Canada
Gaming Console Market Valued USD 34.3 Billion in 2020 and Projected to Grow at 5.37% CAGR During 2021 to 2030 – Report by Market Research Future (MRFR)
According to a comprehensive research report by Market Research Future (MRFR), “Global Gaming Console Market information by Type, by Application, End User and Region – forecast to 2030“, market was settled at USD 34.3 BN in 2020, which is expected to expand further at 5.37% CAGR during the forecast period (2021-2030).
Key Players Involved In The Gaming Console Market:
- Microsoft Corporation (US)
- Sony Corporation (Japan)
- Nintendo Co., Ltd. (Japan)
- Valve Corporation (US)
- Logitech Inc. (Switzerland)
- NVIDIA Corporation (US)
- BlueStacks (US)
- PlayJam (UK)
- OUYA Inc. (US)
- Atari (US)
- Sega (Japan)
Huge Popularity of 3D Gaming Drives the Market
The gaming console market is constantly growing, witnessing vast demand. The rapidly growing gaming market drives the demand for these consoles. 2020 was a dynamic year for the online gaming & gambling market. Besides, government initiatives for supporting the online gaming industry and subtle federal restrictions allow the gaming console market to garner significant revenues. With more legal breakthroughs expected in gaming in 2021 and beyond, the market is expected to garner significant gain in the years to come.
Players like Sony, Microsoft, and NVIDIA are seeing new opportunities to foster their global footprints markets that could mean big things. This also means that gaming console markets would garner significant traction worldwide during the years ahead. Besides, advances in various related technologies are expected to foster the global gaming console market size.
Industry Trends:
Rapid improvements in networking technologies and gaming platforms are projected to increase the gaming console market size, registering significant revenue growth and user screen time. Moreover, the growing adoption of smartphones and vast developments in technologies such as virtual reality (VR) and artificial intelligence (AI) are major trends accelerating the demand for gaming consoles.
The rising popularity of 3D video games and increasing numbers of e-sport tournaments boost market revenues. Besides, the rising popularity of competitive games and increasing numbers of gamers influence the market growth. The gaming industry is evolving and rebuilding with the growth in technological upgrades. Advancement in core wireless connectivity is also a major factor positively impacting the market growth.
The advancement in wireless connectivity is anticipated to drive the gaming console market in future years. The 5G technology has opened new avenues in the connectivity landscape and transformed the gaming industry. Therefore, countries worldwide are investing heavily in 5G technology to gain broader microeconomic advantages.
Also, there has been a rapid increase in the adoption of Bluetooth, Wi-Fi and other communication technologies. Wi-Fi 6 and IoT are the major developments in wireless connectivity. Wi-Fi 6 offers groundbreaking possibilities for developing new products across the gaming industry.
Besides, the extensive uptake of online games in the education, media & entertainment sectors has allowed the market to garner vast momentum in recent years. The rising adoption of cloud gaming and increasing numbers of gaming arenas influence the market value. Also, the wide commercial and personal uses impact the cloud gaming market share.
Prohibitive Cost is a Major Headwind
On the other hand, the high costs of gaming consoles restrict market growth. Also, the lack of skilled professionals poses challenges to the growth of the gaming console market in some countries.
Segmentation:
The gaming console market is segmented into types, applications, end-users, and regions. The type segment is bifurcated into home console, handheld console, hybrid console. The application segment is bifurcated into gaming and non-gaming. The end-user segment is bifurcated into personal and commercial. The region segment bifurcated into North America, Europe, Asia-Pacific, Middle East & Africa, and rest-of-the-world.
Regional Analysis
North America dominates the global gaming console market due to the rapidly growing gaming market in the region. Besides, increased demand for gaming consoles and improved Internet connectivity with high reliability boosts the market size in this region. The strong presence of key gaming console manufacturers, such as Microsoft, Valve Corporation, and NVIDIA, drives the regional market growth.
Also, various online gaming tournaments create significant demand for gaming consoles. Gaming is a rapidly growing segment in the entertainment industry in the US, encouraging the sales of the latest gaming devices and thus, contributing to the gaming console market shares in North America.
COVID-19 Impact
The onset of COVID-19 boosted the already booming gaming console industry, increasing public interest in online gaming. The pandemic and lockdown mandates worldwide allowed people more free time to involve in gaming and leisure activities. Besides, social distancing mandates are increasing the uptake of gaming accessories.
Also, increased uses of various cloud gaming services allow the gaming console market to witness a constant uptick over the past few months. Additionally, increasing investments by industry players to foster R&D activities offer significant market opportunities.
Competitive Analysis:
The gaming console market is expected to witness significant product launches and several strategic initiatives, such as collaborations, mergers & acquisitions, expansion, and product launches. Matured industry players make substantial strategic investments in research and development activities and foster their expansion plans.
