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Gaming Equipment - EMEA

EMEA
  • Revenue in the Gaming Equipment market amounts to US$11.8bn in 2024. The market is expected to grow annually by 3.43% (CAGR 2024-2028).
  • In global comparison, most revenue is generated United States (US$9.7bn in 2024).
  • In relation to total population figures, per person revenues of US$4.85 are generated in 2024.
  • In the Gaming Equipment market, volume is expected to amount to 32.14m pieces by 2028. The Gaming Equipment market is expected to show a volume growth of 4.4% in 2025.0.
  • The average volume per person in the Gaming Equipment market is expected to amount to 0.012pieces in 2024.

Definition:

Gaming equipment refers to the hardware and accessories used for playing video games. This includes devices such as gaming consoles and VR (virtual reality) headsets. Gaming equipment can vary widely in terms of quality, performance, and cost, and is often designed specifically for gaming applications. Gaming equipment can be used for a wide range of games, including single-player and multiplayer games, and can be enjoyed by gamers of all ages and skill levels.

Structure:

The gaming equipment is structured into two main product categories:

  • Game Consoles: Devices specifically designed for playing video games and typically include features such as advanced graphics processing, connectivity, and controllers.
  • VR Headsets: Devices used to experience virtual reality, often in conjunction with gaming. They offer a highly immersive gaming experience, allowing players to enter and interact with virtual environments.

Additional Information:

The market comprises revenue, average revenue per capita, volume, average volume per capita and price. Figures are generated through both online and offline sales channels and include spending by consumers (B2C). There is a high degree of competition in the market, with established players such as Sony, Microsoft, and Nintendo, as well as new entrants such as cloud gaming companies.

For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Home consoles, like PlayStation and Xbox.
  • Hybrid consoles, like the Nintendo Switch, offering both portable and home gaming.
  • Handheld consoles, such as the Nintendo Switch Lite, Game Boy, Nintendo DS, and PlayStation Portable.
  • Stand-alone VR headsets, like Oculus Quest, Vive Focus, and PlayStation VR 2.
  • Tethered/PC VR headsets, including Oculus Rift, HTC Vive, and Valve Index.
  • Smartphone VR devices, like Samsung Gear VR, Google Cardboard, and Daydream View.

Out-Of-Scope

  • TV and various display screens, including LED, OLED, and QLED.
  • Video games and digital content, encompassing PC games, console games, and mobile apps.
  • Commercial VR devices used for various applications like virtual prototyping, medical training, architectural visualization, featuring compatibility with enterprise-level software solutions.
  • Augmented reality (AR) devices, like Microsoft HoloLens, Magic Leap, and AR-enabled smartphones.
  • Accessories, such as controllers, headsets, gaming chairs, and console skins.
Virtual reality (VR) - Cover

Statistics report on the virtual reality (VR) market

Virtual reality (VR)

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Volume

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Price

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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.

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    Virtual reality (VR) - BackgroundVirtual reality (VR) - Cover

    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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