Europe Gaming Console Market Size, Share & Trends Analysis Report By Type (Home Console and Handheld Console (Portable and Non-Portable)), By End-use (Residential and Commercial), By Application, By Country and Growth Forecast, 2024 - 2031

Europe Gaming Console Market Size, Share & Trends Analysis Report By Type (Home Console and Handheld Console (Portable and Non-Portable)), By End-use (Residential and Commercial), By Application, By Country and Growth Forecast, 2024 - 2031


The Europe Gaming Console Market would witness market growth of 17.0% CAGR during the forecast period (2024-2031). In the year 2021, the Europe market's volume surged to 16,072.9 thousand units, showcasing a growth of 7.7% (2020-2024).

The commercial end-use segment in the gaming console market encompasses applications where consoles are used in business and public settings for generating revenue or enhancing customer engagement. Key venues include gaming arcades, e-sports arenas, gaming lounges, entertainment centers, and even educational institutions leveraging gamified learning. These establishments often utilize gaming consoles to attract customers, host competitive gaming events, or offer recreational activities. In e-sports arenas, high-performance consoles like PlayStation and Xbox are integral for professional tournaments and training. Gaming lounges and cafes provide users with an immersive gaming experience in a social setting, typically charging hourly or membership-based fees. Therefore, in Germany, 2,118.6 thousand units of gaming console is expected to be utilized in commercial by the year 2031.

The Germany market dominated the Europe Gaming Console Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $5,170.4 Million by 2031. The UK market is experiencing a CAGR of 16.2% during (2024 - 2031). Additionally, The France market would exhibit a CAGR of 17.9% during (2024 - 2031).

One of the driving forces behind the success of gaming consoles is their ability to provide immersive and interactive experiences that other forms of entertainment cannot replicate. Modern consoles feature powerful processors and graphics cards capable of rendering lifelike visuals, realistic physics, and expansive virtual worlds. These technological effects have enabled developers to create games that challenge the limits of imagination, enabling players to explore fantastical domains, participate in intense action sequences, or experience emotionally resonant narratives.

The market has also been significantly influenced by the increasing prevalence of online gaming. With robust online ecosystems, gaming consoles have become hubs for social interaction, connecting players worldwide through multiplayer games, voice chat, and community features. Online gaming services, such as Xbox Live and PlayStation Network, have revolutionized how people engage with games, enabling players to compete, collaborate, and share their experiences in real-time. These platforms also offer access to extensive digital libraries, subscription-based models, and exclusive content, making gaming consoles an attractive choice for those seeking convenience and variety. Furthermore, the rise of cross-platform gaming has eliminated barriers between console, PC, and mobile players, creating a more inclusive environment that encourages broader adoption.

Europe's thriving esports scene is another powerful driver of the gaming console market. Professional leagues such as the League of Legends European Championship (LEC) and ESL One draw massive in-person and online audiences, fostering a growing interest in competitive gaming. The European esports industry, projected to reach $800 million by 2023, reflects the region’s leadership in this rapidly expanding sector. This vibrant e-sport culture has heightened demand for high-performance gaming consoles as professional and amateur players seek equipment capable of delivering superior performance. Thus, combined with a strong regulatory framework and the region’s commitment to innovation, Europe’s market is well-positioned for continued growth and influence on the global stage.

Based on Type, the market is segmented into Home Console and Handheld Console (Portable and Non-Portable). Based on End-use, the market is segmented into Residential and Commercial. Based on Application, the market is segmented into Gaming and Non-Gaming. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

List of Key Companies Profiled
  • Corsair Gaming, Inc.
  • ASUSTeK Computer Inc.
  • Sony Corporation
  • Dell Technologies, Inc.
  • Microsoft Corporation
  • Lenovo Group Limited
  • HP, Inc.
  • Nintendo Co., Ltd.
  • Acer, Inc.
  • Logitech International S.A.
Europe Gaming Console Market Report Segmentation

