4.1. Industry Value Chain Analysis
4.1.1. Development and Design
4.1.2. Manufacturing and Production
4.1.3. Storage and Warehousing
4.1.4. Retail
4.1.5. Customers
4.2 Industry Outlook
4.2.1 Number of Video Gamers Worldwide Per Region in 2020 (in Million)
4.2.2 Distribution of Video Gamers Worldwide in 2021, by Age Group and Gender
4.2.3 Global Market Share of Gaming Console Operating Systems, 2015 to 2020
4.2.4 Sales figures VR glasses and AR glasses (Mn units)
4.2.5 Global Gaming Peripheral Market, by Age Group and Gender
4.2.6 Gaming Cafes
4.2.7 Distribution of Video Gamers Worldwide in 2020, by Age Group and Gender
4.2.8 Video Game Console Revenue (US$ Mn)
4.2.9 Global unit sales of current generation video game consoles
4.2.10 Technological Advances in Advances in Gaming Technology
4.2.11 Regulation of the Airport and Aviation Industry
4.2.12 Licensing Route of the Gaming Peripheral Industry
4.3. PESTLE Analysis
4.4. Porter's Five Forces Analysis
4.4.1. Bargaining Power of Suppliers
4.4.2. Bargaining Power of Buyers
4.4.3. Threat of Substitutes
4.4.4. Threat of New Entrants
4.4.5. Degree of Competition
4.5 Market Dynamics and Trends
4.5.1 Growth Drivers
4.5.2 Restraints
4.5.3 Challenges
4.5.4. Key Trends
4.6. Covid-19 Impact Assessment on Market Growth Trend
4.7. Market Growth and Outlook
4.7.1 Market Revenue Estimates and Forecast (US$ Mn), 2018-2031
4.7.1 Market Volume Estimates and Forecast (Mn Units), 2018-2031
4.8 Pricing Analysis
4.9 Competition Dashboard
4.9.1 Market Concentration Rate
4.9.2 Company Market Share Analysis (Value %), 2022
4.9.3 Competitor Mapping