Gaming Hardware - Czechia

  • Czechia
  • In Czechia, revenue in the Gaming Hardware market market is projected to reach US$307.20m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.86%, leading to a projected market volume of US$428.00m by 2029.
  • By 2029, the number of users in the Gaming Hardware market market in Czechia is anticipated to amount to 344.5k users.
  • User penetration in Czechia will be 3.0% in 2024 and is expected to increase to 3.3% by 2029.
  • The average revenue per user (ARPU) in Czechia is expected to reach US$0.99k.
  • In a global context, the majority of revenue will be generated China, with an expected total of US$33,310.00m in 2024.
  • Czechia's gaming hardware market is experiencing a surge in demand as local gamers increasingly seek high-performance setups for competitive play and streaming.

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

 
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Analyst Opinion

The Gaming Hardware market in Czechia has been experiencing significant growth in recent years, driven by a combination of customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Czech consumers have shown a strong preference for gaming hardware, with a growing interest in gaming consoles, gaming PCs, and accessories. This can be attributed to the increasing popularity of gaming as a form of entertainment and the desire for immersive gaming experiences. Furthermore, the younger population in Czechia has a high affinity for technology and gaming, which has further fueled the demand for gaming hardware.

Trends in the market:
One of the key trends in the gaming hardware market in Czechia is the shift towards online gaming. This has led to an increased demand for gaming PCs and accessories that can support online multiplayer games. Additionally, there has been a rise in the popularity of eSports in Czechia, which has created a demand for high-performance gaming hardware among professional gamers and enthusiasts. Another trend in the market is the increasing demand for virtual reality (VR) gaming. VR gaming provides a more immersive and realistic gaming experience, and Czech consumers have shown a growing interest in this technology. This has led to a rise in the sales of VR headsets and other related gaming hardware.

Local special circumstances:
Czechia has a vibrant gaming culture, with a number of gaming events, tournaments, and conventions taking place throughout the year. These events attract gaming enthusiasts from all over the country and contribute to the growth of the gaming hardware market. Additionally, Czechia has a well-developed IT infrastructure, which supports the online gaming ecosystem and enables seamless connectivity for gamers.

Underlying macroeconomic factors:
The strong economic growth in Czechia has contributed to the growth of the gaming hardware market. As disposable incomes have increased, consumers have more purchasing power to invest in gaming hardware. Furthermore, the availability of financing options and installment plans has made gaming hardware more accessible to a wider consumer base. In conclusion, the Gaming Hardware market in Czechia is experiencing significant growth due to customer preferences for gaming hardware, trends in the market such as online gaming and virtual reality, local special circumstances including a vibrant gaming culture and well-developed IT infrastructure, and underlying macroeconomic factors such as strong economic growth and increased disposable incomes. This growth is expected to continue in the coming years as the popularity of gaming continues to rise and technology advancements drive further innovation in the gaming hardware 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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