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Global Gaming Hardware Market by Product (Dedicated Gaming Console, Dedicated Personal Computers/Laptops/Tablets, Gaming Router), Form Factor (All-In-One, Desktop, Small Form Factor), User Type, End-User - Forecast 2024-2030

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    Report

  • 186 Pages
  • March 2024
  • Region: Global
  • 360iResearch™
  • ID: 5454841
UP TO OFF until Dec 31st 2024
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The Gaming Hardware Market size was estimated at USD 152.00 billion in 2023, USD 165.56 billion in 2024, and is expected to grow at a CAGR of 8.95% to reach USD 277.08 billion by 2030.

The gaming hardware market comprises the sale of physical equipment and devices designed to facilitate and enhance the user experience in electronic gaming. Gaming hardware incorporates a variety of products, including consoles, PCs specifically equipped for gaming, and gaming peripherals, such as keyboards, mice, headsets, and virtual reality (VR) and augmented reality (AR) devices. Gaming hardware is utilized across various environments, including individual consumer homes, gaming cafes, professional gaming, and educational institutions. The end users are gaming enthusiasts, professional gamers, and developers. The scope of the market spans training modules in simulated environments, as gaming hardware is increasingly used for purposes beyond entertainment, such as skill development and educational learning. Several factors, including the rising popularity of esports and competitive gaming as a professional and spectator sport, increasing disposable income and consumer spending on entertainment, and growing demand for immersive gaming experiences, influence the utilization of innovative and customizable gaming hardware. However, several challenges, such as the high price of developing and producing advanced gaming hardware and the inclination toward cloud gaming, hinder the utilization of gaming hardware. Advancements in VR and AR technology for immersive gaming, rising collaboration among gaming hardware manufacturers and game developers, and continual growth in the esports industry can lead to higher investment in professional-grade gaming hardware, presenting potential opportunities for the innovations of gaming hardware to grow in the coming years.

Regional Insights

The North American region, particularly the United States and Canada, holds a significant growth of the gaming hardware industry attributed to the high penetration rate of gaming consoles and PCs, technological innovations, and the strong presence of major gaming hardware manufacturers and game development companies. South America is witnessing a potential in the field due to rising internet penetration and the increasing popularity of esports. Europe maintains a steady growth of the gaming hardware market, with a balance between console and PC gaming popularity. Consumer preferences for VR gaming and immersive gaming experiences for eSports influence the sales of VR headsets and gaming PCs, mainly in Germany, France, and a few Nordic regions. The Middle East region is experiencing a surging interest in gaming due to a young and tech-savvy population. As disposable incomes rise, there is the potential for premium gaming hardware sales. Africa presents a unique market with untapped potential, with a gradual increase in demand for gaming hardware driven by a growing youth population and urbanization. China's gaming industry is expanding globally, with the government's regulatory environment heavily influencing consumer needs and purchasing behaviors. China, Japan, and South Korea have a competitive local manufacturing scene for gaming hardware, and there is a substantial investment in domestic brands. Japanese consumers exhibit loyalty to homegrown brands and demonstrate a strong penchant for innovation and quality. The market witnesses regular introductions of advanced consoles and unique gaming peripherals, often leading to global gaming trends. India's gaming industry is rapidly growing, driven by increasing internet penetration and a young population exploring gaming innovations. The focus is on affordable gaming hardware that does not compromise on performance, aligning with the price-sensitive nature of the market. Mobile and digital gaming dominance paves the way for related gaming accessories in the region.

FPNV Positioning Matrix

The FPNV Positioning Matrix is pivotal in evaluating the Gaming Hardware Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Gaming Hardware Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Key Company Profiles

The report delves into recent significant developments in the Gaming Hardware Market, highlighting leading vendors and their innovative profiles. These include A4Tech Co., Ltd., Advanced Micro Devices, Inc., Amkette by Allied Electronics & Magnetics Pvt. Ltd., Analogue, ASUSTeK Computer Inc., Atari, Inc., BenQ Corporation, Boat by Imagine Marketing Limited, Dell Technologies Inc., DreamGEAR, LLC, Eastern Times Technology Co., Ltd., HP Inc., Intel Corporation, Kingston Technology Company, Inc., Koninklijke Philips N.V., Lenovo Group Limited, LG Electronics Inc., Logitech International S.A., Mad Catz Global Limited, Meta Platforms, Inc., Micro-Star INT'L Co., Ltd., Microsoft Corporation, Nintendo Co., Ltd., Noise by Nexxbase Marketing Pvt. Ltd., NVIDIA Corporation, Razer Inc., Samsung Electronics Co., Ltd., ScufGaming by Corsair Memory, Inc., SEGA SAMMY Holdings Inc., Skullcandy, Inc., Sony Corporation, SteelSeries ApS, Toshiba Corporation, V-MODA, LLC, Valve Corporation, Venom Limited, and Voyetra Turtle Beach, Inc.

