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.
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
Chapter 2. Market at a Glance
Chapter 3. Market Overview
Chapter 4. Competition Analysis - Global
Chapter 5. Asia Pacific Gaming Gadgets Market by End Use
Chapter 6. Asia Pacific Gaming Gadgets Market by Gadget Type
Chapter 7. Asia Pacific Gaming Gadgets Market by Distribution Channel
Chapter 8. Asia Pacific Gaming Gadgets Market by Age Group
Chapter 9. Asia Pacific Gaming Gadgets Market by Country
Chapter 10. Company Profiles
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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