Gaming Equipment - Worldwide

  • Worldwide
  • The revenue generated in the Gaming Equipment market worldwide is projected to reach US$34.1bn in 2024.
  • This market segment is anticipated to experience an annual growth rate of 2.38% from 2024 to 2029 (CAGR 2024-2029).
  • When compared to other countries, in the United States generates the highest revenue in the Gaming Equipment market, amounting to US$9,684.0m in 2024.
  • In terms of per capita figures, the revenue per person in the Gaming Equipment market is estimated to be US$4.39 in 2024.
  • Looking ahead, the volume of the Gaming Equipment market is expected to reach 91.81m pieces units by 2029.
  • In 2025, the market is projected to show a volume growth of 2.9%.
  • On average, each person is expected to contribute 0.010pieces units to the Gaming Equipment market in 2024.
  • These numbers highlight the significant growth and potential of the Gaming Equipment market worldwide.
  • The gaming equipment market in the United States is experiencing a surge in demand due to the rise of esports and the popularity of online multiplayer games.

Key regions: Vietnam, Germany, United Kingdom, Europe, Canada

Region comparison

Analyst Opinion

In 2021, the gaming equipment segment experienced one of the years with most growth due in large part to Covid-19 restrictions. Whilst people were forced to spend their free time at home isolated instead of meeting friends or going out to social events, the demand for gaming equipment exploded. The global gaming equipment market reached US$26 billion in 2021, marking a huge increase of US$8 billion between 2019 and 2021.

The gaming equipment segment has been dominated by three companies for decades thanks to their gaming consoles, namely the PlayStation from Sony, the X-Box from Microsoft and the Nintendo. Equally important in the segment are the key players AMD and Nvidia who play a crucial role in providing Graphic Processing Units (GPUs). Within the fast-paced technological environment there is a new threat to these key players on the market, which is the possibility of virtual reality (VR) and augmented reality (AR) gaming equipment rising in popularity. In this area huge companies from "Big Tech" like Meta, Google and Samsung are all involved in VR and AR activities.

In 2022, we expect the rapid growth of the gaming equipment market to continue, without hinder nesses from the current problems of rising inflation and higher energy prices which plague the global economy today. One area that we foresee contributing to gaming equipment market growth is the possibilities which VR and AR gaming can offer, bridging the gaming world with the real world which for many keen gamers appears to be a creative possibility. Otherwise, the COVID-19 pandemic showed that if in the future such events take place, forcing people to spend more time at home alone, then the demand for gaming equipment will increase.


Data coverage:

The data encompasses B2C enterprises. Figures are based on consumer spending on electronic and digital devices used privately either for entertainment (televisions, game consoles, smart speakers, etc.), communication (telephones, smartphones, etc.) or home-office activities (printers, copiers, etc.).

Modeling approach:

Market sizes are determined through a bottom-up approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., the Statista Global Consumer Survey), as well as performance factors (e.g., user penetration, price per product, usage). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, number of internet users, smartphone penetration rate, household number and consumer price index. This data helps us estimate the market size for each country individually.


In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting electronic products due to the non-linear growth of technology adoption and regular product upgrade. The main drivers are GDP per capita, consumer spending per capita, and 5G penetration rate.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). GCS data is reweighted for representativeness.


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  • Global Comparison
  • Methodology
  • Key Market Indicators
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