Gaming Gadgets Market By Gadget Type (Console, PCs and Laptops), By End Use (Residential, Commercial), By Age Group (below 20, 21 to 35, 35 and above), By Distribution Channel (Specialty Stores, Independent Retailers, Online Sales Channels, Others): Global Opportunity Analysis and Industry Forecast, 2021-2031
Market Report I 2022-07-01 I 284 Pages I Allied Market Research
The gaming gadgets market size was valued at $52.6 billion in 2021, and is estimated to reach $166.9 billion by 2031, registering a CAGR of 12.7% from 2022 to 2031. A gaming gadget is an electronic device which is paired with PC or a console. There exist many other gaming accessories which supports the gaming gadget like keyboards, mice, and headsets, which improve your overall gaming experience and performance. In addition, gaming keyboard and mice are diverse from standard ones as they prioritize things like agility, speed, and responsiveness.
Technological advancements are boosting the market growth. For instance, as of March 2021, the latest home video game console1 devices on the market are Microsoft's Xbox Series X/S and Sony's PlayStation 5 (PS5), both of which were introduced in November 2020. Each has a keen edition for downloading online games, as well as an edition with a traditional disk drive. This reflects the changes in lifestyles accompanying such factors as the improved speed of home internet connections. Meanwhile, Nintendo has seen a steady increase in sales of the Nintendo Switch since its 2017 launch, and has also launched the Nintendo Switch Lite in 2019, which is an inexpensive model that only supports handheld play mode and is not compatible with the Nintendo Switch dock for enabling TV output.
With the advent of cloud gaming, which allows users to play games on any device, console manufacturers will be required to find ways to emphasize the value and appeal of consoles' unique qualities. Consoles are devices that are fundamentally optimized for playing games, and console manufacturers may need to pursue directions that leverage this characteristic by creating "experiences that amaze users". There is also the view that the "experiences" here are not necessarily limited to high-end technology. The creation of new experiences through the combination of peripheral devices could also be said to represent new value.
Gaming gadgets are specialized equipment that require advanced technologies and compatible hardware and software in order to function properly. Many players in the gaming gadgets market are trying to deliver top of the line, premium products and hardware components for gaming as they provide the best experience and functionality while gaming. However, the integration of newer technologies into these gadgets also substantially raises the price of the devices, which may hamper customer purchase decisions. For example, a gaming laptop fitted with a graphics card that supports ray tracing technology costs more than a gaming laptop without ray tracing. Similarly, consoles with higher storage capacities and faster storage units like solid state drives cost significantly higher. These high prices of gaming devices make it difficult for consumers to purchase these devices, which negatively impacts the market.
The gaming gadgets market is segmented into gadget type, end user, age group, distribution channel, and region. By gadget type, the gaming gadgets market is classified into consoles and personal computers. Depending on age group, the market is categorized into below 20, 21-35, and 35 and above. By end user, the gaming gadgets market is classified into commercial and residential users. According to distribution channel, the market is segmented into specialty stores, multi-brand stores, independent small stores, online retailers, and others. Region-wise, it is analyzed across North America (the U.S., Canada, and Mexico), Europe (UK, Germany, France, Italy, Spain, Russia and rest of Europe), Asia-Pacific (China, India, Japan, Australia, Singapore, New Zealand, South Korea, and rest of Asia-Pacific), and LAMEA (Brazil, Argentina, South Africa, Saudi Arabia, UAE and rest of LAMEA).
The players operating in the global gaming gadgets market have adopted various developmental strategies to increase their market share, gain profitability, and remain competitive in the market. The key players operating in the gaming gadgets market include- Acer Inc, ASUSTeK Computers Inc, Atari Inc, Dell, HP, Lenovo, Gigabyte, Razer, Corsair, Origin, Sony, Microsoft, Nintendo, Steam, Sega, and Atari.
Key Benefits For Stakeholders
-This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the gaming gadgets market analysis from 2021 to 2031 to identify the prevailing gaming gadgets market opportunities.
-The market research is offered along with information related to key drivers, restraints, and opportunities.
-Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
-In-depth analysis of the gaming gadgets market segmentation assists to determine the prevailing market opportunities.
-Major countries in each region are mapped according to their revenue contribution to the global market.
-Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
-The report includes the analysis of the regional as well as global gaming gadgets market trends, key players, market segments, application areas, and market growth strategies.
Key Market Segments
By Gadget Type
- Console
- PCs and Laptops
By End Use
- Residential
- Commercial
By Age Group
- below 20
- 21 to 35
- 35 and above
By Distribution Channel
- Specialty Stores
- Independent Retailers
- Online Sales Channels
- Others
By Region
- North America
- U.S.
- Canada
- Mexico
- Europe
- Italy
- France
- Spain
- Russia
- Rest of Europe
- Germany
- U.K.
