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Playstation Market: Global Industry Analysis, Trends, Market Size, and Forecasts up to 2026

  • Report

  • 100 Pages
  • April 2021
  • Region: Global
  • Infinium Global Research
  • ID: 5338224
The report on the global playstation market provides qualitative and quantitative analysis for the period from 2018 to 2026. The report predicts the global playstation market to grow with a CAGR of 6% over the forecast period from 2020-2026. The study on playstation market covers the analysis of the leading geographies such as North America, Europe, Asia-Pacific, and RoW for the period of 2018 to 2026.

The report on playstation market is a comprehensive study and presentation of drivers, restraints, opportunities, demand factors, market size, forecasts, and trends in the global playstation market over the period of 2018 to 2026. Moreover, the report is a collective presentation of primary and secondary research findings.

Porter's five forces model in the report provides insights into the competitive rivalry, supplier and buyer positions in the market and opportunities for the new entrants in the global playstation market over the period of 2018 to 2026. Further, Growth Matrix gave in the report brings an insight into the investment areas that existing or new market players can consider.

Report Findings

1) Drivers
  • Growing demand for 3D video gaming
  • The increasing number of E-sport tournaments across the world

2) Restraints
  • Concerns for an excessive rate of the product

3) Opportunities
  • Companies investing in the launch of new services

Research Methodology

A) Primary Research
The primary research involves extensive interviews and analysis of the opinions provided by the primary respondents. The primary research starts with identifying and approaching the primary respondents, the primary respondents are approached include
1. Key Opinion Leaders associated with the publisher
2. Internal and External subject matter experts
3. Professionals and participants from the industry

The primary research respondents typically include
1. Executives working with leading companies in the market under review
2. Product/brand/marketing managers
3. CXO level executives
4. Regional/zonal/country managers
5. Vice President level executives.

B) Secondary Research
Secondary research involves extensive exploring through the secondary sources of information available in both the public domain and paid sources. Each research study is based on over 500 hours of secondary research accompanied by primary research. The information obtained through the secondary sources is validated through the crosscheck on various data sources.

The secondary sources of the data typically include
1. Company reports and publications
2. Government/institutional publications
3. Trade and associations journals
4. Databases such as WTO, OECD, World Bank, and among others.
5. Websites and publications by research agencies

Segment Covered
The global playstation market is segmented on the basis of service, and type.

The Global Playstation Market by Service
  • Subscription Service
  • Streaming Service

The Global Playstation Market by Type
  • Home Console
  • Handheld System
  • Other

Company Profiles
The companies covered in the report include
  • Sony
  • Microsoft Corp
  • Sega Corporation
  • Atari Corporation
  • Tencent Holdings Limited
  • Nintendo
  • Electronic Arts
  • Oculus VR
  • BANDAI
  • Activision Blizzard

What does this Report Deliver?
1. Comprehensive analysis of the global as well as regional markets of the playstation market.
2. Complete coverage of all the segments in the playstation market to analyze the trends, developments in the global market and forecast of market size up to 2026.
3. Comprehensive analysis of the companies operating in the global playstation market. The company profile includes analysis of product portfolio, revenue, SWOT analysis and latest developments of the company.
4. Growth Matrix presents an analysis of the product segments and geographies that market players should focus to invest, consolidate, expand and/or diversify.

This product will be delivered within 1-3 business days.

Table of Contents

1. Preface
1.1. Report Description
1.2. Research Methods
1.3. Research Approaches
2. Executive Summary
2.1. Playstation Market Highlights
2.2. Playstation Market Projection
2.3. Playstation Market Regional Highlights
3. Global Playstation Market Overview
3.1. Introduction
3.2. Market Dynamics
3.2.1. Drivers
3.2.2. Restraints
3.2.3. Opportunities
3.3. Analysis of COVID-19 impact on the Playstation Market
3.4. Porter's Five Forces Analysis
3.5. Growth Matrix Analysis
3.5.1. Growth Matrix Analysis by Service
3.5.2. Growth Matrix Analysis by Type
3.5.3. Growth Matrix Analysis by Region
3.6. Value Chain Analysis of Playstation Market
4. Playstation Market Macro Indicator Analysis
5. Global Playstation Market by Service
5.1. Subscription Service
5.2. Streaming Service
6. Global Playstation Market by Type
6.1. Home Console
6.2. Handheld System
6.3. Other
7. Global Playstation Market by Region 2020-2026
7.1. North America
7.1.1. North America Playstation Market by Service
7.1.2. North America Playstation Market by Type
7.1.3. North America Playstation Market by Country
7.2. Europe
7.2.1. Europe Playstation Market by Service
7.2.2. Europe Playstation Market by Type
7.2.3. Europe Playstation Market by Country
7.3. Asia-Pacific
7.3.1. Asia-Pacific Playstation Market by Service
7.3.2. Asia-Pacific Playstation Market by Type
7.3.3. Asia-Pacific Playstation Market by Country
7.4. RoW
7.4.1. RoW Playstation Market by Service
7.4.2. RoW Playstation Market by Type
7.4.3. RoW Playstation Market by Sub-region
8. Company Profiles and Competitive Landscape
8.1. Competitive Landscape in the Global Playstation Market
8.2. Companies Profiled
8.2.1. Sony
8.2.2. Microsoft Corp
8.2.3. Sega Corporation
8.2.4. Atari Corporation
8.2.5. Tencent Holdings Limited
8.2.6. Nintendo
8.2.7. Electronic Arts
8.2.8. Oculus VR
8.2.9. BANDAI
8.2.10. Activision Blizzard

Companies Mentioned

  • Sony
  • Microsoft Corp
  • Sega Corporation
  • Atari Corporation
  • Tencent Holdings Limited
  • Nintendo
  • Electronic Arts
  • Oculus VR
  • BANDAI
  • Activision Blizzard