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Gaming Hardware - Eastern Asia

Eastern Asia
  • In Eastern Asia, revenue in the Gaming Hardware market market is projected to reach US$53.25bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 9.14%, leading to a projected market volume of US$82.46bn by 2029.
  • Within the Gaming Hardware market market in Eastern Asia, the number of users is anticipated to amount to 68.7m users by 2029.
  • User penetration in this region will be 3.6% in 2024 and is expected to increase to 4.2% by 2029.
  • The average revenue per user (ARPU) in Eastern Asia is expected to reach US$913.50.
  • In a broader global context, the majority of revenue will be generated China, with an anticipated figure of US$33.31bn in 2024.
  • In Eastern Asia, particularly in Japan, gaming hardware is increasingly prioritizing immersive experiences, driven by a growing demand for virtual reality integration among consumers.

Definition:

The gaming hardware market encompasses various physical components and peripherals tailored to enhance the gaming experience. These hardware elements are meticulously designed to cater to the demanding requirements of modern video games, providing players with smoother gameplay, enhanced visual fidelity, and immersive interactions.

Structure:

The market has three different parts, namely, Gaming PCs and Laptops, which focuses on revenues coming solely from gaming products. Additionally, the market includes Gaming Consoles, where all revenues from gaming consoles are included. Lastely, Gaming Accessories included all revenues from different components, for instance gaming graphics cards or processors.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending. Market numbers for Gaming Consoles are also featured in the Consumer Market Insights, as well as data on PCs, laptops, keyboards, headphones and speakers. Key players in the market are companies, such as Nvidia, Alienware or Nintendo. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Gaming consoles, such as Nintendo Switch
  • Gaming PCs & Laptops, such as Alienware gaming PCs
  • Gaming accessories, such as a graphic card from Nvidia

Out-Of-Scope

  • Revenue from digital video games, such as Call of Duty
  • In-game purchases from video games, such as purchases in Fortnite
  • Advertising and sponsorship revenues, such as Razer sponsorship with eSport teams
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Revenue

Notes: Data was converted from local currencies using average exchange rates of the respective year.

Most recent update: Nov 2024

Source: Statista Market Insights

Most recent update: Nov 2024

Source: Statista Market Insights

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.

Users

Most recent update: Nov 2024

Source: Statista Market Insights

Global Comparison

Most recent update: Nov 2024

Source: Statista Market Insights

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.

Key Market Indicators

Notes: Based on data from IMF, World Bank, UN and Eurostat

Most recent update: Sep 2024

Source: Statista Market Insights

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