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Game Consoles - Belarus

Belarus
  • The revenue generated in the Game Consoles market in 2024 amounts to US$5.0m.
  • It is projected to experience an annual growth rate of 0.56% (CAGR 2024-2029).
  • When compared globally, United States generates the highest revenue in this market, reaching US$7.8bn in 2024.
  • In terms of per person revenues, in Belarus generates US$0.53 in 2024.
  • By 2029, the volume in the Game Consoles market is expected to reach 14.14k pieces units.
  • However, a slight decline in volume growth of 1.8% is expected in 2025.0.
  • The average volume per person in Belarus' Game Consoles market is projected to be 0.002pieces units in 2024.
  • The demand for game consoles in Belarus has been steadily increasing, with a strong preference for the latest models and immersive gaming experiences.

Definition:

Game consoles are devices designed specifically for playing video games. They consist of a console unit and one or more game controllers and are connected to a display such as a television or monitor. Game consoles offer a wide range of features and capabilities, including online gaming, streaming media playback, and social networking. There are several popular game console brands, including PlayStation, Xbox, and Nintendo, and each brand has a range of models with varying capabilities and specifications. Game consoles are widely used by gamers of all ages and are a popular form of entertainment.

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). Key players in the market are companies like Sony, Nintendo, and Microsoft. These companies are leaders in their respective segments and are known for their innovative products, brand reputation, and extensive distribution networks. 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.

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.
  • Console add-ons, including expanded storage, cooling systems, and performance-enhancing attachments.

Revenue

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

Most recent update: Jun 2024

Source: Statista Market Insights

Most recent update: Jun 2024

Source: Statista Market Insights

Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

Most recent update: Feb 2023

Volume

Most recent update: Jun 2024

Source: Statista Market Insights

Most recent update: Jun 2024

Source: Statista Market Insights

Price

Most recent update: Jun 2024

Source: Statista Market Insights

Sales Channels

Most recent update: Mar 2024

Source: Statista Market Insights

Key Players

Most recent update: Mar 2024

Source: Statista Market Insights

Global Comparison

Most recent update: Jun 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.

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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