Global Gaming Gadgets Market Report By Gadgets Type (PlayStation, Xbox, Wii, Others), By Product Type (Handheld Consoles, Home Consoles), By Age Group (Below 20 Years, 21-35 years, 36-50 Years, 51 Years and Above), By End Use (Residential/Households, Commercial), By End User (Beginners, Intermediates, Professional), By Sales Channel (Direct Sales, Specialty Stores, Multi-brand Stores, Independent Small Stores, Online Retailers, Others) And By Regions - Industry Trends, Size, Share, Growth, Estimation and Forecast, 2020-2027

ID:VMR11215879
September 2021
Report Formats:
The global demand for Gaming Gadgets Market is presumed to reach the market size of nearly USD XX MN by 2027 from USD XX MN in 2020 with a CAGR of XX% under the study period 2021 - 2027.

Gaming is defined as the playing of electronic games through computers, mobile phones, consoles, or other mediums. The Game Gadget refers to an open-source gaming handheld structure which supports video and music playback, open game development, and some e-reader features. These are the different piece of hardware that is needed to use a video game console or one that improves the video game's play experience. Gaming has twisted into an astonishingly adventurous platform. Some o the most popular gaming gadgets include VR Gaming Headset, Gaming Chair, High-Performance Gaming Mouse, and Gaming Keyboard.

Market Dynamics

The easier availability and accessibility of games on the internet, along with the increasing number of Internet services, is the primary factor driving the Gaming gadgets market. The rising levels of discretionary income have augmented consumer spending on gaming products, and changing consumer preferences lead to the extensive adoption of advanced gaming consoles equipped with sophisticated features leads to high market demand. The rising popularity of e-sport tournaments and the growing number of professional gamers prompt high market demand in the forecast period. Moreover, the growing smartphones penetration and the rising demand for entertainment are likely to create growth opportunities for key players of the Gaming gadgets market in the coming years.

The research report covers Porter’s Five Forces Model, Market Attractiveness Analysis, and Value Chain analysis. These tools help to get a clear picture of the industry’s structure and evaluate the competition attractiveness at a global level. Additionally, these tools also give an inclusive assessment of each segment in the global market of gaming gadgets. The growth and trends of gaming gadgets industry provide a holistic approach to this study. 

Market Segmentation

This section of the gaming gadgets market report provides detailed data on the segments at country and regional level, thereby assisting the strategist in identifying the target demographics for the respective product or services with the upcoming opportunities. 

By Gadgets Type
  • Playstation
  • Xbox
  • Wii
  • Others

By Product Type
  • Handheld Consoles
  • Home Consoles

By Age Group
  • Below 20 Years
  • 21-35 Years
  • 36-50 Years
  • 51 Years And Above

By End Use
  • Residential/Households
  • Commercial

By End User
  • Beginners
  • Intermediates
  • Professional

By Sales Channel
  • Direct Sales
  • Specialty Stores
  • Multi-Brand Stores
  • Independent Small Stores
  • Online Retailers
  • Others

Regional Analysis

This section covers the regional outlook, which accentuates current and future demand for the Gaming Gadgets market across North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa. Further, the report focuses on demand, estimation, and forecast for individual application segments across all the prominent regions.

Global Gaming Gadgets Market Share by Region (Representative Graph)
Global Gaming Gadgets Market Share


The research report also covers the comprehensive profiles of the key players in the market and an in-depth view of the competitive landscape worldwide. The major players in the gaming gadgets market include Nintendo Co., Ltd, Microsoft Corporation, Microsoft Corporation, Atari, Inc., Razer Inc., SEGA of America, Inc., Dell Technologies Inc., Sony Corporation, Valve Corp., Hyperkin, Inc., NVIDIA Corporation, and Mad Catz Global Ltd. This section consists of a holistic view of the competitive landscape that includes various strategic developments such as key mergers & acquisitions, future capacities, partnerships, financial overviews, collaborations, new product developments, new product launches, and other developments.
 
METHODOLOGY:

This market research report has been produced by gathering information based on primary and secondary research. Secondary research has been done using various sources, including (but not limited to) Company Websites, Paid Data Sources, Technical Journals, Financial Reports, SEC Filings, and other different industry publications. Additionally, our team conducts extensive primary research with key industry participants to gather first-hand data. The data is then analyzed and validated by industry experts.

In case you have any custom requirements, do write to us. Our research team can offer a customized report as per your need.

