Global 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 Regional Outlook and Forecast, 2024 - 2031

Global 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 Regional Outlook and Forecast, 2024 - 2031


The Global Gaming Console Market size is expected to reach $92.54 billion by 2031, rising at a market growth of 17.3% CAGR during the forecast period. In the year 2023, the market attained a volume of 80,266.6 thousand units, experiencing a growth of 9.1% (2020-2023).

Gaming has become a mainstream activity in the United States, with approximately 214 million gamers in 2023, accounting for about 65% of the population, according to the Entertainment Software Association (ESA). The proliferation of streaming platforms like Twitch, headquartered in the U.S., has further spurred this growth as streamers and content creators increasingly invest in advanced gaming consoles to enhance their broadcasts and connect with audiences. The presence of leading gaming console manufacturers like Microsoft and Sony, coupled with a well-developed esports industry, has solidified North America's position in the market. Hence, The North America segment witnessed more than 1/4th revenue share in the market in 2023. In terms of volume, 56,212.0 thousand units of gaming console by the year 2031. This region benefits from a high adoption rate of advanced technologies, robust internet infrastructure, and a strong gaming culture. Additionally, the increasing popularity of subscription services such as Xbox Game Pass and the rise of cloud gaming platforms have further driven console adoption in the region.

Social gaming experiences have also played a crucial role in broadening the appeal of consoles. Features like party chat shared achievements, and collaborative gameplay make consoles a preferred choice for social interaction, especially in a digital-first world. Many games now incorporate built-in social elements, such as the ability to stream gameplay or share highlights, further enhancing the sense of connection. Families and friends often gather around gaming consoles for shared entertainment, reinforcing their value as a versatile and social device. Additionally, Console manufacturers have capitalized on the e-sports boom by partnering with professional teams and sponsoring high-profile tournaments. Limited-edition e-sports-themed consoles and accessories appeal to fans, further driving sales. The cultural shift toward gaming as a mainstream entertainment form has cemented consoles as central to the e-sports ecosystem, bridging the gap between professional players, streamers, and everyday gamers. Hence, as e-sports grows, its influence on the market will remain a key driver of innovation and consumer demand.

However, Compatibility and upgrade concerns also play a significant role in limiting the adoption of gaming consoles. Many consumers hesitate to invest in new systems due to uncertainty about backward compatibility with their existing game libraries. If older games are not supported, gamers rebuild their collections, often at a substantial cost. For casual gamers, these issues may outweigh the appeal of upgraded technology, leading them to stick with older consoles or switch to alternative platforms. Thus, these factors may hinder the growth of the market.

Type Outlook

Based on type, the market is bifurcated into home console and handheld console. The home console segment garnered 74% revenue share in the market in 2023. In terms of volume, 157,261.4 thousand units of home console are expected to be utilized by the year 2031. Home consoles like the PlayStation 5, Xbox Series X, and Nintendo Switch (docked mode) offer powerful hardware capabilities, advanced graphics, and immersive gaming experiences tailored for a stationary setup. These consoles are often preferred by hardcore gamers and households that prioritize high-quality visuals, extensive game libraries, and multiplayer functionality. The demand for home consoles was further bolstered by the growing trend of online gaming and the availability of exclusive titles, which attracted a significant consumer base.

Handheld Console Type Outlook

On the basis of handheld console type, the market is classified into portable and non-portable. The portable segment acquired 82% revenue share in the market in 2023. In terms of volume, 34,776.2 thousand units of portable console are expected to be utilized by the year 2031. The Nintendo Switch (portable mode), Valve Steam Deck, and PlayStation Vita are highly favored for their convenience and flexibility, which enable gamers to experience their favorite titles on the go. They are portable handheld consoles. Casual gamers and those who prioritize gaming during commutes or travel have found these consoles to be particularly appealing due to their portability, as well as improvements in battery life, display resolution, and processing power.

