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Graphics Tablet Market - Forecasts from 2023 to 2028

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    Report

  • 132 Pages
  • June 2023
  • Region: Global
  • Knowledge Sourcing Intelligence LLP
  • ID: 4801663

The graphics tablet market was valued at US$597.317 million in 2021.

The industry's revenue generation is projected to increase at a CAGR of 2.19% between 2023-2028. Graphics tablets are more common in the artistic world as computer graphics can be created more naturally. These are also frequently used for technical drawings and CAD. Teachers use tablets as an additional tool for presenting handwritten notes or teachings in the classroom.

Further, the influence of digitization, the growing obsession with digital gadgets, and the growing preference for new technology over traditional due to its capabilities and benefits are all expected to positively impact the worldwide graphics tablet market in the coming years. Instead of using traditional pen and paper - artists, cartoonists, illustrators, architects, engineers, photographers, professors, fashion designers, and graphic designers employ digital technology like graphics tablets.

Moreover, as they enable natural sketching movements, it reduces the risk of repetitive stress injuries, connect to computers quickly, boost productivity and efficiency, and provide a wealth of custom settings. The market's expansion is being aided by a stronger distribution network, rising e-commerce adoption, diverse product offerings, and falling graphics tablet prices. As a pointing device, graphics tablets are becoming more and more popular as a substitute for the computer mouse.

Increasing demand for 3D animation in the media and entertainment sector will fuel the demand for graphics tablets.

Customers are taking part in HD visual experiences. Moviegoers desire top-notch productions with captivating VFX and lifelike animation, and studios are responding by including more animation and VFX shots in their movies. Additionally, customers are consuming increasingly immersive content across all platforms, from head-mounted devices to tablets, smartphones, and ultra-high-definition TVs. On over-the-top streaming platforms like Amazon Prime, YouTube, Netflix, Twitter, and Facebook, animation, visual effects, and game material are being completed.

The expansion of OEMs' use of simulators in the design of industrial equipment is driving up demand for technology across a variety of industrial verticals, which is assisting in the global adoption of graphics tablets.

Furthermore, rising trends of cloud computing for character modeling and rendering since it improves the effectiveness and efficiency of animation film rendering. When compared to traditional rendering, it takes less time and costs less money, which is what is anticipated to drive the market's expansion throughout the forecast period.

With expanded demand in recent years, the entertainment and media sector boosted the high demand for graphics tablets. The business has been advancing the global market using other crucial elements in addition to improved graphics and visual effects used which has also increased the revenue of major graphics tablet suppliers. For instance, as per Wacom's annual report for 2022, net sales increased from 108.5 billion yen in 2021 to 108.8 billion yen in 2022.

Market Developments:

  • Huion, a well-known international manufacturer of digital drawing tools, unveiled the Inspiroy Dial 2, its newest pen tablet in August 2022. The revolutionary device, which has several exciting new features and design improvements, is the replacement for the well-liked Inspiroy Dial Q620M. Huion is known for producing high-quality digital drawing tools with a variety of potent features and cutting-edge technology, and the Inspiroy Dial 2 builds on that reputation. And the Inspiroy Dial 2 is sure to be popular with designers and artists alike because of its svelte, contemporary design, and ergonomic form factor.
  • In April 2023, Asus and Acronym introduced a fresh iteration of the ROG Flow Z13 graphics tablet, called the ACRONM RMT02, that caters to gamers, creators, and those who prioritize style. The Z13-ACRNM RMT02 has undergone a significant overhaul, adding a metallic casing to its back plate and kickstand. The tablet has also been upgraded with RTX 4070 graphics, 32GB of RAM, and liquid-metal-enhanced cooling. The design incorporates angular bumpers for a "Stabilized Grip" and strengthened corners that double as attachments for straps, enabling the PC to be transformed into a shoulder bag or briefcase.
Graphics tablets are popular digital input devices used by professionals in the art and design industry for a wide range of applications, including digital drawing, sketching, and painting. Graphic designers, illustrators, and digital artists rely on graphics tablets to create high-quality digital artwork, logos, and designs that are used in various forms of visual communication, such as branding and advertising. In architecture, graphics tablets have become a critical tool for professionals involved in CAD (computer-aided design) and BIM (building information modelling) applications. Architects rely on graphics tablets to create precise and detailed 2D and 3D models of buildings, floor plans, and construction details. Graphics tablets also enable architects to annotate and mark up their drawings in a more efficient and accurate manner as compared to traditional pen and paper methods.

Graphic artists and animators widely use graphics tablets in the media and entertainment industry for digital drawing, painting, 3D sculpting, and animation. The high levels of precision and accuracy that graphics tablets offer have made them an essential tool for professionals in this sector. The increasing demand for digital content in the media and entertainment industry is driving the need for graphics tablets over the forecast period. Graphics tablets enable artists and animators to create high-quality digital art, illustrations, and animations used in movies, TV shows, video games, and other forms of digital media.

