+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

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), Regional Outlook and Forecast, 2024-2031

  • PDF Icon

    Report

  • 293 Pages
  • August 2024
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5996332
The Global Gaming Gadgets Market size is expected to reach $158.2 billion by 2031, rising at a market growth of 12.3% CAGR during the forecast period.

This region's dominance can be attributed to several factors, including its large and growing population of gamers, the increasing popularity of esports, and the widespread adoption of mobile gaming. Countries like China, Japan, and South Korea are major hubs for gaming culture, with well-established gaming communities and significant investments in gaming infrastructure. Additionally, the region's technological advancements and strong manufacturing capabilities have made it a key player in the production and innovation of gaming hardware. Thus, the Asia Pacific region acquired 41% revenue share in the market 2023.



The major strategies followed by the market participants are Product Launches as the key developmental strategy to keep pace with the changing demands of end users. For instance, In August, 2024, Sony Corporation unveiled Sony PlayStation Portal, a handheld gaming device. This handheld device lets gamers play PS5 games over home Wi-Fi with console-quality controls and DualSense features. It features an 8-inch full HD screen, up to 60fps gameplay. Additionally, In July, 2024, Logitech G unveiled the G309 LIGHTSPEED Wireless Gaming Mouse, featuring dual-wireless connectivity, HERO 25K sensor, and LIGHTSPEED technology for precise, low-latency performance. Weighing 86g with a battery, it's POWERPLAY compatible, offers 300 hours of gameplay, and integrates LIGHTFORCE hybrid switches.

KBV Cardinal Matrix - Market Competition Analysis


Based on the Analysis presented in the KBV Cardinal matrix; Microsoft Corporation is the forerunner in the Gaming Gadgets Market. Companies such as Sony Corporation, HP, Inc. and Dell Technologies, Inc. are some of the key innovators in Gaming Gadgets Market. In August, 2024, Sony Corporation unveiled Sony PlayStation Portal, a handheld gaming device. This handheld device lets gamers play PS5 games over home Wi-Fi with console-quality controls and DualSense features. It features an 8-inch full HD screen, up to 60fps gameplay.



Market Growth Factors

Modern graphics cards, such as those from NVIDIA's RTX series and AMD's Radeon line, offer real-time ray tracing and AI-driven enhancements that provide unprecedented realism and detail in gaming environments. These enhancements enable the creation of more immersive and visually striking gaming experiences by enabling lifelike shadows, reflections, and textures.

Additionally, the visibility of these events on streaming platforms drives interest in eSports and encourages viewers to purchase gaming gadgets to improve their gaming and viewing experiences. Thus, these factors contribute to the sustained growth and dynamism of the gaming gadgets market.

Market Restraining Factors

The constant need to innovate and stay ahead of competitors places substantial pressure on research and development budgets, potentially diverting resources from other critical business areas. Hence, rapid technological advancements present challenges for the growth of the market.



The leading players in the market are competing with diverse innovative offerings to remain competitive in the market. The above illustration shows the percentage of revenue shared by some of the leading companies in the market. The leading players of the market are adopting various strategies in order to cater demand coming from the different industries. The key developmental strategies in the market are Product Launches and Product Expansions.

Driving and Restraining Factors

Drivers

  • Integration of innovative hardware and VR and AR
  • Growing popularity of eSports and streaming platforms
  • Increased internet penetration across the globe

Restraints

  • Rapid technological obsolescence
  • Substantial challenges for companies due to intensive competition

Opportunities

  • Rise of cross-platform gaming
  • Increased consumer spending on entertainment

Challenges

  • High costs of gaming gadgets
  • Growing concerns about the potential health impacts

End Use Outlook

On the basis of end use, the market is classified into residential and commercial. The residential segment recorded 47% revenue share in the market in 2023. The accessibility of gaming gadgets and the availability of a wide range of price points have made it easier for families and individuals to purchase these products.

Gadget Type Outlook

Based on gadget type, the market is bifurcated into console, smartphone, and PCs & laptops. The console segment garnered 47% revenue share in the market in 2023. Continuous innovation and the introduction of next-generation consoles, including the PlayStation 5 and Xbox Series X, have contributed to the console segment's dominance in the gaming devices industry.



