Skip to main content
  1. Market Insights
  2. Advertising and media
  3. Media
  4. Games

Gaming Hardware - Eastern Europe

Eastern Europe
  • In Eastern Europe, revenue in the Gaming Hardware market market is projected to reach US$3.49bn in 2024.
  • Revenue is anticipated to exhibit an annual growth rate (CAGR 2024-2029) of 13.17%, leading to a projected market volume of US$6.47bn by 2029.
  • The number of users in the Gaming Hardware market market in Eastern Europe is expected to reach 6.4m users by 2029.
  • User penetration is forecasted to be 2.0% in 2024 and is anticipated to increase to 2.7% by 2029.
  • The average revenue per user (ARPU) in this region is expected to amount to US$731.30.
  • In a global context, the majority of revenue will be generated China, which is projected to reach US$33.31bn in 2024.
  • In Eastern Europe, particularly Poland, the gaming hardware market is increasingly influenced by a surge in competitive esports, driving demand for advanced gaming equipment.

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
No results

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 Europe has seen significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences in Eastern Europe have shifted towards gaming as a form of entertainment, with an increasing number of people spending their leisure time playing video games. This has led to a growing demand for gaming hardware, including consoles, gaming PCs, and accessories. Additionally, the popularity of online multiplayer games has fueled the need for high-performance gaming equipment. Trends in the market show that Eastern European consumers are increasingly willing to spend money on gaming hardware. This can be attributed to several factors. Firstly, the rising disposable income in the region has allowed consumers to allocate more funds towards leisure activities, including gaming. Secondly, the increasing availability of affordable gaming hardware options has made it more accessible to a wider audience. Finally, the growing popularity of esports in Eastern Europe has also contributed to the increased demand for gaming hardware, as professional gamers and enthusiasts alike seek to improve their gaming experience. Local special circumstances in Eastern Europe have also played a role in the development of the Gaming Hardware market. The region has a strong gaming culture, with a large number of avid gamers and gaming communities. This has created a supportive environment for the growth of the gaming industry, including the demand for gaming hardware. Additionally, Eastern Europe has a young population, which is more likely to be engaged in gaming activities. Underlying macroeconomic factors have also contributed to the growth of the Gaming Hardware market in Eastern Europe. The region has experienced economic stability in recent years, with steady GDP growth and declining unemployment rates. This has resulted in increased consumer confidence and spending power, leading to higher demand for gaming hardware. Furthermore, the rapid technological advancements in the gaming industry have made gaming hardware more appealing to consumers, as they seek to keep up with the latest trends and innovations. In conclusion, the Gaming Hardware market in Eastern Europe has experienced significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The increasing popularity of gaming as a form of entertainment, rising disposable income, and strong gaming culture in the region have all contributed to the development of the market. With continued economic stability and technological advancements, the Gaming Hardware market in Eastern Europe is expected to further expand in the coming years.

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

Contact

Get in touch with us. We are happy to help.