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text 2020-04-27 12:17
Gaming Consoles Market Global Trends, Market Share, Industry Size, Growth, Opportunities, and Market Forecast 2020 to 2027

Gaming Consoles Market is estimated to value over USD 38 billion by 2027 end and register a CAGR of over 4% during the forecast period 2020 to 2027.

The report initiates from the outline of business surroundings and explains the commercial summary of chain structure. Moreover, it analyses forecast by type, by age group, by product, by region and Gaming Consoles Market Size.

Additionally, this report illustrates the corporate profiles and situation of competitive landscape amongst numerous associated corporations including the analysis of market evaluation and options associated with the worth chain. This report provides valuable insights on the general market profit through a profit graph, an in depth SWOT analysis of the market trends along side the regional proliferation of this business vertical.

Request a Sample Report @ https://www.futurewiseresearch.com/request-sample.aspx?id=3391&page=requestsample

 

Market Segmentation:

This Market is divided By Type, By Age Group, By Product and By Region.

Regionally, the worldwide Gaming Consoles Market is fragmented as North America, Europe, Asia Pacific and also the rest of the world.

 

Key Market Players:

Major market players enclosed within this market are  Nvidia Corp, Nintendo Co. Ltd., Microsoft Corp., Ouya Inc., Sony Computers Entertainment Inc, and Mad Catz.  

(Note: The list of the key players are going to be updated with the most recent market scenario and trends)

Purchase a Copy & Ask For Discount: https://www.futurewiseresearch.com/request-sample.aspx?id=3391&page=askfordiscount

 

FutureWise Key Takeaways:

  • Growth prospects
  • SWOT analysis
  • Key trends
  • Key data-points touching market growth

Competitive Landscape:

  • Tier 1 players- well-established companies in the market accounting a major market share  
  • Tier 2 players 
  • Rapidly growing players
  • New Entrants

 

Objectives of the Study:

  • To offer with an complete analysis on the Gaming Consoles Market By Type, By Age Group, By Product and By Region.
  • To cater comprehensive data on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints)
  • To measure and forecast micro-markets and also the overall market
  • To predict the market size, in key regions — North America, Europe, Asia Pacific and rest of the world
  • To record and evaluate the competitive landscape mapping - product launches, technological advancements, mergers and expansions

 

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Flexible Delivery Model:

  • We have a flexible delivery model and you can suggest changes in the scope/table of content as per your requirement
  • The customization services offered are free of charge with purchase of any license of the report.
  • You can directly share your requirements/changes to the current table of content to: sales@futurewiseresearch.com

 

About FutureWise Research:

We specialize in high-growth niche market research, assuring flexibility, agility and customized solutions for our clients. Through in-depth market insights and consultancy, we present our clients with the tools they need to be at the forefront of their industry – a position secured for far more than the near future.

 

Company Name: FutureWise Research

Contact Person:  VinayThaploo

Email: sales@futurewiseresearch.com

Phone: +44 141 628 9353 / +1 347 709 4931

City:  Leeds

Country:  United Kingdom

Website: www.futurewiseresearch.com

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text 2020-03-23 13:50
Gaming Consoles Market Global Trends, Market Share, Industry Size, Growth, Opportunities, and Market Forecast 2020 to 2027

Gaming Consoles Market is estimated to value over USD 38 billion by 2027 end and register a CAGR of over 4% during the forecast period 2020 to 2027.

The report initiates from the outline of business surroundings and explains the commercial summary of chain structure. moreover, it analyses forecast of Gaming Consoles By Type, By Age Group, By Product, By Region and Gaming Consoles market.

Additionally, this report illustrates the corporate profiles and situation of competitive landscape amongst numerous associated corporations including the analysis of market evaluation and options associated with the worth chain. This report provides valuable insights on the general market profit through a profit graph, an in depth SWOT analysis of the Gaming Consoles market trends alongside the regional proliferation of this business vertical.

 

Request a Sample Report @ https://www.futurewiseresearch.com/request-sample.aspx?id=3391&page=requestsample

 

Gaming Consoles Market Segmentation:

The Gaming Consoles Market is divided By Type, By Age Group, By Product and By Region.

Regionally, the worldwide Gaming Consoles market is fragmented as North America, Europe, Asia Pacific and also the rest of the world.