Distribution Channel Outlook

Based on distribution channel, the market is segmented into specialty stores, independent retailers, online sales channels, and others. The independent retailers segment acquired 12% revenue share in the market in 2023. Independent retailers, which include small local shops and boutique stores, offer a more personalized shopping experience and often carry a curated selection of gaming gadgets.

Age Group

By age group, the market is divided into below 20, 21 to 35, and 35 & above. The 21 to 35 segments witnessed 48% revenue share in the market in 2023. This segment includes young adults who grew up during the rise of modern gaming and have now reached an age where they possess significant disposable income.

By Regional Analysis

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America segment witnessed 29% revenue share in the market in 2023. The North American market benefits from strong consumer spending power, with many gamers willing to invest in high-end gaming equipment and accessories.

Market Competition and Attributes



The gaming gadget market is fiercely competitive, driven by innovation and technological advancements. Key attributes include high-performance hardware, immersive user experiences, and integration with emerging technologies like VR and AR. Market leaders focus on ergonomic design, wireless connectivity, and compatibility across multiple platforms to cater to diverse gamer preferences. Continuous R&D and strategic partnerships are pivotal in maintaining market dominance amidst rapidly evolving consumer demands and competitive pressures.

Recent Strategies Deployed in the Market

  • In July, 2024, Logitech released the G515 Lightspeed TKL wireless keyboard in India, featuring noise-reducing foam, pre-lubricated switches, built-in stabilizers, and low-profile keys. Available in black and white, it integrates with Lightspeed, Lightsync, and Keycontrol software.
  • In June, 2024, Lenovo Group Limited announced the launch of Legion Go, a handheld gaming console. Powered by an AMD Ryzen processor, it features an 8.8-inch display, 16GB LPDDR5X RAM, 1TB storage, detachable controllers, and runs Windows 11.
  • In June, 2024, Acer launched the ALG Gaming Laptop in India, featuring a 12th Gen Intel Core i5 processor, up to 16GB DDR4 RAM, Nvidia GeForce RTX 3050 GPU, and up to 512GB SSD storage. It includes a 15.6-inch full-HD display with 144Hz refresh rate and various connectivity options, available on multiple retail platforms.

