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Europe 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

  • 149 Pages
  • August 2024
  • Region: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5996358
The Europe Gaming Gadgets Market is projected to witness market growth of 12.1% CAGR during the forecast period (2024-2031).

The Germany market dominated the Europe 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 $8.47 billion by 2031. The UK market is exhibiting a CAGR of 11.1% during 2024-2031. Additionally, the France market is anticipated to experience a CAGR of 13% during 2024-2031.



Virtual Reality (VR) and Augmented Reality (AR) technologies represent another significant leap forward for the gaming gadgets market. Devices like the Oculus Rift, HTC Vive, and PlayStation VR have brought VR gaming into the mainstream, offering players fully immersive experiences that were once the stuff of science fiction.

Moreover, the rise of eSports has further propelled the gaming gadgets market into the limelight. Competitive gaming has become a major phenomenon, with professional players, teams, and leagues attracting millions of viewers and substantial financial investments.

Europe is a significant gaming gadgets market region characterized by a diverse and enthusiastic gaming community that spans various age groups and demographics. This community deeply engages with console and PC gaming, reflecting the region's rich gaming culture. Countries like the United Kingdom, Germany, and France are leading contributors to the European gaming industry, each with unique strengths and preferences that collectively bolster the market. As per the report titled Developing the video games and e-sports sector in the EU, released in 2023 by the European Parliament, half of all Europeans are estimated to be video game players; of these, almost half (47.8 %) are women.

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 Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

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

  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

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 Europe Gaming Gadgets Market, by End Use
1.4.2 Europe Gaming Gadgets Market, by Gadget Type
1.4.3 Europe Gaming Gadgets Market, by Distribution Channel
1.4.4 Europe Gaming Gadgets Market, by Age Group
1.4.5 Europe 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. Europe Gaming Gadgets Market by End Use
5.1 Europe Commercial Market by Country
5.2 Europe Residential Market by Country
Chapter 6. Europe Gaming Gadgets Market by Gadget Type
6.1 Europe Console Market by Country
6.2 Europe PCs & Laptops Market by Country
6.3 Europe Smartphone Market by Country
Chapter 7. Europe Gaming Gadgets Market by Distribution Channel
7.1 Europe Specialty Stores Market by Country
7.2 Europe Independent Retailers Market by Country
7.3 Europe Online Sales Channels Market by Country
7.4 Europe Others Market by Country
Chapter 8. Europe Gaming Gadgets Market by Age Group
8.1 Europe 21 to 35 Market by Country
8.2 Europe Below 20 Market by Country
8.3 Europe 35 & Above Market by Country
Chapter 9. Europe Gaming Gadgets Market by Country
9.1 Germany Gaming Gadgets Market
9.1.1 Germany Gaming Gadgets Market by End Use
9.1.2 Germany Gaming Gadgets Market by Gadget Type
9.1.3 Germany Gaming Gadgets Market by Distribution Channel
9.1.4 Germany Gaming Gadgets Market by Age Group
9.2 UK Gaming Gadgets Market
9.2.1 UK Gaming Gadgets Market by End Use
9.2.2 UK Gaming Gadgets Market by Gadget Type
9.2.3 UK Gaming Gadgets Market by Distribution Channel
9.2.4 UK Gaming Gadgets Market by Age Group
9.3 France Gaming Gadgets Market
9.3.1 France Gaming Gadgets Market by End Use
9.3.2 France Gaming Gadgets Market by Gadget Type
9.3.3 France Gaming Gadgets Market by Distribution Channel
9.3.4 France Gaming Gadgets Market by Age Group
9.4 Russia Gaming Gadgets Market
9.4.1 Russia Gaming Gadgets Market by End Use
9.4.2 Russia Gaming Gadgets Market by Gadget Type
9.4.3 Russia Gaming Gadgets Market by Distribution Channel
9.4.4 Russia Gaming Gadgets Market by Age Group
9.5 Spain Gaming Gadgets Market
9.5.1 Spain Gaming Gadgets Market by End Use
9.5.2 Spain Gaming Gadgets Market by Gadget Type
9.5.3 Spain Gaming Gadgets Market by Distribution Channel
9.5.4 Spain Gaming Gadgets Market by Age Group
9.6 Italy Gaming Gadgets Market
9.6.1 Italy Gaming Gadgets Market by End Use
9.6.2 Italy Gaming Gadgets Market by Gadget Type
9.6.3 Italy Gaming Gadgets Market by Distribution Channel
9.6.4 Italy Gaming Gadgets Market by Age Group
9.7 Rest of Europe Gaming Gadgets Market
9.7.1 Rest of Europe Gaming Gadgets Market by End Use
9.7.2 Rest of Europe Gaming Gadgets Market by Gadget Type
9.7.3 Rest of Europe Gaming Gadgets Market by Distribution Channel
9.7.4 Rest of Europe 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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