The global gaming hardware product market is expected to grow at a CAGR of 5.5% during the forecast period, from 2021 to 2030. The market is driven by the increasing demand for gaming consoles and handhelds in commercial and residential applications. The commercial application segment accounted for the largest share of the global gaming hardware product market in 2018, followed by residential application segment. North America accounted for the largest share of the global gaming hardware product market in 2018, followed by Europe and Asia Pacific respectively.
Some Of The Growth Factors Of This Market:
- The gaming industry is growing at a rapid pace, with the global market expected to reach $137 billion by 2020.
- The rise of mobile gaming has led to an increase in the number of gamers and game developers, which has increased demand for hardware products such as consoles and controllers.
- Gaming hardware manufacturers are investing heavily in research and development to create new technologies that will attract more gamers and keep them engaged with their products for longer periods of time.
- Gaming hardware manufacturers are also investing heavily in research and development to create new technologies that will attract more gamers and keep them engaged with their products for longer periods of time.
- The rise of eSports has led to an increase in the number of professional players who need high-quality equipment.
Industry Growth Insights published a new data on “Gaming Hardware Product Market”. The research report is titled “Gaming Hardware Product Market research by Types (Standard Consoles, Handheld), By Applications (Commercial, Residential), By Players/Companies Microsoft Corporation, Nintendo, NVIDIA Corporation, Sony Corporation, Logitech International, Venom, Madcatz, A4TECH, Scuf Gaming International, V-MODA, Razer, Turtle Beach”.
Scope Of The Report
Report Attributes
Report Details
Report Title
Gaming Hardware Product Market Research Report
By Type
Standard Consoles, Handheld
By Application
Commercial, Residential
By Companies
Microsoft Corporation, Nintendo, NVIDIA Corporation, Sony Corporation, Logitech International, Venom, Madcatz, A4TECH, Scuf Gaming International, V-MODA, Razer, Turtle Beach
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
242
Number of Tables & Figures
170
Customization Available
Yes, the report can be customized as per your need.
Global Gaming Hardware Product Market Report Segments:
The global Gaming Hardware Product market is segmented on the basis of:
Types
Standard Consoles, Handheld
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Commercial, Residential
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Microsoft Corporation
- Nintendo
- NVIDIA Corporation
- Sony Corporation
- Logitech International
- Venom
- Madcatz
- A4TECH
- Scuf Gaming International
- V-MODA
- Razer
- Turtle Beach
Highlights of The Gaming Hardware Product Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Standard Consoles
- Handheld
- By Application:
- Commercial
- Residential
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Gaming Hardware Product Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Gaming Hardware Product is a specific type of product that is designed to provide gamers with the best possible experience when playing their favorite video games. This can include everything from high-end graphics cards and processors to comfortable gaming chairs and keyboards.
Some of the key players operating in the gaming hardware product market are Microsoft Corporation, Nintendo, NVIDIA Corporation, Sony Corporation, Logitech International, Venom, Madcatz, A4TECH, Scuf Gaming International, V-MODA, Razer, Turtle Beach.
The gaming hardware product market is expected to grow at a compound annual growth rate of 5.5%.