By Type (Volume, Thousand Units, USD Billion, 2020-2031)
  • Home Console
  • Handheld Console
  • Portable
  • Non-Portable
By End-use (Volume, Thousand Units, USD Billion, 2020-2031)
  • Residential
  • Commercial
By Application (Volume, Thousand Units, USD Billion, 2020-2031)
  • Gaming
  • Non-Gaming
By Country (Volume, Thousand Units, USD Billion, 2020-2031)
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Gaming Console Market, by Type
1.4.2 Europe Gaming Console Market, by End-use
1.4.3 Europe Gaming Console Market, by Application
1.4.4 Europe Gaming Console Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
3.3 Porter Five Forces Analysis
Chapter 4. Recent Strategies Deployed in Gaming Console Market
Chapter 5. Europe Gaming Console Market by Type
5.1 Europe Home Console Market by Country
5.2 Europe Handheld Console Market by Country
5.3 Europe Gaming Console Market by Handheld Console Type
5.3.1 Europe Portable Market by Country
5.3.2 Europe Non-Portable Market by Country
Chapter 6. Europe Gaming Console Market by End-use
6.1 Europe Residential Market by Country
6.2 Europe Commercial Market by Country
Chapter 7. Europe Gaming Console Market by Application
7.1 Europe Gaming Market by Country
7.2 Europe Non-Gaming Market by Country
Chapter 8. Europe Gaming Console Market by Country
8.1 Germany Gaming Console Market
8.1.1 Germany Gaming Console Market by Type
8.1.1.1 Germany Gaming Console Market by Handheld Console Type
8.1.2 Germany Gaming Console Market by End-use
8.1.3 Germany Gaming Console Market by Application
8.2 UK Gaming Console Market
8.2.1 UK Gaming Console Market by Type
8.2.1.1 UK Gaming Console Market by Handheld Console Type
8.2.2 UK Gaming Console Market by End-use
8.2.3 UK Gaming Console Market by Application
8.3 France Gaming Console Market
8.3.1 France Gaming Console Market by Type
8.3.1.1 France Gaming Console Market by Handheld Console Type
8.3.2 France Gaming Console Market by End-use
8.3.3 France Gaming Console Market by Application
8.4 Russia Gaming Console Market
8.4.1 Russia Gaming Console Market by Type
8.4.1.1 Russia Gaming Console Market by Handheld Console Type
8.4.2 Russia Gaming Console Market by End-use
8.4.3 Russia Gaming Console Market by Application
8.5 Spain Gaming Console Market
8.5.1 Spain Gaming Console Market by Type
8.5.1.1 Spain Gaming Console Market by Handheld Console Type
8.5.2 Spain Gaming Console Market by End-use
8.5.3 Spain Gaming Console Market by Application
8.6 Italy Gaming Console Market
8.6.1 Italy Gaming Console Market by Type
8.6.1.1 Italy Gaming Console Market by Handheld Console Type
8.6.2 Italy Gaming Console Market by End-use
8.6.3 Italy Gaming Console Market by Application
8.7 Rest of Europe Gaming Console Market
8.7.1 Rest of Europe Gaming Console Market by Type
8.7.1.1 Rest of Europe Gaming Console Market by Handheld Console Type
8.7.2 Rest of Europe Gaming Console Market by End-use
8.7.3 Rest of Europe Gaming Console Market by Application
Chapter 9. Company Profiles
9.1 Corsair Gaming, Inc.
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.2 ASUSTeK Computer Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expenses
9.2.5 Recent strategies and developments:
9.2.5.1 Product Launches and Product Expansions:
9.2.6 SWOT Analysis
9.3 Sony Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental and Regional Analysis
9.3.4 Research & Development Expenses
9.3.5 Recent strategies and developments:
9.3.5.1 Product Launches and Product Expansions:
9.3.5.2 Acquisition and Mergers:
9.3.6 SWOT Analysis
9.4 Dell Technologies, Inc.
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expense
9.4.5 SWOT Analysis
9.5 Microsoft Corporation
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Segmental and Regional Analysis
9.5.4 Research & Development Expenses
9.5.5 Recent strategies and developments:
9.5.5.1 Product Launches and Product Expansions:
9.5.6 SWOT Analysis
9.6 Lenovo Group Limited
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segmental and Regional Analysis
9.6.4 Research & Development Expense
9.6.5 Recent strategies and developments:
9.6.5.1 Product Launches and Product Expansions:
9.6.6 SWOT Analysis
9.7 HP, Inc.
9.7.1 Company Overview
9.7.1 Financial Analysis
9.7.2 Segmental and Regional Analysis
9.7.3 Research & Development Expense
9.7.4 SWOT Analysis
9.8 Nintendo Co., Ltd.
9.8.1 Company Overview
9.8.2 Financial Analysis
9.8.3 Regional Analysis
9.8.4 Research & Development Expenses
9.8.5 SWOT Analysis
9.9 Acer, Inc.
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Segmental and Regional Analysis
9.9.4 Research & Development Expenses
9.9.5 Recent strategies and developments:
9.9.5.1 Product Launches and Product Expansions:
9.9.6 SWOT Analysis
9.10. Logitech International S.A.
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Regional Analysis
9.10.4 Research & Development Expenses
9.10.5 Recent strategies and developments:
9.10.5.1 Product Launches and Product Expansions:
9.10.6 SWOT Analysis

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