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Global Gaming Hardware Market Professional Survey Report 2019

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1 Study Coverage

  • 1.1 Gaming Hardware Product Introduction
  • 1.2 Key Market Segments in This Study
  • 1.3 Key Manufacturers Covered: Ranking of Global Top Gaming Hardware Manufacturers by Revenue in 2019
  • 1.4 Market by Type
    • 1.4.1 Global Gaming Hardware Market Size Growth Rate by Type
    • 1.4.2 Standard Consoles
    • 1.4.3 Handheld
    • 1.4.4 Controller
    • 1.4.5 Headsets
    • 1.4.6 Camera
    • 1.4.7 Other
  • 1.5 Market by Application
    • 1.5.1 Global Gaming Hardware Market Size Growth Rate by Application
    • 1.5.2 Commercial
    • 1.5.3 Residential
  • 1.6 Study Objectives
  • 1.7 Years Considered

2 Executive Summary

  • 2.1 Global Gaming Hardware Market Size, Estimates and Forecasts
    • 2.1.1 Global Gaming Hardware Revenue Estimates and Forecasts 2015-2026
    • 2.1.2 Global Gaming Hardware Production Capacity Estimates and Forecasts 2015-2026
    • 2.1.3 Global Gaming Hardware Production Estimates and Forecasts 2015-2026
  • 2.2 Global Gaming Hardware, Market Size by Producing Regions: 2015 VS 2020 VS 2026
  • 2.3 Analysis of Competitive Landscape
    • 2.3.1 Manufacturers Market Concentration Ratio (CR5 and HHI)
    • 2.3.2 Global Gaming Hardware Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
    • 2.3.3 Global Gaming Hardware Manufacturers Geographical Distribution
  • 2.4 Key Trends for Gaming Hardware Markets & Products
  • 2.5 Primary Interviews with Key Gaming Hardware Players (Opinion Leaders)

3 Market Size by Manufacturers

  • 3.1 Global Top Gaming Hardware Manufacturers by Production Capacity
    • 3.1.1 Global Top Gaming Hardware Manufacturers by Production Capacity (2015-2020)
    • 3.1.2 Global Top Gaming Hardware Manufacturers by Production (2015-2020)
    • 3.1.3 Global Top Gaming Hardware Manufacturers Market Share by Production
  • 3.2 Global Top Gaming Hardware Manufacturers by Revenue
    • 3.2.1 Global Top Gaming Hardware Manufacturers by Revenue (2015-2020)
    • 3.2.2 Global Top Gaming Hardware Manufacturers Market Share by Revenue (2015-2020)
    • 3.2.3 Global Top 10 and Top 5 Companies by Gaming Hardware Revenue in 2019
  • 3.3 Global Gaming Hardware Price by Manufacturers
  • 3.4 Mergers & Acquisitions, Expansion Plans

4 Gaming Hardware Production by Regions

  • 4.1 Global Gaming Hardware Historic Market Facts & Figures by Regions
    • 4.1.1 Global Top Gaming Hardware Regions by Production (2015-2020)
    • 4.1.2 Global Top Gaming Hardware Regions by Revenue (2015-2020)
  • 4.2 North America
    • 4.2.1 North America Gaming Hardware Production (2015-2020)
    • 4.2.2 North America Gaming Hardware Revenue (2015-2020)
    • 4.2.3 Key Players in North America
    • 4.2.4 North America Gaming Hardware Import & Export (2015-2020)
  • 4.3 Europe
    • 4.3.1 Europe Gaming Hardware Production (2015-2020)
    • 4.3.2 Europe Gaming Hardware Revenue (2015-2020)
    • 4.3.3 Key Players in Europe
    • 4.3.4 Europe Gaming Hardware Import & Export (2015-2020)
  • 4.4 China
    • 4.4.1 China Gaming Hardware Production (2015-2020)
    • 4.4.2 China Gaming Hardware Revenue (2015-2020)
    • 4.4.3 Key Players in China
    • 4.4.4 China Gaming Hardware Import & Export (2015-2020)
  • 4.5 Japan
    • 4.5.1 Japan Gaming Hardware Production (2015-2020)
    • 4.5.2 Japan Gaming Hardware Revenue (2015-2020)
    • 4.5.3 Key Players in Japan
    • 4.5.4 Japan Gaming Hardware Import & Export (2015-2020)
  • 4.6 South Korea
    • 4.6.1 South Korea Gaming Hardware Production (2015-2020)
    • 4.6.2 South Korea Gaming Hardware Revenue (2015-2020)
    • 4.6.3 Key Players in South Korea
    • 4.6.4 South Korea Gaming Hardware Import & Export (2015-2020)

