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Gaming Hardware - Nordics

Nordics
  • In the Nordics, revenue in the Gaming Hardware market market is projected to reach US$1.93bn in 2024.
  • Revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 6.82%, resulting in a projected market volume of US$2.68bn by 2029.
  • Within the Gaming Hardware market market of the Nordics, the number of users is anticipated to amount to 1.9m users by 2029.
  • User penetration will be 6.1% in 2024 and is expected to rise to 6.7% by 2029.
  • The average revenue per user (ARPU) in this region is expected to be US$1.12k.
  • In a global context, the majority of revenue will be generated China, with a forecast of US$33.31bn in 2024.
  • In the Nordics, the gaming hardware market is experiencing a surge in demand, driven by a growing esports community and increasing digital innovation.

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 Nordics has been experiencing significant growth in recent years, driven by the increasing popularity of video games and the growing demand for high-quality gaming equipment. Customer preferences in the Gaming Hardware market in Nordics have been shifting towards more advanced and sophisticated gaming equipment. Gamers in the region are looking for products that offer superior performance, high-resolution graphics, and immersive gaming experiences. There is also a growing demand for gaming peripherals such as gaming keyboards, mice, and headsets, as gamers seek to enhance their overall gaming experience. One of the key trends in the Gaming Hardware market in Nordics is the rise of eSports. eSports has gained immense popularity in the region, with a growing number of professional gaming teams and tournaments. This has led to an increased demand for gaming hardware that can support the intense competitive nature of eSports. Gamers are investing in high-performance gaming PCs, gaming monitors with fast refresh rates, and gaming accessories that can give them a competitive edge. Another trend in the market is the increasing adoption of virtual reality (VR) gaming. VR gaming provides a more immersive and realistic gaming experience, and gamers in Nordics are embracing this technology. There is a growing demand for VR headsets, motion controllers, and other VR accessories that can enhance the VR gaming experience. This trend is expected to continue as VR technology becomes more affordable and accessible. Local special circumstances in the Gaming Hardware market in Nordics include the strong gaming culture and high disposable income in the region. The Nordics have a long history of gaming, and gaming is deeply ingrained in the culture. This has created a strong market for gaming hardware, as gamers are willing to invest in high-quality equipment to enhance their gaming experience. Additionally, the high disposable income in the region allows gamers to afford premium gaming hardware, contributing to the growth of the market. Underlying macroeconomic factors that are driving the growth of the Gaming Hardware market in Nordics include the strong economy and technological advancements. The Nordics have a strong and stable economy, which has led to increased consumer spending on gaming hardware. Additionally, technological advancements in gaming hardware, such as faster processors, higher resolution displays, and improved graphics capabilities, have attracted gamers in the region to upgrade their gaming equipment. In conclusion, the Gaming Hardware market in Nordics is experiencing significant growth, driven by customer preferences for advanced gaming equipment, the rise of eSports, the increasing adoption of VR gaming, the strong gaming culture, high disposable income, and underlying macroeconomic factors such as a strong economy 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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