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INDUSTRIES

&

MARKETSGaming

Equipment-market

data&

analysisMarket

InsightsreportSeptember2023Table

of

ContentsOverviewAppendixSummary567Product

OverviewAuthor2627MarketDefinitionKeyTakeawaysMarket

NumbersRevenue91215182124AverageRevenue

per

CapitaVolumeAverageVolumeper

CapitaAverageprice

per

UnitOnlineRevenue

Share2MARKET

INSIGHTSThis

report

is

part

ofour

Market

Insights

productGainabetterunderstandingofmarketsacross190+

geographicalentities

onaglobal,

regional,country,

and/orstatelevel.

Accessourdatavia

webinterface,download(XLS,

PDF,PPT),or

reports.Benefitfromour48-hourcustomerservice

guarantee.•

10

sectors:

advertising&media,consumers,countries,digital

sector,finance,health,

industrialsector,mobility,andtechnology•

1,000+

markets,

e.g.,

FinTech,Food,or

Robotics•

KPIs,

e.g.,

revenue,marketshares,prices,andvolume•

Features:Compare

countries®ions,

change

currencies,

selectvisualizations,

and/or

customize

downloads•

Usecases:

sales

planning,

investment

decision

support,resourceallocation,andportfolio

management10sectors190+geographicalentities1,000+markets400+reportsFind

out

more

on:https://www.Goto

Market

Insightscom/outlook/3CHAPTER

1OverviewThe

gaming

equipment

market

surged

in

2021

due

to

increased

demand

duringCovid-19

restrictions,

reaching

$26

billion

globallyOverview:

SummarySummaryIn2021,

the

gamingequipment

segment

experienced

one

oftheyearswith

mostgrowth

dueinlarge

partto

Covid-19

restrictions.

Whilst

people

were

forced

tospendtheirfree

timeathome

isolated

insteadof

meeting

friendsor

going

outtosocial

events,

thedemand

forgamingequipmentexploded.

Theglobal

gamingequipmentmarket

reached

US$26

billion

in2021,

marking

ahuge

increase

ofUS$8

billion

between

2019

and

2021.In2022,

we

expecttherapidgrowth

of

the

gamingequipment

market

to

continue,without

hindernesses

from

the

current

problems

ofrising

inflationand

higherenergy

prices

which

plaguethe

global

economy

today.

Oneareathatwe

foreseecontributingtogamingequipment

market

growth

isthe

possibilities

which

VR

andARgaming

canoffer,

bridgingthe

gaming

world

with

the

real

world

which

formany

keen

gamers

appearsto

beacreative

possibility.

Otherwise,

theCOVID-19pandemicshowed

thatifinthe

futuresuchevents

take

place,forcing

people

tospend

more

time

athome

alone,thenthedemand

forgamingequipment

willincrease.Thegamingequipment

segment

hasbeen

dominated

by

three

companies

fordecades

thanks

totheirgamingconsoles,

namely

thePlayStationfromSony,theX-Box

from

Microsoft

and

theNintendo.

Equallyimportant

inthesegment

are

thekey

players

AMD

and

Nvidia

whoplayacrucial

role

inproviding

GraphicProcessing

Units(GPUs).Withinthefast-paced

technological

environment

there

isanew

threat

to

these

key

players

onthemarket,

which

isthepossibility

ofvirtualreality

(VR)

and

augmented

reality

(AR)

gamingequipment

rising

inpopularity.

Inthisarea

hugecompanies

from

"Big

Tech"

likeMeta,Google

andSamsungare

allinvolved

inVRandARactivities.5Sources:Market

Insights

2023Gaming

equipment

encompasses

hardware

and

accessories

for

playing

videogames,

catering

to

various

preferences

and

skill

levelsOverview:

Market

DefinitionMarket

definitionDefinition:gaming.They

offer

ahighlyimmersive

gaming

experience,

allowing

players

toenter

and

interact

with

virtualenvironments.Gaming

equipment

refers

tothe

hardware

and

accessories

usedforplayingvideogames.