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 Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • 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 Global Gaming Gadgets Market, by End Use
1.4.2 Global Gaming Gadgets Market, by Gadget Type
1.4.3 Global Gaming Gadgets Market, by Distribution Channel
1.4.4 Global Gaming Gadgets Market, by Age Group
1.4.5 Global Gaming Gadgets Market, by Geography
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. Global Gaming Gadgets Market by End Use
5.1 Global Commercial Market by Region
5.2 Global Residential Market by Region
Chapter 6. Global Gaming Gadgets Market by Gadget Type
6.1 Global Console Market by Region
6.2 Global PCs & Laptops Market by Region
6.3 Global Smartphone Market by Region
Chapter 7. Global Gaming Gadgets Market by Distribution Channel
7.1 Global Specialty Stores Market by Region
7.2 Global Independent Retailers Market by Region
7.3 Global Online Sales Channels Market by Region
7.4 Global Others Market by Region
Chapter 8. Global Gaming Gadgets Market by Age Group
8.1 Global 21 to 35 Market by Region
8.2 Global Below 20 Market by Region
8.3 Global 35 & Above Market by Region
Chapter 9. Global Gaming Gadgets Market by Region
9.1 North America Gaming Gadgets Market
9.1.1 North America Gaming Gadgets Market by End Use
9.1.1.1 North America Commercial Market by Region
9.1.1.2 North America Residential Market by Region
9.1.2 North America Gaming Gadgets Market by Gadget Type
9.1.2.1 North America Console Market by Country
9.1.2.2 North America PCs & Laptops Market by Country
9.1.2.3 North America Smartphone Market by Country
9.1.3 North America Gaming Gadgets Market by Distribution Channel
9.1.3.1 North America Specialty Stores Market by Country
9.1.3.2 North America Independent Retailers Market by Country
9.1.3.3 North America Online Sales Channels Market by Country
9.1.3.4 North America Others Market by Country
9.1.4 North America Gaming Gadgets Market by Age Group
9.1.4.1 North America 21 to 35 Market by Country
9.1.4.2 North America Below 20 Market by Country
9.1.4.3 North America 35 & Above Market by Country
9.1.5 North America Gaming Gadgets Market by Country
9.1.5.1 US Gaming Gadgets Market
9.1.5.1.1 US Gaming Gadgets Market by End Use
9.1.5.1.2 US Gaming Gadgets Market by Gadget Type
9.1.5.1.3 US Gaming Gadgets Market by Distribution Channel
9.1.5.1.4 US Gaming Gadgets Market by Age Group
9.1.5.2 Canada Gaming Gadgets Market
9.1.5.2.1 Canada Gaming Gadgets Market by End Use
9.1.5.2.2 Canada Gaming Gadgets Market by Gadget Type
9.1.5.2.3 Canada Gaming Gadgets Market by Distribution Channel
9.1.5.2.4 Canada Gaming Gadgets Market by Age Group
9.1.5.3 Mexico Gaming Gadgets Market
9.1.5.3.1 Mexico Gaming Gadgets Market by End Use
9.1.5.3.2 Mexico Gaming Gadgets Market by Gadget Type
9.1.5.3.3 Mexico Gaming Gadgets Market by Distribution Channel
9.1.5.3.4 Mexico Gaming Gadgets Market by Age Group
9.1.5.4 Rest of North America Gaming Gadgets Market
9.1.5.4.1 Rest of North America Gaming Gadgets Market by End Use
9.1.5.4.2 Rest of North America Gaming Gadgets Market by Gadget Type
9.1.5.4.3 Rest of North America Gaming Gadgets Market by Distribution Channel
9.1.5.4.4 Rest of North America Gaming Gadgets Market by Age Group
9.2 Europe Gaming Gadgets Market
9.2.1 Europe Gaming Gadgets Market by End Use
9.2.1.1 Europe Commercial Market by Country
9.2.1.2 Europe Residential Market by Country
9.2.2 Europe Gaming Gadgets Market by Gadget Type
9.2.2.1 Europe Console Market by Country
9.2.2.2 Europe PCs & Laptops Market by Country
9.2.2.3 Europe Smartphone Market by Country
9.2.3 Europe Gaming Gadgets Market by Distribution Channel
9.2.3.1 Europe Specialty Stores Market by Country
9.2.3.2 Europe Independent Retailers Market by Country
9.2.3.3 Europe Online Sales Channels Market by Country
9.2.3.4 Europe Others Market by Country