Market Segmentation & Coverage

This research report categorizes the Gaming Hardware Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Product
    • Dedicated Gaming Console
      • Handheld Consoles
      • Home Consoles
      • Hybrid Consoles
    • Dedicated Personal Computers/Laptops/Tablets
    • Gaming Router
    • Graphics Cards
    • Processors
      • 6th Generation
      • 7th Generation
      • 8th Generation
    • Specialized Input Devices
      • Cameras
      • Gamepads
      • Joysticks
      • Steering Wheel
    • Storage
      • 1TB
      • 240GB
      • 32GB
      • 500GB
    • Virtual Reality Headsets
  • Form Factor
    • All-In-One
    • Desktop
    • Small Form Factor
    • Tower
    • Ultra Small Form Factor
  • User Type
    • Advanced
    • Beginner
    • Intermediate
  • End-User
    • Commercial
    • Personal
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report offers valuable insights on the following aspects

  1. Market Penetration: It presents comprehensive information on the market provided by key players.
  2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
  3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
  4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
  5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.

The report addresses key questions such as

  1. What is the market size and forecast of the Gaming Hardware Market?
  2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Gaming Hardware Market?
  3. What are the technology trends and regulatory frameworks in the Gaming Hardware Market?
  4. What is the market share of the leading vendors in the Gaming Hardware Market?
  5. Which modes and strategic moves are suitable for entering the Gaming Hardware Market?