In addition to their accuracy and precision, graphics tablets offer other benefits to professionals in the media and entertainment industry. These include improved workflow efficiency, greater flexibility, and the ability to work remotely. Graphics tablets also allow artists and animators to work collaboratively, increasing productivity and improving the final product's quality. According to data from the U.S. Bureau of Labor Statistics, in 2021, there were approximately 58,900 jobs for multimedia artists and animators, and the job outlook for the next decade is expected to increase at a rate of 5%, which is as fast as the average for all occupations.

Market Segmentation:

By Component

  • Tablet
  • Stylus
  • Software

By Type

  • Pen Computers
  • Pen Displays
  • Pen Tablets

By End-Use

  • Media and Entertainment
  • Art and Designing
  • Architecture
  • Others

By Geography

  • North America
  • USA
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • Germany
  • France
  • United Kingdom
  • Spain
  • Others
  • Middle East and Africa
  • Saudi Arabia
  • Israel
  • Others
  • Asia Pacific
  • China
  • Japan
  • South Korea
  • India
  • Others

Table of Contents

1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Market Segmentation
1.5. Currency
1.6. Assumptions
1.7. Base, and Forecast Years Timeline
2. RESEARCH METHODOLOGY
2.1. Research Data
2.2. Research Process
3. EXECUTIVE SUMMARY
3.1. Research Highlights
4. MARKET DYNAMICS
4.1. Market Drivers
4.2. Market Restraints
4.3. Porter’s Five Force Analysis
4.3.1. Bargaining Power of Suppliers
4.3.2. Bargaining Power of Buyers
4.3.3. Threat of New Entrants
4.3.4. Threat of Substitutes
4.3.5. Competitive Rivalry in the Industry
4.4. Industry Value Chain Analysis
5. GRAPHICS TABLET MARKET BY COMPONENT
5.1. Introduction
5.2. Tablet
5.3. Stylus
5.4. Software
6. GRAPHICS TABLET MARKET BY TYPE
6.1. Introduction
6.2. Pen Computers
6.3. Pen Displays
6.4. Pen Tablets
7. GRAPHICS TABLET MARKET BY END-USER
7.1. Introduction
7.2. Media and Entertainment
7.3. Art and Designing
7.4. Architecture
7.5. Others
8. GRAPHICS TABLET MARKET BY GEOGRAPHY
8.1. Introduction
8.2. North America
8.2.1. By Component
8.2.2. By Type
8.2.3. By End-Use
8.2.4. By Country
8.2.4.1. United States
8.2.4.2. Canada
8.2.4.3. Mexico
8.3. South America
8.3.1. By Component
8.3.2. By Type
8.3.3. By End-Use
8.3.4. By Country
8.3.4.1. Brazil
8.3.4.2. Argentina
8.3.4.3. Others
8.4. Europe
8.4.1. By Component
8.4.2. By Type
8.4.3. By End-Use
8.4.4. By Country
8.4.4.1. Germany
8.4.4.2. France
8.4.4.3. United Kingdom
8.4.4.4. Spain
8.4.4.5. Others
8.5. Middle East and Africa
8.5.1. By Component
8.5.2. By Type
8.5.3. By End-Use
8.5.4. By Country
8.5.4.1. Saudi Arabia
8.5.4.2. Israel
8.5.4.3. Others
8.6. Asia Pacific
8.6.1. By Component
8.6.2. By Type
8.6.3. By End-Use
8.6.4. By Country
8.6.4.1. China
8.6.4.2. Japan
8.6.4.3. South Korea
8.6.4.4. India
8.6.4.5. Others
9. COMPETITIVE ENVIRONMENT AND ANALYSIS
9.1. Major Players and Strategy Analysis
9.2. Emerging Players and Market Lucrativeness
9.3. Mergers, Acquisitions, Agreements, and Collaborations
9.4. Vendor Competitiveness Matrix
10. COMPANY PROFILES
10.1. Wacom
10.2. Huion Animation Technology Co., Ltd.
10.3. Shenzhen Ugee Technology Development Co., Ltd.
10.4. Xppen Technology Co.
10.5. Monoprice, Inc.
10.6. Gaomon Technology Corporation
10.7. Penpower Technology Ltd.
10.8. Parblo Inc.

Companies Mentioned

  • Wacom
  • Huion Animation Technology Co., Ltd.
  • Shenzhen Ugee Technology Development Co., Ltd.
  • Xppen Technology Co.
  • Monoprice, Inc.
  • Gaomon Technology Corporation
  • Penpower Technology Ltd.
  • Parblo Inc.

Methodology

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