 

Key Market Players:

Major market players enclosed within the Gaming Consoles market are Nvidia Corp, Nintendo Co. Ltd., Microsoft Corp., Ouya Inc., Sony Computers Entertainment Inc, and Mad Catz.

(Note: The list of the key players are going to be updated with the most recent market scenario and trends)

Purchase a Copy & Ask For Discount: https://www.futurewiseresearch.com/request-sample.aspx?id=3391&page=askfordiscount

 

FutureWise Key Takeaways:

  • Growth prospects
  • SWOT analysis
  • Key trends
  • Key data-points touching market growth

Competitive Landscape:

  • Tier 1 players- well-established companies in the market accounting a major market share  
  • Tier 2 players 
  • Rapidly growing players
  • New Entrants

 

Objectives of the Study:

  • To offer with an complete analysis on the Gaming Consoles market By Type, By Age Group, By Product and By Region
  • To cater comprehensive data on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints)
  • To measure and forecast micro-markets and also the overall market
  • To predict the market size, in key regions — North America, Europe, Asia Pacific and rest of the world
  • To record and evaluate the competitive landscape mapping - product launches, technological advancements, mergers and expansions

 

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Flexible Delivery Model:

  • We have a flexible delivery model and you can suggest changes in the scope/table of content as per your requirement
  • The customization services offered are free of charge with purchase of any license of the report.
  • You can directly share your requirements/changes to the current table of content to: sales@futurewiseresearch.com

 

About FutureWise Research:

We specialize in high-growth niche markets, assuring flexibility, agility and customized solutions for our clients. Through in-depth market insights and consultancy, we present our clients with the tools they need to be at the forefront of their industry – a position secured for far more than the near future.

 

Company Name: FutureWise Research

Contact Person:  Vinay Thaploo

Email: sales@futurewiseresearch.com

Phone: +44 141 628 9353 / +1 347 709 4931

City:  Leeds

Country:  United Kingdom

Website: www.futurewiseresearch.com

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text 2020-03-05 14:16
Gaming Consoles Market Global Trends, Market Share, Industry Size, Growth, Opportunities, and Market Forecast 2020 to 2027

Gaming Consoles Market is estimated to value over US $ 38 billion by 2027 end and registers a CAGR of 4 % from the forecast period 2020-2027.

The report initiates from the outline of business surroundings and explains the commercial summary of chain structure. Moreover, it analyses forecast By Type, By Age Group, By Product, By Region and Gaming Consoles Market Share.

Additionally, this report illustrates the corporate profiles and situation of competitive landscape amongst numerous associated corporations including the analysis of market evaluation and options associated with the worth chain. This report provides valuable insights on the general market profit through a profit graph, an in depth SWOT analysis of the market trends along side the regional proliferation of this business vertical.

Request a Sample Report @ https://www.futurewiseresearch.com/request-sample.aspx?id=3391&page=requestsample

 

Market Segmentation:

This Market is divided By Type, By Age Group, By Product and By Region

Regionally, the worldwide Gaming Consoles Market is fragmented as North America, Europe, Asia Pacific and also the rest of the world.

 

 

Purchase a Copy & Ask For Discount: https://www.futurewiseresearch.com/request-sample.aspx?id=3391&page=askfordiscount

 

FutureWise Key Takeaways:

  • Growth prospects
  • SWOT analysis
  • Key trends
  • Key data-points touching market growth

 

Competitive Landscape:

  • Tier 1 players- well-established companies in the market accounting a major market share  
  • Tier 2 players 
  • Rapidly growing players
  • New Entrants

 

Objectives of the Study:

  • To offer with a complete analysis on the Behavioral Rehabilitation Market. This Market is By Type, By Age Group, By Product and By Region
  • To cater comprehensive data on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints)
  • To measure and forecast micro-markets and also the overall market
  • To predict the market size, in key regions — North America, Europe, Asia Pacific and rest of the world
  • To record and evaluate the competitive landscape mapping - product launches, technological advancements, mergers and expansions

 

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Flexible Delivery Model:

  • We have a flexible delivery model and you can suggest changes in the scope/table of content as per your requirement
  • The customization services offered are free of charge with purchase of any license of the report.
  • You can directly share your requirements/changes to the current table of content to: sales@futurewiseresearch.com

 

About FutureWise Research:

We specialize in high-growth niche market research, assuring flexibility, agility and customized solutions for our clients. Through in-depth market insights and consultancy, we present our clients with the tools they need to be at the forefront of their industry – a position secured for far more than the near future.

