Gaming Hardware Market Report 2019 - 2026, Growth Trend, Revenue, Sales Volume, Estimation and Forecast

By Product Type (Accessories and Consoles), By End-Use (Residential and Commercial), By Region (North America, Europe, APAC and Rest of the World)

  • Report ID : MD1246
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  • Pages : 191
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  • Tables : 91
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  • Formats :

Gaming hardware market revenue is estimated to be $XX Billion in 2018 and shall grow with a CAGR of XX.X% during the forecast period of 2018 to 2026.

gaming hardware market

Gaming hardware allows users to play different types of games on different computers, different console television, mobile phones and other devices, such as PSP devices or Nintendo DS systems. The market is anticipated to grow tremendously over the coming few years owing to the rising number of platforms for gaming technology. Further, ongoing technological advancements and enhancements in this technology is anticipated to augment the market revenue significantly over the forecast period. Moreover, the enhancement in the audio and video technology such as introduction of HD video and 3D audio has improved the viewer’s experience. Thus, improving viewer’s experience is attracting more consumers to invest in the market and thereby augmenting the growth of the market revenue. Moreover, the ongoing technological advancements and innovations in the gaming sector is the key factor in enhancing the growth of the market. The increasing trend of gamification among consumers for entertainment purposes is going to support market growth. 

The high demand for gaming hardware in the residential sector is anticipated to fuel up the market revenue significantly over the forecast period. Further, the improvement in the techniques of engaging consumers is one of the major factors augmenting the growth of market revenue significantly. With the growing disposable income in developing countries, consumers are demanding advanced gaming systems and hence the market is expected to grow very fast. In addition to the growing number of buyers of gaming equipment, the market is expected to increase revenue in the coming years. It is responsible for the large size of the population with increasing purchasing power, especially in India and China. Also, the trend of using electronic devices such as computers, laptops, tablets, and smartphones among consumers is responsible for the market’s commendable growth in the future. 

North American region to exhibit fastest growth during the forecast period:

The Europe region is the dominant region in contributing for the market growth in 2018. Further, this region is  anticipated to witness a tremendous increase in its market revenue over forecast period owing to the rising acceptance of the gaming technology among the consumers. Further, the North America region is anticipated to grow a fastest rate over the forecast period. Moreover, the Latin America and Asia Pacific regions are anticipated to grow at fastest rate over the forecast period.

SEGMENT ANALYSIS 

Based on product type, the segmentation has been done as accessories and consoles. Further, the accessories can be bifurcated as headsets, controllers, and cameras. The consoles segment has been split as handheld and standard console. In 2018, the residential segment has proved to be the highest revenue contributor in the gaming hardware market. Demand for handheld consoles has increased in recent years in the residential sector, and this trend is expected to continue during the forecast period. Out of which, the handheld console segment is anticipated to augment the market revenue tremendously over time. The adoption of the virtual reality headset in the commercial sector has increased significantly in the last few years. This is due to the introduction of gamification in various industries to improve the standards of organizational productivity, flow, learning, and physical training. 

INDUSTRY PLAYER ANALYSIS

Major industry players have been analyzed with coverage on their operating areas, revenues and other strategic aspects. Several industry players are adopting strategies to enhance inefficiency and productivity. These industry players include Microsoft Corporation, Sony Corporation, Logitech International S.A, Venom UK Limited, Nintendo Corporation, NVIDIA Corporation, Madcatz, V-MODA LLC, Razer Incorporated, A4TECH, Scuf Gaming International LLC and Turtle Beach.

COVERAGE HIGHLIGHTS
    
•    Revenue Estimation and Forecast (2018 – 2026)
•    Production Estimation and Forecast (2018 – 2026)
•    Sales/Consumption Volume Estimation and Forecast (2018 – 2026)
•    Breakdown of Revenue by Segments (2018 – 2026)
•    Breakdown of Production by Segments (2018 – 2026)
•    Breakdown of Sales Volume by Segments (2018 – 2026)
•    Gross Margin and Profitability Analysis of Companies
•    Business Trend and Expansion Analysis
•    Import and Export Analysis
•    Regional Analysis and Data Breakdown

MARKET SEGMENTATION

By Product Type Outlook ($Revenue and Unit Sales, 2018-2026)

•    Accessories 
•    Headsets 
•    Controller
•    Camera
•    Consoles
•    Handheld
•    Standard consoles

By End-Use Outlook ($Revenue and Unit Sales, 2018-2026)

·    Residential
·    Commercial 

By Regional Outlook ($Revenue and Unit Sales, 2018-2026)

•    North America
•    Canada
•    U.S
•    Mexico
•    Europe
•    Germany
•    France
•    U.K
•    Rest of Europe 
•    Asia-Pacific
•    China
•    India
•    Japan
•    Rest of Asia Pacific
•    Rest of the World
•    Middle East
•    Africa
•    Latin America

