Europe Gaming Hardware Market by Product - Forecast and Analysis 2023-2027

Published: Jan 2023 Pages: 135 SKU: IRTNTR74899

Gaming Hardware Market Analysis 2023-2027:

The gaming hardware market in Europe is estimated to grow at a CAGR of 4.81% between 2022 and 2027. The size of the market is forecast to increase by USD 3,577.97 million. The growth of the market depends on several factors, including the rising popularity of e-sports games in Europe, the introduction of digital downloading in gaming consoles, and the emergence of ultra-HD TVs and PCs.

This report extensively covers market segmentation by product (consoles, PC, and accessories). It also includes an in-depth analysis of drivers, trends, and challenges. Furthermore, the report includes historic market data from 2017 to 2021.

What will be the size of the Gaming Hardware Market in Europe During the Forecast Period?

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Gaming Hardware Market in Europe: Key Drivers, Trends, Challenges, and Customer Landscape

The rising popularity of e-sports games in Europe is notably driving the market growth, although factors such as the easy availability of counterfeit products may impede the market growth. Our researchers analyzed the data with 2022 as the base year, along with the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.

Key Gaming Hardware Market Driver in Europe

The rising popularity of e-sports games in Europe is notably driving market growth. E-sports game is an attempt to make the entertainment value obtained through video games a phenomenon where people can enjoy the game by competing against the best in the globe. E-sports game has an ever-increasing viewership with growing popularity, as e-sports create an environment where the viewer can experience gameplay. On a large scale, e-sports is one of the world's most popular sports entertainment events. E-sports will increase the demand for gaming in specific peripherals, thus driving the market in Europe during the forecast period.

The popularity of e-sports is at an all-time high such as League of Legends, a multiplayer online battle arena game, and Call of Duty: Warzone, a multiplayer battle game that is mostly played by gamers. Gamers earn high prize money. Therefore, an increasing number of gamers are aspiring to be professional gamers. Additionally, with the increasing number of sponsors, tournaments, and talent acquisition agencies, the demand for gaming hardware is expected to increase, which is expected to drive the growth of the market in Europe during the forecast period.

Significant Gaming Hardware Market Trend in Europe

The rising popularity of multiplayer video games is the primary trend in the market growth.  A video game allows one person to play against a programmed environment. However, multiplayer games are gaining popularity, where multiple players are in competition. Multiplayer video games allow players to interact, which is usually absent in single-player games. Gamers can play video games over the network or dial-up connections. Most multiplayer games connect players together through a multiplayer server. Most online games support around 50 players playing simultaneously. The multiplayer gaming mode may have a split-screen, where players play at the same time on one system or on different systems.

The systems are connected to the internet game server. Human contestants in multiplayer games work in tandem with their human partners to achieve common goals. Therefore, the use of gaming peripherals has increased in multiplayer video games. The growing popularity of multiplayer games is leading to the adoption of various gaming hardware such as consoles, PC, and several other hardware have a significant positive impact on the market in Europe during the forecast period.

Major Gaming Hardware Market Challenge in Europe

The easy availability of counterfeit products is a major challenge impeding market growth. Game developers, product and product accessories developers, artists, animators, and motion capture artists often take several years to develop a single video game and its products. However, piracy continues to be a significant threat to the gaming industry. Companies such as Microsoft often update the end-user license agreement, which helps identify the users running unauthorized or counterfeit software. Companies are trying ways to disable the unauthorized use of software or hardware peripheral devices.

Pirated peripheral devices are the modified controllers that are used to gain the tactical advantage of the services. Counterfeit gaming products put a huge toll on innovations and affect the growth of the gaming industry. Thus, counterfeit products pose a serious threat to the growth of the market in Europe during the forecast period.

Key Gaming Hardware Market in Europe Customer Landscape

The report includes the adoption lifecycle of the market, covering from the innovator’s stage to the laggard’s stage. It focuses on adoption rates in different regions based on penetration. Furthermore, the report also includes key purchase criteria and drivers of price sensitivity to help companies evaluate and develop their growth strategies.

Global Gaming Hardware Market in Europe Customer Landscape

Who are the Major Gaming Hardware Market Vendors in Europe?

Vendors are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.

antec.com - The company operates under one segment. The company under this segment offers power supply series, gaming series, gaming gear, memory extension cards, CPU cooling fans, and product cases. The key offerings of the company include gaming hardware. 

