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Gaming Hardware Market – Snapshot

The gaming hardware market has expanded to a large extent since the time of its introduction. There are a variety of platforms and modes of gameplay. Gaming hardware provides a platform for users to play different types of games, where games can be played on personal computers, different consoles attached to a television, mobile phones, or on handheld gaming devices such as Nintendo DS systems or PSP devices. These devices significantly enable the user to experience realistic representation of players and environments during gameplay. Some of the key factors driving growth of gaming hardware is technological developments in the gaming industry. Innovative technologies such asinteractive glasses, 4k content, and 3D audio quality are enhancing the experience of end-users and also driving constant innovation in the gaming hardware world. Over the coming years, these factors are expected to provide substantial traction to the global gaming hardware market. The gaming hardware market is anticipated to reach 260.5 million units, in terms of volume by 2026, expanding at a CAGR of 6.6%.

gaming hardware market

Demand for gaming hardware from residential end-users is expected to rise during the forecast period. The residential end-user is a significant revenue contributor to the gaming hardware market. Demand for handheld consoles from residential end-users has increased, and this trend is expected to continue during the forecast period. The adoption of virtual reality headsets in the commercial sector has undergone a significant rise in the past few years; this is due to introduction of gamification in the industries to improve user engagement, organizational productivity, flow, learning, and physical training. Moreover, growing demand for mobile apps is further anticipated to bolster the market growth.Demand for consoles is expected to be high in Japan and the U.S. during the forecast period. From the economic point, declining prices of global positioning system (GPS) sensors required for gaming hardware is another factor responsible for the growth of the market. Image sensors and GPS sensors are important components of the headsets due to the need for mobility in gaming. Thus, drop in price of sensors is anticipated to drive the gaming hardware market in the near future.

With increasing disposable income in developing countries, buyers would prefer to buy advanced gaming systems. Apart from the existing customer base, an increase in number of buyers of gaming devices is expected in future. This is attributed to the large size of the population with rising purchasing power, especially in India and China. Both the emerging economies are witnessing an exponential rise in the middle class population.

The gaming hardware market has been segmented based on product type, end-use, and geography. Based on product type, the market has been classified into Consoles (Standard Consoles and Handheld), and Accessories (Controller, Headsets, and Camera). In terms of end-use, the market has been segmented into residential and commercial.

Based on geography, Europe is expected to be an attractive region of the gaming hardwaremarket,owing to the faster adoption of gaming systems in the residential and commercial sector.Innovation in the gaming hardware market and rise in the number of manufacturers of gaming hardwareare projected to drive the marketin Asia Pacific in the coming years. The gaming hardware market in South America and Middle East & Africa is expected to expand at a robust pace in the near future.

The gaming hardware market consists of established and emerging players. Market players focus on introducing advanced gaming systems in the market. Product innovation, technological advancements, and acquisitions are the key competitive strategies adopted by players in the gaming hardware market. Key companies profiled in the research report in terms of consoles and accessories developers include Microsoft Corporation, Nintendo Co Ltd., NVIDIA Corporation, Sony Corporation, Logitech International S.A, Venom UK Ltd, Madcatz, A4TECH, Scuf Gaming International LLC., V-MODA, LLC, Razer Inc,. and Turtle Beach.

Gaming Hardware Market - Overview

This report by Transparency Market Research aims to provide a comprehensive strategic analysis of the global gaming hardware market along with revenue and growth forecasts for the period 2018 to 2026. The study provides an analysis of the growth trends across each of the segments for the period 2016–2026, with 2017 as the base year. The gaming hardware market study highlights various drivers, restraints, and opportunities expected to influence market growth during the forecast period. The report provides a comprehensive perspective about the gaming hardware market and its expansion in terms of revenue (US$ Mn) and volume (Million Units) across regions, segmented into North America, Asia Pacific, South America, Middle East & Africa, and Europe. Moreover, the study explains the penetration of each market segment within various regions and how these segments have accelerated the growth of the market.

The overview section of the report demonstrates market dynamics such as drivers, restraints, and opportunities that influence the current nature and future status of this market, integration challenges, and opportunities for future growth of the market. The study also includes Porter’s Five Forces analysis, technology roadmap which provides industry evolution and technologies playing an important role in the industry, and value chain analysis of the gaming hardware market. Market attractiveness analysis has also been provided for every segment in the report, wherein the segments such as product type and end-user are benchmarked based on their market size, growth rate, and attractiveness in terms of opportunity.

Global Gaming Hardware Market: Scope of the Report

The study provides a decisive view of the global gaming hardware market by segmenting it on the basis of product type into consoles (divided into standard consoles and handheld), and accessories (categorized into controller, headsets, and camera).

Based on end-use, the global gaming hardware market has been categorized into residential and commercial. The report also highlights the competitive landscape of the market, positioning all the major players according to their presence in different regions of the world and recent/key developments initiated by them in the gaming hardware market. The comprehensive market estimates are a result of in-depth secondary research, primary interviews, and in-house expert panel reviews. The gaming hardware market report also includes strategies, financial information, recent developments, and business segments under the company profiles section. Moreover, the report provides insights related to key trends and their impact on the regional market.

Global Gaming Hardware Market: Research Methodology

The research methodology is a combination of primary research, secondary research, and expert panel reviews. For secondary research, sources such as annual reports, company websites, broker reports, financial reports, SEC filings and investor presentations, national government documents, internal and external proprietary databases, statistical databases, relevant patent and regulatory databases, market reports, government publications, statistical databases, World Bank database, and industry white papers are usually referred.

Primary research involves telephonic interviews, e-mail interactions, and face-to-face interviews for detailed and unbiased reviews on the gaming hardware market across regions. Primary interviews are conducted on an ongoing basis with industry experts and participants in order to get the latest market insights, and validate the existing data and analysis and underlying assumptions. Moreover, the data collected and analyzed from secondary and primary research is again discussed and examined by our expert panel.

Global Gaming Hardware Market: Competitive Dynamics

The research study includes profiles of prominent companies operating in the global gaming hardware market. Players profiled in the report include Microsoft Corporation, Nintendo Co Ltd., NVIDIA Corporation, Sony Corporation, Logitech International S.A, Venom UK Ltd, Madcatz, A4TECH, Scuf Gaming International LLC., V-MODA, LLC, Razer Inc. and Turtle Beach.

The global gaming hardware market has been segmented as below:

Product Type

  • Consoles
    • Standard Consoles
    • Handheld Consoles
  • Accessories
    • Controller (Gamepads, Steering Wheel, JoySticks)
    • Headsets
    • Cameras


  • Commercial
  • Residential


  • North America
    • The U.S.
    • Canada
    • Rest of North America
  • Europe
    • The U.K.
    • Germany
    • France
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Rest of Asia Pacific
  • Middle East & Africa (MEA)
    • GCC
    • South Africa
    • Rest of Middle East & Africa
  • South America
    • Brazil
    • Rest of South America

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Gaming Hardware Market

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