For instance, recently, on Jan.11, 2022, Tencent Holdings (China) announced its plan to acquire Chinese gaming phone company Black Shark to build its own metaverse. The metaverse is a logical strategy for Tencent, and hence, this move would position Tencent in the leading place.
Tencent Holdings is the majority-owner of Tencent Music Entertainment and owner of WeChat and QQ Messenger. Black Shark is currently focusing on gaming-centric phones and hardware accessories, which will change to building virtual reality hardware. Technology giant Xiaomi is the majority shareholder in Black Shark currently.
In another instance, on Jan.05, 2022, Educational software company Picoo announced the development of a new video game console named after the company itself. The Picoo is a screen-less gaming console.
The new console looks like a PlayStation Move controller and comes with a one-handed remote, a wrist strap, and glowing light. It doesn’t have any buttons other than an On/Off switch. Instead, it uses a speaker, accelerometer, and vibration for play.
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Canada
Nearly half of Ontarian viewers wagering on Super Bowl LIX
The latest sports betting survey from the Responsible Gambling Council (RGC) shows the majority of Ontarians plan to watch Super Bowl LIX (63 per cent) and almost half of viewers will place a wager on the big game (48 per cent).
Over a third of Ontario adults have initiated a bet after seeing a gambling advertisement online or on TV (35 per cent); more so among populations at-risk for problem gambling, including those under age 44 (42 per cent) and Black, Indigenous, and People of Colour (BIPOC) individuals (44 per cent).
Two thirds believe their sports knowledge gives them an edge in predicting outcomes (67 per cent), particularly men and those aged 18-44 (70 per cent). While knowledge and skill does inform a bet, it doesn’t guarantee a win. The misconception that one can accurately predict an outcome can lead to over confidence that their knowledge will give them an advantage and ultimately, a win. This is known as the illusion of control. This false belief paired with persuasive gambling advertising can increase risk, influencing some to bet more than they can afford to lose. More than a third report doing so in the past 12 months (36 per cent).
Key survey highlights
How Ontarians plan to bet:
- 50 per cent will bet online with a sportsbook website
- 30 per cent will bet with family and friends
- 27 per cent will buy sport-based lottery tickets
- 20 per cent will bet in a pool
How much they plan to wager:
- 55 per cent say they will bet $100 or less
- 19 per cent will bet between $101 and $500
- 8 per cent plan to wager more than $500
Number of bets they’ll make:
- 55 per cent will bet a single time on the outcome of the game
- 25 per cent will bet multiple times throughout the game using one sportsbook website
- 15 per cent will bet using several sportsbook websites
“Gambling is random but your plan shouldn’t be,” says Sarah McCarthy, CEO, Responsible Gambling Council. “Perceived knowledge of the game, persuasive advertising, and substance use can all influence how we gamble. A smart plan includes being mindful of the illusion of control and remembering that even with sports expertise, understanding the game, players or stats won’t boost your chances of predicting a random outcome.”
RGC tips for safer sports betting
- Be mindful of the illusion of control. Remember that even with sports expertise a win is not guaranteed and understanding the game, players or stats won’t boost your chances of predicting a random outcome
- Be aware that time spent, and knowledge gained won’t help you “beat the odds”
- Plan before you play – pre-set betting limits and stay within your budget
- Only gamble with money you can afford to lose – never borrow money or use money intended for necessities, like rent/mortgage or food
- Never chase losses by trying to win back what you’ve lost
- Limit your alcohol, cannabis, and/or other substance intake
- Don’t bet if you are upset or stressed
- View sports betting as entertainment, not a way to make money
Detailed survey insights
Half of those who will wager on the Super Bowl say their main reason to bet is to win money (48 per cent), followed by adding to the excitement of the game (47 per cent). About a fifth bet because they believe they are knowledgeable about the teams and players (22 per cent), they feel confident about their chances of winning (20 per cent), or because their favourite team or player is playing (18 per cent). One in ten bets in a mistaken attempt to make up for last year’s losses (10 per cent).
Over half of those who will bet on the big game will place their bets while consuming substances, which are associated with the additional risks of impaired judgement and decision-making (52 per cent). The majority plan to consume alcohol while betting (86 per cent).
While men and women are similarly likely to watch the Super Bowl, men are slightly more likely to place a wager (49 vs 45 per cent). Age and ethnicity also play significant roles. Ontario sports bettors aged 45+ are more likely to bet on the big game (52 per cent) than those aged 18-44 (45 per cent). White individuals are significantly more likely to bet on Super Bowl LIX (54 per cent) compared to BIPOC Ontarians (42 per cent).
Staying onside
Of those planning to bet on the Super Bowl, the most common strategies to manage their gambling risk remain the same as last year: deciding on a pre-set betting limit (37 per cent), betting to have fun and not to make money (31 per cent), and not betting more to recoup losses (25 per cent).
