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LAMEA Gaming Gadgets Market Size, Share & Trends Analysis Report by End Use, Gadget Type, Distribution Channel, Age Group (21 to 35, Below 20, and 35 & Above), Country and Growth Forecast, 2024-2031

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    Report

  • 146 Pages
  • August 2024
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5996304
The Latin America, Middle East and Africa Gaming Gadgets Market is projected to witness market growth of 14.0% CAGR during the forecast period (2024-2031).

The Brazil market dominated the LAMEA Gaming Gadgets Market by country in 2023, and is projected to continue to be a dominant market till 2031; thereby, achieving a market value of $3.06 billion by 2031. The Argentina market is showcasing a CAGR of 14.9% during 2024-2031. Additionally, the UAE market would register a CAGR of 13.3% during 2024-2031.



The integration of social features extends beyond casual games to more complex titles. Multiplayer games like Fortnite Mobile and Minecraft offer robust social experiences that enable players to collaborate, compete, and communicate in real-time.

Moreover, these games often include features such as voice chat, in-game messaging, and social media integration, further blurring the lines between gaming and social networking. The social aspect of these games enhances their appeal and keeps players engaged over the long term.

Brazil is experiencing a significant increase in demand for gaming gadgets, driven by a young and tech-savvy population, rising internet penetration, and supportive government initiatives. The Ministry of Science, Technology, Innovations and Communications (MCTIC) has promoted digital inclusion through programs like "Internet for All," which aims to expand broadband access nationwide.

Based on End Use, the market is segmented into Commercial and Residential. Based on Gadget Type, the market is segmented into Console, PCs & Laptops, and Smartphone. Based on Distribution Channel, the market is segmented into Specialty Stores, Independent Retailers, Online Sales Channels, and Others. Based on Age Group, the market is segmented into 21 to 35, Below 20, and 35 & Above. Based on countries, the market is segmented into Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

List of Key Companies Profiled

  • Corsair Gaming, Inc.
  • ASUSTeK Computer Inc.
  • Sony Corporation
  • Dell Technologies, Inc.
  • Microsoft Corporation
  • Lenovo Group Limited
  • HP, Inc.
  • Nintendo Co., Ltd.
  • Acer, Inc.
  • Logitech International S.A

Market Report Segmentation

By End Use

  • Commercial
  • Residential

By Gadget Type

  • Console
  • PCs & Laptops
  • Smartphone

By Distribution Channel

  • Specialty Stores
  • Independent Retailers
  • Online Sales Channels
  • Others

