Gaming Hardware - Denmark

  • Denmark
  • In Denmark, revenue in the Gaming Hardware market market is projected to reach US$388.10m in 2024.
  • This revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 7.32%, leading to a projected market volume of US$552.60m by 2029.
  • Within Denmark's Gaming Hardware market market, the number of users is anticipated to amount to 347.8k users by 2029.
  • User penetration in Denmark will be 5.2% in 2024 and is expected to increase to 5.7% by 2029.
  • The average revenue per user (ARPU) in Denmark is projected to be US$1.26k.
  • In a global context, the majority of revenue will be generated China, with figures reaching US$33,310.00m in 2024.
  • In Denmark, the gaming hardware market is witnessing a surge in demand for high-performance components, driven by the rising popularity of competitive gaming and eSports.

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

 
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Analyst Opinion

The Gaming Hardware market in Denmark has been experiencing significant growth in recent years, driven by several key factors. Customer preferences for high-quality gaming equipment, the rise of e-sports, and the increasing popularity of gaming among a wider demographic have all contributed to the market's development. Customer preferences in Denmark have shifted towards high-quality gaming hardware. Gamers are looking for products that offer superior performance, durability, and advanced features. This has led to a rise in demand for gaming peripherals such as keyboards, mice, and headsets, as well as gaming PCs and consoles. Danish gamers are willing to invest in premium products that enhance their gaming experience. Another trend driving the growth of the Gaming Hardware market in Denmark is the rise of e-sports. E-sports has gained significant popularity in recent years, with professional gaming tournaments attracting large audiences and lucrative sponsorships. This has created a demand for high-performance gaming hardware among aspiring e-sports athletes and enthusiasts. Gaming peripherals with features tailored for competitive gaming, such as faster response times and customizable settings, are in high demand. In addition, the increasing popularity of gaming among a wider demographic has contributed to the growth of the Gaming Hardware market in Denmark. Gaming is no longer limited to a niche group of hardcore gamers, but has become a mainstream form of entertainment enjoyed by people of all ages. This has created a larger customer base for gaming hardware, as more individuals are seeking to enhance their gaming experience with high-quality equipment. Local special circumstances in Denmark, such as the country's strong gaming culture and high disposable income, have also played a role in the market's development. Denmark has a long history of gaming, with a vibrant community of gamers and gaming events. This has created a supportive environment for the Gaming Hardware market to thrive. Additionally, Denmark has one of the highest per capita incomes in the world, allowing consumers to afford premium gaming hardware. Underlying macroeconomic factors, such as the growth of the overall technology industry and the increasing digitalization of society, have also contributed to the development of the Gaming Hardware market in Denmark. As technology continues to advance and play a larger role in people's lives, the demand for high-quality gaming hardware is expected to continue to grow. In conclusion, the Gaming Hardware market in Denmark is experiencing significant growth due to customer preferences for high-quality gaming equipment, the rise of e-sports, and the increasing popularity of gaming among a wider demographic. Local special circumstances, such as Denmark's strong gaming culture and high disposable income, have also contributed to the market's development. Furthermore, underlying macroeconomic factors, such as the growth of the overall technology industry and the increasing digitalization of society, have played a role in the market's growth.

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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