The report also includes detailed analyses of the competitive landscape of the market and information about 15 market vendors, including:

  • Apple Inc.
  • Biostar Microtech Int'l Corp.
  • Corsair Gaming Inc.
  • COUGAR
  • Dell Technologies Inc.
  • Electronic Arts Inc.
  • GAMDIAS Technology Co. Ltd.
  • HTC Corp.
  • Lenovo Group Ltd.
  • Logitech International SA
  • Meta Platforms Inc.
  • Microsoft Corp.
  • Nintendo Co. Ltd.
  • NZXT Inc.
  • Razer Inc.

Qualitative and quantitative analysis of vendors has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize vendors as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize vendors as dominant, leading, strong, tentative, and weak.

What is the Fastest-Growing Segment in the Gaming Hardware Market in Europe?

The market share growth by the consoles segment will be significant during the forecast period. Gaming consoles are computer devices that are connected to a display device for video signals or visual image output for playing games. Gaming consoles have evolved from cartridge-based consoles to those with in-built storage capacity. Innovative features such as touch controls, voice recognition, and gesture control are continuously being integrated into the consoles. The growing popularity of e-sports has further triggered the growth of the gaming console market. 

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The consoles segment was valued at USD 5,286.17 million in 2017 and continue to grow by 2021The inclusion of various features such as voice recognition, gesture recognition, online share support, and VR support in gaming consoles will continue to drive the growth of the gaming consoles segment. Super Mario Odyssey, Mario Kart 8 Deluxe, 1-2-Switch, ARMS, DOOM, and Splatoon 2 are some of the games with gesture control features. The growth of games with gesture control features and the integration of 3D cameras with gesture recognition technology in gaming consoles are expected to support the growth of the market in Europe. Therefore, the expected growth of new-generation gaming consoles that integrated gesture recognition technology and augmented reality/virtual reality (AR/VR) support will drive the growth of the market in Europe during the forecast period.

Segment Overview

The report forecasts market growth by revenue at global, regional & country levels and provides an analysis of the latest trends and growth opportunities from 2017 to 2027. 

  • Product Outlook (USD Million, 2017 - 2027)
    • Consoles
    • PC
    • Accessories

Gaming Hardware Market Scope in Europe

Report Coverage

Details

Page number

135

Base year

2022

Historic period

2017-2021

Forecast period

2023-2027

Growth momentum & CAGR

Accelerate at a CAGR of 4.81%

Market growth 2023-2027

USD 3,577.97 million

Market structure

Fragmented

YoY growth 2022-2023(%)

4.54

Competitive landscape

Leading Vendors, Market Positioning of Vendors, Competitive Strategies, and Industry Risks

Key companies profiled

Antec Inc., Apple Inc., Biostar Microtech Int'l Corp., Corsair Gaming Inc., COUGAR, Dell Technologies Inc., Electronic Arts Inc., GAMDIAS Technology Co. Ltd., HTC Corp., Lenovo Group Ltd., Logitech International SA, Meta Platforms Inc., Microsoft Corp., Nintendo Co. Ltd., NZXT Inc., Razer Inc., Sony Group Corp., Tencent Holdings Ltd., Thermaltake Technology Co. Ltd., and Zotac Technology Ltd.

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and Market condition analysis for the forecast period.

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

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What are the Key Data Covered in this Gaming Hardware Market Report in Europe?

  • CAGR of the market during the forecast period
  • Detailed information on factors that will drive the growth of the gaming hardware market in Europe between 2023 and 2027
  • Precise estimation of the size of the gaming hardware market size in Europe and its contribution to the parent market
  • Accurate predictions about upcoming trends and changes in consumer behavior
  • Growth of the industry across Europe
  • A thorough analysis of the market’s competitive landscape and detailed information about vendors
  • Comprehensive analysis of factors that will challenge the growth of gaming hardware market vendors in Europe

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1 Executive Summary

  • 1.1 Market overview
    • Exhibit 01: Executive Summary – Chart on Market Overview
    • Exhibit 02: Executive Summary – Data Table on Market Overview
    • Exhibit 03: Executive Summary – Chart on Country Market Characteristics
    • Exhibit 04: Executive Summary – Chart on Market by Geography
    • Exhibit 05: Executive Summary – Chart on Market Segmentation by Product
    • Exhibit 06: Executive Summary – Chart on Incremental Growth
    • Exhibit 07: Executive Summary – Data Table on Incremental Growth
    • Exhibit 08: Executive Summary – Chart on Vendor Market Positioning