 

Company Name: FutureWise Research 

Contact Person:  VinayThaploo

Email: sales@futurewiseresearch.com

Phone: +44 141 628 9353 / +1 347 709 4931

City:  Leeds

Country:  United Kingdom

Website: www.futurewiseresearch.com

Like Reblog Comment
text 2020-01-30 12:05
Gaming Consoles Market Global Trends, Market Share, Industry Size, Growth, Opportunities, and Market Forecast 2020 to 2027

Gaming Consoles Market is estimated to value over USD 38 billion by 2027 end and register a CAGR of over 4% during the forecast period 2020 to 2027.

The report initiates from the outline of business surroundings and explains the commercial summary of chain structure. Moreover, it analyses forecast By Product, By Type, By Age Group, by region and Gaming Consoles market share.

Additionally, this report illustrates the corporate profiles and situation of competitive landscape amongst numerous associated corporations including the analysis of market evaluation and options associated with the worth chain. This report provides valuable insights on the general market profit through a profit graph, an in-depth SWOT analysis of the market trends alongside the regional proliferation of this business vertical.

Request a Sample Report @  https://www.futurewiseresearch.com/request-sample.aspx?id=3391&page=requestsample

Market Segmentation:

This Market is divided By Product, By Type, By Age Group and By Region.

Regionally, the worldwide Gaming Consoles market is fragmented as North America, Europe, Asia Pacific and also the rest of the world.

 

Key Market Players:

Major market players enclosed within this market are Nvidia Corp, Nintendo Co. Ltd., Microsoft Corp., Ouya Inc., Sony Computers Entertainment Inc, and Mad Catz. 

Note: The list of the key players are going to be updated with the most recent market scenario and trends)

Purchase a Copy & Ask For Discount: https://www.futurewiseresearch.com/request-sample.aspx?id=3391&page=askfordiscount

 

FutureWise Key Takeaways:

  • Growth prospects
  • SWOT analysis
  • Key trends
  • Key data-points touching market growth

Competitive Landscape:

  • Tier 1 players- well-established companies in the market accounting a major market share  
  • Tier 2 players 
  • Rapidly growing players
  • New Entrants

 

Objectives of the Study:

  • To offer with a complete analysis on the Gaming Consoles market By Product, By Type, By Age Group and by region.
  • To cater comprehensive data on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints)
  • To measure and forecast micro-markets and also the overall market
  • To predict the market size, in key regions — North America, Europe, Asia Pacific and rest of the world
  • To record and evaluate the competitive landscape mapping - product launches, technological advancements, mergers and expansions

 

Browse Healthcare Research Reports & Consulting

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Flexible Delivery Model:

  • We have a flexible delivery model and you can suggest changes in the scope/table of content as per your requirement
  • The customization services offered are free of charge with purchase of any license of the report.
  • You can directly share your requirements/changes to the current table of content to: sales@futurewiseresearch.com

 

About FutureWise Research:

We specialize in high-growth niche market research, assuring flexibility, agility and customized solutions for our clients. Through in-depth market insights and consultancy, we present our clients with the tools they need to be at the forefront of their industry – a position secured for far more than the near future.

 

Company Name: FutureWise Research

Contact Person:  VinayThaploo

Email: sales@futurewiseresearch.com

Phone: +44 141 628 9353 / +1 347 709 4931

City:  Leeds

Country:  United Kingdom

Website: www.futurewiseresearch.com

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text 2019-12-26 09:55
How Expensive is Gaming now vs 30 Years Ago

Gaming has evolved in a big way since the 1980s. It was back then, in the 80s, when gaming started to become a huge commercial industry. As we saw high-powered, (by the standard of the day) dedicated, gaming consoles it was easy for game producers to create standardized games as the hardware was a set specification meaning that a cartridge for one machine would work on every machine.

