▶ 調査レポート

世界のゲーム用ハードウェア市場(~2027):プラットフォーム別、製品別、エンドユーザー別、地域別

• 英文タイトル:Gaming Hardware Market Research Report by Platform, Product, End User, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19

360iResearchが調査・発行した産業分析レポートです。世界のゲーム用ハードウェア市場(~2027):プラットフォーム別、製品別、エンドユーザー別、地域別 / Gaming Hardware Market Research Report by Platform, Product, End User, Region - Global Forecast to 2027 - Cumulative Impact of COVID-19 / MRC2302C128資料のイメージです。• レポートコード:MRC2302C128
• 出版社/出版日:360iResearch / 2023年2月3日
• レポート形態:英語、PDF、230ページ
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レポート概要
360iResearch社の本調査レポートでは、2021年に3,301.44百万ドルであった世界のゲーム用ハードウェア市場規模が、2022年に3,577.44百万ドルになり、2027年まで年平均8.53%で成長して5,397.24百万ドルに拡大すると予測しています。本レポートは、ゲーム用ハードウェアの世界市場について調べ、序論、調査方法、エグゼクティブサマリー、市場概要、市場インサイト、プラットフォーム別(パソコン、スマートフォン・タブレットゲーム、テレビ)分析、製品別(付属品、コンソール)分析、エンドユーザー別(商業、家庭)分析、地域別(南北アメリカ、アメリカ、カナダ、ブラジル、アジア太平洋、日本、中国、インド、韓国、台湾、ヨーロッパ/中東/アフリカ、イギリス、ドイツ、フランス、ロシア、その他)分析、競争状況、企業情報などを以下の構成でまとめております。また、A4Tech Co., Ltd.、Logitech Inc.、Microsoft Corporation、Nintendo、NVIDIA Corporation、Razer Inc.、ScufGaming, LLC、Sony Corporation、Turtle Beach Corporation、V-MODA, LLCなどの企業情報が含まれています。
・序論
・調査方法
・エグゼクティブサマリー
・市場概要
・市場インサイト
・世界のゲーム用ハードウェア市場規模:プラットフォーム別
- パソコンにおける市場規模
- スマートフォン・タブレットゲームにおける市場規模
- テレビにおける市場規模
・世界のゲーム用ハードウェア市場規模:製品別
- 付属品の市場規模
- コンソールの市場規模
・世界のゲーム用ハードウェア市場規模:エンドユーザー別
- 商業における市場規模
- 家庭における市場規模
・世界のゲーム用ハードウェア市場規模:地域別
- 南北アメリカのゲーム用ハードウェア市場規模
アメリカのゲーム用ハードウェア市場規模
カナダのゲーム用ハードウェア市場規模
ブラジルのゲーム用ハードウェア市場規模

- アジア太平洋のゲーム用ハードウェア市場規模
日本のゲーム用ハードウェア市場規模
中国のゲーム用ハードウェア市場規模
インドのゲーム用ハードウェア市場規模
韓国のゲーム用ハードウェア市場規模
台湾のゲーム用ハードウェア市場規模

- ヨーロッパ/中東/アフリカのゲーム用ハードウェア市場規模
イギリスのゲーム用ハードウェア市場規模
ドイツのゲーム用ハードウェア市場規模
フランスのゲーム用ハードウェア市場規模
ロシアのゲーム用ハードウェア市場規模

- その他地域のゲーム用ハードウェア市場規模
・競争状況
・企業情報

The Global Gaming Hardware Market size was estimated at USD 3,301.44 million in 2021 and expected to reach USD 3,577.44 million in 2022, and is projected to grow at a CAGR 8.53% to reach USD 5,397.24 million by 2027.

Market Statistics:
The report provides market sizing and forecast across 7 major currencies – USD, EUR, JPY, GBP, AUD, CAD, and CHF. It helps organization leaders make better decisions when currency exchange data is readily available. In this report, the years 2018 and 2020 are considered as historical years, 2021 as the base year, 2022 as the estimated year, and years from 2023 to 2027 are considered as the forecast period.

Market Segmentation & Coverage:
This research report categorizes the Gaming Hardware to forecast the revenues and analyze the trends in each of the following sub-markets:

Based on Platform, the market was studied across PC, Smart Phones or Tablets Gaming, and TV.

