Technological advancements are boosting the market growth. For instance, as of March 2021, the latest home video game console1 devices on the market are Microsoft's Xbox Series X/S and Sony's PlayStation 5 (PS5), both of which were introduced in November 2020. Each has a keen edition for downloading online games, as well as an edition with a traditional disk drive. This reflects the changes in lifestyles accompanying such factors as the improved speed of home internet connections. Meanwhile, Nintendo has seen a steady increase in sales of the Nintendo Switch since its 2017 launch, and has also launched the Nintendo Switch Lite in 2019, which is an inexpensive model that only supports handheld play mode and is not compatible with the Nintendo Switch dock for enabling TV output.
With the advent of cloud gaming, which allows users to play games on any device, console manufacturers will be required to find ways to emphasize the value and appeal of consoles' unique qualities. Consoles are devices that are fundamentally optimized for playing games, and console manufacturers may need to pursue directions that leverage this characteristic by creating 'experiences that amaze users'. There is also the view that the 'experiences' here are not necessarily limited to high-end technology. The creation of new experiences through the combination of peripheral devices could also be said to represent new value.
Gaming gadgets are specialized equipment that require advanced technologies and compatible hardware and software in order to function properly. Many players in the gaming gadgets market are trying to deliver top of the line, premium products and hardware components for gaming as they provide the best experience and functionality while gaming. However, the integration of newer technologies into these gadgets also substantially raises the price of the devices, which may hamper customer purchase decisions. For example, a gaming laptop fitted with a graphics card that supports ray tracing technology costs more than a gaming laptop without ray tracing. Similarly, consoles with higher storage capacities and faster storage units like solid state drives cost significantly higher. These high prices of gaming devices make it difficult for consumers to purchase these devices, which negatively impacts the market.
The gaming gadgets market is segmented into gadget type, end user, age group, distribution channel, and region. By gadget type, the gaming gadgets market is classified into consoles and personal computers. Depending on age group, the market is categorized into below 20, 21-35, and 35 and above. By end user, the gaming gadgets market is classified into commercial and residential users. According to distribution channel, the market is segmented into specialty stores, multi-brand stores, independent small stores, online retailers, and others. Region-wise, it is analyzed across North America (the U.S., Canada, and Mexico), Europe (UK, Germany, France, Italy, Spain, Russia and rest of Europe), Asia-Pacific (China, India, Japan, Australia, Singapore, New Zealand, South Korea, and rest of Asia-Pacific), and LAMEA (Brazil, Argentina, South Africa, Saudi Arabia, UAE and rest of LAMEA).
The players operating in the global gaming gadgets market have adopted various developmental strategies to increase their market share, gain profitability, and remain competitive in the market. The key players operating in the gaming gadgets market include- Acer Inc, ASUSTeK Computers Inc, Atari Inc, Dell, HP, Lenovo, Gigabyte, Razer, Corsair, Origin, Sony, Microsoft, Nintendo, Steam, Sega, and Atari.
KEY BENEFITS FOR STAKEHOLDERS
- This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the gaming gadgets market analysis from 2021 to 2031 to identify the prevailing gaming gadgets market opportunities.
- The market research is offered along with information related to key drivers, restraints, and opportunities.
- Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
- In-depth analysis of the gaming gadgets market segmentation assists to determine the prevailing market opportunities.
- Major countries in each region are mapped according to their revenue contribution to the global market.
- Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
- The report includes the analysis of the regional as well as global gaming gadgets market trends, key players, market segments, application areas, and market growth strategies.
Key Market Segments
By Gadget Type
- Console
- PCs and Laptops
By End Use
- Residential
- Commercial
By Age Group
- below 20
- 21 to 35
- 35 and above
By Distribution Channel
- Specialty Stores
- Independent Retailers
- Online Sales Channels
- Others
By Region
- North America
- U.S.
- Canada
- Mexico
- Europe
- Italy
- France
- Spain
- Russia
- Rest of Europe
- Germany
- U.K.
- Asia-Pacific
- China
- Japan
- India
- South Korea
- Australia
- Singapore
- Newzealand
- Rest Of Asia Pacific
- LAMEA
- Brazil
- Argentina
- South Africa
- Saudi Arabia
- UAE
- Rest of LAMEA
Key Market Players
- Corsair
- GIGA-BYTE Technology Co., Ltd
- HP Inc.
- LENOVO
- MICROSOFT
- Micro-Star INT'L CO., LTD
- Nintendo
- RAZER
- Sega
- SONY CORPORATION
- Dell Technologies Inc.
- Acer Inc
- ASUSTeK Computers Inc.