End-use Outlook

By end-use, the market is divided into residential and commercial. The commercial segment garnered 18% revenue share in the market in 2023. In terms of volume, 42,489.2 thousand units of gaming console are expected to be utilized in commercial by the year 2031. This segment includes gaming consoles in commercial settings such as gaming lounges, esports arenas, retail stores, and entertainment centers. Businesses have invested in high-end gaming installations to attract gaming enthusiasts, as the commercial segment has been significantly influenced by the growth of esports and competitive gaming.

Application Outlook

Based on application, the market is segmented into gaming and non-gaming. The gaming segment procured 62% revenue share in the market in 2023. In terms of volume, 129,869.4 thousand units of gaming console are expected to be utilized for gaming by the year 2031. This segment represents the core use of gaming consoles, driven by the ever-expanding popularity of video games among various age groups and demographics. Advancements in graphics, immersive gameplay, and the availability of exclusive and cross-platform titles have fueled demand for consoles in this segment.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Asia Pacific segment recorded 42% revenue share in the market in 2023. In terms of volume, 102,750.7 thousand units of gaming console are expected to be utilized by the year 2031. This region's dominance is driven by a rapidly growing gaming population, increasing disposable income, and widespread technological adoption in countries like China, Japan, South Korea, and India. The strong presence of established gaming companies, combined with a rising interest in esports and multiplayer gaming, has fueled the demand for gaming consoles.