Thisincludesdevices

suchasgamingconsoles

andVR(virtualreality)headsets.

Gamingequipment

canvary

widely

interms

ofquality,

performance,andcost,and

isoften

designed

specifically

forgamingapplications.

Gamingequipmentcanbeused

forawide

rangeof

games,

includingsingle-player

andmultiplayer

games,

and

canbeenjoyed

bygamers

ofallagesandskill

levels.AdditionalInformation:Themarket

comprises

revenue,

average

revenue

percapita,volume,

averagevolume

per

capita

andprice.

Figures

are

generated

through

bothonlineandofflinesales

channels

and

includespendingbyconsumers

(B2C).

There

isahighdegree

of

competition

inthemarket,with

established

playerssuch

asSony,Microsoft,

and

Nintendo,aswell

asnew

entrantssuchascloud

gamingcompanies.Structure:Thegamingequipment

isstructured

into

two

mainproduct

categories:Game

Consoles:

Devices

specifically

designed

forplayingvideogames

andtypicallyincludefeatures

suchasadvanced

graphicsprocessing,

connectivity,

andcontrollers.VR

Headsets:

Devices

used

to

experience

virtual

reality,often

inconjunction

with6Sources:Market

Insights

2023GamingEquipment

accounted

for

3.1%

of

the

Consumer

Electronics

marketrevenue

in

2022Overview:

Key

Takeaways

and

inscope

/outof

scopeKeyTakeawaysInscopeOutof

scopeRevenue

intheGamingEquipment

market

amountstoUS$32.9bn

in2023.

Themarket

isexpected

to

grow

annually

by2.75%

(CAGR2023-2028).Thismarket

includes:Thismarket

excludes:Inglobalcomparison,

most

revenue

isgenerated

inthe

United

States(US$9,599.0min2023).•Home

consoles,

likePlayStationandXbox.•TVand

various

displayscreens,includingLED,OLED,and

QLED.Inrelation

to

totalpopulationfigures,perperson

revenues

of

US$4.28

aregenerated

in2023.•Hybridconsoles

offering

both•Video

games

and

digitalcontentportable

and

home

gaming.•Commercial

VR

devices

used

forvarious

applicationslikevirtualprototyping,medical

training,architectural

visualization,etc.Inthe

Gaming

Equipmentmarket,

volume

is

expected

toamount

to

90.75m

piecesby2028.

TheGaming

Equipment

market

isexpected

toshow

avolume

growth

of2.9%

in2024.•Handheldconsoles•Stand-aloneVR

headsets,

likeOculusQuest,Vive

Focus,

andPlayStationVR

2.Theaverage

volume

perperson

inthe

Gaming

Equipmentmarket

isexpected

toamount

to

0.010pieces

in2023.•Augmentedreality

(AR)

devices,

likeMicrosoft

HoloLens,

Magic

Leap,andAR-enabled

smartphones.•Tethered/PC

VR

headsets,

includingOculusRift,HTCVive,

and

ValveIndex.•Accessories,

suchascontrollers,headsets,

gamingchairs,andconsoleskins.•SmartphoneVR

devices7Sources:Market

Insights

2023CHAPTER

2Market

NumbersGamingEquipment

revenues

are

estimated

to

increase

at

a

CAGR(1)

of

7.6%from

2018

to

2028Market

Size:

GlobalRevenue

inbillionUS$+7.6%(1)37.711.537.011.236.411.135.310.534.110.032.99.231.38.127.56.123.53.419.12.318.11.725.726.224.825.324.123.323.721.320.116.416.920182019202020212022202320242025202620272028Game

ConsolesVR

Headsets9Notes:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023Sources:With

revenue

of

US$

11.0

billion,

Americas

is

the

biggest

market

among

selectedregions

in

2022Market

Size:

