DUBLIN, Nov. 30, 2022 (GLOBE NEWSWIRE) — Added the “Gaming Gadgets Market By Gadget Type, By End Use, By Age Group, By Distribution Channel: Global Opportunity Analysis and Industry Forecast, 2021-2031” report ResearchAndMarkets.com Offer.
The gaming gadgets market size was estimated at US$52.6 billion in 2021 and is estimated to reach US$166.9 billion by 2031, growing at a CAGR of 12.7% from 2022-2031.
A gaming gadget is an electronic device that is paired with a PC or console. There are many other gaming accessories that support the gaming gadget like keyboards, mice and headsets that improve your overall gaming experience and performance. Additionally, gaming keyboards and mice differ from standard keyboards because they prioritize things like agility, speed, and responsiveness.
Technological advances fuel market growth. For example, as of March 2021, the latest home video game consoles1 on the market are Microsoft’s Xbox Series X/S and Sony’s PlayStation 5 (PS5), both launched in November 2020.
Each has a hot edition for downloading online games, as well as an edition with a traditional hard disk drive. This reflects the lifestyle changes that come with factors such as the improved speed of internet connections at home. Meanwhile, Nintendo has seen a steady increase in sales of the Nintendo Switch since its launch in 2017, and it also launched the Nintendo Switch Lite in 2019, an affordable model that only supports handheld game mode and is not compatible with the Nintendo Switch dock is to enable TV output.
With the advent of cloud gaming that allows users to play games on any device, console manufacturers must find ways to highlight the value and appeal of consoles’ unique qualities. Consoles are devices that are fundamentally optimized for playing games, and console manufacturers may need to explore directions that capitalize on this characteristic by “creating experiences that users delight in”. There is also a view that the “experiences” here are not necessarily limited to high-end technology. The creation of new experiences through the combination of peripherals can also be described as new value.
Gaming gadgets are specialized devices that require advanced technologies and compatible hardware and software to function properly. Many players in the gaming gadget market are trying to offer top quality premium products and gaming hardware components as they offer the best gaming experience and functionality. However, the integration of newer technologies into these gadgets also increases the price of the devices significantly, which can complicate the customers’ purchasing decision.
The gaming gadgets market is segmented into gadget type, end-user, age group, distribution channel, and region. By gadget type, gaming gadget market is segmented into consoles and PC. Depending on the age group, the market is categorized into under 20, 21-35 and 35 and over. According to end users, the gaming gadget market is categorized into commercial and personal users. According to the distribution channel, the market is divided into specialty stores, multi-brand stores, independent small stores, online retailers and others. In terms of regions, it is analyzed in North America (US, Canada, and Mexico), Europe (UK, Germany, France, Italy, Spain, Russia, and Rest of Europe), and Asia-Pacific (China, India, Japan, Australia). , Singapore, New Zealand, South Korea and the rest of Asia Pacific) and LAMEA (Brazil, Argentina, South Africa, Saudi Arabia, the United Arab Emirates and the rest of LAMEA).
The players operating in the global Gaming Gadgets market have adopted various development strategies to increase their market share, achieve profitability and stay competitive in the market. Major players in gaming gadgets market include Acer Inc, ASUSTeK Computers Inc, Atari Inc, Dell, HP, Lenovo, Gigabyte, Razer, Corsair, Origin, Sony, Microsoft, Nintendo, Steam, Sega and Atari.
Main Benefits
- This report provides a quantitative analysis of the market segments, current trends, estimates and dynamics of the Gaming Gadgets market analysis from 2021 to 2031 to identify the prevailing Gaming Gadgets market opportunities.
- The market research is offered along with information on key drivers, restraints and opportunities.
- Porter’s Five Forces Analysis highlights the potential of buyers and suppliers to enable stakeholders to make profit-driven business decisions and strengthen their supplier-buyer network.
- An in-depth analysis of the Gaming Gadgets market segmentation helps to determine the prevailing opportunities in the market.
- Major countries in each region are mapped according to their revenue contribution to the global market.
- The positioning of market participants facilitates benchmarking and provides a clear understanding of the current position of market participants.
- The report includes the analysis of regional and global Gaming Gadgets Market trends, key players, market segments, application areas, and market growth strategies.