5 Gaming Hardware Consumption by Region

  • 5.1 Global Top Gaming Hardware Regions by Consumption
    • 5.1.1 Global Top Gaming Hardware Regions by Consumption (2015-2020)
    • 5.1.2 Global Top Gaming Hardware Regions Market Share by Consumption (2015-2020)
  • 5.2 North America
    • 5.2.1 North America Gaming Hardware Consumption by Application
    • 5.2.2 North America Gaming Hardware Consumption by Countries
    • 5.2.3 U.S.
    • 5.2.4 Canada
  • 5.3 Europe
    • 5.3.1 Europe Gaming Hardware Consumption by Application
    • 5.3.2 Europe Gaming Hardware Consumption by Countries
    • 5.3.3 Germany
    • 5.3.4 France
    • 5.3.5 U.K.
    • 5.3.6 Italy
    • 5.3.7 Russia
  • 5.4 Asia Pacific
    • 5.4.1 Asia Pacific Gaming Hardware Consumption by Application
    • 5.4.2 Asia Pacific Gaming Hardware Consumption by Regions
    • 5.4.3 China
    • 5.4.4 Japan
    • 5.4.5 South Korea
    • 5.4.6 India
    • 5.4.7 Australia
    • 5.4.8 Taiwan
    • 5.4.9 Indonesia
    • 5.4.10 Thailand
    • 5.4.11 Malaysia
    • 5.4.12 Philippines
    • 5.4.13 Vietnam
  • 5.5 Central & South America
    • 5.5.1 Central & South America Gaming Hardware Consumption by Application
    • 5.5.2 Central & South America Gaming Hardware Consumption by Country
    • 5.5.3 Mexico
    • 5.5.3 Brazil
    • 5.5.3 Argentina
  • 5.6 Middle East and Africa
    • 5.6.1 Middle East and Africa Gaming Hardware Consumption by Application
    • 5.6.2 Middle East and Africa Gaming Hardware Consumption by Countries
    • 5.6.3 Turkey
    • 5.6.4 Saudi Arabia
    • 5.6.5 U.A.E

6 Market Size by Type (2015-2026)

  • 6.1 Global Gaming Hardware Market Size by Type (2015-2020)
    • 6.1.1 Global Gaming Hardware Production by Type (2015-2020)
    • 6.1.2 Global Gaming Hardware Revenue by Type (2015-2020)
    • 6.1.3 Gaming Hardware Price by Type (2015-2020)
  • 6.2 Global Gaming Hardware Market Forecast by Type (2021-2026)
    • 6.2.1 Global Gaming Hardware Production Forecast by Type (2021-2026)
    • 6.2.2 Global Gaming Hardware Revenue Forecast by Type (2021-2026)
    • 6.2.3 Global Gaming Hardware Price Forecast by Type (2021-2026)
  • 6.3 Global Gaming Hardware Market Share by Price Tier (2015-2020): Low-End, Mid-Range and High-End

7 Market Size by Application (2015-2026)

  • 7.2.1 Global Gaming Hardware Consumption Historic Breakdown by Application (2015-2020)
  • 7.2.2 Global Gaming Hardware Consumption Forecast by Application (2021-2026)

8 Corporate Profiles

  • 8.1 Microsoft
    • 8.1.1 Microsoft Corporation Information
    • 8.1.2 Microsoft Overview
    • 8.1.3 Microsoft Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.1.4 Microsoft Product Description
    • 8.1.5 Microsoft Related Developments
  • 8.2 Nintendo
    • 8.2.1 Nintendo Corporation Information
    • 8.2.2 Nintendo Overview
    • 8.2.3 Nintendo Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.2.4 Nintendo Product Description
    • 8.2.5 Nintendo Related Developments
  • 8.3 Sony
    • 8.3.1 Sony Corporation Information
    • 8.3.2 Sony Overview
    • 8.3.3 Sony Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.3.4 Sony Product Description
    • 8.3.5 Sony Related Developments
  • 8.4 NVIDIA
    • 8.4.1 NVIDIA Corporation Information
    • 8.4.2 NVIDIA Overview
    • 8.4.3 NVIDIA Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.4.4 NVIDIA Product Description
    • 8.4.5 NVIDIA Related Developments
  • 8.5 Madcatz
    • 8.5.1 Madcatz Corporation Information
    • 8.5.2 Madcatz Overview
    • 8.5.3 Madcatz Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.5.4 Madcatz Product Description
    • 8.5.5 Madcatz Related Developments
  • 8.6 V-MODA
    • 8.6.1 V-MODA Corporation Information
    • 8.6.2 V-MODA Overview
    • 8.6.3 V-MODA Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.6.4 V-MODA Product Description
    • 8.6.5 V-MODA Related Developments
  • 8.7 Razer
    • 8.7.1 Razer Corporation Information
    • 8.7.2 Razer Overview
    • 8.7.3 Razer Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.7.4 Razer Product Description
    • 8.7.5 Razer Related Developments
  • 8.8 A4TECH
    • 8.8.1 A4TECH Corporation Information
    • 8.8.2 A4TECH Overview
    • 8.8.3 A4TECH Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.8.4 A4TECH Product Description
    • 8.8.5 A4TECH Related Developments
  • 8.9 Scuf Gaming
    • 8.9.1 Scuf Gaming Corporation Information
    • 8.9.2 Scuf Gaming Overview
    • 8.9.3 Scuf Gaming Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.9.4 Scuf Gaming Product Description
    • 8.9.5 Scuf Gaming Related Developments
  • 8.10 Logitech
    • 8.10.1 Logitech Corporation Information
    • 8.10.2 Logitech Overview
    • 8.10.3 Logitech Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.10.4 Logitech Product Description
    • 8.10.5 Logitech Related Developments
  • 8.11 Venom
    • 8.11.1 Venom Corporation Information
    • 8.11.2 Venom Overview
    • 8.11.3 Venom Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.11.4 Venom Product Description
    • 8.11.5 Venom Related Developments
  • 8.12 Turtle Beach
    • 8.12.1 Turtle Beach Corporation Information
    • 8.12.2 Turtle Beach Overview
    • 8.12.3 Turtle Beach Production Capacity and Supply, Price, Revenue and Gross Margin (2015-2020)
    • 8.12.4 Turtle Beach Product Description
    • 8.12.5 Turtle Beach Related Developments

