Gaming PCs & Laptops - United Kingdom

  • United Kingdom
  • In the United Kingdom, revenue in the Gaming PCs & Laptops market market is projected to reach €1.31bn in 2024.
  • The revenue is expected to exhibit an annual growth rate (CAGR 2024-2029) of 3.15%, leading to a projected market volume of €1.53bn by 2029.
  • By 2029, the number of users in the Gaming PCs & Laptops market market in the United Kingdom is anticipated to amount to 2.8m users.
  • User penetration is expected to be 3.8% in 2024, increasing to 4.0% by 2029.
  • The average revenue per user (ARPU) in the United Kingdom is projected to be €0.51k.
  • In a global context, the majority of revenue will be generated China, which is expected to reach €11,900.00m in 2024.
  • The United Kingdom's Gaming PCs & Laptops market is increasingly driven by a surge in competitive gaming and immersive content creation trends.

Key regions: India, Japan, United Kingdom, South Korea, Germany

 
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Analyst Opinion

The Gaming PCs & Laptops market in United Kingdom has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Customers in the United Kingdom have shown a strong preference for gaming PCs and laptops due to their increasing popularity as a form of entertainment. The rise of online gaming and eSports has led to a growing demand for high-performance gaming devices that can handle the latest games and provide a smooth gaming experience. Additionally, the increasing availability of virtual reality (VR) gaming has also contributed to the demand for powerful gaming PCs and laptops.

Trends in the market:
One of the key trends in the Gaming PCs & Laptops market in United Kingdom is the increasing demand for customization options. Gamers are looking for devices that can be tailored to their specific needs and preferences, whether it be in terms of hardware specifications, design, or software features. This trend has led to the emergence of gaming PC and laptop manufacturers offering customizable options, allowing customers to build their own gaming rigs. Another trend in the market is the growing popularity of compact and portable gaming laptops. With advancements in technology, gaming laptops are becoming more powerful and capable of delivering high-quality gaming experiences. This has led to an increasing number of gamers opting for gaming laptops over desktop PCs, as they provide the flexibility to game on the go.

Local special circumstances:
The United Kingdom has a strong gaming culture, with a large number of avid gamers and a thriving eSports scene. This has created a favorable environment for the growth of the Gaming PCs & Laptops market. The popularity of eSports tournaments and gaming events has further fueled the demand for high-performance gaming devices. Additionally, the United Kingdom has a well-developed retail infrastructure, with a wide range of gaming stores and online platforms that cater to the needs of gamers. This easy accessibility to gaming PCs and laptops has contributed to the growth of the market.

Underlying macroeconomic factors:
The growth of the Gaming PCs & Laptops market in United Kingdom can also be attributed to underlying macroeconomic factors. The country has a strong economy and high disposable income levels, which allows consumers to invest in high-end gaming devices. Furthermore, the increasing penetration of internet and broadband services has made online gaming more accessible to a larger audience, driving the demand for gaming PCs and laptops. In conclusion, the Gaming PCs & Laptops market in United Kingdom is experiencing significant growth due to changing customer preferences, such as the demand for customization options and portable gaming laptops. The local special circumstances, including the strong gaming culture and well-developed retail infrastructure, have also contributed to the market growth. Additionally, underlying macroeconomic factors, such as the strong economy and high disposable income levels, have further fueled the demand for gaming devices.

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
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