report attribute | details |
number of pages | 284 |
forecast period | 2021 – 2031 |
Estimated market value (USD) in 2021 | $52.6 billion |
Projected market value (USD) by 2031 | $166.9 billion |
Annual growth rate | 12.2% |
Regions Covered | Global |
Main topics covered:
CHAPTER 1 INTRODUCTION
CHAPTER 2: SUMMARY
CHAPTER 3: MARKET OVERVIEW
3.1. Market Definition and Scope
3.2.Key Findings
3.2.1.Top Investment Bags
3.3.Porter’s Five Forces Analysis
3.4.Top Player Positioning
3.5.Market Dynamics
3.5.1. Driver
3.5.2.Restrictions
3.5.3.Possibilities
3.6.COVID-19 Impact Analysis in the Market
CHAPTER 4: GAMES MARKET BY DEVICE TYPE
4.1 Overview
4.1.1 Market Size and Forecast
4.2 Console
4.2.1 Key Market Trends, Growth Factors and Opportunities
4.2.2 Market Size and Forecast by Region
4.2.3 Market Analysis by Countries
4.3 Personal computers and laptops
4.3.1 Key Market Trends, Growth Factors and Opportunities
4.3.2 Market Size and Forecast by Region
4.3.3 Market Analysis by Countries
CHAPTER 5: GAMING GADGETS MARKET, BY END USE
5.1 Overview
5.1.1 Market Size and Forecast
5.2 Housing
5.2.1 Key Market Trends, Growth Factors and Opportunities
5.2.2 Market Size and Forecast by Region
5.2.3 Market Analysis by Countries
5.3 Commercial
5.3.1 Key Market Trends, Growth Factors and Opportunities
5.3.2 Market Size and Forecast by Region
5.3.3 Market Analysis by Countries
CHAPTER 6: GAMING GADGETS MARKET, BY AGE GROUP
6.1 Overview
6.1.1 Market Size and Forecast
6.2 under 20
6.2.1 Key Market Trends, Growth Factors and Opportunities
6.2.2 Market Size and Forecast by Region
6.2.3 Market Analysis by Countries
6.3 21 to 35
6.3.1 Key Market Trends, Growth Factors and Opportunities
6.3.2 Market Size and Forecast by Region
6.3.3 Market Analysis by Countries
6.4 35 and above
6.4.1 Key Market Trends, Growth Factors and Opportunities
6.4.2 Market Size and Forecast by Region
6.4.3 Market Analysis by Countries
CHAPTER 7: GAMING GADGETS MARKET BY DISTRIBUTION CHANNEL
7.1 Overview
7.1.1 Market Size and Forecast
7.2 Specialty Stores
7.2.1 Key Market Trends, Growth Factors and Opportunities
7.2.2 Market Size and Forecast by Region
7.2.3 Market Analysis by Countries
7.3 Independent Retailers
7.3.1 Key Market Trends, Growth Factors and Opportunities
7.3.2 Market Size and Forecast by Region
7.3.3 Market Analysis by Countries
7.4 Online Sales Channels
7.4.1 Key Market Trends, Growth Factors and Opportunities
7.4.2 Market Size and Forecast by Region
7.4.3 Market Analysis by Countries
7.5 Miscellaneous
7.5.1 Key Market Trends, Growth Factors and Opportunities
7.5.2 Market Size and Forecast by Region
7.5.3 Market Analysis by Countries
CHAPTER 8: GAMING GADGETS MARKET BY REGION
CHAPTER 9: ENTERPRISE LANDSCAPE
9.1. introduction
9.2. The best winning strategies
9.3. Product attribution of the top 10 players
9.4. Competition Dashboard
9.5. Competitive heat map
9.6. Important Developments
CHAPTER 10: COMPANY PROFILES
10.1 Corsair
10.1.1 Company Overview
10.1.2 Company Snapshot
10.1.3 Operating Business Segments
10.1.4 Product Portfolio
10.1.5 Business Performance
10.1.6 Important strategic steps and developments
10.2 GIGA-BYTE Technology Co., Ltd
10.2.1 Company Overview
10.2.2 Company Snapshot
10.2.3 Operating segments
10.2.4 Product Portfolio
10.2.5 Business Performance
10.2.6 Important strategic steps and developments
10.3 HP Inc.
10.3.1 Company Overview
10.3.2 Company Snapshot
10.3.3 Operating Business Segments
10.3.4 Product Portfolio
10.3.5 Business Performance
10.3.6 Important strategic steps and developments
10.4 LENOVO
10.4.1 Company Overview
10.4.2 Company Snapshot
10.4.3 Operating Segments
10.4.4 Product Portfolio
10.4.5 Business Performance
10.4.6 Important strategic steps and developments
10.5 MICROSOFT
10.5.1 Company Overview
10.5.2 Company Snapshot
10.5.3 Operating Segments
10.5.4 Product Portfolio
10.5.5 Business Performance
10.5.6 Important strategic steps and developments
10.6 Micro-Star INT’L CO.,LTD
10.6.1 Company Overview
10.6.2 Company Snapshot
10.6.3 Operating Segments
10.6.4 Product Portfolio
10.6.5 Business Performance
10.6.6 Important strategic steps and developments
10.7 Nintendo
10.7.1 Company Overview
10.7.2 Company Snapshot
10.7.3 Operating Segments
10.7.4 Product Portfolio
10.7.5 Business Performance
10.7.6 Important strategic steps and developments
10.8 Razer
10.8.1 Company Overview
10.8.2 Company Snapshot
10.8.3 Operating Segments
10.8.4 Product Portfolio
10.8.5 Business Performance
10.8.6 Important strategic steps and developments
10.9 Sega
10.9.1 Company Overview
10.9.2 Company Snapshot
10.9.3 Operating segments
10.9.4 Product Portfolio
10.9.5 Business Performance
10.9.6 Important strategic steps and developments
10.10 SONY COMPANIES
10.10.1 Company Overview
10.10.2 Company Snapshot
10.10.3 Operating segments
10.10.4 Product Portfolio
10.10.5 Business Performance
10.10.6 Important strategic steps and developments
10.11 Dell Technologies Inc.
10.11.1 Company Overview
10.11.2 Company Snapshot
10.11.3 Operating segments
10.11.4 Product Portfolio
10.11.5 Business Performance
10.11.6 Important strategic steps and developments
10.12 Acer Inc
10.12.1 Company Overview
10.12.2 Company Snapshot
10.12.3 Operating segments
10.12.4 Product Portfolio
10.12.5 Business Performance
10.12.6 Important strategic steps and developments
10.13 ASUSTeK Computers Inc.
10.13.1 Company Overview
10.13.2 Company Snapshot
10.13.3 Operating segments
10.13.4 Product Portfolio
10.13.5 Business Performance
10.13.6 Important strategic steps and developments
10.14 Atari, Inc
10.14.1 Company Overview
10.14.2 Enterprise Snapshot
10.14.3 Operating segments
10.14.4 Product Portfolio
10.14.5 Business Performance
10.14.6 Important strategic steps and developments
10.15 Valve Corporation
10.15.1 Company Overview
10.15.2 Enterprise Snapshot
10.15.3 Operating segments
10.15.4 Product Portfolio
10.15.5 Business Performance
10.15.6 Important strategic steps and developments
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