5.1. Demographic Study
5.1.1. By Age
5.1.1.1. 18 to 24
5.1.1.2. 25-32 Years
5.1.1.3. 33-40 Years
5.1.1.4. More than 41 Years
5.1.2. By Gender
5.1.2.1. Male
5.1.2.2. Female
5.1.3. By Type of Gamers
5.1.3.1. Casual Gamers
5.1.3.2. Core Gamers
5.1.3.3. Mass Market
5.2. Industry Value Chain Analysis
5.2.1. Development and Design
5.2.2. Manufacturing and Production
5.2.3. Storage and Warehousing
5.2.4. Retail
5.2.5. Customers
5.3. Industry Outlook
5.3.1. No. of Gamers, Country wise
5.3.2. Gaming Console Revenue and Unit Shipments
5.4. PESTLE Analysis
5.5. Porter's Five Forces Analysis
5.5.1. Bargaining Power of Suppliers
5.5.2. Bargaining Power of Buyers
5.5.3. Threat of Substitutes
5.5.4. Threat of New Entrants
5.5.5. Degree of Competition
5.6. Market Dynamics and Trends
5.6.1. Growth Drivers
5.6.2. Restraints
5.6.3. Challenges
5.6.4. Key Trends
5.7. Covid-19 Impact Assessment on Market Growth Trend
5.8. Market Growth and Outlook
5.8.1. Market Revenue Estimates and Forecast (US$ Mn), 2017 - 2027
5.8.2. Market Volume Estimates and Forecast (Mn Units), 2017 - 2027
5.8.3. Pricing Analysis
5.9. Technological Landscape
5.10. Regulatory Framework
5.11. Licensing Route
5.12. Competition Dashboard
5.12.1. Market Concentration Rate
5.12.2. Company Market Share Analysis (Value %), 2020
5.12.3. Competitor Mapping