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Gaming Hardware Market (Gaming Platform - PC, Smart Phones/tablets Gaming, and TV; Product Type - Consoles, and Accessories; End-user - Residential, and Commercial): Global Industry Analysis, Trends, Size, Share and Forecasts to 2026

  • Published : December, 2020

  • Rep Id : ICT00165

  • Category : Electronics, ICT and Semiconductors

  • Status : Published

A recent report published by Infinium Global Research on the gaming hardware market provides an in-depth analysis of segments and sub-segments in the global as well as regional gaming hardware market. The study also highlights the impact of drivers, restraints, and macro indicators on the global and regional gaming hardware market over the short term as well as long term. The report is a comprehensive presentation of trends, forecasts and dollar values of global gaming hardware market. According to the report, the global gaming hardware market is projected to grow at a CAGR of 7.1% over the forecast period of 2020-2026.

Gaming Hardware Market

Market Insight

The gaming industry 2020 is far from the comparatively marginal sector it was previously. Ballooning trends have ushered in a dynamic, speedy transformation of its entire landscape. Now, it is characterized by a variety of gaming genres that cater to an equally diverse population of gamers worldwide. Presently, the gaming hardware market is now almost always related to hundreds of billions of dollars, driven by major hubs like the US and China. In the gaming world, Augmented Reality has emerged as another game-changer, greatly similar to Virtual Reality.


A growing number of gamers such as hardcore gamers, enthusiast gamers, and casual gamers across the world is a key driver for driving the demand for gaming hardware. The world is currently undergoing a harrowing and unprecedented COVID-19 pandemic. Gaming has become a means of escapism and time filling for numerous during these trying times. Increased interest in gaming due to COVID-19-related lockdown measures is one of this year’s growth drivers. Nevertheless, the beginning of the next-generation consoles toward the end of the year is also an important contributing factor. The growing consumer demand for PCs, laptops, and smartphones is also driving the global gaming hardware market. According to preliminary results by Gartner, Inc., in the third quarter of 2020, worldwide PC shipments totaled 71.4 million units, a 3.6% increase from the third quarter of 2019. The demand for rich mobile experiences and the growth of processing power-hungry applications such as gaming is also increasing. However, currently available VR headsets are expensive which is restraining the market growth. Moreover, the introduction of virtual reality in gaming is expected to provide wide opportunities for market players. The COVID-19 pandemic has been a good opportunity for vendors to gaming hardware. Gaming and mobile gaming in particular is ongoing its rapid rise in the entertainment industry. More people are playing games than ever before as they look for social interactions and fun ways to spend their free time, and Covid-19 is only accelerating this upward trajectory.


On the basis of region, the global gaming hardware market is bifurcated into North America, Asia-Pacific, Europe, Latin America, and the Middle East and Africa. North America held the largest revenue share for the global gaming hardware market in 2019 owing to the high penetration of smart devices and the availability of high-speed internet. The Asia Pacific is expected to be the fastest-growing region for the gaming hardware market within the forecast period on an account of the region is estimated to be the center for several pilot projects of gaming companies. For example, Tencent has launched a website for the cloud gaming platform called “Start” in March 2019 and invited people in Guangdong and Shanghai, China to sign up for the test.


Segment Covered

The report on the global gaming hardware market covers segments such as gaming platform, product type, and end-user. On the basis of the gaming platforms, the sub-markets include PC, smartphones/tablets gaming, and TV. On the basis of product type, the sub-markets include consoles, and accessories. On the basis of end-user, the sub-markets include residential, and commercial.


Companies Profiled:

The report provides profiles of the companies in the market such as Microsoft Corporation, V-MODA, LLC, Razer Inc., Sony Corporation, NVIDIA Corporation, Nintendo, Logitech Inc., ScufGaming, LLC, A4Tech Co., Ltd., Turtle Beach Corporation, and Other Companies.


Report Highlights:

The report provides deep insights into the demand forecasts, market trends, and micro and macro indicators. In addition, this report provides insights into the factors that are driving and restraining the growth in this market. Moreover, The IGR-Growth Matrix analysis given in the report brings an insight into the investment areas that existing or new market players can consider. The report provides insights into the market using analytical tools such as Porter's five forces analysis and DRO analysis of the gaming hardware market. Moreover, the study highlights current market trends and provides forecasts from 2020-2026. We also have highlighted future trends in the market that will affect the demand during the forecast period. Moreover, the competitive analysis given in each regional market brings an insight into the market share of the leading players.

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