1. Executive Summary
2. Assumptions and Acronyms Used
3. Research Methodology
4. Gaming Hardware Product Market Overview
4.1. Introduction
4.1.1. Market Taxonomy
4.1.2. Market Definition
4.2. Macro-Economic Factors
4.2.1. Industry Outlook
4.3. Gaming Hardware Product Market Dynamics
4.3.1. Market Drivers
4.3.2. Market Restraints
4.3.3. Opportunity
4.3.4. Market Trends
4.4. Gaming Hardware Product Market - Supply Chain
4.5. Global Gaming Hardware Product Market Forecast
4.5.1. Gaming Hardware Product Market Size (US$ Mn) and Y-o-Y Growth
4.5.2. Gaming Hardware Product Market Size (000 Units) and Y-o-Y Growth
4.5.3. Gaming Hardware Product Market Absolute $ Opportunity
5. Global Gaming Hardware Product Market Analysis and Forecast by Type
5.1. Market Trends
5.2. Introduction
5.2.1. Basis Point Share (BPS) Analysis by Type
5.2.2. Y-o-Y Growth Projections by Type
5.3. Gaming Hardware Product Market Size and Volume Forecast by Type
5.3.1. Standard Consoles
5.3.2. Handheld
5.4. Absolute $ Opportunity Assessment by Type
5.5. Market Attractiveness/Growth Potential Analysis by Type
6. Global Gaming Hardware Product Market Analysis and Forecast by Application
6.1. Market Trends
6.2. Introduction
6.2.1. Basis Point Share (BPS) Analysis by Application
6.2.2. Y-o-Y Growth Projections by Application
6.3. Gaming Hardware Product Market Size and Volume Forecast by Application
6.3.1. Commercial
6.3.2. Residential
6.4. Absolute $ Opportunity Assessment by Application
6.5. Market Attractiveness/Growth Potential Analysis by Application
7. Global Gaming Hardware Product Market Analysis and Forecast by Sales Channel
7.1. Market Trends
7.2. Introduction
7.2.1. Basis Point Share (BPS) Analysis by Sales Channel
7.2.2. Y-o-Y Growth Projections by Sales Channel
7.3. Gaming Hardware Product Market Size and Volume Forecast by Sales Channel
7.3.1. Manufacturer/Distributor/Service Provider
7.3.2. Aftermarket
7.4. Absolute $ Opportunity Assessment by Sales Channel
7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel
8. Global Gaming Hardware Product Market Analysis and Forecast by Region
8.1. Market Trends
8.2. Introduction
8.2.1. Basis Point Share (BPS) Analysis by Region
8.2.2. Y-o-Y Growth Projections by Region
8.3. Gaming Hardware Product Market Size and Volume Forecast by Region
8.3.1. North America
8.3.2. Latin America
8.3.3. Europe
8.3.4. Asia Pacific
8.3.5. Middle East and Africa (MEA)
8.4. Absolute $ Opportunity Assessment by Region
8.5. Market Attractiveness/Growth Potential Analysis by Region
8.6. Global Gaming Hardware Product Demand Share Forecast, 2019-2026
9. North America Gaming Hardware Product Market Analysis and Forecast
9.1. Introduction
9.1.1. Basis Point Share (BPS) Analysis by Country
9.1.2. Y-o-Y Growth Projections by Country
9.2. North America Gaming Hardware Product Market Size and Volume Forecast by Country
9.2.1. U.S.
9.2.2. Canada
9.3. Absolute $ Opportunity Assessment by Country
9.4. North America Gaming Hardware Product Market Size and Volume Forecast by Application
9.4.1. Commercial
9.4.2. Residential
9.5. Basis Point Share (BPS) Analysis by Application
9.6. Y-o-Y Growth Projections by Application
9.7. North America Gaming Hardware Product Market Size and Volume Forecast by Type
9.7.1. Standard Consoles
9.7.2. Handheld
9.8. Basis Point Share (BPS) Analysis by Type
9.9. Y-o-Y Growth Projections by Type
9.10. Market Attractiveness/Growth Potential Analysis
9.10.1. By Country
9.10.2. By Product Type
9.10.3. By Application
9.10.4. By Sales Channel
9.11. North America Gaming Hardware Product Demand Share Forecast, 2019-2026
