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Gaming Hardware - GCC

GCC
  • In the GCC, revenue in the Gaming Hardware market market is projected to reach US$1.76bn in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 7.62%, resulting in a projected market volume of US$2.54bn by 2029.
  • By 2029, the number of users in the Gaming Hardware market market in the GCC is expected to amount to 2.0m users.
  • User penetration in the GCC will be 3.0% in 2024 and is expected to increase to 3.2% by 2029.
  • The average revenue per user (ARPU) in the GCC is anticipated to amount to US$970.10.
  • In a global comparison, most revenue will be generated China, which is projected to reach US$33.31bn in 2024.
  • In the GCC, the gaming hardware market is witnessing a surge in demand, driven by increasing investments in esports and digital entertainment platforms.

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 GCC has been experiencing significant growth in recent years.

Customer preferences:
Customers in the GCC region have shown a strong preference for high-performance gaming hardware. They are willing to invest in top-of-the-line gaming equipment to enhance their gaming experience. This includes high-resolution monitors, powerful graphics cards, and advanced gaming keyboards and mice. Additionally, customers in the GCC region are increasingly interested in gaming laptops, as they offer the flexibility to play games on the go.

Trends in the market:
One of the key trends in the Gaming Hardware market in GCC is the growing popularity of eSports. eSports tournaments and events have gained a significant following in the region, attracting both professional gamers and spectators. This has created a demand for gaming hardware that can support high-performance gaming and provide a competitive edge. As a result, gaming hardware manufacturers are focusing on developing products specifically designed for eSports. Another trend in the market is the increasing adoption of virtual reality (VR) gaming. Virtual reality gaming provides a highly immersive experience, allowing gamers to feel like they are part of the game. This has led to a demand for VR-compatible gaming hardware, such as VR headsets and controllers. As VR technology continues to improve and become more affordable, the demand for VR gaming hardware is expected to grow further in the GCC region.

Local special circumstances:
One of the unique aspects of the Gaming Hardware market in GCC is the high disposable income of consumers. The GCC region is known for its affluent population, with high levels of disposable income. This enables consumers to spend more on gaming hardware and accessories, driving the growth of the market. Additionally, the young population in the region has a strong interest in gaming, further contributing to the demand for gaming hardware.

Underlying macroeconomic factors:
The strong economic growth in the GCC region has played a significant role in the development of the Gaming Hardware market. The region has experienced rapid urbanization and a growing middle class, which has led to an increase in consumer spending. Additionally, the GCC governments have been investing in the development of the digital infrastructure, including high-speed internet connectivity, which has created a conducive environment for the growth of the gaming industry. In conclusion, the Gaming Hardware market in GCC is witnessing significant growth due to customer preferences for high-performance gaming hardware, the popularity of eSports, and the increasing adoption of virtual reality gaming. The high disposable income of consumers and the strong economic growth in the region are also contributing factors. As the gaming industry continues to evolve and new technologies emerge, the demand for gaming hardware in the GCC region is expected to continue to grow.

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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