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市場調查報告書
商品編碼
1871147

遊戲掌上設備市場機會、成長促進因素、產業趨勢分析及預測(2025-2034年)

Gaming Handheld Market Opportunity, Growth Drivers, Industry Trend Analysis, and Forecast 2025 - 2034

出版日期: | 出版商: Global Market Insights Inc. | 英文 250 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

2024 年全球掌上型遊戲機市場價值為 163 億美元,預計到 2034 年將以 8.8% 的複合年成長率成長至 377 億美元。

掌上遊戲市場 - IMG1

掌上遊戲設備的日益普及主要得益於遊戲使用者群體的不斷擴大,如今遊戲玩家的年齡跨度更大,受眾也更加多元化。行動優先遊戲玩家的激增、免費增值遊戲模式的成功以及日益豐富的遊戲種類以滿足不同玩家的喜好,都是推動這一成長的關鍵因素。隨著遊戲逐漸成為主流社交活動,製造商正在設計針對不同使用者群體量身定做的設備,進一步拓展了市場基礎。此外,掌上游戲系統正從獨立的娛樂設備發展成為能夠無縫整合到更廣泛的數位生態系統中的設備,這些生態系統融合了線上多人遊戲、社交媒體連接和串流媒體服務。增強的無線功能和雲端遊戲平台的存取使用戶幾乎可以隨時隨地連接、分享和暢玩遊戲,顯著提升了用戶參與度。強大的性能、跨裝置連接和生態系統相容性,正將掌上游戲機轉變為現代遊戲體驗中不可或缺的組成部分,並推動著該行業在全球市場的快速擴張。

市場範圍
起始年份 2024
預測年份 2025-2034
起始值 163億美元
預測值 377億美元
複合年成長率 8.8%

混合型遊戲系統市場預計在2024年將創造128億美元的收入。這類系統能夠靈活地在攜帶式和家用遊戲模式之間切換,兼顧移動性和沈浸式遊戲體驗。混合型設備能夠在掌機模式和主機模式之間流暢切換,因此吸引了更廣泛的玩家群體,從追求便利的休閒玩家到追求多功能性的資深玩家都能找到適合自己的產品。它們在多種環境下的出色表現,使其成為全球消費者的首選。

2024年,中等續航時間的手機市佔率達到67.7%。這類手機的設計兼顧了價格和性能,通常採用性價比高的組件,例如中階晶片組和中等解析度的顯示器。這些特性使得品牌能夠以具有競爭力的價格提供性能良好的遊戲系統,使其在發展中市場極具吸引力,因為在這些市場,經濟實惠的選擇至關重要。此外,快速充電技術也經常被應用,以彌補電池續航時間較短的不足,確保遊戲體驗不間斷,並最大限度地減少停機時間。

2024年,美國掌上型遊戲機市場規模達57億美元,佔全球78.2%的市佔率。美國仍然是掌上游戲創新和消費的中心。其根深蒂固的遊戲文化、較高的可支配收入以及先進的數位基礎設施,共同造就了美國在掌上游戲領域的領先地位。眾多全球製造商紛紛進軍美國市場,不斷突破掌上型遊戲機設計、連結性和與雲端遊戲生態系統整合的界限。強大的電子商務通路、寬頻覆蓋和數位發行平台也進一步推動了各消費族群的市場成長。

全球掌上型遊戲機市場的主要參與者包括 Razer、華碩、Valve Corporation(Steam Deck)、索尼互動娛樂、聯想、任天堂歐洲、羅技歐洲、微軟遊戲(Xbox 部門)、OneXPlayer、GPD Technology、NVIDIA Corporation(GeForce Now)、AYN Odin 2、AYANEO、SteelSeries 和 Anbernic。領先的製造商正致力於硬體創新、增強連接性和以用戶為中心的設計,以鞏固其競爭優勢。許多公司正在開發混合型和模組化平台,以滿足不同的遊戲偏好,兼顧便攜性和主機級效能。他們正積極尋求與雲端遊戲和串流媒體服務提供商合作,以擴展用戶對龐大數位遊戲庫和多人遊戲生態系統的存取。此外,各公司也優先改進電池技術、散熱系統和人體工學設計,以最佳化遊戲舒適度和延長設備使用壽命。

目錄

第1章:方法論與範圍

第2章:執行概要

第3章:行業洞察

  • 產業生態系分析
    • 供應商格局
    • 利潤率
    • 每個階段的價值增加
    • 影響價值鏈的因素
  • 產業影響因素
    • 成長促進因素
      • 遊戲玩家群不斷擴大
      • 連結性和生態系整合
      • 雲端遊戲的興起
    • 產業陷阱與挑戰
      • 金融和投資障礙
      • 監管和法律風險
    • 機會
      • 永續性與人工智慧融合
      • 環保創新
  • 成長潛力分析
  • 未來市場趨勢
  • 技術與創新格局
    • 當前技術趨勢
    • 新興技術
  • 價格趨勢
    • 按地區
    • 依產品類型
  • 監管環境
    • 標準和合規要求
    • 區域監理框架
    • 認證標準
  • 波特的分析
  • PESTEL 分析

