4 Avatar Reality Price Change from 2014-2021
10.10.5 Avatar Reality Product Offered
10.11 Kaneva
10.11.1 Kaneva Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.11.2 Kaneva Sales, Value, Gross and Gross Margin from 2014-2021
10.11.3 Kaneva Value and Growth Change from 2014-2021
10.11.4 Kaneva Price Change from 2014-2021
10.11.5 Kaneva Product Offered
10.12 OUYA
10.12.1 OUYA Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.12.2 OUYA Sales, Value, Gross and Gross Margin from 2014-2021
10.12.3 OUYA Value and Growth Change from 2014-2021
10.12.4 OUYA Price Change from 2014-2021
10.12.5 OUYA Product Offered
10.13 Tommo
10.13.1 Tommo Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.13.2 Tommo Sales, Value, Gross and Gross Margin from 2014-2021
10.13.3 Tommo Value and Growth Change from 2014-2021
10.13.4 Tommo Price Change from 2014-2021
10.13.5 Tommo Product Offered
10.14 Others
10.14.1 Others Company Profile (Major Business, Plants Distribution, Sales Region, Contact Information)
10.14.2 Others Sales, Value, Gross and Gross Margin from 2014-2021
10.14.3 Others Value and Growth Change from 2014-2021
10.14.4 Others Price Change from 2014-2021
10.14.5 Others Product Offered
11. Market Dynamics
11.1 Driving Factors
11.1.1 Rising Demand in Some Regions: North America/Europe/China/India/Japan …
11.1.2 Increasing Use of Portable Gaming Console by Different End-User/Applications
11.2 Restraints and Challenges in the Market
11.3 Opportunities
11.4 Covid-19 Impact/Evaluation
12. Future Forecast of Global Portable Gaming Console Market from 2020-2026
12.1 Future Forecast of Global Portable Gaming Console Market from 2020-2026 Segment by Regions
12.2 Future Forecast of Global Portable Gaming Console Market from 2020-2026 Segment by Type
12.3 Future Forecast of Global Portable Gaming Console Market from 2020-2026 Segment by Application
13. Investment Analysis
13.1 Fundamental Analysis (Porter's Five Forces Analysis)
13.2 Technical Preparation Analysis
13.3 Risk Evaluating Analysis
13.4 Estimated Investment Pay-Back Period
14 Research Methodology
14.1 Research Data
14.1.1 Secondary Data
14.1.2 Primary Data
14.2 Revenue Estimation
14.2.1 Bottom-Up Approach
14.2.2 Top-Down Approach (Involves time, Space, and Persons)
14.3 Data Triangulation
14.4 Assumptions
14.5 Hypothesis of this Research, Clear, specific, and testable statement of this research
14.6 Limitations of Our Study
14.7 Scene Based Modeling
15 Disclaimer
Research Methodology:
Portable Gaming Console Market Size Estimation
To estimate market size and trends, we use a combination of top-down and bottom-up methods. This allows us to evaluate the market from various perspectives—by company, region, product type, and end users.
Our estimates are based on actual sales data, excluding any discounts. Segment breakdowns and market shares are calculated using weighted averages based on usage rates and average prices. Regional insights are determined by how widely a product or service is adopted in each area.
Key companies are identified through secondary sources like industry reports and company filings. We then verify revenue estimates and other key data points through primary research, including interviews with industry experts, company executives, and decision-makers.
We take into account all relevant factors that could influence the market and validate our findings with real-world input. Our final insights combine both qualitative and quantitative data to provide a well-rounded view. Please note, these estimates do not account for unexpected changes such as inflation, economic downturns, or policy shifts.
Data Source
Secondary Sources
This study draws on a wide range of secondary sources, including press releases, annual reports, non-profit organizations, industry associations, government agencies, and customs data. We also referred to reputable databases and directories such as Bloomberg, Wind Info, Hoovers, Factiva, Trading Economics, Statista, and others. Additional references include investor presentations, company filings (e.g., SEC), economic data, and documents from regulatory and industry bodies.
These sources were used to gather technical and market-focused insights, identify key players, analyze market segmentation and classification, and track major trends and developments across industries.
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Qualitative Analysis |
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Primary Sources
As part of our primary research, we interviewed a variety of stakeholders from both the supply and demand sides to gather valuable qualitative and quantitative insights.
On the supply side, we spoke with product manufacturers, competitors, industry experts, research institutions, distributors, traders, and raw material suppliers. On the demand side, we engaged with business leaders, marketing and sales heads, technology and innovation directors, supply chain executives, and end users across key organizations.
These conversations helped us better understand market segmentation, pricing, applications, leading players, supply chains, demand trends, industry outlook, and key market dynamics—including risks, opportunities, barriers, and strategic developments.
Key Data Information from Primary Sources
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