Computing - New Zealand

  • New Zealand
  • In 2024, the Computing market in New Zealand generated a revenue of NZ US$421.0m.
  • It is projected to experience an annual growth rate of 0.79% (CAGR 2024-2029).
  • When compared globally, in China leads the market with a revenue of NZ US$41.2bn in 2024.
  • On a per person basis, New Zealand's revenue stands at NZ US$84.68 in 2024.
  • Looking ahead, the volume of the Computing market is expected to reach 3.8m pieces by 2029.
  • However, there might be a slight decline in volume growth, with a decrease of -0.6% projected for 2025.
  • On average, each person in New Zealand is expected to contribute a volume of 0.8pieces to the Computing market in 2024.
  • New Zealand's computing market is experiencing a surge in demand for cloud-based solutions, driven by the country's strong digital infrastructure and commitment to innovation.

Key regions: India, Worldwide, Vietnam, United Kingdom, Canada

 
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Analyst Opinion

In the year 2022, the Computing segment experienced a slowdown in growth due to factors such as rising inflation, higher energy prices, and the rebound in consumption from the previous years. The global revenue for the Computing segment in 2022 was US$291 billion, a 5.7% decrease from the previous year.

The computing segment is highly competitive, and companies must continue to innovate to stay ahead of the competition. Advancements in hardware technology, such as the integration of AI and 5G, are expected to drive growth in the market as consumers seek devices that can perform advanced tasks. Also, the gaming industry is experiencing significant growth, and this is expected to drive demand for high-performance gaming laptops and desktops. As a result, manufacturers are focusing on offering premium features, such as high-resolution displays, fast processors, and long battery life, to attract consumers. In terms of market leaders, we believe that established tech giants like Apple, Lenovo, HP, and Dell will continue to dominate the market, due to their strong brand recognition and product offerings.

With regards to further market growth in the computing segment, we expect certain trends to further increase the demand of products in the market such as the growing remote and hybrid work trend, the increasing popularity of gaming hardware, and the growth of the middle class in emerging markets such as India and China. With these trends revolutionizing a world which is becoming more and more digital and connected, the computing segment will remain one of the most dynamic and rapidly evolving industries.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on consumer spending on electronic and digital devices used privately either for entertainment (televisions, game consoles, smart speakers, etc.), communication (telephones, smartphones, etc.) or home-office activities (printers, copiers, etc.).

Modeling approach:

Market sizes are determined through a bottom-up approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., the Statista Global Consumer Survey), as well as performance factors (e.g., user penetration, price per product, usage). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, number of internet users, smartphone penetration rate, household number and consumer price index. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting electronic products due to the non-linear growth of technology adoption and regular product upgrade. The main drivers are GDP per capita, consumer spending per capita, and 5G penetration rate.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). GCS data is reweighted for representativeness.

Overview

  • Revenue
  • Key Players
  • Volume
  • Price
  • Analyst Opinion
  • Sales Channels
  • Global Comparison
  • Methodology
  • Key Market Indicators
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