Recent Strategies Deployed in the Market
  • Sep-2024: Sony Corporation has launched the highly anticipated PlayStation 5 Pro, featuring a powerful graphics chip with enhanced ray-tracing and AI upscaling. The PS5 Pro lacks a Blu-ray drive but offers optional upgrades.
  • Sep-2024: Acer, Inc. has launched its first handheld gaming console, the Nitro Blaze 7, powered by AMD Ryzen 8040 Series processors. It features 16GB RAM, up to 2TB storage, a 7-inch Full HD touchscreen with a 144Hz refresh rate, and Wi-Fi 6E. It runs Windows 11 and offers access to multiple game platforms.
  • Sep-2024: Logitech International S.A. launched the MX Creative Console, designed to enhance digital creators' workflows with customizable controls and task automation. Integrated with Adobe apps like Photoshop and Premiere Pro, it supports AI features and offers a complimentary three-month Adobe Creative Cloud membership, empowering creators to work smarter and faster.
  • Aug-2024: Sony Corporation unveiled the Sony PlayStation Portal, a handheld gaming device. This device lets gamers play PS5 games over home Wi-Fi with console-quality controls and DualSense features. It features an 8-inch full HD screen and up to 60fps gameplay.
  • Aug-2024: Microsoft Corporation unveiled three new Xbox console options for the holiday season. The all-digital Xbox Series X in Robot White removes the disc drive—a 2TB Galaxy Black Series X and a 1TB Series S in Robot White.
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.
Global 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 Geography (Volume, Thousand Units, USD Billion, 2020-2031)
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Gaming Console Market, by Type
1.4.2 Global Gaming Console Market, by End-use
1.4.3 Global Gaming Console Market, by Application
1.4.4 Global Gaming Console Market, by Geography
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. Global Gaming Console Market by Type
5.1 Global Home Console Market by Region
5.2 Global Handheld Console Market by Region
5.3 Global Gaming Console Market by Handheld Console Type
5.3.1 Global Portable Market by Region
5.3.2 Global Non-Portable Market by Region
Chapter 6. Global Gaming Console Market by End-use
6.1 Global Residential Market by Region
6.2 Global Commercial Market by Region
Chapter 7. Global Gaming Console Market by Application
7.1 Global Gaming Market by Region
7.2 Global Non-Gaming Market by Region
Chapter 8. Global Gaming Console Market by Region
8.1 North America Gaming Console Market
8.1.1 North America Gaming Console Market by Type
8.1.1.1 North America Home Console Market by Region
8.1.1.2 North America Handheld Console Market by Region
8.1.1.3 North America Gaming Console Market by Handheld Console Type
8.1.1.3.1 North America Portable Market by Country
8.1.1.3.2 North America Non-Portable Market by Country
8.1.2 North America Gaming Console Market by End-use
8.1.2.1 North America Residential Market by Country
8.1.2.2 North America Commercial Market by Country
8.1.3 North America Gaming Console Market by Application
8.1.3.1 North America Gaming Market by Country
8.1.3.2 North America Non-Gaming Market by Country
8.1.4 North America Gaming Console Market by Country
8.1.4.1 US Gaming Console Market
8.1.4.1.1 US Gaming Console Market by Type
8.1.4.1.1.1 US Gaming Console Market by Handheld Console Type
8.1.4.1.2 US Gaming Console Market by End-use
8.1.4.1.3 US Gaming Console Market by Application
8.1.4.2 Canada Gaming Console Market
8.1.4.2.1 Canada Gaming Console Market by Type
8.1.4.2.1.1 Canada Gaming Console Market by Handheld Console Type
8.1.4.2.2 Canada Gaming Console Market by End-use
8.1.4.2.3 Canada Gaming Console Market by Application
8.1.4.3 Mexico Gaming Console Market
8.1.4.3.1 Mexico Gaming Console Market by Type
8.1.4.3.1.1 Mexico Gaming Console Market by Handheld Console Type
8.1.4.3.2 Mexico Gaming Console Market by End-use
8.1.4.3.3 Mexico Gaming Console Market by Application