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Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
4.1. Introduction
4.2. Gaming Hardware Market, by Region
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Rising popularity of social and multiplayer gaming worldwide
5.1.1.2. Expansion of eSports and competitive gaming programs
5.1.1.3. Government initiatives for boosting the gaming industry
5.1.2. Restraints
5.1.2.1. Issues of hardware obsolescence and lack of backward compatibility
5.1.3. Opportunities
5.1.3.1. Advancements in VR and AR technology for immersive gaming
5.1.3.2. Effective marketing campaigns to popularize new console releases
5.1.4. Challenges
5.1.4.1. Rising concerns associated with privacy and security
5.2. Market Segmentation Analysis
5.2.1. Product: Expanding usage of handheld consoles as they are compact and portable gaming systems
5.2.2. User Type: Rising potential of gaming hardware among advanced gamers for its convenience and capability of running less demanding games
5.2.3. Form Factor: Increasing potential of SFF PCs that strike a balance between size and performance
5.2.4. End-User: Expanding usage of gaming hardware for the commercial sector as it prioritizes durability, high performance, and advanced features
5.3. Market Trend Analysis
5.3.1. Several technological advancements in the realm of the gaming industry drive the innovations for gaming hardware in the Americas
5.3.2. Proliferation of eSports competitions and engaging collaborations between gaming companies and hardware providers to accelerate market development in the APAC
5.3.3. Presence of a robust gaming culture, and the advent of virtual reality (VR) and augmented reality (AR) technologies drives innovation in gaming hardwares across EMEA
5.4. Cumulative Impact of High Inflation
5.5. Porter’s Five Forces Analysis
5.5.1. Threat of New Entrants
5.5.2. Threat of Substitutes
5.5.3. Bargaining Power of Customers
5.5.4. Bargaining Power of Suppliers
5.5.5. Industry Rivalry
5.6. Value Chain & Critical Path Analysis
5.7. Regulatory Framework
6. Gaming Hardware Market, by Product
6.1. Introduction
6.2. Dedicated Gaming Console
6.3.1. Handheld Consoles
6.3.2. Home Consoles
6.3.3. Hybrid Consoles
6.3. Dedicated Personal Computers/Laptops/Tablets
6.4. Gaming Router
6.5. Graphics Cards
6.6. Processors
6.7.1. 6th Generation
6.7.2. 7th Generation
6.7.3. 8th Generation
6.7. Specialized Input Devices
6.8.1. Cameras
6.8.2. Gamepads
6.8.3. Joysticks
6.8.4. Steering Wheel
6.8. Storage
6.9.1. 1TB
6.9.2. 240GB
6.9.3. 32GB
6.9.4. 500GB
6.9. Virtual Reality Headsets
7. Gaming Hardware Market, by Form Factor
7.1. Introduction
7.2. All-In-One
7.3. Desktop
7.4. Small Form Factor
7.5. Tower
7.6. Ultra Small Form Factor
8. Gaming Hardware Market, by User Type
8.1. Introduction
8.2. Advanced
8.3. Beginner
8.4. Intermediate
9. Gaming Hardware Market, by End-User
9.1. Introduction
9.2. Commercial
9.3. Personal
10. Americas Gaming Hardware Market
10.1. Introduction
10.2. Argentina
10.3. Brazil
10.4. Canada
10.5. Mexico
10.6. United States
11. Asia-Pacific Gaming Hardware Market
11.1. Introduction
11.2. Australia
11.3. China
11.4. India
11.5. Indonesia
11.6. Japan
11.7. Malaysia
11.8. Philippines
11.9. Singapore
11.10. South Korea
11.11. Taiwan
11.12. Thailand
11.13. Vietnam
12. Europe, Middle East & Africa Gaming Hardware Market
12.1. Introduction
12.2. Denmark
12.3. Egypt
12.4. Finland
12.5. France
12.6. Germany
12.7. Israel
12.8. Italy
12.9. Netherlands
12.10. Nigeria
12.11. Norway
12.12. Poland
12.13. Qatar
12.14. Russia
12.15. Saudi Arabia
12.16. South Africa
12.17. Spain
12.18. Sweden
12.19. Switzerland
12.20. Turkey
12.21. United Arab Emirates
12.22. United Kingdom
13. Competitive Landscape
13.1. FPNV Positioning Matrix
13.2. Market Share Analysis, By Key Player
13.3. Competitive Scenario Analysis, By Key Player
13.3.1. Merger & Acquisition
13.3.1.1. Microsoft Finalizes USD 69 Billion Activision-Blizzard Acquisition
13.3.1.2. Sony Interactive Entertainment to Acquire Audeze, a Company in Audio Technology and Developer of Award-winning Headphones for Gaming
13.3.1.3. Cherry Acquires Gaming Gear Specialist XTRFY
13.3.2. Agreement, Collaboration, & Partnership
13.3.2.1. Riot and HP Team Up on New Global Partnership to Expand Gaming Landscape
13.3.2.2. Taiwan-based Vertux Enters Indian Gaming Market in Exclusive Partnership with Amazon India
13.3.2.3. Astralis and HP OMEN Extend Partnership
13.3.2.4. NSE Bolsters University Esports Championship with Scan Computers partnership
13.3.3. New Product Launch & Enhancement
13.3.3.1. Intel’s New 14th Gen Mobile Processors for 2024’s Gaming Laptops
13.3.3.2. MSI Launches its Gaming Handheld and AI-powered Laptops
13.3.3.3. AMD Reveals Next-Gen Desktop Processors for Extreme PC Gaming and Creator Performance
13.3.3.4. Nintendo is Expected To Launch The ‘Switch 2’ Console in 2024
13.3.3.5. Samsung to Unveil New ‘Designed for Samsung Gaming Hub’ Partner Accessory Program
13.3.3.6. Nvidia Launches New Gaming Chip For China To Comply With U.S. Export Controls
13.3.3.7. Sony Announces Project Q Handheld Device for PS5
13.3.3.8. Sony Unveils New Gaming Gear Brand “INZONE,” to Maximise Performance and Ability with Upgraded Monitors and Gaming Headsets
13.3.4. Investment & Funding
13.3.4.1. Rokid Announces USD 112 million in Series C funding to Scale AR glasses for the Metaverse
13.3.5. Award, Recognition, & Expansion
13.3.5.1. Nintendo Patents Dual Screen Gaming Device that Can Be Split in Half
14. Competitive Portfolio
14.1. Key Company Profiles
14.1.1. A4Tech Co., Ltd.
14.1.2. Advanced Micro Devices, Inc.
14.1.3. Amkette by Allied Electronics & Magnetics Pvt. Ltd.
14.1.4. Analogue
14.1.5. ASUSTeK Computer Inc.
14.1.6. Atari, Inc.
14.1.7. BenQ Corporation
14.1.8. Boat by Imagine Marketing Limited
14.1.9. Dell Technologies Inc.
14.1.10. DreamGEAR, LLC
14.1.11. Eastern Times Technology Co., Ltd.
14.1.12. HP Inc.
14.1.13. Intel Corporation
14.1.14. Kingston Technology Company, Inc.
14.1.15. Koninklijke Philips N.V.
14.1.16. Lenovo Group Limited
14.1.17. LG Electronics Inc.
14.1.18. Logitech International S.A.
14.1.19. Mad Catz Global Limited
14.1.20. Meta Platforms, Inc.
14.1.21. Micro-Star INT'L Co., Ltd.
14.1.22. Microsoft Corporation
14.1.23. Nintendo Co., Ltd.
14.1.24. Noise by Nexxbase Marketing Pvt. Ltd.
14.1.25. NVIDIA Corporation
14.1.26. Razer Inc.
14.1.27. Samsung Electronics Co., Ltd.
14.1.28. ScufGaming by Corsair Memory, Inc.
14.1.29. SEGA SAMMY Holdings Inc.
14.1.30. Skullcandy, Inc.
14.1.31. Sony Corporation
14.1.32. SteelSeries ApS
14.1.33. Toshiba Corporation
14.1.34. V-MODA, LLC
14.1.35. Valve Corporation
14.1.36. Venom Limited
14.1.37. Voyetra Turtle Beach, Inc.
14.2. Key Product Portfolio
15. Appendix
15.1. Discussion Guide
15.2. License & Pricing
List of Figures
FIGURE 1. GAMING HARDWARE MARKET RESEARCH PROCESS
FIGURE 2. GAMING HARDWARE MARKET SIZE, 2023 VS 2030
FIGURE 3. GAMING HARDWARE MARKET SIZE, 2019-2030 (USD MILLION)
FIGURE 4. GAMING HARDWARE MARKET SIZE, BY REGION, 2023 VS 2030 (%)
FIGURE 5. GAMING HARDWARE MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. GAMING HARDWARE MARKET DYNAMICS
FIGURE 7. GAMING HARDWARE MARKET SIZE, BY PRODUCT, 2023 VS 2030 (%)
FIGURE 8. GAMING HARDWARE MARKET SIZE, BY PRODUCT, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 9. GAMING HARDWARE MARKET SIZE, BY FORM FACTOR, 2023 VS 2030 (%)
FIGURE 10. GAMING HARDWARE MARKET SIZE, BY FORM FACTOR, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 11. GAMING HARDWARE MARKET SIZE, BY USER TYPE, 2023 VS 2030 (%)
FIGURE 12. GAMING HARDWARE MARKET SIZE, BY USER TYPE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 13. GAMING HARDWARE MARKET SIZE, BY END-USER, 2023 VS 2030 (%)
FIGURE 14. GAMING HARDWARE MARKET SIZE, BY END-USER, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 15. AMERICAS GAMING HARDWARE MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 16. AMERICAS GAMING HARDWARE MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 17. UNITED STATES GAMING HARDWARE MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 18. UNITED STATES GAMING HARDWARE MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 19. ASIA-PACIFIC GAMING HARDWARE MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 20. ASIA-PACIFIC GAMING HARDWARE MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 21. EUROPE, MIDDLE EAST & AFRICA GAMING HARDWARE MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 22. EUROPE, MIDDLE EAST & AFRICA GAMING HARDWARE MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 23. GAMING HARDWARE MARKET, FPNV POSITIONING MATRIX, 2023
FIGURE 24. GAMING HARDWARE MARKET SHARE, BY KEY PLAYER, 2023