- Asia-Pacific
- China
- Japan
- India
- South Korea
- Australia
- Singapore
- Newzealand
- Rest Of Asia Pacific
- LAMEA
- Brazil
- Argentina
- South Africa
- Saudi Arabia
- UAE
- Rest of LAMEA
- Key Market Players
- Corsair
- GIGA-BYTE Technology Co., Ltd
- HP Inc.
- LENOVO
- MICROSOFT
- Micro-Star INT'L CO., LTD
- Nintendo
- RAZER
- Sega
- SONY CORPORATION
- Dell Technologies Inc.
- Acer Inc
- ASUSTeK Computers Inc.
- Atari,Inc
- valve corporation
CHAPTER 1:INTRODUCTION
1.1.Report description
1.2.Key market segments
1.3.Key benefits to the stakeholders
1.4.Research Methodology
1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools and models
CHAPTER 2:EXECUTIVE SUMMARY
2.1.Key findings of the study
2.2.CXO Perspective
CHAPTER 3:MARKET OVERVIEW
3.1.Market definition and scope
3.2.Key findings
3.2.1.Top investment pockets
3.3.Porter's five forces analysis
3.4.Top player positioning
3.5.Market dynamics
3.5.1.Drivers
3.5.2.Restraints
3.5.3.Opportunities
3.6.COVID-19 Impact Analysis on the market
CHAPTER 4: GAMING GADGETS MARKET, BY GADGET TYPE
4.1 Overview
4.1.1 Market size and forecast
4.2 Console
4.2.1 Key market trends, growth factors and opportunities
4.2.2 Market size and forecast, by region
4.2.3 Market analysis by country
4.3 PCs and Laptops
4.3.1 Key market trends, growth factors and opportunities
4.3.2 Market size and forecast, by region
4.3.3 Market analysis by country
CHAPTER 5: GAMING GADGETS MARKET, BY END USE
5.1 Overview
5.1.1 Market size and forecast
5.2 Residential
5.2.1 Key market trends, growth factors and opportunities
5.2.2 Market size and forecast, by region
5.2.3 Market analysis by country
5.3 Commercial
5.3.1 Key market trends, growth factors and opportunities
5.3.2 Market size and forecast, by region
5.3.3 Market analysis by country
CHAPTER 6: GAMING GADGETS MARKET, BY AGE GROUP
6.1 Overview
6.1.1 Market size and forecast
6.2 below 20
6.2.1 Key market trends, growth factors and opportunities
6.2.2 Market size and forecast, by region
6.2.3 Market analysis by country
6.3 21 to 35
6.3.1 Key market trends, growth factors and opportunities
6.3.2 Market size and forecast, by region
6.3.3 Market analysis by country
6.4 35 and above
6.4.1 Key market trends, growth factors and opportunities
6.4.2 Market size and forecast, by region
6.4.3 Market analysis by country
CHAPTER 7: GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL
7.1 Overview
7.1.1 Market size and forecast
7.2 Specialty Stores
7.2.1 Key market trends, growth factors and opportunities
7.2.2 Market size and forecast, by region
7.2.3 Market analysis by country
7.3 Independent Retailers
7.3.1 Key market trends, growth factors and opportunities
7.3.2 Market size and forecast, by region
7.3.3 Market analysis by country
7.4 Online Sales Channels
7.4.1 Key market trends, growth factors and opportunities
7.4.2 Market size and forecast, by region
7.4.3 Market analysis by country
7.5 Others
7.5.1 Key market trends, growth factors and opportunities
7.5.2 Market size and forecast, by region
7.5.3 Market analysis by country
CHAPTER 8: GAMING GADGETS MARKET, BY REGION
8.1 Overview
8.1.1 Market size and forecast
8.2 North America
8.2.1 Key trends and opportunities
8.2.2 North America Market size and forecast, by Gadget Type
8.2.3 North America Market size and forecast, by End Use
8.2.4 North America Market size and forecast, by Age Group
8.2.5 North America Market size and forecast, by Distribution Channel
8.2.6 North America Market size and forecast, by country
8.2.6.1 U.S.
8.2.6.1.1 Market size and forecast, by Gadget Type
8.2.6.1.2 Market size and forecast, by End Use
8.2.6.1.3 Market size and forecast, by Age Group
8.2.6.1.4 Market size and forecast, by Distribution Channel
8.2.6.2 Canada
8.2.6.2.1 Market size and forecast, by Gadget Type
8.2.6.2.2 Market size and forecast, by End Use
8.2.6.2.3 Market size and forecast, by Age Group
8.2.6.2.4 Market size and forecast, by Distribution Channel
8.2.6.3 Mexico
8.2.6.3.1 Market size and forecast, by Gadget Type
8.2.6.3.2 Market size and forecast, by End Use
8.2.6.3.3 Market size and forecast, by Age Group
8.2.6.3.4 Market size and forecast, by Distribution Channel
8.3 Europe
8.3.1 Key trends and opportunities
8.3.2 Europe Market size and forecast, by Gadget Type
8.3.3 Europe Market size and forecast, by End Use
8.3.4 Europe Market size and forecast, by Age Group
8.3.5 Europe Market size and forecast, by Distribution Channel