第4章:競爭格局

  • 介紹
  • 公司市佔率分析
    • 按地區
  • 公司矩陣分析
  • 主要市場參與者的競爭分析
  • 競爭定位矩陣
  • 關鍵進展
    • 併購
    • 合作夥伴關係與合作
    • 新產品發布
    • 擴張計劃

第5章:市場估算與預測:依產品類型分類,2021-2034年

  • 主要趨勢
  • 專用掌上型遊戲機
  • 混合遊戲系統
  • 掌上遊戲電腦
  • 安卓遊戲掌機

第6章:市場估計與預測:依電池壽命分類,2021-2034年

  • 主要趨勢
  • 電池壽命短的設備
  • 中等電池續航時間的設備
  • 長電池壽命設備
  • 延長電池壽命的設備

第7章:市場估計與預測:依形式分類,2021-2034年

  • 主要趨勢
  • 傳統手持式
  • 蛤殼
  • 滑桿
  • 模組化的
  • 折疊式

第8章:市場估算與預測:依技術分類,2021-2034年

  • 主要趨勢
  • 僅觸摸
  • 物理控制
  • 混合觸覺和物理
  • 運動控制
  • 語音控制
  • 眼動追蹤與生物識別

第9章:市場估計與預測:依年齡層別分類,2021-2034年

  • 主要趨勢
  • 孩子們
  • 青少年
  • 成年人

第10章:市場估價與預測:依顯示器尺寸分類,2021-2034年

  • 主要趨勢
  • 小螢幕設備(3-5吋)
  • 中等螢幕設備(5-7吋)
  • 大螢幕設備(7-9吋)
  • 超大螢幕裝置(9吋以上)

第11章:市場估價與預測:依價格區間分類,2021-2034年

  • 主要趨勢
  • 低的
  • 中等的
  • 高的

第12章:市場估算與預測:依應用領域分類,2021-2034年

  • 主要趨勢
  • 娛樂遊戲
  • 專業競技遊戲
  • 教育遊戲應用
  • 雲端遊戲和串流遊戲

第13章:市場估計與預測:依配銷通路分類,2021-2034年

  • 主要趨勢
  • 離線
  • 線上

第14章:市場估計與預測:依地區分類,2021-2034年

  • 主要趨勢
  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 澳洲
    • 韓國
  • 拉丁美洲
    • 巴西
    • 墨西哥
    • 阿根廷
  • 中東和非洲
    • 南非
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國

第15章:公司簡介

  • Anbernic
  • ASUS
  • AYANEO
  • AYN Odin 2
  • GPD Technology
  • Lenovo
  • Logitech
  • Microsoft Gaming (Xbox Division)
  • Nintendo
  • NVIDIA (GeForce Now)
  • OneXPlayer
  • Razer
  • Sony Interactive Entertainment
  • SteelSeries
  • Valve Corporation (Steam Deck)
簡介目錄
Product Code: 15009

The Global Gaming Handheld Market was valued at USD 16.3 Billion in 2024 and is estimated to grow at a CAGR of 8.8% to reach USD 37.7 Billion by 2034.

Gaming Handheld Market - IMG1

The rising popularity of handheld gaming devices is largely driven by the expansion of gaming demographics, now encompassing a wider age range and a more diverse audience. The surge of mobile-first gamers, the success of freemium gaming models, and an ever-growing variety of games catering to different preferences are key contributors to this growth. As gaming becomes a mainstream social activity, manufacturers are designing devices tailored to multiple user profiles, further diversifying the market base. In addition, handheld gaming systems are evolving beyond standalone entertainment units, integrating seamlessly with broader digital ecosystems that combine online multiplayer, social media connectivity, and streaming services. Enhanced wireless capabilities and access to cloud gaming platforms allow users to connect, share, and play from virtually anywhere, significantly improving engagement. The combination of powerful performance, cross-device connectivity, and ecosystem compatibility is transforming handheld consoles into essential components of the modern gaming experience, supporting the sector's rapid expansion across global markets.

Market Scope
Start Year2024
Forecast Year2025-2034
Start Value$16.3 Billion
Forecast Value$37.7 Billion
CAGR8.8%

The hybrid gaming systems segment generated USD 12.8 Billion in 2024. These systems offer the flexibility to switch between portable and home-based gaming, delivering both mobility and immersive play experiences. By enabling smooth transitions between handheld and docked modes, hybrid devices appeal to a broader spectrum of players ranging from casual gamers seeking convenience to dedicated enthusiasts looking for versatility. Their ability to function in multiple settings continues to make them a preferred choice among global consumers.

