Gaming Hardware - Eastern Asia

  • Eastern Asia
  • In Eastern Asia, the Gaming Hardware market market is forecasted to achieve a revenue of US$53.25bn by 2024.
  • The sector is anticipated to display a Compound Annual Growth Rate (CAGR 2024-2029) of 9.14%, leading to a market volume projection of US$82.46bn by 2029.
  • By 2029, the number of users in the Gaming Hardware market market is estimated to reach 68.7m users.
  • User penetration is set to be 3.6% in 2024 and is projected to rise to 4.2% by 2029.
  • The Average Revenue Per User (ARPU) is expected to be US$0.91k.
  • When considering global comparisons, in China is expected to generate the highest revenue, with US$33,310.00m in 2024.
  • In South Korea, the demand for high-performance gaming hardware in the media market is driving innovation and competition among tech companies.

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

 
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Analyst Opinion

The Gaming Hardware market in Eastern Asia has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors have all contributed to this development. Customer preferences in Eastern Asia have played a crucial role in the growth of the Gaming Hardware market. The region has a large population of tech-savvy consumers who are enthusiastic about gaming. Gaming has become a popular form of entertainment, and many consumers are willing to invest in high-quality gaming hardware to enhance their gaming experience. Additionally, there is a strong preference for gaming consoles and PCs over mobile gaming devices in Eastern Asia, which has further fueled the demand for gaming hardware. Trends in the market have also contributed to the growth of the Gaming Hardware market in Eastern Asia. One significant trend is the increasing popularity of e-sports in the region. E-sports tournaments and competitions have gained a massive following, and professional gamers are treated as celebrities. This trend has created a demand for high-performance gaming hardware, as gamers strive to gain a competitive edge. Additionally, there has been a rise in the demand for virtual reality (VR) gaming hardware in Eastern Asia. VR gaming provides a more immersive gaming experience, and consumers are willing to invest in VR headsets and other related hardware. Local special circumstances have also influenced the development of the Gaming Hardware market in Eastern Asia. The region is home to several major gaming companies, including Sony, Nintendo, and Tencent. These companies have a strong presence in the market and have been instrumental in driving the growth of the gaming industry. Their innovative gaming hardware offerings and strategic partnerships have attracted consumers and contributed to the overall growth of the market. Underlying macroeconomic factors have also played a role in the growth of the Gaming Hardware market in Eastern Asia. The region has experienced steady economic growth, which has led to an increase in disposable income among consumers. As a result, consumers have more purchasing power and are willing to spend on luxury items such as gaming hardware. Additionally, the rise of the middle class in Eastern Asia has expanded the consumer base for gaming hardware, further driving market growth. In conclusion, the Gaming Hardware market in Eastern Asia has been growing rapidly due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The region's tech-savvy population, preference for gaming consoles and PCs, the popularity of e-sports, and the presence of major gaming companies have all contributed to this growth. Additionally, the region's steady economic growth and the rise of the middle class have increased consumer purchasing power and expanded 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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