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 09: Parent market
    • Exhibit 10: Market Characteristics

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 11: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 12: Market segments
  • 3.3 Market size 2022
    • 3.4 Market outlook: Forecast for 2022-2027
      • Exhibit 13: Chart on Europe - Market size and forecast 2022-2027 ($ million)
      • Exhibit 14: Data Table on Regional - Market size and forecast 2022-2027 ($ million)
      • Exhibit 15: Chart on Europe: Year-over-year growth 2022-2027 (%)
      • Exhibit 16: Data Table on Regional - Market size and forecast 2022-2027 ($ million)

    4 Historic Market Size

    • 4.1 Gaming hardware market in Europe 2017 - 2021
      • Exhibit 17: Historic Market Size – Data Table on Gaming hardware market in Europe 2017 - 2021 ($ million)
    • 4.2 Product Segment Analysis 2017 - 2021
      • Exhibit 18: Historic Market Size – Product Segment 2017 - 2021 ($ million)
    • 4.3 Geography Segment Analysis 2017 - 2021
      • Exhibit 19: Historic Market Size – Geography Segment 2017 - 2021 ($ million)

    5 Five Forces Analysis

    • 5.1 Five forces summary
      • Exhibit 20: Five forces analysis - Comparison between 2022 and 2027
    • 5.2 Bargaining power of buyers
      • Exhibit 21: Chart on Bargaining power of buyers – Impact of key factors 2022 and 2027
    • 5.3 Bargaining power of suppliers
      • Exhibit 22: Bargaining power of suppliers – Impact of key factors in 2022 and 2027
    • 5.4 Threat of new entrants
      • Exhibit 23: Threat of new entrants – Impact of key factors in 2022 and 2027
    • 5.5 Threat of substitutes
      • Exhibit 24: Threat of substitutes – Impact of key factors in 2022 and 2027
    • 5.6 Threat of rivalry
      • Exhibit 25: Threat of rivalry – Impact of key factors in 2022 and 2027
    • 5.7 Market condition
      • Exhibit 26: Chart on Market condition - Five forces 2022 and 2027

    6 Market Segmentation by Product

    • 6.1 Market segments
      • Exhibit 27: Chart on Product - Market share 2022-2027 (%)
      • Exhibit 28: Data Table on Product - Market share 2022-2027 (%)
    • 6.2 Comparison by Product
      • Exhibit 29: Chart on Comparison by Product
      • Exhibit 30: Data Table on Comparison by Product
    • 6.3 Consoles - Market size and forecast 2022-2027
      • Exhibit 31: Chart on Consoles - Market size and forecast 2022-2027 ($ million)
      • Exhibit 32: Data Table on Consoles - Market size and forecast 2022-2027 ($ million)
      • Exhibit 33: Chart on Consoles - Year-over-year growth 2022-2027 (%)
      • Exhibit 34: Data Table on Consoles - Year-over-year growth 2022-2027 (%)
    • 6.4 PC - Market size and forecast 2022-2027
      • Exhibit 35: Chart on PC - Market size and forecast 2022-2027 ($ million)
      • Exhibit 36: Data Table on PC - Market size and forecast 2022-2027 ($ million)
      • Exhibit 37: Chart on PC - Year-over-year growth 2022-2027 (%)
      • Exhibit 38: Data Table on PC - Year-over-year growth 2022-2027 (%)
    • 6.5 Accessories - Market size and forecast 2022-2027
      • Exhibit 39: Chart on Accessories - Market size and forecast 2022-2027 ($ million)
      • Exhibit 40: Data Table on Accessories - Market size and forecast 2022-2027 ($ million)
      • Exhibit 41: Chart on Accessories - Year-over-year growth 2022-2027 (%)
      • Exhibit 42: Data Table on Accessories - Year-over-year growth 2022-2027 (%)
    • 6.6 Market opportunity by Product
      • Exhibit 43: Market opportunity by Product ($ million)

    7 Customer Landscape

    • 7.1 Customer landscape overview
      • Exhibit 44: Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