The medium battery life segment held 67.7% share in 2024. Devices in this category are designed with a balance between affordability and performance, often integrating cost-efficient components such as mid-tier chipsets and moderate-resolution displays. These attributes allow brands to offer capable gaming systems at competitive price points, making them attractive in developing markets where budget-friendly options are essential. Additionally, fast-charging technologies are frequently incorporated to counterbalance shorter battery durations, ensuring uninterrupted gameplay with minimal downtime.

U.S. Gaming Handheld Market generated USD 5.7 Billion in 2024, accounting for 78.2% share. The country remains a central hub for handheld gaming innovation and consumption. A well-established gaming culture, high disposable income, and advanced digital infrastructure contribute to this dominance. The U.S. is home to several global manufacturers that continue to push the boundaries of handheld design, connectivity, and integration within cloud gaming ecosystems. Its strong e-commerce channels, broadband coverage, and digital distribution platforms also reinforce market growth across consumer segments.

Key companies operating in the Global Gaming Handheld Market include Razer, ASUS, Valve Corporation (Steam Deck), Sony Interactive Entertainment, Lenovo, Nintendo of Europe, Logitech Europe, Microsoft Gaming (Xbox Division), OneXPlayer, GPD Technology, NVIDIA Corporation (GeForce Now), AYN Odin 2, AYANEO, SteelSeries, and Anbernic. Leading manufacturers are focusing on hardware innovation, enhanced connectivity, and user-centric design to strengthen their competitive positioning. Many companies are developing hybrid and modular platforms to cater to diverse gaming preferences, combining portability with console-quality performance. Partnerships with cloud gaming and streaming providers are being pursued to expand access to extensive digital libraries and multiplayer ecosystems. Firms are also prioritizing improvements in battery technology, cooling systems, and ergonomics to optimize gaming comfort and device longevity.

Table of Contents

Chapter 1 Methodology and Scope

  • 1.1 Market scope and definition
  • 1.2 Research design
    • 1.2.1 Research approach
    • 1.2.2 Data collection methods
  • 1.3 Data mining sources
    • 1.3.1 Global
    • 1.3.2 Regional/Country
  • 1.4 Base estimates and calculations
    • 1.4.1 Base year calculation
    • 1.4.2 Key trends for market estimation
  • 1.5 Primary research and validation
    • 1.5.1 Primary sources
  • 1.6 Forecast model
  • 1.7 Research assumptions and limitations

Chapter 2 Executive Summary

  • 2.1 Industry 360° synopsis
  • 2.2 Key market trends
    • 2.2.1 Regional
    • 2.2.2 Product type
    • 2.2.3 Battery life
    • 2.2.4 Form
    • 2.2.5 Technology
    • 2.2.6 Age group
    • 2.2.7 Display size
    • 2.2.8 Price range
    • 2.2.9 Application
    • 2.2.10 Distribution channel
  • 2.3 CXO perspectives: Strategic imperatives
    • 2.3.1 Key decision points for industry executives
    • 2.3.2 Critical success factors for market players
  • 2.4 Future outlook and strategic recommendations

Chapter 3 Industry Insights

  • 3.1 Industry ecosystem analysis
    • 3.1.1 Supplier landscape
    • 3.1.2 Profit margin
    • 3.1.3 Value addition at each stage
    • 3.1.4 Factor affecting the value chain
  • 3.2 Industry impact forces
    • 3.2.1 Growth drivers
      • 3.2.1.1 Expanding gaming demographics
      • 3.2.1.2 Connectivity & ecosystem integration
      • 3.2.1.3 Rise of cloud gaming
    • 3.2.2 Industry pitfalls & challenges
      • 3.2.2.1 Financial & investment barriers
      • 3.2.2.2 Regulatory & legal risks
    • 3.2.3 Opportunities
      • 3.2.3.1 Sustainability & AI integration
      • 3.2.3.2 Eco-friendly innovation
  • 3.3 Growth potential analysis
  • 3.4 Future market trends
  • 3.5 Technology and innovation landscape
    • 3.5.1 Current technological trends
    • 3.5.2 Emerging technologies
  • 3.6 Price trends
    • 3.6.1 By region
    • 3.6.2 By product type
  • 3.7 Regulatory landscape
    • 3.7.1 Standards and compliance requirements
    • 3.7.2 Regional regulatory frameworks
    • 3.7.3 Certification standards
  • 3.8 Porter's analysis
  • 3.9 PESTEL analysis