8.3.6 Europe Market size and forecast, by country
8.3.6.1 Germany
8.3.6.1.1 Market size and forecast, by Gadget Type
8.3.6.1.2 Market size and forecast, by End Use
8.3.6.1.3 Market size and forecast, by Age Group
8.3.6.1.4 Market size and forecast, by Distribution Channel
8.3.6.2 U.K.
8.3.6.2.1 Market size and forecast, by Gadget Type
8.3.6.2.2 Market size and forecast, by End Use
8.3.6.2.3 Market size and forecast, by Age Group
8.3.6.2.4 Market size and forecast, by Distribution Channel
8.3.6.3 Italy
8.3.6.3.1 Market size and forecast, by Gadget Type
8.3.6.3.2 Market size and forecast, by End Use
8.3.6.3.3 Market size and forecast, by Age Group
8.3.6.3.4 Market size and forecast, by Distribution Channel
8.3.6.4 France
8.3.6.4.1 Market size and forecast, by Gadget Type
8.3.6.4.2 Market size and forecast, by End Use
8.3.6.4.3 Market size and forecast, by Age Group
8.3.6.4.4 Market size and forecast, by Distribution Channel
8.3.6.5 Spain
8.3.6.5.1 Market size and forecast, by Gadget Type
8.3.6.5.2 Market size and forecast, by End Use
8.3.6.5.3 Market size and forecast, by Age Group
8.3.6.5.4 Market size and forecast, by Distribution Channel
8.3.6.6 Russia
8.3.6.6.1 Market size and forecast, by Gadget Type
8.3.6.6.2 Market size and forecast, by End Use
8.3.6.6.3 Market size and forecast, by Age Group
8.3.6.6.4 Market size and forecast, by Distribution Channel
8.3.6.7 Rest of Europe
8.3.6.7.1 Market size and forecast, by Gadget Type
8.3.6.7.2 Market size and forecast, by End Use
8.3.6.7.3 Market size and forecast, by Age Group
8.3.6.7.4 Market size and forecast, by Distribution Channel
8.4 Asia-Pacific
8.4.1 Key trends and opportunities
8.4.2 Asia-Pacific Market size and forecast, by Gadget Type
8.4.3 Asia-Pacific Market size and forecast, by End Use
8.4.4 Asia-Pacific Market size and forecast, by Age Group
8.4.5 Asia-Pacific Market size and forecast, by Distribution Channel
8.4.6 Asia-Pacific Market size and forecast, by country
8.4.6.1 China
8.4.6.1.1 Market size and forecast, by Gadget Type
8.4.6.1.2 Market size and forecast, by End Use
8.4.6.1.3 Market size and forecast, by Age Group
8.4.6.1.4 Market size and forecast, by Distribution Channel
8.4.6.2 Japan
8.4.6.2.1 Market size and forecast, by Gadget Type
8.4.6.2.2 Market size and forecast, by End Use
8.4.6.2.3 Market size and forecast, by Age Group
8.4.6.2.4 Market size and forecast, by Distribution Channel
8.4.6.3 India
8.4.6.3.1 Market size and forecast, by Gadget Type
8.4.6.3.2 Market size and forecast, by End Use
8.4.6.3.3 Market size and forecast, by Age Group
8.4.6.3.4 Market size and forecast, by Distribution Channel
8.4.6.4 South Korea
8.4.6.4.1 Market size and forecast, by Gadget Type
8.4.6.4.2 Market size and forecast, by End Use
8.4.6.4.3 Market size and forecast, by Age Group
8.4.6.4.4 Market size and forecast, by Distribution Channel
8.4.6.5 Australia
8.4.6.5.1 Market size and forecast, by Gadget Type
8.4.6.5.2 Market size and forecast, by End Use
8.4.6.5.3 Market size and forecast, by Age Group
8.4.6.5.4 Market size and forecast, by Distribution Channel
8.4.6.6 Singapore
8.4.6.6.1 Market size and forecast, by Gadget Type
8.4.6.6.2 Market size and forecast, by End Use
8.4.6.6.3 Market size and forecast, by Age Group
8.4.6.6.4 Market size and forecast, by Distribution Channel
8.4.6.7 Newzealand
8.4.6.7.1 Market size and forecast, by Gadget Type
8.4.6.7.2 Market size and forecast, by End Use
8.4.6.7.3 Market size and forecast, by Age Group
8.4.6.7.4 Market size and forecast, by Distribution Channel
8.4.6.8 Rest Of Asia Pacific
8.4.6.8.1 Market size and forecast, by Gadget Type
8.4.6.8.2 Market size and forecast, by End Use
8.4.6.8.3 Market size and forecast, by Age Group
8.4.6.8.4 Market size and forecast, by Distribution Channel
8.5 LAMEA
8.5.1 Key trends and opportunities
8.5.2 LAMEA Market size and forecast, by Gadget Type
8.5.3 LAMEA Market size and forecast, by End Use
8.5.4 LAMEA Market size and forecast, by Age Group
8.5.5 LAMEA Market size and forecast, by Distribution Channel
8.5.6 LAMEA Market size and forecast, by country
8.5.6.1 Brazil
8.5.6.1.1 Market size and forecast, by Gadget Type
8.5.6.1.2 Market size and forecast, by End Use
8.5.6.1.3 Market size and forecast, by Age Group
8.5.6.1.4 Market size and forecast, by Distribution Channel
8.5.6.2 Argentina
8.5.6.2.1 Market size and forecast, by Gadget Type