9 Gaming Hardware Production Forecast by Regions

  • 9.1 Global Top Gaming Hardware Regions Forecast by Revenue (2021-2026)
  • 9.2 Global Top Gaming Hardware Regions Forecast by Production (2021-2026)
  • 9.3 Key Gaming Hardware Production Regions Forecast
    • 9.3.1 North America
    • 9.3.2 Europe
    • 9.3.3 China
    • 9.3.4 Japan
    • 9.3.5 South Korea

10 Gaming Hardware Consumption Forecast by Region

  • 10.1 Global Gaming Hardware Consumption Forecast by Region (2021-2026)
  • 10.2 North America Gaming Hardware Consumption Forecast by Region (2021-2026)
  • 10.3 Europe Gaming Hardware Consumption Forecast by Region (2021-2026)
  • 10.4 Asia Pacific Gaming Hardware Consumption Forecast by Region (2021-2026)
  • 10.5 Latin America Gaming Hardware Consumption Forecast by Region (2021-2026)
  • 10.6 Middle East and Africa Gaming Hardware Consumption Forecast by Region (2021-2026)

11 Value Chain and Sales Channels Analysis

  • 11.1 Value Chain Analysis
  • 11.2 Sales Channels Analysis
    • 11.2.1 Gaming Hardware Sales Channels
    • 11.2.2 Gaming Hardware Distributors
  • 11.3 Gaming Hardware Customers

12 Market Opportunities & Challenges, Risks and Influences Factors Analysis

  • 12.1 Gaming Hardware Industry
  • 12.2 Market Trends
  • 12.3 Market Opportunities and Drivers
  • 12.4 Market Challenges
  • 12.5 Gaming Hardware Market Risks/Restraints
  • 12.6 Porter's Five Forces Analysis

13 Key Finding in The Global Gaming Hardware Study

    14 Appendix

    • 14.1 Research Methodology
      • 14.1.1 Methodology/Research Approach
      • 14.1.2 Data Source
    • 14.2 Author Details

    Gaming Hardware market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Gaming Hardware market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on production capacity, revenue and forecast by Type and by Application for the period 2015-2026.

    Segment by Type, the Gaming Hardware market is segmented into
    Standard Consoles
    Handheld
    Controller
    Headsets
    Camera
    Other

    Segment by Application, the Gaming Hardware market is segmented into
    Commercial
    Residential

    Regional and Country-level Analysis
    The Gaming Hardware market is analysed and market size information is provided by regions (countries).
    The key regions covered in the Gaming Hardware market report are North America, Europe, China, Japan and South Korea. It also covers key regions (countries), viz, the U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc.
    The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by Type, and by Application segment in terms of production capacity, price and revenue for the period 2015-2026.
    Competitive Landscape and Gaming Hardware Market Share Analysis

    Gaming Hardware market competitive landscape provides details and data information by manufacturers. The report offers comprehensive analysis and accurate statistics on production capacity, price, revenue of Gaming Hardware by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on production, revenue (global and regional level) by players for the period 2015-2020. Details included are company description, major business, company total revenue, and the production capacity, price, revenue generated in Gaming Hardware business, the date to enter into the Gaming Hardware market, Gaming Hardware product introduction, recent developments, etc.
    The major vendors covered:
    Microsoft
    Nintendo
    Sony
    NVIDIA
    Madcatz
    V-MODA
    Razer
    A4TECH
    Scuf Gaming
    Logitech
    Venom
    Turtle Beach

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