Industry Players 

·    Microsoft Corporation
·    Sony Corporation
·    Logitech International S.A
·    Venom UK Limited
·    Nintendo Corporation
·    NVIDIA Corporation
·    Madcatz
·    V-MODA LLC
·    Razer Incorporated 
·    A4TECH
·    Scuf Gaming International LLC
·    Turtle Beach

CHAPTER 1:    INTRODUCTION

1.1. Research Methodology

1.1.1. Desk Research

1.1.2. Data Synthesis

1.1.3. Data Validation & Market Feedback

1.1.4. Data Sources

CHAPTER 2:    EXECUTIVE SUMMARY

2.1. Global Market Outlook

2.2. Core Insights - Product Type

2.3. Core Insights – End-Use

2.4. Core Insights – Geography

CHAPTER 3:    MARKET OVERVIEW

3.1.  Market Definition and Scope

3.2. Key Forces Shaping the Industry

3.2.1. Bargaining Power of Suppliers

3.2.2. Bargaining Power of Buyers

3.2.3. Threat of Substitutes

3.2.4. Threat of New Entrants

3.3. Market Dynamics

3.3.1. Drivers

3.3.1.1. Supply-side Drivers

3.3.1.2. Demand-side Drivers

3.3.2. Restraints

3.3.3. Opportunities

3.4. Industry Landscape - PESTEL Analysis

3.4.1. Political Landscape

3.4.2. Environmental Landscape

3.4.3. Social Landscape

3.4.4. Technology Landscape

3.4.5. Economic Landscape

CHAPTER 4:    MARKET BACKGROUND

4.1. Industry Value Chain Analysis

4.1.1. Upstream Participants

4.1.2. Downstream participants

4.2. Pricing Analysis and Forecast, 2018-2026

4.2.1. By Type

4.2.2. By Region

CHAPTER 5:  GLOBAL GAMING HARDWARE MARKET, BY PRODUCT TYPE

5.1. Overview

5.1.1. Market Volume and Forecast, 2018-2026

5.1.2. Market Revenue (US$ Million) and Forecast, 2018-2026

5.2. Accessories

5.2.1. Key Market Trends, Growth Factors and Opportunities

5.2.2. Market Volume and Forecast, By Region

5.2.3. Market Revenue (US$ Million) and Forecast, By Region

5.3. Headsets

5.3.1. Key Market Trends, Growth Factors and Opportunities

5.3.2. Market Volume and Forecast, By Region

5.3.3. Market Revenue (US$ Million) and Forecast, By Region

5.4. Controller

5.4.1. Key Market Trends, Growth Factors and Opportunities

5.4.2. Market Volume and Forecast, By Region

5.4.3. Market Revenue (US$ Million) and Forecast, By Region

5.5. Camera

5.5.1. Key Market Trends, Growth Factors and Opportunities

5.5.2. Market Volume and Forecast, By Region

5.5.3. Market Revenue (US$ Million) and Forecast, By Region

5.6. Consoles

5.6.1. Key Market Trends, Growth Factors and Opportunities

5.6.2. Market Volume and Forecast, By Region

5.6.3. Market Revenue (US$ Million) and Forecast, By Region

5.7. Handheld

5.7.1. Key Market Trends, Growth Factors and Opportunities

5.7.2. Market Volume and Forecast, By Region

5.7.3. Market Revenue (US$ Million) and Forecast, By Region

5.8. Standard consoles

5.8.1. Key Market Trends, Growth Factors and Opportunities

5.8.2. Market Volume and Forecast, By Region

5.8.3. Market Revenue (US$ Million) and Forecast, By Region

CHAPTER 6:  GLOBAL GAMING HARDWARE MARKET, BY END-USE

6.1. Overview

6.1.1. Market Volume and Forecast, 2018-2026

6.1.2. Market Revenue (US$ Million) and Forecast, 2018-2026

6.2. Residential

6.2.1. Key Market Trends, Growth Factors and Opportunities

6.2.2. Market Volume and Forecast, By Region

6.2.3. Market Revenue (US$ Million) and Forecast, By Region

6.3. Commercial

6.3.1. Key Market Trends, Growth Factors and Opportunities

6.3.2. Market Volume and Forecast, By Region

6.3.3. Market Revenue (US$ Million) and Forecast, By Region

CHAPTER 7:  GLOBAL GAMING HARDWARE MARKET, BY GEOGRAPHY

7.1. Overview

7.2. North America

7.2.1. Key Market Trends, Growth Factors and Opportunities

7.2.2. Market Volume and Forecast, By Product Type

7.2.3. Market Volume and Forecast, By End-Use

7.2.4. Market Revenue and Forecast, By Product Type

7.2.5. Market Revenue and Forecast, By End-Use

7.2.6. Market Revenue and Forecast, By Country

7.2.7. U.S.

7.2.7.1. Market Volume and Forecast

7.2.7.2. Market Revenue and Forecast

7.2.8. Canada

7.2.8.1. Market Volume and Forecast