8.5.6.2.2 Market size and forecast, by End Use
8.5.6.2.3 Market size and forecast, by Age Group
8.5.6.2.4 Market size and forecast, by Distribution Channel
8.5.6.3 South Africa
8.5.6.3.1 Market size and forecast, by Gadget Type
8.5.6.3.2 Market size and forecast, by End Use
8.5.6.3.3 Market size and forecast, by Age Group
8.5.6.3.4 Market size and forecast, by Distribution Channel
8.5.6.4 Saudi Arabia
8.5.6.4.1 Market size and forecast, by Gadget Type
8.5.6.4.2 Market size and forecast, by End Use
8.5.6.4.3 Market size and forecast, by Age Group
8.5.6.4.4 Market size and forecast, by Distribution Channel
8.5.6.5 UAE
8.5.6.5.1 Market size and forecast, by Gadget Type
8.5.6.5.2 Market size and forecast, by End Use
8.5.6.5.3 Market size and forecast, by Age Group
8.5.6.5.4 Market size and forecast, by Distribution Channel
8.5.6.6 Rest of LAMEA
8.5.6.6.1 Market size and forecast, by Gadget Type
8.5.6.6.2 Market size and forecast, by End Use
8.5.6.6.3 Market size and forecast, by Age Group
8.5.6.6.4 Market size and forecast, by Distribution Channel
CHAPTER 9: COMPANY LANDSCAPE
9.1. Introduction
9.2. Top winning strategies
9.3. Product Mapping of Top 10 Player
9.4. Competitive Dashboard
9.5. Competitive Heatmap
9.6. Key developments
CHAPTER 10: COMPANY PROFILES
10.1 Corsair
10.1.1 Company overview
10.1.2 Company snapshot
10.1.3 Operating business segments
10.1.4 Product portfolio
10.1.5 Business performance
10.1.6 Key strategic moves and developments
10.2 GIGA-BYTE Technology Co., Ltd
10.2.1 Company overview
10.2.2 Company snapshot
10.2.3 Operating business segments
10.2.4 Product portfolio
10.2.5 Business performance
10.2.6 Key strategic moves and developments
10.3 HP Inc.
10.3.1 Company overview
10.3.2 Company snapshot
10.3.3 Operating business segments
10.3.4 Product portfolio
10.3.5 Business performance
10.3.6 Key strategic moves and developments
10.4 LENOVO
10.4.1 Company overview
10.4.2 Company snapshot
10.4.3 Operating business segments
10.4.4 Product portfolio
10.4.5 Business performance
10.4.6 Key strategic moves and developments
10.5 MICROSOFT
10.5.1 Company overview
10.5.2 Company snapshot
10.5.3 Operating business segments
10.5.4 Product portfolio
10.5.5 Business performance
10.5.6 Key strategic moves and developments
10.6 Micro-Star INT'L CO., LTD
10.6.1 Company overview
10.6.2 Company snapshot
10.6.3 Operating business segments
10.6.4 Product portfolio
10.6.5 Business performance
10.6.6 Key strategic moves and developments
10.7 Nintendo
10.7.1 Company overview
10.7.2 Company snapshot
10.7.3 Operating business segments
10.7.4 Product portfolio
10.7.5 Business performance
10.7.6 Key strategic moves and developments
10.8 RAZER
10.8.1 Company overview
10.8.2 Company snapshot
10.8.3 Operating business segments
10.8.4 Product portfolio
10.8.5 Business performance
10.8.6 Key strategic moves and developments
10.9 Sega
10.9.1 Company overview
10.9.2 Company snapshot
10.9.3 Operating business segments
10.9.4 Product portfolio
10.9.5 Business performance
10.9.6 Key strategic moves and developments
10.10 SONY CORPORATION
10.10.1 Company overview
10.10.2 Company snapshot
10.10.3 Operating business segments
10.10.4 Product portfolio
10.10.5 Business performance
10.10.6 Key strategic moves and developments
10.11 Dell Technologies Inc.
10.11.1 Company overview
10.11.2 Company snapshot
10.11.3 Operating business segments
10.11.4 Product portfolio
10.11.5 Business performance
10.11.6 Key strategic moves and developments
10.12 Acer Inc
10.12.1 Company overview
10.12.2 Company snapshot
10.12.3 Operating business segments
10.12.4 Product portfolio
10.12.5 Business performance
10.12.6 Key strategic moves and developments
10.13 ASUSTeK Computers Inc.
10.13.1 Company overview
10.13.2 Company snapshot
10.13.3 Operating business segments
10.13.4 Product portfolio
10.13.5 Business performance
10.13.6 Key strategic moves and developments
10.14 Atari,Inc
10.14.1 Company overview
10.14.2 Company snapshot
10.14.3 Operating business segments
10.14.4 Product portfolio
10.14.5 Business performance
10.14.6 Key strategic moves and developments
10.15 valve corporation
10.15.1 Company overview
10.15.2 Company snapshot
10.15.3 Operating business segments
10.15.4 Product portfolio
10.15.5 Business performance
10.15.6 Key strategic moves and developments
LIST OF TABLES
TABLE 1. GLOBAL GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 2. GAMING GADGETS MARKET SIZE, FOR CONSOLE, BY REGION, 2021-2031 ($MILLION)