Based on Product, the market was studied across Accessories and Consoles. The Accessories is further studied across Cameras, Gamepads, Headsets, Joysticks, and Steering Wheel. The Consoles is further studied across Handheld Consoles and Standard Consoles.

Based on End User, the market was studied across Commercial and Residential.

Based on Region, the market was studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

Cumulative Impact of COVID-19:
COVID-19 is an incomparable global public health emergency that has affected almost every industry, and the long-term effects are projected to impact the industry growth during the forecast period. Our ongoing research amplifies our research framework to ensure the inclusion of underlying COVID-19 issues and potential paths forward. The report delivers insights on COVID-19 considering the changes in consumer behavior and demand, purchasing patterns, re-routing of the supply chain, dynamics of current market forces, and the significant interventions of governments. The updated study provides insights, analysis, estimations, and forecasts, considering the COVID-19 impact on the market.

Cumulative Impact of 2022 Russia Ukraine Conflict:
We continuously monitor and update reports on political and economic uncertainty due to the Russian invasion of Ukraine. Negative impacts are significantly foreseen globally, especially across Eastern Europe, European Union, Eastern & Central Asia, and the United States. This contention has severely affected lives and livelihoods and represents far-reaching disruptions in trade dynamics. The potential effects of ongoing war and uncertainty in Eastern Europe are expected to have an adverse impact on the world economy, with especially long-term harsh effects on Russia.This report uncovers the impact of demand & supply, pricing variants, strategic uptake of vendors, and recommendations for Gaming Hardware market considering the current update on the conflict and its global response.

Competitive Strategic Window:
The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies to help the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. It describes the optimal or favorable fit for the vendors to adopt successive merger and acquisition strategies, geography expansion, research & development, and new product introduction strategies to execute further business expansion and growth during a forecast period.

FPNV Positioning Matrix:
The FPNV Positioning Matrix evaluates and categorizes the vendors in the Gaming Hardware Market based on Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) that aids businesses in better decision making and understanding the competitive landscape.

Market Share Analysis:
The Market Share Analysis offers the analysis of vendors considering their contribution to the overall market. It provides the idea of its revenue generation into the overall market compared to other vendors in the space. It provides insights into how vendors are performing in terms of revenue generation and customer base compared to others. Knowing market share offers an idea of the size and competitiveness of the vendors for the base year. It reveals the market characteristics in terms of accumulation, fragmentation, dominance, and amalgamation traits.

Competitive Scenario:
The Competitive Scenario provides an outlook analysis of the various business growth strategies adopted by the vendors. The news covered in this section deliver valuable thoughts at the different stage while keeping up-to-date with the business and engage stakeholders in the economic debate. The competitive scenario represents press releases or news of the companies categorized into Merger & Acquisition, Agreement, Collaboration, & Partnership, New Product Launch & Enhancement, Investment & Funding, and Award, Recognition, & Expansion. All the news collected help vendor to understand the gaps in the marketplace and competitor’s strength and weakness thereby, providing insights to enhance product and service.

Company Usability Profiles:
The report profoundly explores the recent significant developments by the leading vendors and innovation profiles in the Global Gaming Hardware Market, including A4Tech Co., Ltd., Logitech Inc., Microsoft Corporation, Nintendo, NVIDIA Corporation, Razer Inc., ScufGaming, LLC, Sony Corporation, Turtle Beach Corporation, and V-MODA, LLC.

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyze penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments

The report answers questions such as:
1. What is the market size and forecast of the Global Gaming Hardware Market?
2. What are the inhibiting factors and impact of COVID-19 shaping the Global Gaming Hardware Market during the forecast period?
3. Which are the products/segments/applications/areas to invest in over the forecast period in the Global Gaming Hardware Market?
4. What is the competitive strategic window for opportunities in the Global Gaming Hardware Market?
5. What are the technology trends and regulatory frameworks in the Global Gaming Hardware Market?
6. What is the market share of the leading vendors in the Global Gaming Hardware Market?
7. What modes and strategic moves are considered suitable for entering the Global Gaming Hardware Market?