9.2.4 Europe Gaming Gadgets Market by Age Group
9.2.4.1 Europe 21 to 35 Market by Country
9.2.4.2 Europe Below 20 Market by Country
9.2.4.3 Europe 35 & Above Market by Country
9.2.5 Europe Gaming Gadgets Market by Country
9.2.5.1 Germany Gaming Gadgets Market
9.2.5.1.1 Germany Gaming Gadgets Market by End Use
9.2.5.1.2 Germany Gaming Gadgets Market by Gadget Type
9.2.5.1.3 Germany Gaming Gadgets Market by Distribution Channel
9.2.5.1.4 Germany Gaming Gadgets Market by Age Group
9.2.5.2 UK Gaming Gadgets Market
9.2.5.2.1 UK Gaming Gadgets Market by End Use
9.2.5.2.2 UK Gaming Gadgets Market by Gadget Type
9.2.5.2.3 UK Gaming Gadgets Market by Distribution Channel
9.2.5.2.4 UK Gaming Gadgets Market by Age Group
9.2.5.3 France Gaming Gadgets Market
9.2.5.3.1 France Gaming Gadgets Market by End Use
9.2.5.3.2 France Gaming Gadgets Market by Gadget Type
9.2.5.3.3 France Gaming Gadgets Market by Distribution Channel
9.2.5.3.4 France Gaming Gadgets Market by Age Group
9.2.5.4 Russia Gaming Gadgets Market
9.2.5.4.1 Russia Gaming Gadgets Market by End Use
9.2.5.4.2 Russia Gaming Gadgets Market by Gadget Type
9.2.5.4.3 Russia Gaming Gadgets Market by Distribution Channel
9.2.5.4.4 Russia Gaming Gadgets Market by Age Group
9.2.5.5 Spain Gaming Gadgets Market
9.2.5.5.1 Spain Gaming Gadgets Market by End Use
9.2.5.5.2 Spain Gaming Gadgets Market by Gadget Type
9.2.5.5.3 Spain Gaming Gadgets Market by Distribution Channel
9.2.5.5.4 Spain Gaming Gadgets Market by Age Group
9.2.5.6 Italy Gaming Gadgets Market
9.2.5.6.1 Italy Gaming Gadgets Market by End Use
9.2.5.6.2 Italy Gaming Gadgets Market by Gadget Type
9.2.5.6.3 Italy Gaming Gadgets Market by Distribution Channel
9.2.5.6.4 Italy Gaming Gadgets Market by Age Group
9.2.5.7 Rest of Europe Gaming Gadgets Market
9.2.5.7.1 Rest of Europe Gaming Gadgets Market by End Use
9.2.5.7.2 Rest of Europe Gaming Gadgets Market by Gadget Type
9.2.5.7.3 Rest of Europe Gaming Gadgets Market by Distribution Channel
9.2.5.7.4 Rest of Europe Gaming Gadgets Market by Age Group
9.3 Asia Pacific Gaming Gadgets Market
9.3.1 Asia Pacific Gaming Gadgets Market by End Use
9.3.1.1 Asia Pacific Commercial Market by Country
9.3.1.2 Asia Pacific Residential Market by Country
9.3.2 Asia Pacific Gaming Gadgets Market by Gadget Type
9.3.2.1 Asia Pacific Console Market by Country
9.3.2.2 Asia Pacific PCs & Laptops Market by Country
9.3.2.3 Asia Pacific Smartphone Market by Country
9.3.3 Asia Pacific Gaming Gadgets Market by Distribution Channel
9.3.3.1 Asia Pacific Specialty Stores Market by Country
9.3.3.2 Asia Pacific Independent Retailers Market by Country
9.3.3.3 Asia Pacific Online Sales Channels Market by Country
9.3.3.4 Asia Pacific Others Market by Country
9.3.4 Asia Pacific Gaming Gadgets Market by Age Group
9.3.4.1 Asia Pacific 21 to 35 Market by Country
9.3.4.2 Asia Pacific Below 20 Market by Country
9.3.4.3 Asia Pacific 35 & Above Market by Country
9.3.5 Asia Pacific Gaming Gadgets Market by Country
9.3.5.1 China Gaming Gadgets Market
9.3.5.1.1 China Gaming Gadgets Market by End Use
9.3.5.1.2 China Gaming Gadgets Market by Gadget Type
9.3.5.1.3 China Gaming Gadgets Market by Distribution Channel
9.3.5.1.4 China Gaming Gadgets Market by Age Group
9.3.5.2 Japan Gaming Gadgets Market
9.3.5.2.1 Japan Gaming Gadgets Market by End Use
9.3.5.2.2 Japan Gaming Gadgets Market by Gadget Type
9.3.5.2.3 Japan Gaming Gadgets Market by Distribution Channel
9.3.5.2.4 Japan Gaming Gadgets Market by Age Group
9.3.5.3 India Gaming Gadgets Market
9.3.5.3.1 India Gaming Gadgets Market by End Use
9.3.5.3.2 India Gaming Gadgets Market by Gadget Type
9.3.5.3.3 India Gaming Gadgets Market by Distribution Channel
9.3.5.3.4 India Gaming Gadgets Market by Age Group
9.3.5.4 South Korea Gaming Gadgets Market
9.3.5.4.1 South Korea Gaming Gadgets Market by End Use
9.3.5.4.2 South Korea Gaming Gadgets Market by Gadget Type