8.1.4.4 Rest of North America Gaming Console Market
8.1.4.4.1 Rest of North America Gaming Console Market by Type
8.1.4.4.1.1 Rest of North America Gaming Console Market by Handheld Console Type
8.1.4.4.2 Rest of North America Gaming Console Market by End-use
8.1.4.4.3 Rest of North America Gaming Console Market by Application
8.2 Europe Gaming Console Market
8.2.1 Europe Gaming Console Market by Type
8.2.1.1 Europe Home Console Market by Country
8.2.1.2 Europe Handheld Console Market by Country
8.2.1.3 Europe Gaming Console Market by Handheld Console Type
8.2.1.3.1 Europe Portable Market by Country
8.2.1.3.2 Europe Non-Portable Market by Country
8.2.2 Europe Gaming Console Market by End-use
8.2.2.1 Europe Residential Market by Country
8.2.2.2 Europe Commercial Market by Country
8.2.3 Europe Gaming Console Market by Application
8.2.3.1 Europe Gaming Market by Country
8.2.3.2 Europe Non-Gaming Market by Country
8.2.4 Europe Gaming Console Market by Country
8.2.4.1 Germany Gaming Console Market
8.2.4.1.1 Germany Gaming Console Market by Type
8.2.4.1.1.1 Germany Gaming Console Market by Handheld Console Type
8.2.4.1.2 Germany Gaming Console Market by End-use
8.2.4.1.3 Germany Gaming Console Market by Application
8.2.4.2 UK Gaming Console Market
8.2.4.2.1 UK Gaming Console Market by Type
8.2.4.2.1.1 UK Gaming Console Market by Handheld Console Type
8.2.4.2.2 UK Gaming Console Market by End-use
8.2.4.2.3 UK Gaming Console Market by Application
8.2.4.3 France Gaming Console Market
8.2.4.3.1 France Gaming Console Market by Type
8.2.4.3.1.1 France Gaming Console Market by Handheld Console Type
8.2.4.3.2 France Gaming Console Market by End-use
8.2.4.3.3 France Gaming Console Market by Application
8.2.4.4 Russia Gaming Console Market
8.2.4.4.1 Russia Gaming Console Market by Type
8.2.4.4.1.1 Russia Gaming Console Market by Handheld Console Type
8.2.4.4.2 Russia Gaming Console Market by End-use
8.2.4.4.3 Russia Gaming Console Market by Application
8.2.4.5 Spain Gaming Console Market
8.2.4.5.1 Spain Gaming Console Market by Type
8.2.4.5.1.1 Spain Gaming Console Market by Handheld Console Type
8.2.4.5.2 Spain Gaming Console Market by End-use
8.2.4.5.3 Spain Gaming Console Market by Application
8.2.4.6 Italy Gaming Console Market
8.2.4.6.1 Italy Gaming Console Market by Type
8.2.4.6.1.1 Italy Gaming Console Market by Handheld Console Type
8.2.4.6.2 Italy Gaming Console Market by End-use
8.2.4.6.3 Italy Gaming Console Market by Application
8.2.4.7 Rest of Europe Gaming Console Market
8.2.4.7.1 Rest of Europe Gaming Console Market by Type
8.2.4.7.1.1 Rest of Europe Gaming Console Market by Handheld Console Type
8.2.4.7.2 Rest of Europe Gaming Console Market by End-use
8.2.4.7.3 Rest of Europe Gaming Console Market by Application
8.3 Asia Pacific Gaming Console Market
8.3.1 Asia Pacific Gaming Console Market by Type
8.3.1.1 Asia Pacific Home Console Market by Country
8.3.1.2 Asia Pacific Handheld Console Market by Country
8.3.1.3 Asia Pacific Gaming Console Market by Handheld Console Type
8.3.1.3.1 Asia Pacific Portable Market by Country
8.3.1.3.2 Asia Pacific Non-Portable Market by Country
8.3.2 Asia Pacific Gaming Console Market by End-use
8.3.2.1 Asia Pacific Residential Market by Country
8.3.2.2 Asia Pacific Commercial Market by Country
8.3.3 Asia Pacific Gaming Console Market by Application
8.3.3.1 Asia Pacific Gaming Market by Country
8.3.3.2 Asia Pacific Non-Gaming Market by Country
8.3.4 Asia Pacific Gaming Console Market by Country
8.3.4.1 China Gaming Console Market
8.3.4.1.1 China Gaming Console Market by Type
8.3.4.1.1.1 China Gaming Console Market by Handheld Console Type
8.3.4.1.2 China Gaming Console Market by End-use
8.3.4.1.3 China Gaming Console Market by Application
8.3.4.2 Japan Gaming Console Market
8.3.4.2.1 Japan Gaming Console Market by Type
8.3.4.2.1.1 Japan Gaming Console Market by Handheld Console Type
8.3.4.2.2 Japan Gaming Console Market by End-use
8.3.4.2.3 Japan Gaming Console Market by Application
8.3.4.3 India Gaming Console Market