TABLE 3. GAMING GADGETS MARKET FOR CONSOLE, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 4. GAMING GADGETS MARKET SIZE, FOR PCS AND LAPTOPS, BY REGION, 2021-2031 ($MILLION)
TABLE 5. GAMING GADGETS MARKET FOR PCS AND LAPTOPS, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 6. GLOBAL GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 7. GAMING GADGETS MARKET SIZE, FOR RESIDENTIAL, BY REGION, 2021-2031 ($MILLION)
TABLE 8. GAMING GADGETS MARKET FOR RESIDENTIAL, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 9. GAMING GADGETS MARKET SIZE, FOR COMMERCIAL, BY REGION, 2021-2031 ($MILLION)
TABLE 10. GAMING GADGETS MARKET FOR COMMERCIAL, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 11. GLOBAL GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 12. GAMING GADGETS MARKET SIZE, FOR BELOW 20, BY REGION, 2021-2031 ($MILLION)
TABLE 13. GAMING GADGETS MARKET FOR BELOW 20, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 14. GAMING GADGETS MARKET SIZE, FOR 21 TO 35, BY REGION, 2021-2031 ($MILLION)
TABLE 15. GAMING GADGETS MARKET FOR 21 TO 35, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 16. GAMING GADGETS MARKET SIZE, FOR 35 AND ABOVE, BY REGION, 2021-2031 ($MILLION)
TABLE 17. GAMING GADGETS MARKET FOR 35 AND ABOVE, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 18. GLOBAL GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 19. GAMING GADGETS MARKET SIZE, FOR SPECIALTY STORES, BY REGION, 2021-2031 ($MILLION)
TABLE 20. GAMING GADGETS MARKET FOR SPECIALTY STORES, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 21. GAMING GADGETS MARKET SIZE, FOR INDEPENDENT RETAILERS, BY REGION, 2021-2031 ($MILLION)
TABLE 22. GAMING GADGETS MARKET FOR INDEPENDENT RETAILERS, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 23. GAMING GADGETS MARKET SIZE, FOR ONLINE SALES CHANNELS, BY REGION, 2021-2031 ($MILLION)
TABLE 24. GAMING GADGETS MARKET FOR ONLINE SALES CHANNELS, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 25. GAMING GADGETS MARKET SIZE, FOR OTHERS, BY REGION, 2021-2031 ($MILLION)
TABLE 26. GAMING GADGETS MARKET FOR OTHERS, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 27. GAMING GADGETS MARKET, BY REGION, 2021-2031 ($MILLION)
TABLE 28. NORTH AMERICA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 29. NORTH AMERICA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 30. NORTH AMERICA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 31. NORTH AMERICA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 32. NORTH AMERICA GAMING GADGETS MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 33. U.S. GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 34. U.S. GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 35. U.S. GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 36. U.S. GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 37. CANADA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 38. CANADA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 39. CANADA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 40. CANADA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 41. MEXICO GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 42. MEXICO GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 43. MEXICO GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 44. MEXICO GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 45. EUROPE GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 46. EUROPE GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 47. EUROPE GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 48. EUROPE GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 49. EUROPE GAMING GADGETS MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 50. GERMANY GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 51. GERMANY GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 52. GERMANY GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 53. GERMANY GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 54. U.K. GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 55. U.K. GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 56. U.K. GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 57. U.K. GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 58. ITALY GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 59. ITALY GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 