10. Latin America Gaming Hardware Product Market Analysis and Forecast
10.1. Introduction
10.1.1. Basis Point Share (BPS) Analysis by Country
10.1.2. Y-o-Y Growth Projections by Country
10.1.3. Latin America Average Pricing Analysis
10.2. Latin America Gaming Hardware Product Market Size and Volume Forecast by Country
10.2.1. Brazil
10.2.2. Mexico
10.2.3. Rest of Latin America
10.3. Absolute $ Opportunity Assessment by Country
10.4. Latin America Gaming Hardware Product Market Size and Volume Forecast by Application
10.4.1. Commercial
10.4.2. Residential
10.5. Basis Point Share (BPS) Analysis by Application
10.6. Y-o-Y Growth Projections by Application
10.7. Latin America Gaming Hardware Product Market Size and Volume Forecast by Type
10.7.1. Standard Consoles
10.7.2. Handheld
10.8. Basis Point Share (BPS) Analysis by Type
10.9. Y-o-Y Growth Projections by Type
10.10. Market Attractiveness/Growth Potential Analysis
10.10.1. By Country
10.10.2. By Product Type
10.10.3. By Application
10.10.4. By Sales Channel
10.11. Latin America Gaming Hardware Product Demand Share Forecast, 2019-2026
11. Europe Gaming Hardware Product Market Analysis and Forecast
11.1. Introduction
11.1.1. Basis Point Share (BPS) Analysis by Country
11.1.2. Y-o-Y Growth Projections by Country
11.1.3. Europe Average Pricing Analysis
11.2. Europe Gaming Hardware Product Market Size and Volume Forecast by Country
11.2.1. Germany
11.2.2. France
11.2.3. Italy
11.2.4. U.K.
11.2.5. Spain
11.2.6. Russia
11.2.7. Rest of Europe
11.3. Absolute $ Opportunity Assessment by Country
11.4. Europe Gaming Hardware Product Market Size and Volume Forecast by Application
11.4.1. Commercial
11.4.2. Residential
11.5. Basis Point Share (BPS) Analysis by Application
11.6. Y-o-Y Growth Projections by Application
11.7. Europe Gaming Hardware Product Market Size and Volume Forecast by Type
11.7.1. Standard Consoles
11.7.2. Handheld
11.8. Basis Point Share (BPS) Analysis by Type
11.9. Y-o-Y Growth Projections by Type
11.10. Market Attraciveness/Growth Potential Analysis
11.10.1. By Country
11.10.2. By Product Type
11.10.3. By Application
11.10.4. By Sales Channel
11.11. Europe Gaming Hardware Product Demand Share, 2019-2026
12. Asia Pacific Gaming Hardware Product Market Analysis and Forecast
12.1. Introduction
12.1.1. Basis Point Share (BPS) Analysis by Country
12.1.2. Y-o-Y Growth Projections by Country
12.1.3. Asia Pacific Average Pricing Analysis
12.2. Asia Pacific Gaming Hardware Product Market Size and Volume Forecast by Country
12.2.1. China
12.2.2. Japan
12.2.3. South Korea
12.2.4. India
12.2.5. Australia
12.2.6. Rest of Asia Pacific (APAC)
12.3. Absolute $ Opportunity Assessment by Country
12.4. Asia Pacific Gaming Hardware Product Market Size and Volume Forecast by Application
12.4.1. Commercial
12.4.2. Residential
12.5. Basis Point Share (BPS) Analysis by Application
12.6. Y-o-Y Growth Projections by Application
12.7. Asia Pacific Gaming Hardware Product Market Size and Volume Forecast by Type
12.7.1. Standard Consoles
12.7.2. Handheld
12.8. Basis Point Share (BPS) Analysis by Type
12.9. Y-o-Y Growth Projections by Type
12.10. Market Attractiveness/Growth Potential Analysis
12.10.1. By Country
12.10.2. By Product Type
12.10.3. By Application
12.10.4. By Sales Channel
12.11. Asia Pacific Gaming Hardware Product Demand Share, 2019-2026
13. Middle East & Africa Gaming Hardware Product Market Analysis and Forecast
13.1. Introduction
13.1.1. Basis Point Share (BPS) Analysis by Country
13.1.2. Y-o-Y Growth Projections by Country
