Gaming Hardware - Serbia

  • Serbia
  • The Gaming Hardware market market in Serbia is projected to reach US$154.50m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.73%, resulting in a projected market volume of US$214.00m by 2029.
  • In Serbia's Gaming Hardware market market, the number of users is expected to amount to 164.0k users by 2029.
  • User penetration will be 2.0% in 2024 and is expected to hit 2.4% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$1.06k.
  • In global comparison, most revenue will be generated in China (US$33,310.00m in 2024).
  • Serbia is experiencing a surge in demand for high-end gaming hardware, driving innovation and competition in the media market.

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

 
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Analyst Opinion

The Gaming Hardware market in Serbia has been experiencing steady growth in recent years, driven by the increasing popularity of video games and the growing demand for gaming accessories. Customer preferences in Serbia have shifted towards gaming hardware that offers high performance and immersive gaming experiences. Gamers in Serbia are increasingly seeking out gaming consoles, gaming PCs, and gaming accessories that can handle the latest graphics and provide seamless gameplay. Additionally, there is a growing interest in virtual reality (VR) gaming, with consumers looking for VR headsets and other related hardware. Trends in the market indicate a strong demand for gaming hardware in Serbia. The availability of a wide range of gaming hardware options from both international and local brands has contributed to the growth of the market. International gaming hardware manufacturers have recognized the potential of the Serbian market and have been expanding their presence in the country. This has led to increased competition, resulting in more affordable prices for gaming hardware. Local special circumstances in Serbia have also played a role in the development of the Gaming Hardware market. The country has a young population with a high interest in technology and gaming. This demographic factor has created a favorable environment for the growth of the market, as there is a large consumer base of gamers in Serbia. Additionally, the increasing popularity of esports in the country has further fueled the demand for gaming hardware. Underlying macroeconomic factors have also contributed to the growth of the Gaming Hardware market in Serbia. The country has experienced economic stability in recent years, with a growing middle class and increasing disposable income. This has allowed consumers to allocate more of their budget towards entertainment and leisure activities, including gaming. Furthermore, the advancement of technology and the availability of high-speed internet connections have made gaming more accessible to a larger audience in Serbia. In conclusion, the Gaming Hardware market in Serbia is experiencing growth due to customer preferences for high-performance gaming hardware, the availability of a wide range of options, local special circumstances such as a young population and the popularity of esports, and underlying macroeconomic factors such as economic stability and increasing disposable income. As the gaming industry continues to evolve and technology advances, the market is expected to further expand in the coming years.

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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