Gaming Hardware - Argentina

  • Argentina
  • Revenue in the Gaming Hardware market market in Argentina is forecasted to reach US$1,021.00m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 8.41%, leading to a projected market volume of US$1,529.00m by 2029.
  • Within the Gaming Hardware market market in Argentina, the number of users is projected to reach 1.7m users by 2029.
  • User penetration is set to be 3.2% in 2024 and is projected to increase to 3.6% by 2029.
  • The average revenue per user (ARPU) is estimated to be US$697.80.
  • When compared globally, the highest revenue is expected to be generated in China (US$33,310.00m in 2024).
  • Argentina's gaming hardware market sees a surge in demand, driven by the country's growing interest in media consumption through high-quality gaming equipment.

Key regions: Germany, United Kingdom, China, United States, Japan

 
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Analyst Opinion

The Gaming Hardware market in Argentina has been experiencing significant growth in recent years. This can be attributed to several factors, including changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. Customer preferences in Argentina have shifted towards gaming as a form of entertainment. With the increasing popularity of online gaming and eSports, there is a growing demand for high-quality gaming hardware. Gamers in Argentina are looking for devices that offer superior performance, immersive gaming experiences, and advanced features. They are willing to invest in gaming hardware that can enhance their gameplay and provide a competitive edge. In terms of trends, the market in Argentina has seen a rise in the demand for gaming laptops and gaming consoles. Gaming laptops are preferred by gamers who want the flexibility to play games on the go, while gaming consoles offer a more immersive gaming experience with high-quality graphics and advanced multiplayer capabilities. Additionally, there has been an increase in the popularity of virtual reality (VR) gaming, with gamers seeking VR headsets and accessories to enhance their gaming experiences. Local special circumstances in Argentina also contribute to the growth of the Gaming Hardware market. The country has a large population of young people who are avid gamers and have disposable income to spend on gaming hardware. Additionally, the increasing availability of high-speed internet and the growing popularity of online gaming platforms have created a favorable environment for the gaming industry to thrive. Underlying macroeconomic factors also play a role in the development of the Gaming Hardware market in Argentina. The country has experienced economic stability in recent years, with a growing middle class and increased consumer spending power. This has led to a greater demand for entertainment products, including gaming hardware. Furthermore, the government has implemented policies to support the growth of the technology sector, which has positively impacted the gaming industry. In conclusion, the Gaming Hardware market in Argentina is experiencing growth due to changing customer preferences, emerging trends in the market, local special circumstances, and underlying macroeconomic factors. Gamers in Argentina are seeking high-quality gaming hardware that can enhance their gaming experiences, leading to a rise in demand for gaming laptops, gaming consoles, and VR gaming devices. The country's young population, increased consumer spending power, and supportive government policies also contribute to the growth of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Gaming Hardware market, which includes various types of gaming devices such as consoles, gaming PCs and laptops, and peripherals. This market covers both online and offline sales of gaming hardware. All monetary figures refer to consumer spending on these hardware products and accessories. This spending considers any discounts, margins, and taxes.

Modeling approach / Market size:

The market size is determined through a comprehensive approach. We utilize data from annual financial reports of leading companies, industry associations, third-party studies and reports, primary research surveys (e.g., Consumer Insights), and performance metrics (e.g., user adoption rates, price points, usage patterns) to analyze the markets. To estimate the segment size for each country, we consider relevant key market indicators and data from country-specific industry associations. This includes macroeconomic indicators, historical trends, current market dynamics, and reported performance metrics of key industry players. Factors like average prices and purchase frequencies are considered.

Forecasts:

We apply diverse forecasting techniques tailored to the behavior of the specific market. For instance, methods like trend smoothing and adoption curve analysis are well-suited for forecasting trends in gaming hardware, considering the evolving nature of technology adoption. The main drivers influencing forecasts include economic indicators such as GDP per capita, consumer spending per capita, and technological advancements like 5G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated biannually to reflect any changes in market dynamics. The impact of external factors, such as the COVID-19 pandemic, is considered at the country-specific level. The text incorporates current exchange rates in its modeling. Additionally, any impacts from events like the Russia-Ukraine war or significant industry developments are considered on a country-specific basis. The market information is refreshed twice a year. In some instances, updates are made on an ad hoc basis, such as when new pertinent data is released or substantial shifts within the market impact projected trends. Consumer Insights data is reweighted to ensure representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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