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Industry leaders are releasing innovative new products, which in turn is expected to drive market expansion in the near future at a CAGR of 6.50% during the forecast period 2024 to 2032

Market Research Future (MRFR) has published a cooked research report on the “Global Gaming Hardware Market” that contains information from 2018 to 2032. The gaming hardware market is estimated to register a CAGR of 6.50% during the forecast period of 2024 to 2032.


MRFR recognizes the following companies as the key players in the global gaming hardware market— Microsoft Corporation, Nintendo Co Ltd., NVIDIA Corporation, Sony Corporation, Logitech International S.A, and Venom UK Ltd, Oculus VR, Playstation, Linden Research, Sega games, etc.


Gaming Hardware Market Highlights


The global gaming hardware market is accounted to register a CAGR of 6.50% during the forecast period and is estimated to reach USD 62.04 billion by 2032.


The gaming industry is one of those that is expanding at one of the fastest rates in the globe. A few games stand out from the throng and have millions of players around the world. Gaming hardware has seen considerable increase in demand since the start of this decade. Consumers and players are drawn to the gaming industry because gaming hardware provides a realistic portrayal of players and environments during gameplay.


The idea of gaming gear is always changing and improving the gaming experience with advancements like 3D gaming and augmented reality goggles. During the course of the forecast period, demand for gaming hardware is anticipated to increase more quickly than demand for PC hardware, driving the global gaming hardware market to expand quickly. Due to these factors, the global gaming hardware market is anticipated to significantly accelerate over the coming years. Furthermore, the residential market has a significant impact on the market for gaming devices.


Segment Analysis


The global gaming hardware market has been segmented based on product type and end user.


On the basis of product type, the market is segmented into console and accessories. The console segment was attributed to holding the largest market share in 2022.


Based on end user, the global gaming hardware market has been segmented into commercial and residential. The commercial segment was expected to hold the largest market share in 2022.


Regional Analysis


The global gaming hardware market, based on region, has been divided into the North America, Europe, Asia-Pacific, and Rest of the World. North America consists of US and Canada. The Europe gaming hardware market comprises of Germany, France, the UK, Italy, Spain, and the rest of Europe. The gaming hardware market in Asia-Pacific has been segmented into China, India, Japan, Australia, South Korea, and the rest of Asia-Pacific. The Rest of the World gaming hardware market comprises of Middle East, Africa, and Latin America.


The North American region will dominate this market, due to its extensive and well-established gaming culture and big population of gamers and gaming lovers. Because to this culture, there is a significant market for gaming consoles, gaming laptops, peripherals, and accessories. Also, the North American continent is home to some of the major gaming hardware manufacturers in the world, such as Microsoft, Sony, and Nintendo. Due to their established local presence, these companies are well-positioned to meet the need for gaming hardware products in North America and worldwide. This will encourage market expansion in the area.


Owing to its sizable and expanding population, which includes a sizable proportion of young people, the Asia Pacific gaming hardware market holds the second-largest market share. Young people are the main buyers of gaming hardware goods. Also, the expanding accessibility of high-speed internet and mobile connectivity can be linked to the gaming industry's explosive rise in the APAC area. As a result, there has been a significant increase in demand for gaming hardware goods. This has made it easier for gamers to access online games and streaming services.


Likewise, Europe is one of the significant regions in the global gaming hardware market. The region is home to several major gaming hardware manufacturers, and it has a large and growing gaming population, which provides a vast consumer base for gaming hardware products. One of the factors driving the growth of the gaming hardware market in Europe is the increasing popularity of online gaming. The region has a strong infrastructure for high-speed internet, which has enabled gamers to easily access online games and streaming services. This has resulted in an increase in demand for gaming hardware products, such as gaming laptops, gaming desktops, and gaming peripherals.


Besides, the gaming hardware market in the Middle East and Africa (MEA) and Latin America was growing but was still relatively small compared to other regions. In the MEA region, the gaming market has been growing due to factors such as increasing disposable income and improvements in internet connectivity. However, the market is still relatively underdeveloped compared to other regions, and there are challenges such as low levels of awareness and a lack of infrastructure. Furthermore, in Latin America, the gaming hardware market has been growing due to the increasing popularity of Esports and the rise of mobile gaming. Countries such as Brazil and Mexico have a large and growing gaming population, and several gaming hardware companies have established a presence in the region.


Key Findings of the Study



  • The global gaming hardware market is expected to reach USD 324.7 billion by 2032, at a CAGR of 6.50% during the forecast period.

  • The Asia-Pacific region accounted for the fastest-growing global market due to its extensive and well-established gaming culture and big population of gamers and gaming lovers.

  • Based on product type, the consoles segment was attributed to holding the largest market in 2022, with an approximate market share of 55-57%.

  • Microsoft Corporation, Nintendo Co Ltd., NVIDIA Corporation, Sony Corporation, Logitech International S.A, and Venom UK Ltd, Oculus VR, Playstation, Linden Research, Sega games, etc

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Companies Covered 15
Pages 128
Certified Global Research Member
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