+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)

Asia-Pacific 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

  • PDF Icon

    Report

  • 151 Pages
  • August 2024
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5996384
The Asia Pacific Gaming Gadgets Market is projected to witness market growth of 12.7% CAGR during the forecast period (2024-2031).

The China market dominated the Asia Pacific 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 $18.40 billion by 2031. The Japan market is registering a CAGR of 12% during 2024-2031. Additionally, the India market would showcase a CAGR of 13.4% during 2024-2031.



Cloud gaming services like Google Stadia and NVIDIA GeForce Now have further revolutionized the market by allowing gamers to play high-end games without needing expensive local hardware. By leveraging powerful remote servers, these services stream games directly to a user's device, be it a PC, laptop, smartphone, or smart TV.

Additionally, this model democratizes access to premium gaming experiences, making high-quality gaming more accessible to a broader audience. Cloud gaming also drives the demand for versatile gaming accessories that can be used across multiple platforms, ensuring a consistent and enjoyable gaming experience regardless of the device.

The Asia Pacific region has emerged as a dominant force in the global gaming industry, and consequently, the gaming gadgets market is experiencing explosive growth. With a burgeoning population, rapid urbanization, and increasing disposable income, the demand for advanced gaming hardware and peripherals is skyrocketing. The Chinese government's support for the digital economy, exemplified by the "Internet Plus" initiative, has spurred the growth of the gaming industry. Additionally, according to the China Internet Network Information Center (CNNIC), as of 2023, 77.5% of the population had internet access, translating to approximately 1 billion users.

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 China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

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

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

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

Loading
LOADING...