7.2.8.2. Market Revenue and Forecast

7.2.9. Mexico

7.2.9.1. Market Volume and Forecast

7.2.9.2. Market Revenue and Forecast

7.3. Europe

7.3.1. Market Volume and Forecast, By Product Type

7.3.2. Market Volume and Forecast, By End-Use

7.3.3. Market Revenue and Forecast, By Product Type

7.3.4. Market Revenue and Forecast, By End-Use

7.3.5. Market Revenue and Forecast, By Country

7.3.6. Germany

7.3.6.1. Market Volume and Forecast, By Product Type

7.3.6.2. Market Revenue and Forecast, By End-Use

7.3.7. UK

7.3.7.1. Market Volume and Forecast, By Product Type

7.3.7.2. Market Revenue and Forecast, By End-Use

7.3.8. France

7.3.8.1. Market Volume and Forecast, By Product Type

7.3.8.2. Market Revenue and Forecast, By End-Use

7.3.9. Italy

7.3.9.1. Market Volume and Forecast, By Product Type

7.3.9.2. Market Revenue and Forecast, By End-Use

7.3.10. Rest of Europe

7.3.10.1. Market Volume and Forecast, By Product Type

7.3.10.2. Market Revenue and Forecast, By End-Use

7.4. Asia-Pacific

7.4.1. Market Volume and Forecast, By Product Type

7.4.2. Market Volume and Forecast, By End-Use

7.4.3. Market Revenue and Forecast, By Product Type

7.4.4. Market Revenue and Forecast, By End-Use

7.4.5. Market Revenue and Forecast, By Country

7.4.6. China

7.4.6.1. Market Volume and Forecast, By Product Type

7.4.6.2. Market Revenue and Forecast, By End-Use

7.4.7. India

7.4.7.1. Market Volume and Forecast, By Product Type

7.4.7.2. Market Revenue and Forecast, By End-Use

7.4.8. Japan

7.4.8.1. Market Volume and Forecast, By Product Type

7.4.8.2. Market Revenue and Forecast, By End-Use

7.4.9. South Korea

7.4.9.1. Market Volume and Forecast, By Product Type

7.4.9.2. Market Revenue and Forecast, By End-Use

7.4.10. Rest of Asia-Pacific

7.4.10.1. Market Volume and Forecast, By Product Type

7.4.10.2. Market Revenue and Forecast, By End-Use

7.5. REST OF THE WORLD

7.5.1. Market Volume and Forecast, By Product Type

7.5.2. Market Volume and Forecast, By End-Use

7.5.3. Market Revenue and Forecast, By Product Type

7.5.4. Market Revenue and Forecast, By End-Use

7.5.5. Market Revenue and Forecast, By Country

7.5.6. Latin America

7.5.6.1. Market Volume and Forecast, By Product Type

7.5.6.2. Market Revenue and Forecast, By End-Use

7.5.7. Middle East

7.5.7.1. Market Volume and Forecast, By Product Type

7.5.7.2. Market Revenue and Forecast, By End-Use

7.5.8. Africa

7.5.8.1. Market Volume and Forecast, By Product Type

7.5.8.2. Market Revenue and Forecast, By End-Use

CHAPTER 8:    COMPETITIVE LANDSCAPE

8.1. Gaming Hardware Market Share Analysis, 2018

CHAPTER 9:    COMPANY PROFILES

9.1. Microsoft Corporation

9.1.1. Company Overview

9.1.2. Financial Performance

9.1.3. SWOT Analysis

9.2. Sony Corporation

9.2.1. Company Overview

9.2.2. Financial Performance

9.2.3. SWOT Analysis

9.3. Logitech International S.A

9.3.1. Company Overview

9.3.2. Financial Performance

9.3.3. SWOT Analysis

9.4. Venom UK Limited

9.4.1. Company Overview

9.4.2. Financial Performance

9.4.3. SWOT Analysis

9.5. Nintendo Corporation

9.5.1. Company Overview

9.5.2. Financial Performance

9.5.3. SWOT Analysis

9.6. NVIDIA Corporation

9.6.1. Company Overview

9.6.2. Financial Performance

9.6.3. SWOT Analysis

9.7. Madcatz

9.7.1. Company Overview

9.7.2. Financial Performance

9.7.3. SWOT Analysis

9.8. V-MODA LLC

9.8.1. Company Overview

9.8.2. Financial Performance

9.8.3. SWOT Analysis

9.9. Razer Incorporated

9.9.1. Company Overview

9.9.2. Financial Performance

9.9.3. SWOT Analysis

9.10. A4TECH

9.10.1. Company Overview

9.10.2. Financial Performance

9.10.3. SWOT Analysis

9.11. Scuf Gaming International LLC

9.11.1. Company Overview

9.11.2. Financial Performance

9.11.3. SWOT Analysis

9.12. Turtle Beach

9.12.1. Company Overview

9.12.2. Financial Performance

9.12.3. SWOT Analysis

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