Gaming Hardware - Asia

  • Asia
  • Revenue in the Gaming Hardware market is projected to reach US$71.89bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.17%, resulting in a projected market volume of US$111.50bn by 2029.
  • In the Gaming Hardware market, the number of users is expected to amount to 116.0m users by 2029.
  • User penetration will be 2.1% in 2024 and is expected to hit 2.5% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$0.73k.
  • In global comparison, most revenue will be generated in China (US$33,310.00m in 2024).

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

 
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Analyst Opinion

The Gaming Hardware market in Asia has been experiencing significant growth in recent years, driven by customer preferences for high-quality gaming experiences and the increasing popularity of eSports.

Customer preferences:
Asian gamers have a strong preference for high-performance gaming hardware, such as gaming PCs and consoles, which offer superior graphics and processing power. This is driven by the desire for immersive gaming experiences and the ability to play the latest and most demanding games. Additionally, there is a growing demand for gaming peripherals, such as gaming mice, keyboards, and headsets, which enhance gameplay and provide a competitive edge.

Trends in the market:
One of the key trends in the Asian Gaming Hardware market is the rise of eSports. eSports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. This trend has gained significant traction in Asia, with countries like South Korea, China, and Japan emerging as major eSports hubs. The increasing popularity of eSports has led to a surge in demand for gaming hardware, as professional gamers and enthusiasts seek high-performance equipment to gain a competitive edge. Another trend in the Asian Gaming Hardware market is the growing popularity of mobile gaming. With the widespread adoption of smartphones and the availability of high-quality gaming apps, mobile gaming has become a mainstream form of entertainment in Asia. This has led to an increased demand for gaming smartphones and accessories, such as gaming controllers and portable chargers.

Local special circumstances:
Asia is a diverse region with varying levels of economic development and cultural preferences. In countries like South Korea and China, gaming is deeply ingrained in the culture, and there is a strong emphasis on professional gaming and eSports. This has created a thriving gaming ecosystem, with dedicated gaming cafes, professional gaming teams, and a large fan base. In contrast, countries like India and Indonesia are experiencing a rapid growth in the gaming market, driven by a young and tech-savvy population. These countries present significant opportunities for gaming hardware manufacturers to tap into a large and untapped market.

Underlying macroeconomic factors:
The rapid economic growth in Asia has led to an increase in disposable incomes, allowing more consumers to afford gaming hardware. Additionally, the increasing penetration of the internet and the availability of high-speed broadband connections have made online gaming more accessible to a larger audience. Furthermore, the rise of social media and streaming platforms has created a new avenue for gamers to showcase their skills and connect with a wider community, further fueling the demand for gaming hardware. In conclusion, the Gaming Hardware market in Asia is experiencing significant growth due to customer preferences for high-performance gaming hardware, the rise of eSports, the popularity of mobile gaming, and the underlying macroeconomic factors such as economic growth and increased internet penetration. The diverse preferences and cultural nuances within the region present both opportunities and challenges for gaming hardware manufacturers, who must tailor their products and marketing strategies to cater to the unique needs of each market.

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.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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