8.3.4.3.1 India Gaming Console Market by Type
8.3.4.3.1.1 India Gaming Console Market by Handheld Console Type
8.3.4.3.2 India Gaming Console Market by End-use
8.3.4.3.3 India Gaming Console Market by Application
8.3.4.4 South Korea Gaming Console Market
8.3.4.4.1 South Korea Gaming Console Market by Type
8.3.4.4.1.1 South Korea Gaming Console Market by Handheld Console Type
8.3.4.4.2 South Korea Gaming Console Market by End-use
8.3.4.4.3 South Korea Gaming Console Market by Application
8.3.4.5 Australia Gaming Console Market
8.3.4.5.1 Australia Gaming Console Market by Type
8.3.4.5.1.1 Australia Gaming Console Market by Handheld Console Type
8.3.4.5.2 Australia Gaming Console Market by End-use
8.3.4.5.3 Australia Gaming Console Market by Application
8.3.4.6 Malaysia Gaming Console Market
8.3.4.6.1 Malaysia Gaming Console Market by Type
8.3.4.6.1.1 Malaysia Gaming Console Market by Handheld Console Type
8.3.4.6.2 Malaysia Gaming Console Market by End-use
8.3.4.6.3 Malaysia Gaming Console Market by Application
8.3.4.7 Rest of Asia Pacific Gaming Console Market
8.3.4.7.1 Rest of Asia Pacific Gaming Console Market by Type
8.3.4.7.1.1 Rest of Asia Pacific Gaming Console Market by Handheld Console Type
8.3.4.7.2 Rest of Asia Pacific Gaming Console Market by End-use
8.3.4.7.3 Rest of Asia Pacific Gaming Console Market by Application
8.4 LAMEA Gaming Console Market
8.4.1 LAMEA Gaming Console Market by Type
8.4.1.1 LAMEA Home Console Market by Country
8.4.1.2 LAMEA Handheld Console Market by Country
8.4.1.3 LAMEA Gaming Console Market by Handheld Console Type
8.4.1.3.1 LAMEA Portable Market by Country
8.4.1.3.2 LAMEA Non-Portable Market by Country
8.4.2 LAMEA Gaming Console Market by End-use
8.4.2.1 LAMEA Residential Market by Country
8.4.2.2 LAMEA Commercial Market by Country
8.4.3 LAMEA Gaming Console Market by Application
8.4.3.1 LAMEA Gaming Market by Country
8.4.3.2 LAMEA Non-Gaming Market by Country
8.4.4 LAMEA Gaming Console Market by Country
8.4.4.1 Brazil Gaming Console Market
8.4.4.1.1 Brazil Gaming Console Market by Type
8.4.4.1.1.1 Brazil Gaming Console Market by Handheld Console Type
8.4.4.1.2 Brazil Gaming Console Market by End-use
8.4.4.1.3 Brazil Gaming Console Market by Application
8.4.4.2 Argentina Gaming Console Market
8.4.4.2.1 Argentina Gaming Console Market by Type
8.4.4.2.1.1 Argentina Gaming Console Market by Handheld Console Type
8.4.4.2.2 Argentina Gaming Console Market by End-use
8.4.4.2.3 Argentina Gaming Console Market by Application
8.4.4.3 UAE Gaming Console Market
8.4.4.3.1 UAE Gaming Console Market by Type
8.4.4.3.1.1 UAE Gaming Console Market by Handheld Console Type
8.4.4.3.2 UAE Gaming Console Market by End-use
8.4.4.3.3 UAE Gaming Console Market by Application
8.4.4.4 Saudi Arabia Gaming Console Market
8.4.4.4.1 Saudi Arabia Gaming Console Market by Type
8.4.4.4.1.1 Saudi Arabia Gaming Console Market by Handheld Console Type
8.4.4.4.2 Saudi Arabia Gaming Console Market by End-use
8.4.4.4.3 Saudi Arabia Gaming Console Market by Application
8.4.4.5 South Africa Gaming Console Market
8.4.4.5.1 South Africa Gaming Console Market by Type
8.4.4.5.1.1 South Africa Gaming Console Market by Handheld Console Type
8.4.4.5.2 South Africa Gaming Console Market by End-use
8.4.4.5.3 South Africa Gaming Console Market by Application
8.4.4.6 Nigeria Gaming Console Market
8.4.4.6.1 Nigeria Gaming Console Market by Type
8.4.4.6.1.1 Nigeria Gaming Console Market by Handheld Console Type
8.4.4.6.2 Nigeria Gaming Console Market by End-use
8.4.4.6.3 Nigeria Gaming Console Market by Application
8.4.4.7 Rest of LAMEA Gaming Console Market
8.4.4.7.1 Rest of LAMEA Gaming Console Market by Type
8.4.4.7.1.1 Rest of LAMEA Gaming Console Market by Handheld Console Type
8.4.4.7.2 Rest of LAMEA Gaming Console Market by End-use
8.4.4.7.3 Rest of LAMEA 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
Chapter 10. Winning Imperatives of Gaming Console Market

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