13.1.3. Asia Pacific Average Pricing Analysis
13.2. Middle East & Africa Gaming Hardware Product Market Size and Volume Forecast by Country
13.2.1. Saudi Arabia
13.2.2. South Africa
13.2.3. UAE
13.2.4. Rest of Middle East & Africa (MEA)
13.3. Absolute $ Opportunity Assessment by Country
13.4. Middle East & Africa Gaming Hardware Product Market Size and Volume Forecast by Application
13.4.1. Commercial
13.4.2. Residential
13.5. Basis Point Share (BPS) Analysis by Application
13.6. Y-o-Y Growth Projections by Application
13.7. Middle East & Africa Gaming Hardware Product Market Size and Volume Forecast by Type
13.7.1. Standard Consoles
13.7.2. Handheld
13.8. Basis Point Share (BPS) Analysis by Type
13.9. Y-o-Y Growth Projections by Type
13.10. Market Attractiveness/Growth Potential Analysis
13.10.1. By Country
13.10.2. By Product Type
13.10.3. By Application
13.10.4. By Sales Channel
13.11. Middle East & Africa Gaming Hardware Product Demand Share, 2019-2026
14. Competition Landscape
14.1. Global Gaming Hardware Product Market: Market Share Analysis
14.2. Gaming Hardware Product Distributors and Customers
14.3. Gaming Hardware Product Market: Competitive Dashboard
14.4. Company Profiles (Details Overview, Financials, Developments, Strategy)
14.4.1. Microsoft Corporation
14.4.1.1. Overview
14.4.1.2. Financials
14.4.1.3. Developments
14.4.1.4. Strategic Outlook
14.4.2. Nintendo
14.4.2.1. Overview
14.4.2.2. Financials
14.4.2.3. Developments
14.4.2.4. Strategic Outlook
14.4.3. NVIDIA Corporation
14.4.3.1. Overview
14.4.3.2. Financials
14.4.3.3. Developments
14.4.3.4. Strategic Outlook
14.4.4. Sony Corporation
14.4.4.1. Overview
14.4.4.2. Financials
14.4.4.3. Developments
14.4.4.4. Strategic Outlook
14.4.5. Logitech International
14.4.5.1. Overview
14.4.5.2. Financials
14.4.5.3. Developments
14.4.5.4. Strategic Outlook
14.4.6. Venom
14.4.6.1. Overview
14.4.6.2. Financials
14.4.6.3. Developments
14.4.6.4. Strategic Outlook
14.4.7. Madcatz
14.4.7.1. Overview
14.4.7.2. Financials
14.4.7.3. Developments
14.4.7.4. Strategic Outlook
14.4.8. A4TECH
14.4.8.1. Overview
14.4.8.2. Financials
14.4.8.3. Developments
14.4.8.4. Strategic Outlook
14.4.9. Scuf Gaming International
14.4.9.1. Overview
14.4.9.2. Financials
14.4.9.3. Developments
14.4.9.4. Strategic Outlook
14.4.10. V-MODA
14.4.10.1. Overview
14.4.10.2. Financials
14.4.10.3. Developments
14.4.10.4. Strategic Outlook
14.4.11. Razer
14.4.11.1. Overview
14.4.11.2. Financials
14.4.11.3. Developments
14.4.11.4. Strategic Outlook
14.4.12. Turtle Beach
14.4.12.1. Overview
14.4.12.2. Financials
14.4.12.3. Developments
14.4.12.4. Strategic Outlook
14.4.13. COMPANY 13
14.4.13.1. Overview
14.4.13.2. Financials
14.4.13.3. Developments
14.4.13.4. Strategic Outlook
14.4.14. COMPANY 14
14.4.14.1. Overview
14.4.14.2. Financials
14.4.14.3. Developments
14.4.14.4. Strategic Outlook
14.4.15. COMPANY 15
14.4.15.1. Overview
14.4.15.2. Financials
14.4.15.3. Developments
14.4.15.4. Strategic Outlook
14.4.16. COMPANY 16
14.4.16.1. Overview
14.4.16.2. Financials
14.4.16.3. Developments
14.4.16.4. Strategic Outlook
14.4.17. COMPANY 17
14.4.17.1. Overview
14.4.17.2. Financials
14.4.17.3. Developments
14.4.17.4. Strategic Outlook
14.4.18. COMPANY 18
14.4.18.1. Overview
14.4.18.2. Financials
14.4.18.3. Developments
14.4.18.4. Strategic Outlook
14.4.19. COMPANY 19
14.4.19.1. Overview
14.4.19.2. Financials
14.4.19.3. Developments
14.4.19.4. Strategic Outlook
14.4.20. COMPANY 20
14.4.20.1. Overview
14.4.20.2. Financials
14.4.20.3. Developments
14.4.20.4. Strategic Outlook