Connected Game Consoles Market

By Product Type;

Connected Console and Service

By Application;

Non-Gaming and Gaming

By End-User;

Commercial, Residential, and Others

By Geography;

North America, Europe, Asia Pacific, Middle East & Africa, and Latin America - Report Timeline (2021 - 2031)
Report ID: Rn955666748 Published Date: August, 2025 Updated Date: September, 2025

Connected Game Console Market Overview

Connected Game Console Market (USD Million)

Connected Game Console Market was valued at USD 22,983.73 million in the year 2024. The size of this market is expected to increase to USD 58,221.48 million by the year 2031, while growing at a Compounded Annual Growth Rate (CAGR) of 14.2%.


Connected Game Consoles Market

*Market size in USD million

CAGR 14.2 %


Study Period2025 - 2031
Base Year2024
CAGR (%)14.2 %
Market Size (2024)USD 22,983.73 Million
Market Size (2031)USD 58,221.48 Million
Market ConcentrationLow
Report Pages310
22,983.73
2024
58,221.48
2031

Major Players

  • Sony Corporation
  • Microsoft Corporation
  • Nintendo Co., Ltd.
  • Atari, Inc.
  • Sega Corporation
  • Nvidia Corporation
  • Valve Corporation
  • Razer Inc.
  • Tencent Holdings Limited
  • Google LLC

Market Concentration

Consolidated - Market dominated by 1 - 5 major players

Connected Game Consoles Market

Fragmented - Highly competitive market without dominant players


The Connected Game Consoles Market is expanding quickly as players increasingly demand interactive and online-enabled experiences. About 65% of gamers now choose connected consoles for online play, downloadable content, and media streaming. Their multifunctionality has turned them into essential entertainment platforms.

Growth in Online Multiplayer Gaming
Online gaming dominates usage, with 68% of console owners engaging in e-sports, cooperative play, and competitive gaming. The ability to connect socially and compete globally is a key driver of market growth.

Use in Digital Content Consumption
Consoles are no longer limited to gaming, as 57% are also used for video streaming, music, and subscription-based digital content. This highlights their role as comprehensive digital entertainment systems.

Innovation Enhancing Gaming Experiences
Technology continues to push growth, with 49% of recent models offering cloud-based gaming, enhanced graphics, and AI personalization. These advancements broaden access to high-quality gaming and improve user experiences.

Applications Expanding Beyond Games
Connected consoles are now used for more than play, with 46% of users adopting them for fitness programs, social interactions, and live virtual events. Their versatility confirms their position as core devices in today’s entertainment networks.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Product Type
    2. Market Snapshot, By Application
    3. Market Snapshot, By End-User
    4. Market Snapshot, By Region
  4. Connected Game Console Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. High-quality graphics
        2. Interactive gameplay
        3. Internet connectivity
        4. Technological innovations
      2. Restraints
        1. High costs
        2. Supply chain disruptions
        3. Market saturation
        4. Competition from PCs
      3. Opportunities
        1. Cloud gaming expansion
        2. Emerging markets
        3. AR/VR integration
        4. Subscription services
    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Connected Game Console Market, By Product Type, 2021 - 2031 (USD Million)
      1. Connected Console

      2. Service

    2. Connected Game Console Market, By Application, 2021 - 2031 (USD Million)
      1. Non-Gaming
      2. Gaming
    3. Connected Game Console Market, By End-User, 2021 - 2031 (USD Million)
      1. Commercial
      2. Residential
      3. Others
    4. Connected Game Console Market, By Geography, 2021 - 2031 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape
    1. Company Profiles
      1. Sony Group Corporation (PlayStation)
      2. Nintendo Co., Ltd. (Switch)
      3. Microsoft Corporation (Xbox)
      4. Valve Corporation (Steam Deck ecosystem)
      5. NVIDIA Corporation (Shield/GeForce platform)
      6. Tencent Holdings Ltd.
      7. SEGA (Sega Games Co., Ltd.)
      8. Atari VCS LLC
      9. Logitech International S.A.
      10. Advanced Micro Devices, Inc. (AMD)
      11. Bandai Namco Studios Inc.
      12. Square Enix Holdings Co., Ltd.
      13. Capcom Co., Ltd.
      14. Google LLC (Stadia)
      15. PlayJam
  7. Analyst Views
  8. Future Outlook of the Market