    8 Geographic Landscape

    • 8.1 Geographic segmentation
      • Exhibit 45: Chart on Market share by geography - 2022-2027 (%)
      • Exhibit 46: Data Table on Market share by geography - 2022-2027 (%)
    • 8.2 Geographic comparison
      • Exhibit 47: Chart on Geographic comparison
      • Exhibit 48: Data Table on Geographic comparison
    • 8.3 Germany - Market size and forecast 2022-2027
      • Exhibit 49: Chart on Germany - Market size and forecast 2022-2027 ($ million)
      • Exhibit 50: Data Table on Germany - Market size and forecast 2022-2027 ($ million)
      • Exhibit 51: Chart on Germany - Year-over-year growth 2022-2027 (%)
      • Exhibit 52: Data Table on Germany - Year-over-year growth 2022-2027 (%)
    • 8.4 UK - Market size and forecast 2022-2027
      • Exhibit 53: Chart on UK - Market size and forecast 2022-2027 ($ million)
      • Exhibit 54: Data Table on UK - Market size and forecast 2022-2027 ($ million)
      • Exhibit 55: Chart on UK - Year-over-year growth 2022-2027 (%)
      • Exhibit 56: Data Table on UK - Year-over-year growth 2022-2027 (%)
    • 8.5 France - Market size and forecast 2022-2027
      • Exhibit 57: Chart on France - Market size and forecast 2022-2027 ($ million)
      • Exhibit 58: Data Table on France - Market size and forecast 2022-2027 ($ million)
      • Exhibit 59: Chart on France - Year-over-year growth 2022-2027 (%)
      • Exhibit 60: Data Table on France - Year-over-year growth 2022-2027 (%)
    • 8.6 Rest of Europe - Market size and forecast 2022-2027
      • Exhibit 61: Chart on Rest of Europe - Market size and forecast 2022-2027 ($ million)
      • Exhibit 62: Data Table on Rest of Europe - Market size and forecast 2022-2027 ($ million)
      • Exhibit 63: Chart on Rest of Europe - Year-over-year growth 2022-2027 (%)
      • Exhibit 64: Data Table on Rest of Europe - Year-over-year growth 2022-2027 (%)
    • 8.7 Market opportunity by geography
      • Exhibit 65: Market opportunity by geography ($ million)

    9 Drivers, Challenges, and Trends

    • 9.1 Market drivers
      • 9.2 Market challenges
        • 9.3 Impact of drivers and challenges
          • Exhibit 66: Impact of drivers and challenges in 2022 and 2027
        • 9.4 Market trends

          10 Vendor Landscape

          • 10.1 Overview
            • 10.2 Vendor landscape
              • Exhibit 67: Overview on Criticality of inputs and Factors of differentiation
            • 10.3 Landscape disruption
              • Exhibit 68: Overview on factors of disruption
            • 10.4 Industry risks
              • Exhibit 69: Impact of key risks on business