 

 

These consoles which took gaming cartridges differed from earlier machines such as the classic Pong consoles which were built with a single game on them and no way of adding anything else. This meant that the company only made one sale, which was the original machine, but the next generation of gaming hardware could swap games giving the possibility of different games which meant extra sales after the machine in the gaming cartridges.

 

We saw this first with Atari, which was massive in the early 80s, being the first company to successfully commercially sell a video game console that had interchangeable games to a mass market. The Atari 2600 which arrive in the late 70s actually but had its glory years in the early to mid-1980s and it wasn’t cheap, the console itself came in at a staggering US$199 (equivalent to roughly $820 these days) so we can see it wasn’t a casual purchase. Atari didn’t last as the main player for a long time as the more powerful competition from Nintendo and Sega in the mid-1980s.

 

So it was 1985 that saw the launch of the NES (Nintendo Entertainment System) in the USA, although it had appeared in Japan two years earlier and was much better than their first attempt at home gaming, the Famicom. This was shortly followed by the Sega Master System in 1986.

 

The success of these two powerhouses of the next decade was largely down to the prominence of their signature characters, the Super Mario Brothers for Nintendo, and Sonic the Hedgehog on the Sega side. Nintendo was actually in the industry in a big way before the NES launch, they were releasing titles such as Donkey Kong on the Atari 2600 and it was not beyond possibility that, at one time, there could have been a version of Mario on the Atari 2600.

 

Sega had been in the gaming industry since the 1940s, having built and sold coin-operated machines of various types, but it was in the 80s that they really took off with electronic games consoles. Although the Master System was their first big success there had been three previous attempts in the SG-1000, SG-100 II and the SC-3000H. The Master System had the first Sonic the Hedgehog, which was a fast-paced, thrill-ride of a game, the likes of which was rare if not unheard of.

 

Both these consoles were at the top of kids’ Christmas and birthday wish-lists for years and years. But they did not come cheap, your average new release cost of a game in the 1980s was around $50, this equates to around $120 in today’s money. So we can see that the price of buying a game was very high just as the cost of purchasing the consoles themselves.

 

It is worth noting that although console gaming was by far the most popular and iconic form of gaming throughout the 1980s there were other options. Computer gaming was also very popular and you had machines such as the ZX Spectrum, Atari ST, and Commodore Amiga where games coming on cassette tapes or floppy discs were a fraction of the cost of the cartridge games on offer from the likes of Sega and Nintendo. One issue with these systems thought was that piracy (illegal copying and selling of games at a discount) was rife as it was much easier to duplicate these games on the cheap.

 

As we moved into the 1990s the gaming world was still vastly dominated by Nintendo and Sega and at the time it was difficult to see much changing at all about this. The two big giants had their follow up consoles to the NES and Master System in the SNES (Super Nintendo Entertainment System) and the Genesis (known as the Mega drive outside the USA). But the world was shocked when Sony released the PlayStation in 1995, with its 3D graphics and increased power it took the world by storm, a release cost of $299, about $490 in today’s money showing a big decrease in real terms even between the 80s and the 90s.

 

But is the cost of games and consoles the whole story? Not really, as there are other ways that gaming companies make money, namely add-ons, in-game purchases, such as extras like weapons, clothes for characters and even extra levels or maps for games. In fact, if you look at PC gaming since the emergence of the internet there have been games that have in-game purchases, such as League of Legends an MMORPG and you even find people trading user accounts that have high specs, companies like Unranked Smurfs offer a great selection and do very well this way. You can buy whole games online; download them without ever seeing a disc as well.

 

There wasn’t any real change in this set-up until 2001 when Microsoft got into the gaming world with the original Xbox which also came in at $299, 6 years later this is an equivalent of $430 today, so we can see another real-time fall in the cost of gaming at this point.

 

When we bring this up to date we can see the current generation of gaming consoles are the Xbox One and the PlayStation 4. Respectively they cost $249 and $299 meaning the cost of gaming consoles is down again in real terms. Games are also cheaper in real terms; costing around $50 we can see that in real terms the cost is much more accessible. But as we discussed earlier there are so many add-on purchases you can make in-game that the cost can easily get much more depending on your spending habits.

Source: www.mippin.com/how-expensive-is-gaming-now-vs-30-years-ago
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