Gaming Hardware - Europe
- Europe
- Revenue in the Gaming Hardware market market in Europe is forecasted to reach €31.62bn in 2024.
- Revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.39%, leading to a projected market volume of €45.17bn by 2029.
- In the Gaming Hardware market market in Europe, the number of users is expected to reach 40.8m users by 2029.
- User penetration will be 4.2% in 2024 and is projected to reach 4.8% by 2029.
- The average revenue per user (ARPU) is expected to be €0.89k.
- In a global context, in China is set to generate the most revenue (€30,880.00m in 2024).
- The demand for high-end gaming hardware in Europe is driving innovation and competition among leading tech companies.
Key regions: Germany, United Kingdom, China, United States, Japan
Analyst Opinion
The Gaming Hardware market in Europe has been experiencing significant growth in recent years.
Customer preferences: European customers have shown a strong preference for high-quality gaming hardware that offers an immersive gaming experience. They are particularly interested in gaming PCs and consoles that provide advanced graphics, fast processing speeds, and realistic sound effects. Additionally, European gamers value durability and reliability, as they want their gaming hardware to last for a long time without any technical issues.
Trends in the market: One of the key trends in the European Gaming Hardware market is the increasing popularity of eSports. eSports tournaments and competitions have gained a large following in Europe, attracting both professional gamers and casual gamers. This trend has led to a higher demand for gaming hardware that can handle the requirements of competitive gaming, such as high refresh rates and low input lag. Another trend in the market is the rise of virtual reality (VR) gaming. VR gaming provides a highly immersive experience, allowing players to feel like they are inside the game. This trend has led to an increased demand for VR-compatible gaming hardware, such as VR headsets and controllers.
Local special circumstances: Europe is home to a large number of gaming enthusiasts, with countries like Germany, the United Kingdom, and France having a particularly high number of gamers. These countries also have a strong gaming culture, with gaming events and conventions regularly taking place. This creates a favorable environment for the growth of the Gaming Hardware market, as it provides a large customer base and opportunities for marketing and promotion.
Underlying macroeconomic factors: The growth of the Gaming Hardware market in Europe can be attributed to several underlying macroeconomic factors. Firstly, the increasing disposable income of European consumers has allowed them to spend more on leisure activities, including gaming. This has led to a higher demand for gaming hardware. Secondly, the advancements in technology have made gaming hardware more accessible and affordable. This has attracted new customers to the market, further driving its growth. Lastly, the COVID-19 pandemic has also had a positive impact on the Gaming Hardware market in Europe. With people spending more time at home due to lockdowns and social distancing measures, there has been a surge in demand for gaming hardware as a form of entertainment. This trend is expected to continue even after the pandemic, as gaming has become an integral part of many people's lives. Overall, the Gaming Hardware market in Europe is experiencing strong growth due to customer preferences for high-quality gaming hardware, the rise of eSports and VR gaming, the presence of a large customer base and gaming culture, as well as underlying macroeconomic factors such as increasing disposable income and advancements in technology.
Methodology
Data coverage:
The data encompasses B2C enterprises. Figures are based on the Gaming Hardware market, which includes various types of gaming devices such as consoles, gaming PCs and laptops, and peripherals. This market covers both online and offline sales of gaming hardware. All monetary figures refer to consumer spending on these hardware products and accessories. This spending considers any discounts, margins, and taxes.Modeling approach / Market size:
The market size is determined through a comprehensive approach. We utilize data from annual financial reports of leading companies, industry associations, third-party studies and reports, primary research surveys (e.g., Consumer Insights), and performance metrics (e.g., user adoption rates, price points, usage patterns) to analyze the markets. To estimate the segment size for each country, we consider relevant key market indicators and data from country-specific industry associations. This includes macroeconomic indicators, historical trends, current market dynamics, and reported performance metrics of key industry players. Factors like average prices and purchase frequencies are considered.Forecasts:
We apply diverse forecasting techniques tailored to the behavior of the specific market. For instance, methods like trend smoothing and adoption curve analysis are well-suited for forecasting trends in gaming hardware, considering the evolving nature of technology adoption. The main drivers influencing forecasts include economic indicators such as GDP per capita, consumer spending per capita, and technological advancements like 5G coverage.Additional notes:
The data is modeled using current exchange rates. The market is updated biannually to reflect any changes in market dynamics. The impact of external factors, such as the COVID-19 pandemic, is considered at the country-specific level. The text incorporates current exchange rates in its modeling. Additionally, any impacts from events like the Russia-Ukraine war or significant industry developments are considered on a country-specific basis. The market information is refreshed twice a year. In some instances, updates are made on an ad hoc basis, such as when new pertinent data is released or substantial shifts within the market impact projected trends. Consumer Insights data is reweighted to ensure representativeness.Vue d’ensemble
- Revenue
- Analyst Opinion
- Users
- Global Comparison
- Methodology
- Key Market Indicators