Gaming Hardware - Eastern Europe

  • Eastern Europe
  • The Gaming Hardware market market in Eastern Europe is forecasted to achieve a revenue of US$3.49bn by 2024.
  • The market is anticipated to display a Compound Annual Growth Rate (CAGR 2024-2029) of 13.14%, leading to a market volume of US$6.47bn by 2029.
  • By 2029, the number of users in the Gaming Hardware market market is projected to reach 6.3m users.
  • User penetration is set to be at 2.0% in 2024 and is predicted to rise to 2.7% by 2029.
  • The Average Revenue Per User (ARPU) is expected to be US$0.73k.
  • When compared globally, in China is expected to generate the highest revenue, amounting to US$33,310.00m in 2024.
  • In Eastern Europe, the demand for high-performance gaming hardware in the media market is driving significant growth in the digital entertainment sector.

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

 
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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.

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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