Chapter 4 Competitive Landscape, 2024

  • 4.1 Introduction
  • 4.2 Company market share analysis
    • 4.2.1 By region
      • 4.2.1.1 North America
      • 4.2.1.2 Europe
      • 4.2.1.3 Asia Pacific
      • 4.2.1.4 Latin America
      • 4.2.1.5 Middle East and Africa
  • 4.3 Company matrix analysis
  • 4.4 Competitive analysis of major market players
  • 4.5 Competitive positioning matrix
  • 4.6 Key developments
    • 4.6.1 Mergers & acquisitions
    • 4.6.2 Partnerships & collaborations
    • 4.6.3 New product launches
    • 4.6.4 Expansion plans

Chapter 5 Market Estimates and Forecast, By Product Type, 2021 - 2034 (USD Billion) (Thousand Units)

  • 5.1 Key trends
  • 5.2 Dedicated handheld gaming consoles
  • 5.3 Hybrid gaming systems
  • 5.4 Handheld gaming pcs
  • 5.5 Android gaming handhelds

Chapter 6 Market Estimates and Forecast, By Battery Life, 2021 - 2034 (USD Billion) (Thousand Units)

  • 6.1 Key trends
  • 6.2 Short battery life devices
  • 6.3 Medium battery life devices
  • 6.4 Long battery life devices
  • 6.5 Extended battery life devices

Chapter 7 Market Estimates and Forecast, By Form, 2021 - 2034 (USD Billion) (Thousand Units)

  • 7.1 Key trends
  • 7.2 Traditional handheld
  • 7.3 Clamshell
  • 7.4 Slider
  • 7.5 Modular
  • 7.6 Foldable

Chapter 8 Market Estimates and Forecast, By Technology, 2021 - 2034 (USD Billion) (Thousand Units)

  • 8.1 Key trends
  • 8.2 Touch only
  • 8.3 Physical controls
  • 8.4 Hybrid touch & physical
  • 8.5 Motion control
  • 8.6 Voice control
  • 8.7 Eye tracking & biometric

Chapter 9 Market Estimates and Forecast, By Age Group, 2021 - 2034 (USD Billion) (Thousand Units)

  • 9.1 Key trends
  • 9.2 Children
  • 9.3 Teenagers
  • 9.4 Adults

Chapter 10 Market Estimates and Forecast, By Display Size, 2021 - 2034 (USD Billion) (Thousand Units)

  • 10.1 Key trends
  • 10.2 Small screen devices (3-5 inches)
  • 10.3 Medium screen devices (5-7 inches)
  • 10.4 Large screen devices (7-9 inches)
  • 10.5 Extra-large screen devices (9+ inches)

Chapter 11 Market Estimates and Forecast, By Price Range, 2021 - 2034 (USD Billion) (Thousand Units)

  • 11.1 Key trends
  • 11.2 Low
  • 11.3 Medium
  • 11.4 High

Chapter 12 Market Estimates and Forecast, By Application, 2021 - 2034 (USD Billion) (Thousand Units)

  • 12.1 Key trends
  • 12.2 Entertainment gaming
  • 12.3 Professional & competitive gaming
  • 12.4 Educational gaming applications
  • 12.5 Cloud & streaming gaming

Chapter 13 Market Estimates and Forecast, By Distribution Channel, 2021 - 2034 (USD Billion) (Thousand Units)

  • 13.1 Key trends
  • 13.2 Offline
  • 13.3 Online

Chapter 14 Market Estimates and Forecast, By Region, 2021 - 2034 (USD Billion) (Thousand Units)

  • 14.1 Key trends
  • 14.2 North America
    • 14.2.1 U.S.
    • 14.2.2 Canada
  • 14.3 Europe
    • 14.3.1 Germany
    • 14.3.2 UK
    • 14.3.3 France
    • 14.3.4 Italy
    • 14.3.5 Spain
  • 14.4 Asia Pacific
    • 14.4.1 China
    • 14.4.2 Japan
    • 14.4.3 India
    • 14.4.4 Australia
    • 14.4.5 South Korea
  • 14.5 Latin America
    • 14.5.1 Brazil
    • 14.5.2 Mexico
    • 14.5.3 Argentina
  • 14.6 Middle East and Africa
    • 14.6.1 South Africa
    • 14.6.2 Saudi Arabia
    • 14.6.3 UAE

Chapter 15 Company Profiles

  • 15.1 Anbernic
  • 15.2 ASUS
  • 15.3 AYANEO
  • 15.4 AYN Odin 2
  • 15.5 GPD Technology
  • 15.6 Lenovo
  • 15.7 Logitech
  • 15.8 Microsoft Gaming (Xbox Division)
  • 15.9 Nintendo
  • 15.10 NVIDIA (GeForce Now)
  • 15.11 OneXPlayer
  • 15.12 Razer
  • 15.13 Sony Interactive Entertainment
  • 15.14 SteelSeries
  • 15.15 Valve Corporation (Steam Deck)