1 . PREFACE
       1.1. Report Description
           1.1.1. Objective
           1.1.2. Target Audience
           1.1.3. Unique Selling Proposition (USP) & offerings
       1.2. Research Scope
       1.3. Research Methodology
           1.3.1. Market Research Process
           1.3.2. Market Research Methodology
 
2 . EXECUTIVE SUMMARY
       2.1. Highlights of Market
       2.2. Global Market Snapshot
 
3 . GAMING GADGETS – INDUSTRY ANALYSIS
       3.1. Introduction - Market Dynamics
       3.2. Market Drivers
       3.3. Market Restraints
       3.4. Opportunities
       3.5. Industry Trends
       3.6. Porter’s Five Force Analysis
       3.7. Market Attractiveness Analysis
           3.7.1 By Gadgets Type
           3.7.2 By Product Type
           3.7.3 By Age Group
           3.7.4 By End Use
           3.7.5 By End User
           3.7.6 By Sales Channel
           3.7.7 By Region
 
4 . VALUE CHAIN ANALYSIS
       4.1. Value Chain Analysis
       4.2. Raw Material Analysis
           4.2.1. List of Raw Materials
           4.2.2. Raw Material Manufactures List
           4.2.3. Price Trend of Key Raw Materials
       4.3. List of Potential Buyers
       4.4. Marketing Channel
           4.4.1. Direct Marketing
           4.4.2. Indirect Marketing
           4.4.3. Marketing Channel Development Trend
 
5 . IMPACT ANALYSIS OF COVID-19 OUTBREAK
       5.1. Impact Analysis of Covid-19 Outbreak
           5.1.1. Direct Impact on Production
           5.1.2. Supply Chain and Market Disruption
           5.1.3. Financial Impact on Firms and Financial Markets
       5.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
       5.3. Market: Pre V/S Post COVID-19
       5.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic
       5.5. COVID-19: Micro and Macro Factor Analysis
 
6 . GLOBAL GAMING GADGETS MARKET ANALYSIS BY GADGETS TYPE
       6.1 Overview by Gadgets Type
       6.2 Historical and Forecast Data
       6.3 Analysis by Gadgets Type
       6.4 PlayStation Market by Regions
       6.5 Xbox Market by Regions
       6.6 Wii Market by Regions
       6.7 Others Market by Regions
 
7 . GLOBAL GAMING GADGETS MARKET ANALYSIS BY PRODUCT TYPE
       7.1 Overview by Product Type
       7.2 Historical and Forecast Data
       7.3 Analysis by Product Type
       7.4 Handheld Consoles Market by Regions
       7.5 Home Consoles Market by Regions
 
8 . GLOBAL GAMING GADGETS MARKET ANALYSIS BY AGE GROUP
       8.1 Overview by Age Group
       8.2 Historical and Forecast Data
       8.3 Analysis by Age Group
       8.4 Below 20 Years Market by Regions
       8.5 21-35 years Market by Regions
       8.6 36-50 Years Market by Regions
       8.7 51 Years and Above Market by Regions
 
9 . GLOBAL GAMING GADGETS MARKET ANALYSIS BY END USE
       9.1 Overview by End Use
       9.2 Historical and Forecast Data
       9.3 Analysis by End Use
       9.4 Residential/Households Market by Regions
       9.5 Commercial Market by Regions
 
10 . GLOBAL GAMING GADGETS MARKET ANALYSIS BY END USER
       10.1 Overview by End User
       10.2 Historical and Forecast Data
       10.3 Analysis by End User
       10.4 Beginners Market by Regions
       10.5 Intermediates Market by Regions
       10.6 Professional Market by Regions
 
11 . GLOBAL GAMING GADGETS MARKET ANALYSIS BY SALES CHANNEL
       11.1 Overview by Sales Channel
       11.2 Historical and Forecast Data
       11.3 Analysis by Sales Channel
       11.4 Direct Sales Market by Regions
       11.5 Specialty Stores Market by Regions
       11.6 Multi-brand Stores Market by Regions
       11.7 Independent Small Stores Market by Regions
       11.8 Online Retailers Market by Regions
       11.9 Others Market by Regions
 