By Age Group

  • 21 to 35
  • Below 20
  • 35 & Above

By Country

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 LAMEA Gaming Gadgets Market, by End Use
1.4.2 LAMEA Gaming Gadgets Market, by Gadget Type
1.4.3 LAMEA Gaming Gadgets Market, by Distribution Channel
1.4.4 LAMEA Gaming Gadgets Market, by Age Group
1.4.5 LAMEA Gaming Gadgets Market, by Country
1.5 Methodology for the Research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Market Share Analysis, 2023
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
4.4.2 Key Strategic Move: (Product Launches and Product Expansions: 2023, Jul - 2024, Aug) Leading Players
4.5 Porter Five Forces Analysis
Chapter 5. LAMEA Gaming Gadgets Market by End Use
5.1 LAMEA Commercial Market by Country
5.2 LAMEA Residential Market by Country
Chapter 6. LAMEA Gaming Gadgets Market by Gadget Type
6.1 LAMEA Console Market by Country
6.2 LAMEA PCs & Laptops Market by Country
6.3 LAMEA Smartphone Market by Country
Chapter 7. LAMEA Gaming Gadgets Market by Distribution Channel
7.1 LAMEA Specialty Stores Market by Country
7.2 LAMEA Independent Retailers Market by Country
7.3 LAMEA Online Sales Channels Market by Country
7.4 LAMEA Others Market by Country
Chapter 8. LAMEA Gaming Gadgets Market by Age Group
8.1 LAMEA 21 to 35 Market by Country
8.2 LAMEA Below 20 Market by Country
8.3 LAMEA 35 & Above Market by Country
Chapter 9. LAMEA Gaming Gadgets Market by Country
9.1 Brazil Gaming Gadgets Market
9.1.1 Brazil Gaming Gadgets Market by End Use
9.1.2 Brazil Gaming Gadgets Market by Gadget Type
9.1.3 Brazil Gaming Gadgets Market by Distribution Channel
9.1.4 Brazil Gaming Gadgets Market by Age Group
9.2 Argentina Gaming Gadgets Market
9.2.1 Argentina Gaming Gadgets Market by End Use
9.2.2 Argentina Gaming Gadgets Market by Gadget Type
9.2.3 Argentina Gaming Gadgets Market by Distribution Channel
9.2.4 Argentina Gaming Gadgets Market by Age Group
9.3 UAE Gaming Gadgets Market
9.3.1 UAE Gaming Gadgets Market by End Use
9.3.2 UAE Gaming Gadgets Market by Gadget Type
9.3.3 UAE Gaming Gadgets Market by Distribution Channel
9.3.4 UAE Gaming Gadgets Market by Age Group
9.4 Saudi Arabia Gaming Gadgets Market
9.4.1 Saudi Arabia Gaming Gadgets Market by End Use
9.4.2 Saudi Arabia Gaming Gadgets Market by Gadget Type
9.4.3 Saudi Arabia Gaming Gadgets Market by Distribution Channel
9.4.4 Saudi Arabia Gaming Gadgets Market by Age Group
9.5 South Africa Gaming Gadgets Market
9.5.1 South Africa Gaming Gadgets Market by End Use
9.5.2 South Africa Gaming Gadgets Market by Gadget Type
9.5.3 South Africa Gaming Gadgets Market by Distribution Channel
9.5.4 South Africa Gaming Gadgets Market by Age Group
9.6 Nigeria Gaming Gadgets Market
9.6.1 Nigeria Gaming Gadgets Market by End Use
9.6.2 Nigeria Gaming Gadgets Market by Gadget Type
9.6.3 Nigeria Gaming Gadgets Market by Distribution Channel
9.6.4 Nigeria Gaming Gadgets Market by Age Group
9.7 Rest of LAMEA Gaming Gadgets Market
9.7.1 Rest of LAMEA Gaming Gadgets Market by End Use
9.7.2 Rest of LAMEA Gaming Gadgets Market by Gadget Type
9.7.3 Rest of LAMEA Gaming Gadgets Market by Distribution Channel
9.7.4 Rest of LAMEA Gaming Gadgets Market by Age Group
Chapter 10. Company Profiles
10.1 Corsair Gaming, Inc.
10.1.1 Company Overview
10.1.2 Financial Analysis
10.1.3 Segmental and Regional Analysis
10.1.4 Recent Strategies and Developments
10.1.4.1 Partnerships, Collaborations, and Agreements
10.1.4.2 Product Launches and Product Expansions
10.1.4.3 Acquisition and Mergers
10.2 ASUSTeK Computer Inc.
10.2.1 Company Overview
10.2.2 Financial Analysis
10.2.3 Segmental and Regional Analysis
10.2.4 Research & Development Expenses
10.2.5 Recent Strategies and Developments
10.2.5.1 Partnerships, Collaborations, and Agreements
10.2.5.2 Product Launches and Product Expansions
10.2.6 SWOT Analysis
10.3 Sony Corporation
10.3.1 Company Overview
10.3.2 Financial Analysis
10.3.3 Segmental and Regional Analysis
10.3.4 Research & Development Expenses
10.3.5 Recent Strategies and Developments
10.3.5.1 Product Launches and Product Expansions
10.3.5.2 Acquisition and Mergers
10.3.6 SWOT Analysis
10.4 Dell Technologies, Inc.
10.4.1 Company Overview
10.4.2 Financial Analysis
10.4.3 Segmental and Regional Analysis
10.4.4 Research & Development Expense
10.4.5 Recent Strategies and Developments
10.4.5.1 Product Launches and Product Expansions
10.4.6 SWOT Analysis
10.5 Microsoft Corporation
10.5.1 Company Overview
10.5.2 Financial Analysis
10.5.3 Segmental and Regional Analysis
10.5.4 Research & Development Expenses
10.5.5 Recent Strategies and Developments
10.5.5.1 Partnerships, Collaborations, and Agreements
10.5.5.2 Acquisition and Mergers
10.5.6 SWOT Analysis
10.6 Lenovo Group Limited
10.6.1 Company Overview
10.6.2 Financial Analysis
10.6.3 Segmental and Regional Analysis
10.6.4 Research & Development Expense
10.6.5 Recent Strategies and Developments
10.6.5.1 Product Launches and Product Expansions
10.6.6 SWOT Analysis
10.7 HP, Inc.
10.7.1 Company Overview
10.7.1 Financial Analysis
10.7.2 Segmental and Regional Analysis
10.7.3 Research & Development Expense
10.7.4 Recent Strategies and Developments
10.7.4.1 Product Launches and Product Expansions
10.7.4.2 Acquisition and Mergers
10.7.5 SWOT Analysis
10.8 Nintendo Co., Ltd.
10.8.1 Company Overview
10.8.2 Financial Analysis
10.8.3 Regional Analysis
10.8.4 Research & Development Expenses
10.8.5 SWOT Analysis
10.9 Acer, Inc.
10.9.1 Company Overview
10.9.2 Financial Analysis
10.9.3 Segmental and Regional Analysis
10.9.4 Research & Development Expenses
10.9.5 Recent Strategies and Developments
10.9.5.1 Product Launches and Product Expansions
10.9.6 SWOT Analysis
10.10. Logitech International S.A.
10.10.1 Company Overview
10.10.2 Financial Analysis
10.10.3 Regional Analysis
10.10.4 Research & Development Expenses
10.10.5 Recent Strategies and Developments
10.10.5.1 Product Launches and Product Expansions
10.10.6 SWOT Analysis

Companies Mentioned

  • Corsair Gaming, Inc.
  • ASUSTeK Computer Inc.
  • Sony Corporation
  • Dell Technologies, Inc.
  • Microsoft Corporation
  • Lenovo Group Limited
  • HP, Inc.
  • Nintendo Co., Ltd.
  • Acer, Inc.
  • Logitech International S.A

Methodology

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