Gaming Hardware - Estonia

  • Estonia
  • In Estonia, revenue in the Gaming Hardware market market is projected to reach US$30.27m in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.57%, leading to a projected market volume of US$37.85m by 2029.
  • Furthermore, in the Gaming Hardware market market withEstonia, the number of users is anticipated to amount to 25.6k users by 2029.
  • User penetration is forecasted to be 2.1% in 2024 and is expected to decline to 2.0% by 2029.
  • The average revenue per user (ARPU) in Estonia is expected to reach US$1.11k.
  • In a global context, the highest revenue in the Gaming Hardware market market is projected to be generated China, with an expected revenue of US$33,310.00m in 2024.
  • In Estonia, the gaming hardware market is experiencing a surge in demand driven by increased interest in eSports and digital entertainment.

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

 
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Analyst Opinion

The Gaming Hardware market in Estonia has experienced significant growth in recent years, driven by customer preferences for high-quality gaming equipment and the increasing popularity of eSports. Customer preferences in the Gaming Hardware market in Estonia are influenced by several factors. Firstly, gamers in Estonia have a strong preference for high-performance gaming hardware that can deliver a seamless gaming experience. This includes powerful processors, high-resolution displays, and fast graphics cards. Additionally, there is a growing demand for gaming peripherals such as gaming mice, keyboards, and headsets, as gamers seek to enhance their gameplay and communication abilities. Trends in the market indicate a shift towards online gaming and eSports in Estonia. The rise of competitive gaming has led to an increased demand for gaming hardware that can support high-speed internet connections and provide a smooth gaming experience. This trend is further supported by the growing number of eSports tournaments and events in Estonia, which attract both local and international participants. As a result, there is a growing need for gaming hardware that can meet the requirements of professional gamers and provide a competitive edge. Local special circumstances in Estonia also contribute to the development of the Gaming Hardware market. Estonia has a highly developed digital infrastructure, with widespread access to high-speed internet and advanced gaming technology. This creates a favorable environment for the growth of the Gaming Hardware market, as gamers can easily connect with each other and participate in online gaming communities. Additionally, Estonia has a young and tech-savvy population, which further fuels the demand for gaming hardware. Underlying macroeconomic factors also play a role in the development of the Gaming Hardware market in Estonia. The country has a strong economy and a high standard of living, which enables consumers to spend more on leisure activities such as gaming. Additionally, the government of Estonia has been actively promoting the development of the digital economy, which includes the gaming industry. This has led to increased investment in gaming infrastructure and the establishment of gaming companies in Estonia, further driving the growth of the Gaming Hardware market. In conclusion, the Gaming Hardware market in Estonia is developing rapidly due to customer preferences for high-performance gaming equipment, the increasing popularity of eSports, local special circumstances such as a strong digital infrastructure and a young population, and underlying macroeconomic factors including a strong economy and government support for the digital economy.

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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