- Atari,Inc
- valve corporation
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Table of Contents
Executive Summary
According to the report, titled, “Gaming Gadgets Market," the gaming gadgets market size was valued at $52.70 billion in 2021, and is estimated to reach $166.96 billion by 2031, growing at a CAGR of 12.7% from 2022 to 2031.Gaming has become one of the biggest forms of entertainment in the world in the last couple of decades. Many consumers, especially smaller children and teenagers, are turning to gaming as their primary source of fun and entertainment. Games like Fortnite, Minecraft, World of Warcraft, and PlayerUnknown's Battlegrounds are becoming prominent in households across the world. Due to the rise of gaming as a trend, the sales of gaming devices are going up, as these types of devices are required to play games with the highest performance outputs and optimum graphical settings.
Gaming as content and media has become very popular in recent years. Many lets players, Youtubers, and streamers are actively engaged in creating content based on gaming and gaming devices. Furthermore, many of these content creators and entrepreneurs have come together in order to create organizations called e-sports orgs that are solely dedicated to gaming. This has led to a severe increase in the number of people that are entering into gaming content creation and e-sports, which has led to an increase in the sales of gaming devices, as gaming devices are required to produce such type of content. Many content creators especially purchase many gaming PCs and consoles in order to create all types of gaming related content that might be exclusive to certain platforms, which is further boosting the sales of gaming devices.
Gaming gadgets are specialized equipment that require advanced technologies and compatible hardware and software in order to function properly. Many players in the gaming gadgets market are trying to deliver top of the line, premium products and hardware components for gaming as they provide the best experience and functionality while gaming. However, the integration of newer technologies into these gadgets also substantially raises the price of the devices, which may hamper customer purchase decisions. For example, a gaming laptop fitted with a graphics card that supports ray tracing technology costs more than a gaming laptop without ray tracing. Similarly, consoles with higher storage capacities and faster storage units like solid state drives cost significantly higher. These high prices of gaming devices make it difficult for consumers to purchase these devices, which negatively impacts the Gaming Gadgets Industry. Moreover, surge in Gaming Gadgets Market Demand, inclination of businesses toward cost-effective gadgets, strong growth in research & planning, and emerging technological infrastructure are expected to offer significant growth opportunities for the market in Asia-Pacific
Gaming and gaming devices are very technology heavy and technology driven market. Newer developments of gaming have converted small, pixelated and boxy games into smooth, hyper realistic looking and feeling games. A lot of innovations are taking place in the gaming and gaming device industries, which is making them better every day. Integration of cloud gaming and cross platform gaming into devices which enable gamers to leave a game on the console and continue from the same place on a PC and vice versa is promoting the purchase of both types of gaming devices. Furthermore, innovations like the Steam Deck by Valve, Inc., which is a console-PC hybrid, is helping provide gamers the experience of playing on a PC in a hand held console format, which is attracting a lot of customers to such kind of gaming devices.
The gaming gadgets market is segmented into gadget type, end user, age group, distribution channel, and region. By gadget type, the gaming gadgets market is classified into consoles and personal computers. Depending on age group, the market is categorized into below 20, 21-35, and 35 and above. By end user, the gaming gadgets market is classified into commercial and residential users. According to distribution channel, the market is segmented into specialty stores, multi-brand stores, independent small stores, online retailers, and others. Region-wise, it is analyzed across North America (the U.S., Canada, and Mexico), Europe (UK, Germany, France, Italy, Spain, Russia and rest of Europe), Asia-Pacific (China, India, Japan, Australia, Singapore, New Zealand, South Korea, and rest of Asia-Pacific), and LAMEA (Brazil, Argentina, South Africa, Saudi Arabia, UAE and rest of LAMEA).
Key Findings of the Study
- On the basis of gadget type, console segment dominated the global market is likely to remain dominant during the Gaming Gadgets Market Forecast period.
- On the basis of end use, residential segment has numerous Gaming Gadgets Market Opportunity and is likely to be the fastest growing segment during the forecast period.
- On the basis of age group, below 20 years is expected to be the fastest growing segment during the forecast period.
- On the basis of distribution channel, Online sales channel is expected to be the fastest growing segment during the forecast period.
- Based on region, Asia-Pacific is the dominating region and is likely to remain dominant during the forecast period.
Companies Mentioned
- Corsair
- Giga-Byte Technology Co. Ltd
- Hp Inc.
- Lenovo
- Microsoft
- Micro-Star Int'l Co. Ltd
- Nintendo
- Razer
- Sega
- Sony Corporation
- Dell Technologies Inc.
- Acer Inc
- Asustek Computers Inc.
- Atari,Inc
- Valve Corporation
Methodology
The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.
They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.
They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:
- Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
- Scientific and technical writings for product information and related preemptions
- Regional government and statistical databases for macro analysis
- Authentic news articles and other related releases for market evaluation
- Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast
Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 284 |
Published | July 2022 |
Forecast Period | 2021 - 2031 |
Estimated Market Value ( USD | $ 52.6 billion |
Forecasted Market Value ( USD | $ 166.9 billion |
Compound Annual Growth Rate | 12.2% |
Regions Covered | Global |
No. of Companies Mentioned | 15 |