9.3.5.4.3 South Korea Gaming Gadgets Market by Distribution Channel
9.3.5.4.4 South Korea Gaming Gadgets Market by Age Group
9.3.5.5 Singapore Gaming Gadgets Market
9.3.5.5.1 Singapore Gaming Gadgets Market by End Use
9.3.5.5.2 Singapore Gaming Gadgets Market by Gadget Type
9.3.5.5.3 Singapore Gaming Gadgets Market by Distribution Channel
9.3.5.5.4 Singapore Gaming Gadgets Market by Age Group
9.3.5.6 Malaysia Gaming Gadgets Market
9.3.5.6.1 Malaysia Gaming Gadgets Market by End Use
9.3.5.6.2 Malaysia Gaming Gadgets Market by Gadget Type
9.3.5.6.3 Malaysia Gaming Gadgets Market by Distribution Channel
9.3.5.6.4 Malaysia Gaming Gadgets Market by Age Group
9.3.5.7 Rest of Asia Pacific Gaming Gadgets Market
9.3.5.7.1 Rest of Asia Pacific Gaming Gadgets Market by End Use
9.3.5.7.2 Rest of Asia Pacific Gaming Gadgets Market by Gadget Type
9.3.5.7.3 Rest of Asia Pacific Gaming Gadgets Market by Distribution Channel
9.3.5.7.4 Rest of Asia Pacific Gaming Gadgets Market by Age Group
9.4 LAMEA Gaming Gadgets Market
9.4.1 LAMEA Gaming Gadgets Market by End Use
9.4.1.1 LAMEA Commercial Market by Country
9.4.1.2 LAMEA Residential Market by Country
9.4.2 LAMEA Gaming Gadgets Market by Gadget Type
9.4.2.1 LAMEA Console Market by Country
9.4.2.2 LAMEA PCs & Laptops Market by Country
9.4.2.3 LAMEA Smartphone Market by Country
9.4.3 LAMEA Gaming Gadgets Market by Distribution Channel
9.4.3.1 LAMEA Specialty Stores Market by Country
9.4.3.2 LAMEA Independent Retailers Market by Country
9.4.3.3 LAMEA Online Sales Channels Market by Country
9.4.3.4 LAMEA Others Market by Country
9.4.4 LAMEA Gaming Gadgets Market by Age Group
9.4.4.1 LAMEA 21 to 35 Market by Country
9.4.4.2 LAMEA Below 20 Market by Country
9.4.4.3 LAMEA 35 & Above Market by Country
9.4.5 LAMEA Gaming Gadgets Market by Country
9.4.5.1 Brazil Gaming Gadgets Market
9.4.5.1.1 Brazil Gaming Gadgets Market by End Use
9.4.5.1.2 Brazil Gaming Gadgets Market by Gadget Type
9.4.5.1.3 Brazil Gaming Gadgets Market by Distribution Channel
9.4.5.1.4 Brazil Gaming Gadgets Market by Age Group
9.4.5.2 Argentina Gaming Gadgets Market
9.4.5.2.1 Argentina Gaming Gadgets Market by End Use
9.4.5.2.2 Argentina Gaming Gadgets Market by Gadget Type
9.4.5.2.3 Argentina Gaming Gadgets Market by Distribution Channel
9.4.5.2.4 Argentina Gaming Gadgets Market by Age Group
9.4.5.3 UAE Gaming Gadgets Market
9.4.5.3.1 UAE Gaming Gadgets Market by End Use
9.4.5.3.2 UAE Gaming Gadgets Market by Gadget Type
9.4.5.3.3 UAE Gaming Gadgets Market by Distribution Channel
9.4.5.3.4 UAE Gaming Gadgets Market by Age Group
9.4.5.4 Saudi Arabia Gaming Gadgets Market
9.4.5.4.1 Saudi Arabia Gaming Gadgets Market by End Use
9.4.5.4.2 Saudi Arabia Gaming Gadgets Market by Gadget Type
9.4.5.4.3 Saudi Arabia Gaming Gadgets Market by Distribution Channel
9.4.5.4.4 Saudi Arabia Gaming Gadgets Market by Age Group
9.4.5.5 South Africa Gaming Gadgets Market
9.4.5.5.1 South Africa Gaming Gadgets Market by End Use
9.4.5.5.2 South Africa Gaming Gadgets Market by Gadget Type
9.4.5.5.3 South Africa Gaming Gadgets Market by Distribution Channel
9.4.5.5.4 South Africa Gaming Gadgets Market by Age Group
9.4.5.6 Nigeria Gaming Gadgets Market
9.4.5.6.1 Nigeria Gaming Gadgets Market by End Use
9.4.5.6.2 Nigeria Gaming Gadgets Market by Gadget Type
9.4.5.6.3 Nigeria Gaming Gadgets Market by Distribution Channel
9.4.5.6.4 Nigeria Gaming Gadgets Market by Age Group
9.4.5.7 Rest of LAMEA Gaming Gadgets Market
9.4.5.7.1 Rest of LAMEA Gaming Gadgets Market by End Use
9.4.5.7.2 Rest of LAMEA Gaming Gadgets Market by Gadget Type
9.4.5.7.3 Rest of LAMEA Gaming Gadgets Market by Distribution Channel
9.4.5.7.4 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
Chapter 11. Winning Imperatives for Gaming Gadgets Market

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

Loading
LOADING...

Table Information