12 . GLOBAL GAMING GADGETS MARKET ANALYSIS BY GEOGRAPHY
       12.1. Regional Outlook
       12.2. Introduction
       12.3. North America
           12.3.1. Overview, Historic and Forecast Data
           12.3.2. North America By Segment
           12.3.3. North America By Country
           12.3.4. United State
           12.3.5. Canada
           12.3.6. Mexico
       12.4. Europe
           12.4.1. Overview, Historic and Forecast Data
           12.4.2. Europe by Segment
           12.4.3. Europe by Country
           12.4.4. United Kingdom
           12.4.5. France
           12.4.6. Germany
           12.4.7. Italy
           12.4.8. Russia
           12.4.9. Rest Of Europe
       12.5. Asia Pacific
           12.5.1. Overview, Historic and Forecast Data
           12.5.2. Asia Pacific by Segment
           12.5.3. Asia Pacific by Country
           12.5.4. China
           12.5.5. India
           12.5.6. Japan
           12.5.7. South Korea
           12.5.8. Australia
           12.5.9. Rest Of Asia Pacific
       12.6. Latin America
           12.6.1. Overview, Historic and Forecast Data
           12.6.2. Latin America by Segment
           12.6.3. Latin America by Country
           12.6.4. Brazil
           12.6.5. Argentina
           12.6.6. Peru
           12.6.7. Chile
           12.6.8. Rest of Latin America
       12.7. Middle East & Africa
           12.7.1. Overview, Historic and Forecast Data
           12.7.2. Middle East & Africa by Segment
           12.7.3. Middle East & Africa by Country
           12.7.4. Saudi Arabia
           12.7.5. UAE
           12.7.6. Israel
           12.7.7. South Africa
           12.7.8. Rest Of Middle East And Africa
 
13 . COMPETITIVE LANDSCAPE OF THE GAMING GADGETS COMPANIES
       13.1. Gaming Gadgets Market Competition
       13.2. Partnership/Collaboration/Agreement
       13.3. Merger And Acquisitions
       13.4. New Product Launch
       13.5. Other Developments
 
14 . COMPANY PROFILES OF GAMING GADGETS INDUSTRY
       14.1. Company Share Analysis
       14.2. Market Concentration Rate
       14.3. Nintendo Co., Ltd.
           14.3.1. Company Overview
           14.3.2. Financials
           14.3.3. Products
           14.3.4. Recent Developments
       14.4. Microsoft Corporation
           14.4.1. Company Overview
           14.4.2. Financials
           14.4.3. Products
           14.4.4. Recent Developments
       14.5. Atari, Inc.
           14.5.1. Company Overview
           14.5.2. Financials
           14.5.3. Products
           14.5.4. Recent Developments
       14.6. Razer Inc.
           14.6.1. Company Overview
           14.6.2. Financials
           14.6.3. Products
           14.6.4. Recent Developments
       14.7. SEGA of America, Inc.
           14.7.1. Company Overview
           14.7.2. Financials
           14.7.3. Products
           14.7.4. Recent Developments
       14.8. Dell Technologies Inc.
           14.8.1. Company Overview
           14.8.2. Financials
           14.8.3. Products
           14.8.4. Recent Developments
       14.9. Sony Corporation
           14.9.1. Company Overview
           14.9.2. Financials
           14.9.3. Products
           14.9.4. Recent Developments
       14.10. Valve Corp.
           14.10.1. Company Overview
           14.10.2. Financials
           14.10.3. Products
           14.10.4. Recent Developments
       14.11. Hyperkin, Inc.
           14.11.1. Company Overview
           14.11.2. Financials
           14.11.3. Products
           14.11.4. Recent Developments
       14.12. NVIDIA Corporation
           14.12.1. Company Overview
           14.12.2. Financials
           14.12.3. Products
           14.12.4. Recent Developments
       14.13. Mad Catz Global Ltd.
           14.13.1. Company Overview
           14.13.2. Financials
           14.13.3. Products
           14.13.4. Recent Developments
 