Regional

Comparison

(1/2)Revenue

inbillionUS$+2.6%(1)+3.6%(1)+3.1%(1)12.912.011.011.19.79.3+2.5%(1)+6.1%(1)1.00.90.70.52022202820222028202220282022202820222028EuropeAfricaAmericasAsiaAustralia&Oceania10

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

revenue

of

US$

9.4

billion,

the

United

States

is

the

biggest

market

amongselected

countries

in

2022Market

Size:

Regional

Comparison

(2/2)Revenue

inbillionUS$+2.3%(1)10.79.4+4.1%(1)+4.9%(1)+3.2%(1)3.93.3+3.3%(1)3.12.52.21.81.41.22022202820222028202220282022202820222028ChinaUnited

StatesUnited

KingdomGermanyFrance11

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023GamingEquipment

average

revenue

per

user

is

estimated

to

increase

at

aCAGR(1)

of

6.6%

from

2018

to

2028Market

Size:

GlobalAveragerevenue

percapita

inUS$+6.7%(1)4.71.44.61.44.71.44.51.34.41.34.31.24.11.13.60.83.20.52.60.32.50.23.33.13.23.23.23.13.12.82.72.22.320182019202020212022202320242025202620272028Game

ConsolesVR

Headsets12

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

average

revenue

per

capita

of

US$

20.9,

Australia

&

Oceania

is

the

biggestmarket

among

selected

regions

in

2022Market

Size:

Regional

Comparison

(1/2)Averagerevenue

percapita

inUS$+1.3%(1)22.620.9+3.6%(1)+2.0%(1)14.112.311.411.0+2.4%(1)+3.8%(1)2.42.10.40.52022202820222028202220282022202820222028EuropeAfricaAmericasAsiaAustralia&Oceania13

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

average

revenue

per

capita

of

US$

36.1,

the

United

Kingdom

is

the

biggestmarket

among

selected

countries

in

2022Market

Size:

Regional

Comparison

(2/2)Averagerevenue

percapita

inUS$+4.5%(1)47.0+3.0%(1)+1.7%(1)36.132.831.028.027.5+3.5%(1)17.013.8+3.9%(1)2.72.12022202820222028202220282022202820222028ChinaUnitedStatesUnitedKingdomGermanyFrance14

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023GamingEquipment

volume

are

estimated

to

increase

at

a

CAGR(1)

of

6.5%

from2018

to

2028Market

Size:

GlobalVolume

inmillionpieces+6.5%(1)90.827.389.626.788.826.586.624.984.223.681.921.879.519.171.414.364.27.952.25.548.34.462.362.963.560.360.160.661.756.357.246.743.920182019202020212022202320242025202620272028Game

ConsolesVR

Headsets15

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

volume

of

28.3

million

pieces,

Americas

is

the

biggest

market

amongselected

regions

in

2022Market

Size:

Regional

Comparison

(1/2)Volume

inmillionpieces+1.7%(1)+2.9%(1)+2.1%(1)31.328.128.327.324.123.7+1.1%(1)+4.8%(1)1.82.12.21.42022202820222028202220282022202820222028EuropeAfricaAmericasAsiaAustralia&Oceania16

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023With

volume

of

24.1

million

pieces,

the

United

States

is

the

biggest

marketamong

selected

countries

in

2022Market

Size:

Regional

Comparison

(2/2)Volume

inmillionpieces+1.5%(1)26.324.1+3.6%(1)+4.1%(1)9.3+2.5%(1)+2.9%(1)7.57.55.95.04.33.42.92022202820222028202220282022202820222028ChinaUnited

StatesUnited

KingdomGermanyFrance17

Notes:Sources:(1)

CAGR:

Compound

Annual

GrowthRateMarket

Insights

2023GamingEquipment

volume

per

capita

are

estimated

to

stay

the

same

from2018

to

2028Market

Size:

