Gaming Hardware - Sweden

  • Sweden
  • Revenue in the Gaming Hardware market is projected to reach US$645.70m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.54%, resulting in a projected market volume of US$886.50m by 2029.
  • In the Gaming Hardware market, the number of users is expected to amount to 0.7m users by 2029.
  • User penetration will be 6.0% in 2024 and is expected to hit 6.3% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$1.01k.
  • 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 Sweden has been experiencing significant growth in recent years, driven by the increasing popularity of video games and the growing demand for high-quality gaming equipment. Customer preferences have shifted towards more advanced and immersive gaming experiences, leading to a surge in demand for gaming hardware such as gaming consoles, gaming PCs, and gaming accessories.

Customer preferences:
Swedish gamers have shown a strong preference for high-quality gaming hardware that enhances their gaming experience. They are willing to invest in top-of-the-line gaming equipment that offers superior graphics, faster processing speeds, and advanced features. Gamers in Sweden also value reliability and durability, as they expect their gaming hardware to withstand long gaming sessions without any technical issues.

Trends in the market:
One of the key trends in the gaming hardware market in Sweden is the increasing popularity of gaming PCs. Many gamers prefer the flexibility and customization options offered by gaming PCs, allowing them to upgrade components and optimize performance for their specific gaming needs. This trend has led to a rise in sales of gaming components such as graphics cards, processors, and cooling systems. Another trend in the market is the growing demand for virtual reality (VR) gaming. VR technology has become more affordable and accessible in recent years, leading to an increase in the number of gamers interested in immersive VR gaming experiences. This has resulted in a higher demand for VR headsets and accessories, driving the growth of the gaming hardware market in Sweden.

Local special circumstances:
Sweden has a strong gaming culture, with a high percentage of the population actively participating in gaming activities. The country is home to several successful gaming companies and has a vibrant gaming community. This local special circumstance has contributed to the growth of the gaming hardware market in Sweden, as it fuels the demand for high-quality gaming equipment.

Underlying macroeconomic factors:
The strong economy of Sweden has played a significant role in the growth of the gaming hardware market. The country has a high standard of living and disposable income, allowing consumers to spend more on leisure activities such as gaming. Additionally, the increasing availability of high-speed internet and the widespread adoption of smartphones have made gaming more accessible to a larger audience, further driving the demand for gaming hardware. In conclusion, the Gaming Hardware market in Sweden is experiencing growth due to customer preferences for high-quality and immersive gaming experiences. The market is characterized by the increasing popularity of gaming PCs and the growing demand for VR gaming. The strong gaming culture and the country's strong economy are contributing factors to the growth of the 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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