60. ITALY GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 61. ITALY GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 62. FRANCE GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 63. FRANCE GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 64. FRANCE GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 65. FRANCE GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 66. SPAIN GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 67. SPAIN GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 68. SPAIN GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 69. SPAIN GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 70. RUSSIA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 71. RUSSIA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 72. RUSSIA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 73. RUSSIA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 74. REST OF EUROPE GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 75. REST OF EUROPE GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 76. REST OF EUROPE GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 77. REST OF EUROPE GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 78. ASIA-PACIFIC GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 79. ASIA-PACIFIC GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 80. ASIA-PACIFIC GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 81. ASIA-PACIFIC GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 82. ASIA-PACIFIC GAMING GADGETS MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 83. CHINA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 84. CHINA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 85. CHINA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 86. CHINA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 87. JAPAN GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 88. JAPAN GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 89. JAPAN GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 90. JAPAN GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 91. INDIA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 92. INDIA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 93. INDIA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 94. INDIA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 95. SOUTH KOREA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 96. SOUTH KOREA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 97. SOUTH KOREA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 98. SOUTH KOREA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 99. AUSTRALIA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 100. AUSTRALIA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 101. AUSTRALIA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 102. AUSTRALIA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 103. SINGAPORE GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 104. SINGAPORE GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 105. SINGAPORE GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 106. SINGAPORE GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 107. NEWZEALAND GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 108. NEWZEALAND GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 109. NEWZEALAND GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 110. NEWZEALAND GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 111. REST OF ASIA PACIFIC GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 112. REST OF ASIA PACIFIC GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 113. REST OF ASIA PACIFIC GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 114. REST OF ASIA PACIFIC GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 115. LAMEA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 116. LAMEA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 117. LAMEA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 118. LAMEA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 119. LAMEA GAMING GADGETS MARKET, BY COUNTRY, 2021-2031 ($MILLION)
