Gaming Hardware - Belgium

  • Belgium
  • In Belgium, revenue in the Gaming Hardware market market is projected to reach US$0.94bn in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.20%, leading to a projected market volume of US$1.27bn by 2029.
  • Within the Gaming Hardware market market in Belgium, the number of users is anticipated to amount to 1.0m users by 2029.
  • User penetration in the country will be 8.2% in 2024 and is expected to increase to 8.8% by 2029.
  • The average revenue per user (ARPU) in Belgium is expected to reach US$0.98k.
  • In a global context, the highest revenue will be generated China, which is projected to generate US$33,310.00m in 2024.
  • In Belgium, the gaming hardware market is witnessing a surge in demand for high-performance components, driven by the growing popularity of eSports and competitive gaming.

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

 
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Analyst Opinion

The Gaming Hardware market in Belgium has seen significant growth in recent years, driven by changing customer preferences and the increasing popularity of gaming.

Customer preferences:
Belgian consumers have shown a strong preference for high-quality gaming hardware that offers immersive gaming experiences. They are willing to invest in premium products that provide superior performance and graphics. Additionally, there is a growing demand for gaming peripherals such as gaming keyboards, mice, and headsets, as gamers seek to enhance their gaming experience and gain a competitive edge.

Trends in the market:
One of the key trends in the Gaming Hardware market in Belgium is the rise of online gaming. With the increasing availability of high-speed internet connections and the popularity of multiplayer games, more and more gamers are opting for online gaming experiences. This trend has led to a higher demand for gaming PCs and consoles that can handle online gaming requirements. Another trend in the market is the growing popularity of eSports. Belgium has seen a surge in eSports tournaments and events, attracting a large number of gamers and spectators. This has created a need for high-performance gaming hardware that can meet the demands of professional gamers. As a result, there has been an increased demand for gaming PCs, monitors, and accessories that can deliver smooth gameplay and fast response times.

Local special circumstances:
Belgium's geographic location and cultural diversity have contributed to the growth of the Gaming Hardware market. The country is strategically located in the heart of Europe, making it a hub for gaming enthusiasts from neighboring countries. Additionally, Belgium has a vibrant gaming community and hosts various gaming events and conventions throughout the year, further fueling the demand for gaming hardware.

Underlying macroeconomic factors:
The strong economic growth in Belgium has also played a role in the development of the Gaming Hardware market. With a rising disposable income and a growing middle class, consumers have more purchasing power to invest in gaming hardware. Furthermore, the increasing penetration of smartphones and tablets has expanded the gaming market, as consumers are now able to play games on multiple devices. In conclusion, the Gaming Hardware market in Belgium is experiencing significant growth due to changing customer preferences, the rise of online gaming, the popularity of eSports, and the country's geographic location and economic growth. These factors have created a favorable environment for the development of the gaming hardware industry in Belgium.

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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