North America 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

North America 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 North America Gaming Console Market would witness market growth of 16.5% CAGR during the forecast period (2024-2031). In the year 2020, the North America market's volume surged to 17,637.0 thousand units, showcasing a growth of 8.4% (2020-2023).

Residential is a significant end-use segment in the Gaming Console Market, driven by the increasing popularity of home-based gaming as a primary entertainment source. Gaming consoles, such as PlayStation, Xbox, and Nintendo Switch, are widely adopted in households for their ability to provide immersive, high-quality gaming experiences. The convenience of playing games at home, coupled with the availability of advanced features like 4K resolution, virtual reality (VR) support, and online multiplayer, makes residential spaces a key consumer base. Thus, in Canada, 6,123.0 thousand units of gaming console are expected to be utilized in residential by the year 2031.

The US market dominated the North America Gaming Console Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $17,336.9 Million by 2031. The Canada market is exhibiting a CAGR of 17.7% during (2024 - 2031). Additionally, The Mexico market would experience a CAGR of 17.6% during (2024 - 2031).

The market is a sector that is swiftly evolving and highly dynamic within the global entertainment industry. Over the decades, it has transformed from a niche hobby for tech enthusiasts into a mainstream cultural phenomenon that attracts millions of players. Gaming consoles have become integral to modern entertainment, offering immersive experiences that blend cutting-edge technology with creative storytelling. Technological advancements, innovative game development, and the growing social and competitive gaming ecosystem integration have driven this evolution. As a result, the market has expanded to encompass a wide range of audiences, from casual players to professional e-sports athletes.

The rise of gaming consoles can be traced back to the early days of home entertainment systems, where rudimentary graphics and simple gameplay marked the beginning of an industry that would later redefine digital interaction. Over the years, advancements in hardware capabilities and software development have enabled consoles to deliver increasingly sophisticated experiences. High-definition visuals, surround sound, and complex gameplay mechanics have elevated gaming into a form of entertainment that rivals cinema and television. Today’s consoles are no longer confined to gaming alone; they have evolved into multifunctional devices catering to various needs, including streaming, virtual reality, and online social interactions. This diversification has helped the market appeal to a broader demographic, breaking down barriers of age, gender, and geographic location.

Mexico’s market is also expanding rapidly, fueled by its youthful population, with a median age of 29.3 years, as the National Institute of Statistics and Geography (INEGI) reported. Younger consumers, more inclined to participate in gaming, have driven demand for consoles and peripherals. Increased competition among manufacturers has made gaming consoles more affordable, broadening accessibility and encouraging adoption across diverse income groups. Hence, these factors, coupled with an expanding consumer base, present lucrative opportunities for growth in Mexico, contributing to North America’s overall dominance in the gaming console industry.

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 U.S., Mexico, Canada, and Rest of North America.

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.
North America 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)
  • US
  • Canada
  • Mexico
  • Rest of North America


Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 North America Gaming Console Market, by Type
1.4.2 North America Gaming Console Market, by End-use
1.4.3 North America Gaming Console Market, by Application
1.4.4 North America 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. North America Gaming Console Market by Type
5.1 North America Home Console Market by Region
5.2 North America Handheld Console Market by Region
5.3 North America Gaming Console Market by Handheld Console Type
5.3.1 North America Portable Market by Country
5.3.2 North America Non-Portable Market by Country
Chapter 6. North America Gaming Console Market by End-use
6.1 North America Residential Market by Country
6.2 North America Commercial Market by Country
Chapter 7. North America Gaming Console Market by Application
7.1 North America Gaming Market by Country
7.2 North America Non-Gaming Market by Country
Chapter 8. North America Gaming Console Market by Country
8.1 US Gaming Console Market
8.1.1 US Gaming Console Market by Type
8.1.1.1 US Gaming Console Market by Handheld Console Type
8.1.2 US Gaming Console Market by End-use
8.1.3 US Gaming Console Market by Application
8.2 Canada Gaming Console Market
8.2.1 Canada Gaming Console Market by Type
8.2.1.1 Canada Gaming Console Market by Handheld Console Type
8.2.2 Canada Gaming Console Market by End-use
8.2.3 Canada Gaming Console Market by Application
8.3 Mexico Gaming Console Market
8.3.1 Mexico Gaming Console Market by Type
8.3.1.1 Mexico Gaming Console Market by Handheld Console Type
8.3.2 Mexico Gaming Console Market by End-use
8.3.3 Mexico Gaming Console Market by Application
8.4 Rest of North America Gaming Console Market
8.4.1 Rest of North America Gaming Console Market by Type
8.4.1.1 Rest of North America Gaming Console Market by Handheld Console Type
8.4.2 Rest of North America Gaming Console Market by End-use
8.4.3 Rest of North America 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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