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Gaming Hardware - MENA

MENA
  • In MENA, revenue in the Gaming Hardware market market is projected to reach US$8.13bn in 2024.
  • Revenue in this region is expected to show an annual growth rate (CAGR 2024-2029) of 9.02%, resulting in a projected market volume of US$12.51bn by 2029.
  • Furthermore, the number of users in MENA's Gaming Hardware market market is expected to amount to 14.2m users by 2029.
  • User penetration in MENA will be 2.1% in 2024 and is anticipated to increase to 2.4% by 2029.
  • The average revenue per user (ARPU) in this market is expected to amount to US$691.20.
  • In global comparison, it is noteworthy that most revenue will be generated China (US$33.31bn in 2024).
  • The MENA region is witnessing a surge in demand for high-performance gaming hardware, driven by a rapidly growing youth demographic and increasing digital engagement.

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

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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