            11 Vendor Analysis

            • 11.1 Vendors covered
              • Exhibit 70: Vendors covered
            • 11.2 Market positioning of vendors
              • Exhibit 71: Matrix on vendor position and classification
            • 11.3 Antec Inc.
              • Exhibit 72: Antec Inc. - Overview
              • Exhibit 73: Antec Inc. - Product / Service
              • Exhibit 74: Antec Inc. - Key offerings
            • 11.4 Apple Inc.
              • Exhibit 75: Apple Inc. - Overview
              • Exhibit 76: Apple Inc. - Business segments
              • Exhibit 77: Apple Inc. - Key news
              • Exhibit 78: Apple Inc. - Key offerings
              • Exhibit 79: Apple Inc. - Segment focus
            • 11.5 Corsair Gaming Inc.
              • Exhibit 80: Corsair Gaming Inc. - Overview
              • Exhibit 81: Corsair Gaming Inc. - Business segments
              • Exhibit 82: Corsair Gaming Inc. - Key news
              • Exhibit 83: Corsair Gaming Inc. - Key offerings
              • Exhibit 84: Corsair Gaming Inc. - Segment focus
            • 11.6 Dell Technologies Inc.
              • Exhibit 85: Dell Technologies Inc. - Overview
              • Exhibit 86: Dell Technologies Inc. - Business segments
              • Exhibit 87: Dell Technologies Inc. - Key news
              • Exhibit 88: Dell Technologies Inc. - Key offerings
              • Exhibit 89: Dell Technologies Inc. - Segment focus
            • 11.7 Electronic Arts Inc.
              • Exhibit 90: Electronic Arts Inc. - Overview
              • Exhibit 91: Electronic Arts Inc. - Product / Service
              • Exhibit 92: Electronic Arts Inc. - Key offerings
            • 11.8 GAMDIAS Technology Co. Ltd.
              • Exhibit 93: GAMDIAS Technology Co. Ltd. - Overview
              • Exhibit 94: GAMDIAS Technology Co. Ltd. - Product / Service
              • Exhibit 95: GAMDIAS Technology Co. Ltd. - Key offerings
            • 11.9 HTC Corp.
              • Exhibit 96: HTC Corp. - Overview
              • Exhibit 97: HTC Corp. - Product / Service
              • Exhibit 98: HTC Corp. - Key offerings
            • 11.10 Lenovo Group Ltd.
              • Exhibit 99: Lenovo Group Ltd. - Overview
              • Exhibit 100: Lenovo Group Ltd. - Business segments
              • Exhibit 101: Lenovo Group Ltd. - Key offerings
              • Exhibit 102: Lenovo Group Ltd. - Segment focus
            • 11.11 Logitech International SA
              • Exhibit 103: Logitech International SA - Overview
              • Exhibit 104: Logitech International SA - Product / Service
              • Exhibit 105: Logitech International SA - Key offerings
            • 11.12 Meta Platforms Inc.
              • Exhibit 106: Meta Platforms Inc. - Overview
              • Exhibit 107: Meta Platforms Inc. - Product / Service
              • Exhibit 108: Meta Platforms Inc. - Key offerings
            • 11.13 Microsoft Corp.
              • Exhibit 109: Microsoft Corp. - Overview
              • Exhibit 110: Microsoft Corp. - Business segments
              • Exhibit 111: Microsoft Corp. - Key news
              • Exhibit 112: Microsoft Corp. - Key offerings
              • Exhibit 113: Microsoft Corp. - Segment focus
            • 11.14 Nintendo Co. Ltd.
              • Exhibit 114: Nintendo Co. Ltd. - Overview
              • Exhibit 115: Nintendo Co. Ltd. - Product / Service
              • Exhibit 116: Nintendo Co. Ltd. - Key offerings
            • 11.15 Sony Group Corp.
              • Exhibit 117: Sony Group Corp. - Overview
              • Exhibit 118: Sony Group Corp. - Business segments
              • Exhibit 119: Sony Group Corp. - Key news
              • Exhibit 120: Sony Group Corp. - Key offerings
              • Exhibit 121: Sony Group Corp. - Segment focus
            • 11.16 Tencent Holdings Ltd.
              • Exhibit 122: Tencent Holdings Ltd. - Overview
              • Exhibit 123: Tencent Holdings Ltd. - Business segments
              • Exhibit 124: Tencent Holdings Ltd. - Key offerings
              • Exhibit 125: Tencent Holdings Ltd. - Segment focus
            • 11.17 Zotac Technology Ltd.
              • Exhibit 126: Zotac Technology Ltd. - Overview
              • Exhibit 127: Zotac Technology Ltd. - Product / Service
              • Exhibit 128: Zotac Technology Ltd. - Key offerings

            12 Appendix

            • 12.1 Scope of the report
              • 12.2 Inclusions and exclusions checklist
                • Exhibit 129: Inclusions checklist
                • Exhibit 130: Exclusions checklist
              • 12.3 Currency conversion rates for US$
                • Exhibit 131: Currency conversion rates for US$
              • 12.4 Research methodology
                • Exhibit 132: Research methodology
                • Exhibit 133: Validation techniques employed for market sizing
                • Exhibit 134: Information sources
              • 12.5 List of abbreviations
                • Exhibit 135: List of abbreviations

              Research Framework

              Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

              INFORMATION SOURCES

              Primary sources

              • Manufacturers and suppliers
              • Channel partners
              • Industry experts
              • Strategic decision makers

              Secondary sources

              • Industry journals and periodicals
              • Government data
              • Financial reports of key industry players
              • Historical data
              • Press releases

              DATA ANALYSIS

              Data Synthesis

              • Collation of data
              • Estimation of key figures
              • Analysis of derived insights

              Data Validation

              • Triangulation with data models
              • Reference against proprietary databases
              • Corroboration with industry experts

              REPORT WRITING

              Qualitative

              • Market drivers
              • Market challenges
              • Market trends
              • Five forces analysis

              Quantitative

              • Market size and forecast
              • Market segmentation
              • Geographical insights
              • Competitive landscape

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              gaming hardware market

              Key Questions Answered

              • What are the key global market and the regional market share?
              • What are the revenue-generating key market segments?
              • What are the key factors driving and challenging this market’s growth?
              • Who are the key market vendors and their growth strategies?
              • What are the latest trends influencing the growth of this market?
              • What are the variables influencing the market growth in the primary regions?
              • What are the factors influencing the growth of the parent market?

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