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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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