GlobalVolume

percapita

inpieces0.010.010.010.010.010.010.010.010.010.010.010.0100.0090.0080.0070.0060.0050.0040.0030.0020.0010.0000.0020180.000.000.000.000.000.000.000.000.000.002019202020212022202320242025202620272028VR

HeadsetsGame

Consoles18Sources:Market

Insights

2023Australia

&

Oceania

has

the

biggest

market

in

GamingEquipment

volume

percapita

in

2028Market

Size:

Regional

Comparison

(1/2)Volume

percapita

inpieces0.050.030.050.030.010.050.030.010.050.030.010.050.030.010.050.030.010.050.030.010.050.030.010.0500.0450.0400.0350.0300.0250.0200.0150.0100.0050.0000.040.020.000.040.020.040.030.020.000.000.000.000.000.000.000.000.000.0020182019202020212022202320242025202620272028AfricaAsiaAmericasEuropeAustralia&Oceania19Sources:Market

Insights

2023With

volume

per

capita

of

0.1,

the

United

Kingdom

is

the

biggest

market

amongselected

countries

in

2022Market

Size:

Regional

Comparison

(2/2)Volume

percapita

inpieces0.110.080.110.080.110.100.090.080.070.060.050.040.030.020.010.000.100.070.040.100.070.040.010.100.080.090.070.090.070.080.070.070.050.030.070.070.060.050.060.050.030.040.040.040.040.030.030.010.020.000.010.010.010.010.010.000.000.0020182019202020212022202320242025202620272028ChinaGermanyFranceUnitedStatesUnitedKingdom20Sources:Market

Insights

2023GamingEquipment

price

per

unit

are

estimated

to

increase

from

2018

to

2028Market

Size:

GlobalAveragepriceperunit

inUS$434.5357.2429.0373.345040035030025020015010050421.1385.9422.1394.5421.4397.9421.0401.7419.8405.6420.1409.3419.9412.9411.8361.1385.0372.3020182019202020212022202320242025202620272028Game

ConsolesVR

Headsets21Sources:Market

Insights

2023Australia

&

Oceania

has

the

highest

price

in

GamingEquipment

market

in

2028Market

Size:

Regional

Comparison

(1/2)Averagepriceperunit

inUS$415.1382.6439.8429.6435.9400.2450.6392.4405.4443.4447.1425.4411.6386.5415.7403.350045040035030025020015010050376.0386.3379.2374.2397.5345.7385.2412.8417.7423.0369.4420.3406.4409.0408.7397.6380.1361.9386.8382.9378.7407.2400.8

374.9370.8366.3

398.1405.0356.1

395.6343.6402.4337.0334.1

368.0390.5344.7341.7342.7020182019202020212022202320242025202620272028AfricaAsiaAmericasEuropeAustralia&Oceania22Sources:Market

Insights

2023With

price

per

unit

of

US$418.3,

France

has

the

highest

price

among

selectedcountries

in

2022Market

Size:

Regional

Comparison

(2/2)Averagepriceperunit

inUS$389.6389.2425.4394.7402.5416.6410.4416.0

418.3417.3421.5427.9431.3429.6438.1420.1432.2

434.7405.645040035030025020015010050409.8411.9424.0417.7397.7386.4385.3420.5413.3

422.2411.9400.2419.7381.6385.4421.4403.2405.0415.3423.6408.0397.5414.4395.2400.0403.2384.2388.4411.2426.5381.6401.5378.0369.6359.802018201920202021UnitedStates2022Germany20232024UnitedKingdom2025France202620272028China23Sources:Market

Insights

2023Inthe

GamingEquipment

market,

online

revenue

share

reached

43.0%

in

2022FurtherMarket

AnalysisOnline

revenue

share100.0%100.0%100.0%38.0%100.0%51.0%100.0%43.0%100.0%45.0%100.0%48.0%100.0%53.0%100.0%53.0%100.0%55.0%26.0%31.0%74.0%201869.0%2019

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