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Gaming Hardware - EU-27

EU-27
  • In the EU-27, revenue in the Gaming Hardware market market is projected to reach US$21.77bn in 2024.
  • The revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.14%, which will result in a projected market volume of US$29.34bn by 2029.
  • Within the Gaming Hardware market market in the EU-27, the number of users is anticipated to amount to 24.4m users by 2029.
  • User penetration in the EU-27 will be 4.9% in 2024 and is expected to increase to 5.5% by 2029.
  • The average revenue per user (ARPU) in the EU-27 is expected to reach US$988.80.
  • In a global context, the majority of revenue will be generated China, with a projection of US$33.31bn in 2024.
  • The EU-27 gaming hardware market is increasingly embracing sustainability, with manufacturers prioritizing eco-friendly materials and energy-efficient designs to appeal to environmentally conscious 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 EU-27 is experiencing significant growth and development.

Customer preferences:
Customers in the EU-27 region have shown a strong preference for high-quality gaming hardware. They are willing to invest in top-of-the-line gaming equipment to enhance their gaming experience. This includes high-performance gaming PCs, gaming laptops, gaming consoles, and gaming accessories such as keyboards, mice, and headsets. Customers also value innovative features and cutting-edge technology in their gaming hardware, such as virtual reality (VR) capabilities and advanced graphics processing units (GPUs).

Trends in the market:
One of the key trends in the Gaming Hardware market in EU-27 is the increasing popularity of eSports. eSports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. The rise of eSports has led to a surge in demand for gaming hardware, as gamers strive to improve their skills and performance. This trend is driving the sales of high-performance gaming PCs and gaming accessories, as well as gaming monitors with high refresh rates and low response times. Another trend in the market is the growing popularity of mobile gaming. With the increasing power and capabilities of smartphones and tablets, more and more people are turning to mobile devices for gaming. This has created a demand for gaming accessories that enhance the mobile gaming experience, such as wireless controllers and gaming headsets. Additionally, the rise of cloud gaming services has further fueled the demand for mobile gaming hardware, as gamers can now play high-quality games on their mobile devices without the need for expensive gaming PCs or consoles.

Local special circumstances:
The Gaming Hardware market in EU-27 is influenced by the cultural diversity and varying gaming preferences of different countries within the region. For example, countries in Northern Europe have a strong PC gaming culture and a preference for high-performance gaming PCs, while countries in Southern Europe have a higher demand for gaming consoles. This regional variation in gaming preferences has led to a diverse market for gaming hardware in the EU-27.

Underlying macroeconomic factors:
The growth of the Gaming Hardware market in EU-27 is also driven by favorable macroeconomic factors. The region has a large population of gamers, and the increasing disposable income and purchasing power of consumers have made gaming hardware more affordable and accessible. Additionally, the rapid technological advancements in the gaming industry, such as the development of more powerful processors and graphics cards, have also contributed to the growth of the market. In conclusion, the Gaming Hardware market in EU-27 is experiencing significant growth and development, driven by customer preferences for high-quality gaming hardware, trends such as the rise of eSports and mobile gaming, local special circumstances influenced by regional gaming preferences, and underlying macroeconomic factors such as increasing disposable income and technological advancements.

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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