 *Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies
 
LIST OF TABLES

  • Market Snapshot
  • Drivers : Impact Analysis
  • Restraints : Impact Analysis
  • List of Raw Material
  • List of Raw Material Manufactures
  • List of Potential Buyers
  • COVID-19 Impact Analysis by Production, Import, Export and Demand
  • Pre V/S Post COVID-19
  • Estimated Impact Of The Coronavirus (Covid-19) Epidemic
  • COVID-19: Micro and Macro Factor Analysis
  • Analysis by Gadgets Type (USD MN)
  • PlayStation Market by Geography (USD MN)
  • Xbox Market by Geography (USD MN)
  • Wii Market by Geography (USD MN)
  • Others Market by Geography (USD MN)
  • Analysis Market by Product Type (USD MN)
  • Handheld Consoles Market by Geography (USD MN)
  • Home Consoles Market by Geography (USD MN)
  • Analysis by Age Group (USD MN)
  • Below 20 Years Market by Geography (USD MN)
  • 21-35 years Market by Geography (USD MN)
  • 36-50 Years Market by Geography (USD MN)
  • 51 Years and Above Market by Geography (USD MN)
  • Analysis by End Use (USD MN)
  • Residential/Households Market by Geography (USD MN)
  • Commercial Market by Geography (USD MN)
  • Analysis by End User (USD MN)
  • Beginners Market by Geography (USD MN)
  • Intermediates Market by Geography (USD MN)
  • Professional Market by Geography (USD MN)
  • Analysis by Sales Channel (USD MN)
  • Direct Sales Market by Geography (USD MN)
  • Specialty Stores Market by Geography (USD MN)
  • Multi-brand Stores Market by Geography (USD MN)
  • Independent Small Stores Market by Geography (USD MN)
  • Online Retailers Market by Geography (USD MN)
  • Others Market by Geography (USD MN)
  • Global Gaming Gadgets Market by Geography (USD MN)
  • North America Market Analysis (USD MN)
  • United State Market Analysis (USD MN)
  • Canada Market Analysis (USD MN)
  • Mexico Market Analysis (USD MN)
  • Europe Market Analysis (USD MN)
  • Europe Market Estimate by Country (USD MN)
  • United Kingdom Market Analysis (USD MN)
  • France Market Analysis (USD MN)
  • Germany Market Analysis (USD MN)
  • Italy Market Analysis (USD MN)
  • Russia Market Analysis (USD MN)
  • Spain Market Analysis (USD MN)
  • Rest of Europe Market Analysis (USD MN)
  • Asia Pacific Market Analysis (USD MN)
  • China Market Analysis (USD MN)
  • Japan Market Analysis (USD MN)
  • India Market Analysis (USD MN)
  • South Korea Market Analysis (USD MN)
  • Australia Market Analysis (USD MN)
  • Rest of Asia Pacific Market Analysis (USD MN)
  • Latin America Market Analysis (USD MN)
  • Brazil Market Analysis (USD MN)
  • Argentina Market Analysis (USD MN)
  • Peru Market Analysis (USD MN)
  • Chile Market Analysis (USD MN)
  • Rest of Latin America Market Analysis (USD MN)
  • Middle East & Africa Market Analysis (USD MN)
  • Saudi Arabia Market Analysis (USD MN)
  • UAE Market Analysis (USD MN)
  • Israel Market Analysis (USD MN)
  • South Africa Market Analysis (USD MN)
  • Rest of Middle East and Africa Market Analysis (USD MN)
  • Partnership/Collaboration/Agreement
  • Mergers And Acquisiton
 
LIST OF FIGURES
 
  • Research Scope of Gaming Gadgets Report
  • Market Research Process
  • Market Research Methodology
  • Global Gaming Gadgets Market Size, by Region (USD MN)
  • Porters Five Forces Analysis
  • Market Attractiveness Analysis by Gadgets Type
  • Market Attractiveness Analysis by Product Type
  • Market Attractiveness Analysis by Age Group
  • Market Attractiveness Analysis by End Use
  • Market Attractiveness Analysis by End User
  • Market Attractiveness Analysis by Sales Channel
  • Market Attractiveness Analysis by Region
  • Value Chain Analysis
  • Global Market Analysis by Gadgets Type (USD MN)
  • PlayStation Market by Geography (USD MN)
  • Xbox Market by Geography (USD MN)
  • Wii Market by Geography (USD MN)
  • Others Market by Geography (USD MN)
  • Global Market Analysis by Product Type (USD MN)
  • Handheld Consoles Market by Geography (USD MN)
  • Home Consoles Market by Geography (USD MN)
  • Global Market Analysis by Age Group (USD MN)
  • Below 20 Years Market by Geography (USD MN)
  • 21-35 years Market by Geography (USD MN)
  • 36-50 Years Market by Geography (USD MN)
  • 51 Years and Above Market by Geography (USD MN)
  • Global Market Analysis by End Use (USD MN)
  • Residential/Households Market by Geography (USD MN)
  • Commercial Market by Geography (USD MN)
  • Global Market Analysis by End User (USD MN)
  • Beginners Market by Geography (USD MN)
  • Intermediates Market by Geography (USD MN)
  • Professional Market by Geography (USD MN)
  • Global Market Analysis by Sales Channel (USD MN)
  • Direct Sales Market by Geography (USD MN)
  • Specialty Stores Market by Geography (USD MN)
  • Multi-brand Stores Market by Geography (USD MN)
  • Independent Small Stores Market by Geography (USD MN)
  • Online Retailers Market by Geography (USD MN)
  • Others Market by Geography (USD MN)
  • Global Market by Revenue
  • North America Market by Revenue
  • Europe Market by Revenue
  • Asia Pacific Market by Revenue
  • Latin America Market by Revenue
  • Middle East & Africa Market by Revenue
  • Recent Development in Industry
  • Company Market Share Analysis, 2020
 
* Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC.

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