レポート目次

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Limitations
1.7. Assumptions
1.8. Stakeholders

2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Growing population of gamers across the world
5.1.1.2. Availability of upgraded PC displays and high definition televisions
5.1.1.3. Rising consumer demand for laptops and smartphones
5.1.2. Restraints
5.1.2.1. Relatively expensive gaming hardware such as virtual reality
5.1.3. Opportunities
5.1.3.1. Ongoing technological innovation such as 3D gaming and interactive glasses
5.1.3.2. Increasing internet penetration and the advent of internet of things (IoT)
5.1.4. Challenges
5.1.4.1. Steady shift of casual gamers toward mobile phones and tablets
5.2. Cumulative Impact of COVID-19

6. Gaming Hardware Market, by Platform
6.1. Introduction
6.2. PC
6.3. Smart Phones or Tablets Gaming
6.4. TV

7. Gaming Hardware Market, by Product
7.1. Introduction
7.2. Accessories
7.3.1. Cameras
7.3.2. Gamepads
7.3.3. Headsets
7.3.4. Joysticks
7.3.5. Steering Wheel
7.3. Consoles
7.4.1. Handheld Consoles
7.4.2. Standard Consoles

8. Gaming Hardware Market, by End User
8.1. Introduction
8.2. Commercial
8.3. Residential

9. Americas Gaming Hardware Market
9.1. Introduction
9.2. Argentina
9.3. Brazil
9.4. Canada
9.5. Mexico
9.6. United States

10. Asia-Pacific Gaming Hardware Market
10.1. Introduction
10.2. Australia
10.3. China
10.4. India
10.5. Indonesia
10.6. Japan
10.7. Malaysia
10.8. Philippines
10.9. Singapore
10.10. South Korea
10.11. Taiwan
10.12. Thailand
10.13. Vietnam

11. Europe, Middle East & Africa Gaming Hardware Market
11.1. Introduction
11.2. Denmark
11.3. Egypt
11.4. Finland
11.5. France
11.6. Germany
11.7. Israel
11.8. Italy
11.9. Netherlands
11.10. Nigeria
11.11. Norway
11.12. Poland
11.13. Qatar
11.14. Russia
11.15. Saudi Arabia
11.16. South Africa
11.17. Spain
11.18. Sweden
11.19. Switzerland
11.20. Turkey
11.21. United Arab Emirates
11.22. United Kingdom

12. Competitive Landscape
12.1. FPNV Positioning Matrix
12.1.1. Quadrants
12.1.2. Business Strategy
12.1.3. Product Satisfaction
12.2. Market Ranking Analysis, By Key Player
12.3. Market Share Analysis, By Key Player
12.4. Competitive Scenario
12.4.1. Merger & Acquisition
12.4.2. Agreement, Collaboration, & Partnership
12.4.3. New Product Launch & Enhancement
12.4.4. Investment & Funding
12.4.5. Award, Recognition, & Expansion

13. Company Usability Profiles
13.1. A4Tech Co., Ltd.
13.1.1. Business Overview
13.1.2. Key Executives
13.1.3. Product & Services
13.2. Logitech Inc.
13.2.1. Business Overview
13.2.2. Key Executives
13.2.3. Product & Services
13.3. Microsoft Corporation
13.3.1. Business Overview
13.3.2. Key Executives
13.3.3. Product & Services
13.4. Nintendo
13.4.1. Business Overview
13.4.2. Key Executives
13.4.3. Product & Services
13.5. NVIDIA Corporation
13.5.1. Business Overview
13.5.2. Key Executives
13.5.3. Product & Services
13.6. Razer Inc.
13.6.1. Business Overview
13.6.2. Key Executives
13.6.3. Product & Services
13.7. ScufGaming, LLC
13.7.1. Business Overview
13.7.2. Key Executives
13.7.3. Product & Services
13.8. Sony Corporation
13.8.1. Business Overview
13.8.2. Key Executives
13.8.3. Product & Services
13.9. Turtle Beach Corporation
13.9.1. Business Overview
13.9.2. Key Executives
13.9.3. Product & Services
13.10. V-MODA, LLC
13.10.1. Business Overview
13.10.2. Key Executives
13.10.3. Product & Services

14. Appendix
14.1. Discussion Guide
14.2. License & Pricing