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Gaming Gadgets Market by Gadget Type (Console, PCs and Laptops), by End Use (Residential, Commercial), by Age Group (below 20, 21 to 35, 35 and above), by Distribution Channel (Specialty Stores, Independent Retailers, Online Sales Channels, Others): Global Opportunity Analysis and Industry Forecast, 2022-2030

Gaming Gadgets Market by Gadget Type (Console, PCs and Laptops),...

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Gaming Gadgets Market by Gadget Type (Console, PCs and Laptops), by End Use (Residential, Commercial), by Age Group (below 20, 21 to 35, 35 and above), by Distribution Channel (Specialty Stores, Independent Retailers, Online Sales Channels, Others): Global Opportunity Analysis and Industry Forecast, 2022-2030
Gaming Gadgets Market by Gadget...
Report Code
RO5/128/1005

Publish Date
17/Mar/2023

Pages
200
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The global gaming gadgets market size was US$ 52.7 billion in 2021. The global gaming gadgets market size is estimated to reach US$ 154.5 billion by 2030, growing at a compound annual growth rate (CAGR) of 12.7% during the forecast period from 2022 to 2030.
Gaming is an action that includes playing a video game by handling a character or a commodity to complete objectives or stories. Gaming gadgets are specialized instruments that are utilized for playing games at optimal settings and execution which improves the experience of playing the games. Most of the clients who play games use gaming instruments rather than common devices that are not optimized for gaming as they deliver a more enjoyable gaming experience with minimum hitches, lags, and jittering.

Factors Influencing Market Growth

- The usage of solid-state drives, high-powered graphics cards, multi-channel memory systems, and liquid cooling technologies drives the overall market expansion.
- The growing interest in different elements of the creation of games and gaming devices drives the overall market expansion.
- The existence of hardware scalpers is growing the costs of hardware used in the devices. This hinders the overall market expansion.

Effect of the COVID-19 Pandemic

COVID-19 had a severe impact on the overall market expansion. This is attributed to the negative impact on economical, operational, and social activities. It has stayed under severe pressure due to disturbances connecting to human resources, transportation, and reduced production capability. Also, there has been a lack of raw materials and products, which increases costs and the use of alternative suppliers and ingredients.

Regional Analysis

Asia-Pacific is the dominant region in the expansion of the overall market because a considerable population is present on social media and the existence of growing countries in the region. In addition, the tendency of businesses toward cost-effective devices, the increase in demand, strong growth in research & planning, and emerging technological infrastructure drive the overall market growth.

Leading Competitors
The prominent players in the global gaming gadgets market are:
- valve corporation
- ASUSTeK Computers
- Acer
- Dell Technologies
- SONY CORPORATION
- RAZER
- MICROSOFT
- Nintendo
- Corsair
- GIGA-BYTE Technology
- Others
Segmentation Analysis
The global gaming gadgets market segmentation focuses on Gadget Type, End Use, Age Group, Distribution Channel, and Region.
Segmentation on the basis of Gadget Type
- Console
- PCs and Laptops

Segmentation on the basis of End Use

- Residential
- Commercial

Segmentation on the basis of Age Group

- Below 20
- 21 to 35
- 35 and above

Segmentation on the basis of Distribution Channel
- Specialty Stores
- Independent Retailers
- Online Sales Channels
- Others

Segmentation on the basis of Region
- North America
- The U.S.
- Canada
- Mexico
- Europe
- Western Europe
- The UK
- Germany
- France
- Italy
- Spain
- Rest of Western Europe
- Eastern Europe
- Poland
- Russia
- Rest of Eastern Europe
- Asia Pacific
- China
- India
- Japan
- Australia & New Zealand
- ASEAN
- Rest of Asia Pacific
- Middle East & Africa (MEA)
- UAE
- Saudi Arabia
- South Africa
- Rest of MEA
- South America
- Brazil
- Argentina
- Rest of South America

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