Gaming Hardware - United Kingdom

  • United Kingdom
  • In the United Kingdom, revenue in the Gaming Hardware market market is projected to reach US$5.63bn in 2024.
  • This revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.99%, resulting in a projected market volume of US$7.53bn by 2029.
  • Within the Gaming Hardware market market in the United Kingdom, the number of users is expected to amount to 6.7m users by 2029.
  • User penetration in the United Kingdom will be 8.7% in 2024 and is expected to increase to 9.7% by 2029.
  • The average revenue per user (ARPU) in the United Kingdom is expected to amount to US$0.96k.
  • In a global context, the most revenue will be generated China, which is projected to reach US$33,310.00m in 2024.
  • In the United Kingdom, the gaming hardware market is witnessing a surge in demand for high-performance components, driven by the rising popularity of competitive gaming and esports.

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

 
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Analyst Opinion

The Gaming Hardware market in United Kingdom has experienced significant growth in recent years, driven by changing customer preferences and the increasing popularity of gaming as a form of entertainment.

Customer preferences:
Customers in United Kingdom have shown a strong preference for high-quality gaming hardware that offers immersive gaming experiences. They are willing to invest in premium gaming peripherals such as gaming keyboards, mice, and headsets to enhance their gaming performance. Additionally, there is a growing demand for gaming laptops and desktops that can handle the latest games with high graphics requirements.

Trends in the market:
One of the key trends in the Gaming Hardware market in United Kingdom is the rise of eSports. eSports tournaments and events have gained immense popularity in the country, attracting a large number of participants and viewers. This has led to an increased demand for gaming hardware that can support competitive gaming, including high-performance gaming PCs and gaming accessories. Another trend in the market is the growing popularity of virtual reality (VR) gaming. Virtual reality headsets and accessories have become more affordable and accessible, leading to an increase in the number of gamers adopting this technology. As a result, there is a growing demand for gaming hardware that is compatible with VR gaming, such as powerful graphics cards and VR-ready gaming PCs.

Local special circumstances:
The Gaming Hardware market in United Kingdom is also influenced by local factors such as the presence of a strong gaming community and the availability of gaming events and conventions. The country has a vibrant gaming culture, with a large number of gaming enthusiasts and professional gamers. This has created a supportive ecosystem for the gaming hardware market, with a wide range of gaming-related products and services available to consumers.

Underlying macroeconomic factors:
The growth of the Gaming Hardware market in United Kingdom is also influenced by underlying macroeconomic factors. The country has a strong economy and a high standard of living, which allows consumers to spend more on leisure activities such as gaming. Additionally, the increasing penetration of internet and mobile devices has made gaming more accessible to a larger audience, driving the demand for gaming hardware. In conclusion, the Gaming Hardware market in United Kingdom is experiencing growth due to changing customer preferences, including a demand for high-quality gaming peripherals and hardware that can support competitive gaming and virtual reality experiences. Local factors such as the presence of a strong gaming community and the availability of gaming events also contribute to the market's development. Furthermore, underlying macroeconomic factors such as a strong economy and increased accessibility to gaming through internet and mobile devices are driving the demand for gaming hardware in United Kingdom.

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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