A quarter of all respondents say they always or often feel anger or frustration at losing a bet (25 per cent), while a third sometimes do (36 per cent). This increases when placing bets while using substances. A third report their gambling has caused them to experience health problems, including feelings of stress or anxiety (36 per cent) over the last 12 months, and that they might have a problem with gambling (36 per cent). These rates are highest among BIPOC Ontarians and those aged 18-34.
As a result, more Super Bowl betters are now paying attention to mood and state of mind when they gamble. Encouragingly, a quarter will avoid betting when feeling emotionally distressed (25 per cent) and a fifth will refrain from betting while under the influence of alcohol or drugs (21 per cent).
To help keep online gambling safer, all regulated sportsbook websites have responsible gambling features. Of those who plan to use online sportsbooks to bet during the Super Bowl, a quarter read online information about the odds of winning and how certain games work (25 per cent) or use money limit-setting tools (23 per cent). A fifth use personalized spending reports or take a cooling off period (20 per cent). Notably, a third don’t plan on using any features to help them manage their betting (33 per cent).
Methodology
An online survey of 1,147 Ontario residents aged 18+ was completed between November 22 – December 6, 2024, using Leger’s online panel. A probability sample of the same size would yield a margin of error of +/-2.9%, 19 times out of 20.
The post Nearly half of Ontarian viewers wagering on Super Bowl LIX appeared first on Gaming and Gambling Industry in the Americas.
British Columbia Lottery Corporation
BCLC to Open Retail PROLINE Sportsbook Lounges at Two Casinos
The British Columbia Lottery Corporation (BCLC) is expanding its retail sportsbook offerings by opening two new PROLINE sportsbook lounges in the coming weeks.
Chances Casino Kelowna will host B.C.’s first in-person sportsbook lounge when the Chances Kelowna PROLINE Sportsbook Lounge opens for a sneak peek on Super Bowl Sunday before opening to the public the next day, on Monday, Feb. 10. The lounge will feature a massive 25-foot screen as well as food and drink and PROLINE betting.
BCLC will then open the province’s second in-person sportsbook lounge at Parq Casino in Vancouver in March.
A spokesperson from the crown corporation said that “the lounges offer something for sports lovers and sports bettors alike, including a best-in-class sports viewing experience and sports-betting terminals offering a full suite of competitive and live odds.”
“The sportsbook lounge is not just for sports betting, it is a go-to viewing destination for both regular gamedays and, for the biggest sporting events of the year, where B.C. sports fans and sports bettors can watch their favourite teams together, the home of the home team.”
BCLC has plans to introduce future sportsbook lounges at other casinos around the province.
Lounges will showcase BCLC’s modernized sportsbook
The two sportsbook lounges will be major showcases for BCLC’s expanded and revamped PROLINE, which it unveiled last fall on the eve of the NFL season. PROLINE replaced the Sports Action sportsbook that BCLC shut down last May after 33 years.
The post BCLC to Open Retail PROLINE Sportsbook Lounges at Two Casinos appeared first on Gaming and Gambling Industry in the Americas.
Blanka Homor
Playson Signs Agreement with Light & Wonder in Global Distribution Deal
Playson, the accomplished digital entertainment supplier, has forged a major global content deal with Light & Wonder to significantly enhance the reach of its extensive games portfolio.
This landmark agreement will enable Light & Wonder’s expansive operator network across the UK, Canada, and Latin America to gain access to Playson’s engaging offering.
UK-based operator Dazzletag Entertainment Ltd was the first to go live with the studio’s creative releases last month, with SUPERCHARGED CLOVERS: HOLD AND WIN and 3 POTS RICHES: HOLD AND WIN launched across its online casino brands.
Light & Wonder’s content marketplace is utilised by some of the biggest operator brands from across the globe, providing them with access to more than 3500 games from a host of third-party studios to allow them to build personalised, mobile-ready player experiences and stay ahead of regulatory changes.
The partnership signifies the strength of Playson’s reputation as a respected and highly sought-after provider to operators globally, as the rising demand for its games looks set to take the studio to new heights for 2025.
Blanka Homor, Sales Director at Playson, said: “Our deal with Light & Wonder is a major milestone in our strategic roadmap, as we embark on the next chapter of our global growth. This agreement expands our reach and allows us to deliver our appealing titles to new operators and players.
“The launch of our titles across Dazzletag’s two brands is a great start, and we are confident this relationship will further elevate our presence in the ever-evolving online casino space.”
Steve Mayes, Senior Director of Partnerships at Light & Wonder, said: “We are delighted to be working with such a highly respected digital entertainment provider and deliver their portfolio to our network. This strengthens our commitment to offering operators the best game releases available.
“We look forward to other successful launches in 2025, as we continue to support our operators with diverse content.”
The post Playson Signs Agreement with Light & Wonder in Global Distribution Deal appeared first on Gaming and Gambling Industry in the Americas.
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