TABLE 120. BRAZIL GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 121. BRAZIL GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 122. BRAZIL GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 123. BRAZIL GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 124. ARGENTINA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 125. ARGENTINA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 126. ARGENTINA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 127. ARGENTINA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 128. SOUTH AFRICA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 129. SOUTH AFRICA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 130. SOUTH AFRICA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 131. SOUTH AFRICA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 132. SAUDI ARABIA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 133. SAUDI ARABIA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 134. SAUDI ARABIA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 135. SAUDI ARABIA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 136. UAE GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 137. UAE GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 138. UAE GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 139. UAE GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 140. REST OF LAMEA GAMING GADGETS MARKET, BY GADGET TYPE, 2021-2031 ($MILLION)
TABLE 141. REST OF LAMEA GAMING GADGETS MARKET, BY END USE, 2021-2031 ($MILLION)
TABLE 142. REST OF LAMEA GAMING GADGETS MARKET, BY AGE GROUP, 2021-2031 ($MILLION)
TABLE 143. REST OF LAMEA GAMING GADGETS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 ($MILLION)
TABLE 144.CORSAIR: COMPANY SNAPSHOT
TABLE 145.CORSAIR: OPERATING SEGMENTS
TABLE 146.CORSAIR: PRODUCT PORTFOLIO
TABLE 147.CORSAIR: NET SALES,
TABLE 148.CORSAIR: KEY STRATERGIES
TABLE 149.GIGA-BYTE TECHNOLOGY CO., LTD: COMPANY SNAPSHOT
TABLE 150.GIGA-BYTE TECHNOLOGY CO., LTD: OPERATING SEGMENTS
TABLE 151.GIGA-BYTE TECHNOLOGY CO., LTD: PRODUCT PORTFOLIO
TABLE 152.GIGA-BYTE TECHNOLOGY CO., LTD: NET SALES,
TABLE 153.GIGA-BYTE TECHNOLOGY CO., LTD: KEY STRATERGIES
TABLE 154.HP INC.: COMPANY SNAPSHOT
TABLE 155.HP INC.: OPERATING SEGMENTS
TABLE 156.HP INC.: PRODUCT PORTFOLIO
TABLE 157.HP INC.: NET SALES,
TABLE 158.HP INC.: KEY STRATERGIES
TABLE 159.LENOVO: COMPANY SNAPSHOT
TABLE 160.LENOVO: OPERATING SEGMENTS
TABLE 161.LENOVO: PRODUCT PORTFOLIO
TABLE 162.LENOVO: NET SALES,
TABLE 163.LENOVO: KEY STRATERGIES
TABLE 164.MICROSOFT: COMPANY SNAPSHOT
TABLE 165.MICROSOFT: OPERATING SEGMENTS
TABLE 166.MICROSOFT: PRODUCT PORTFOLIO
TABLE 167.MICROSOFT: NET SALES,
TABLE 168.MICROSOFT: KEY STRATERGIES
TABLE 169.MICRO-STAR INT'L CO., LTD: COMPANY SNAPSHOT
TABLE 170.MICRO-STAR INT'L CO., LTD: OPERATING SEGMENTS
TABLE 171.MICRO-STAR INT'L CO., LTD: PRODUCT PORTFOLIO
TABLE 172.MICRO-STAR INT'L CO., LTD: NET SALES,
TABLE 173.MICRO-STAR INT'L CO., LTD: KEY STRATERGIES
TABLE 174.NINTENDO: COMPANY SNAPSHOT
TABLE 175.NINTENDO: OPERATING SEGMENTS
TABLE 176.NINTENDO: PRODUCT PORTFOLIO
TABLE 177.NINTENDO: NET SALES,
TABLE 178.NINTENDO: KEY STRATERGIES
TABLE 179.RAZER: COMPANY SNAPSHOT
TABLE 180.RAZER: OPERATING SEGMENTS
TABLE 181.RAZER: PRODUCT PORTFOLIO
TABLE 182.RAZER: NET SALES,
TABLE 183.RAZER: KEY STRATERGIES
TABLE 184.SEGA: COMPANY SNAPSHOT
TABLE 185.SEGA: OPERATING SEGMENTS
TABLE 186.SEGA: PRODUCT PORTFOLIO
TABLE 187.SEGA: NET SALES,
TABLE 188.SEGA: KEY STRATERGIES
TABLE 189.SONY CORPORATION: COMPANY SNAPSHOT
TABLE 190.SONY CORPORATION: OPERATING SEGMENTS
TABLE 191.SONY CORPORATION: PRODUCT PORTFOLIO
TABLE 192.SONY CORPORATION: NET SALES,
TABLE 193.SONY CORPORATION: KEY STRATERGIES
TABLE 194.DELL TECHNOLOGIES INC.: COMPANY SNAPSHOT
TABLE 195.DELL TECHNOLOGIES INC.: OPERATING SEGMENTS
TABLE 196.DELL TECHNOLOGIES INC.: PRODUCT PORTFOLIO
TABLE 197.DELL TECHNOLOGIES INC.: NET SALES,
TABLE 198.DELL TECHNOLOGIES INC.: KEY STRATERGIES
TABLE 199.ACER INC: COMPANY SNAPSHOT
TABLE 200.ACER INC: OPERATING SEGMENTS
TABLE 201.ACER INC: PRODUCT PORTFOLIO
TABLE 202.ACER INC: NET SALES,
TABLE 203.ACER INC: KEY STRATERGIES
TABLE 204.ASUSTEK COMPUTERS INC.: COMPANY SNAPSHOT
TABLE 205.ASUSTEK COMPUTERS INC.: OPERATING SEGMENTS
TABLE 206.ASUSTEK COMPUTERS INC.: PRODUCT PORTFOLIO
TABLE 207.ASUSTEK COMPUTERS INC.: NET SALES,
TABLE 208.ASUSTEK COMPUTERS INC.: KEY STRATERGIES
TABLE 209.ATARI,INC: COMPANY SNAPSHOT
TABLE 210.ATARI,INC: OPERATING SEGMENTS
TABLE 211.ATARI,INC: PRODUCT PORTFOLIO
TABLE 212.ATARI,INC: NET SALES,
TABLE 213.ATARI,INC: KEY STRATERGIES
TABLE 214.VALVE CORPORATION: COMPANY SNAPSHOT
TABLE 215.VALVE CORPORATION: OPERATING SEGMENTS
TABLE 216.VALVE CORPORATION: PRODUCT PORTFOLIO