Companies Mentioned

  • A4Tech Co., Ltd.
  • Advanced Micro Devices, Inc.
  • Amkette by Allied Electronics & Magnetics Pvt. Ltd.
  • Analogue
  • ASUSTeK Computer Inc.
  • Atari, Inc.
  • BenQ Corporation
  • Boat by Imagine Marketing Limited
  • Dell Technologies Inc.
  • DreamGEAR, LLC
  • Eastern Times Technology Co., Ltd.
  • HP Inc.
  • Intel Corporation
  • Kingston Technology Company, Inc.
  • Koninklijke Philips N.V.
  • Lenovo Group Limited
  • LG Electronics Inc.
  • Logitech International S.A.
  • Mad Catz Global Limited
  • Meta Platforms, Inc.
  • Micro-Star INT'L Co., Ltd.
  • Microsoft Corporation
  • Nintendo Co., Ltd.
  • Noise by Nexxbase Marketing Pvt. Ltd.
  • NVIDIA Corporation
  • Razer Inc.
  • Samsung Electronics Co., Ltd.
  • ScufGaming by Corsair Memory, Inc.
  • SEGA SAMMY Holdings Inc.
  • Skullcandy, Inc.
  • Sony Corporation
  • SteelSeries ApS
  • Toshiba Corporation
  • V-MODA, LLC
  • Valve Corporation
  • Venom Limited
  • Voyetra Turtle Beach, Inc.

Methodology

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