TABLE 217.VALVE CORPORATION: NET SALES,
TABLE 218.VALVE CORPORATION: KEY STRATERGIES
LIST OF FIGURES
FIGURE 1.GAMING GADGETS MARKET SEGMENTATION
FIGURE 2.GAMING GADGETS MARKET,2021-2031
FIGURE 3.GAMING GADGETS MARKET,2021-2031
FIGURE 4. TOP INVESTMENT POCKETS, BY REGION
FIGURE 5.PORTER FIVE-1
FIGURE 6.PORTER FIVE-2
FIGURE 7.PORTER FIVE-3
FIGURE 8.PORTER FIVE-4
FIGURE 9.PORTER FIVE-5
FIGURE 10.TOP PLAYER POSITIONING
FIGURE 11.GAMING GADGETS MARKET:DRIVERS, RESTRAINTS AND OPPORTUNITIES
FIGURE 12.GAMING GADGETS MARKET,BY GADGET TYPE,2021(%)
FIGURE 13.COMPARATIVE SHARE ANALYSIS OF CONSOLE GAMING GADGETS MARKET,2021-2031(%)
FIGURE 14.COMPARATIVE SHARE ANALYSIS OF PCS AND LAPTOPS GAMING GADGETS MARKET,2021-2031(%)
FIGURE 15.GAMING GADGETS MARKET,BY END USE,2021(%)
FIGURE 16.COMPARATIVE SHARE ANALYSIS OF RESIDENTIAL GAMING GADGETS MARKET,2021-2031(%)
FIGURE 17.COMPARATIVE SHARE ANALYSIS OF COMMERCIAL GAMING GADGETS MARKET,2021-2031(%)
FIGURE 18.GAMING GADGETS MARKET,BY AGE GROUP,2021(%)
FIGURE 19.COMPARATIVE SHARE ANALYSIS OF BELOW 20 GAMING GADGETS MARKET,2021-2031(%)
FIGURE 20.COMPARATIVE SHARE ANALYSIS OF 21 TO 35 GAMING GADGETS MARKET,2021-2031(%)
FIGURE 21.COMPARATIVE SHARE ANALYSIS OF 35 AND ABOVE GAMING GADGETS MARKET,2021-2031(%)
FIGURE 22.GAMING GADGETS MARKET,BY DISTRIBUTION CHANNEL,2021(%)
FIGURE 23.COMPARATIVE SHARE ANALYSIS OF SPECIALTY STORES GAMING GADGETS MARKET,2021-2031(%)
FIGURE 24.COMPARATIVE SHARE ANALYSIS OF INDEPENDENT RETAILERS GAMING GADGETS MARKET,2021-2031(%)
FIGURE 25.COMPARATIVE SHARE ANALYSIS OF ONLINE SALES CHANNELS GAMING GADGETS MARKET,2021-2031(%)
FIGURE 26.COMPARATIVE SHARE ANALYSIS OF OTHERS GAMING GADGETS MARKET,2021-2031(%)
FIGURE 27.GAMING GADGETS MARKET BY REGION,2021
FIGURE 28.U.S. GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 29.CANADA GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 30.MEXICO GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 31.GERMANY GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 32.U.K. GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 33.ITALY GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 34.FRANCE GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 35.SPAIN GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 36.RUSSIA GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 37.REST OF EUROPE GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 38.CHINA GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 39.JAPAN GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 40.INDIA GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 41.SOUTH KOREA GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 42.AUSTRALIA GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 43.SINGAPORE GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 44.NEWZEALAND GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 45.REST OF ASIA PACIFIC GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 46.BRAZIL GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 47.ARGENTINA GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 48.SOUTH AFRICA GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 49.SAUDI ARABIA GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 50.UAE GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 51.REST OF LAMEA GAMING GADGETS MARKET,2021-2031($MILLION)
FIGURE 52. TOP WINNING STRATEGIES, BY YEAR
FIGURE 53. TOP WINNING STRATEGIES, BY DEVELOPMENT
FIGURE 54. TOP WINNING STRATEGIES, BY COMPANY
FIGURE 55.PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 56.COMPETITIVE DASHBOARD
FIGURE 57.COMPETITIVE HEATMAP OF TOP 10 KEY PLAYERS
FIGURE 58.CORSAIR.: NET SALES ,($MILLION)
FIGURE 59.GIGA-BYTE TECHNOLOGY CO., LTD.: NET SALES ,($MILLION)
FIGURE 60.HP INC..: NET SALES ,($MILLION)
FIGURE 61.LENOVO.: NET SALES ,($MILLION)
FIGURE 62.MICROSOFT.: NET SALES ,($MILLION)
FIGURE 63.MICRO-STAR INT'L CO., LTD.: NET SALES ,($MILLION)
FIGURE 64.NINTENDO.: NET SALES ,($MILLION)
FIGURE 65.RAZER.: NET SALES ,($MILLION)
FIGURE 66.SEGA.: NET SALES ,($MILLION)
FIGURE 67.SONY CORPORATION.: NET SALES ,($MILLION)
FIGURE 68.DELL TECHNOLOGIES INC..: NET SALES ,($MILLION)
FIGURE 69.ACER INC.: NET SALES ,($MILLION)
FIGURE 70.ASUSTEK COMPUTERS INC..: NET SALES ,($MILLION)
FIGURE 71.ATARI,INC.: NET SALES ,($MILLION)
FIGURE 72.VALVE CORPORATION.: NET SALES ,($MILLION)
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