$40.13 billion+ PC gaming market to 2030: Internet of Things revolutionizing the gaming industry – ResearchAndMarkets.com | a job

Dublin – (BUSINESS WIRE) – November 26, 2021 –

The global gaming PC market was valued at US$40.13 billion in 2020 and is expected to reach US$145.93 billion by 2030, registering a compound annual growth rate of 15.3% from 2021 to 2030. Gaming PC is specially designed and manufactured with a focus on Advanced gaming needs in mind. It means high speed, huge memory, better graphics and fast processing power. Gaming computers contain a video card, which is a part of the computer that is used to enhance the nature of the images displayed on the screen. They also have their own dedicated RAM, a GPU, and a cooling framework where a typical computer generally uses a locally available graphics controller.

Important factors influencing the growth of the gaming PC market include a huge boom in the number of gamers around the world, the revolution of the Internet of Things in the gaming industry, and the emergence of high-graphics desktop and laptop computers. However, the shift of the mainstream players towards mobile phones and tablets is hampering the growth of the market.

On the contrary, the growth in the popularity of esports tournaments provides profitable opportunities for gaming PCs during the forecast period. However, the shift of casual gamers towards mobile phones and tablets is a major hindrance to the growth of the gaming PC market. Moreover, the growth in the popularity of esports tournaments creates profitable opportunities for market growth during the forecast period.

The gaming PC market is segmented into product, price, end use, sales channel, and region. On the basis of the product, it is segmented into desktop and laptop computer. On the basis of price, they are separated into low, medium and premium range. By end use, they are divided into causal games and professional games. Both casual and professional games are further analyzed on the basis of demographics, i.e. men and women.

By sales channel, the market is categorized into online and offline. On a region level, PC gaming market trends are analyzed across North America (US, Canada, and Mexico), Europe (UK, Germany, France, Italy, and Rest of Europe), Asia Pacific (China, Japan, India, South Korea, and Rest of Asia Pacific), and Llama (Latin America Middle East and Africa).

The major players operating in the computer games market include:

  • Acer company
  • Apple company
  • ASUSTek Computer Inc.
  • CyberPowerPC
  • Del
  • Lenovo
  • Micro Star International Co., Ltd.
  • Razer Company
  • Hewlett-Packard Company
  • Samsung group

These major players have adopted various strategies, such as product portfolio expansion, mergers and acquisitions, agreements, geographic expansion, and collaboration, to increase their market penetration and strengthen their foothold in the industry.

  • low range
  • mid range
  • excellent
  • casual games
  • men
  • women
  • professional games
  • men
  • women

1.2 Main benefits for stakeholders

1.4 Scientific Research Methods

Chapter 2: Executive Summary

Chapter 3: Market Overview

3.1 Market definition and scope

3.2 Major forces shaping the computer games market

3.3.1.1. A huge boom in the number of players around the world

3.3.1.2. The Internet of Things is revolutionizing the gaming industry

3.3.1.3. The advent of high-graphics desktop and laptop computers

3.3.2.1. Casual gamers are turning towards mobile phones and tablets

3.3.3.1. The growing popularity of the esports tournament

3.4. Analysis of the impact of Covid-19 on the gaming PC market

3.4.1. Impact on market size

3.4.2. End-user trends, preferences and budget impact

3.4.3. Key player strategy

3.4.3.1. Limited investment in research and development

3.4.3.2. Focus on next generation products

3.4.3.3. Shifting to an express supply chain model

Chapter 4: Computer Games Market, By Product

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

4.3.1. Key market trends, growth factors and opportunities

4.3.2. Market size and forecast, by region

4.3.3. Market analysis by country

4.4.1. Key market trends, growth factors and opportunities

4.4.2. Market size and forecast, by region

4.4.3. Market analysis by country

Chapter 5: The PC Game Market, By Price

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

5.3.1. Key market trends, growth factors and opportunities

5.3.2. Market size and forecast, by region

5.3.3. Market analysis by country

5.4.1. Key market trends, growth factors and opportunities

5.4.2. Market size and forecast, by region

5.4.3. Market analysis by country

Chapter 6: The Computer Game Market, By End Use

6.2.1. Key market trends, growth factors and opportunities

6.2.4. Market size and forecast, by region

6.2.5. Market analysis by country

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

Chapter Seven: PC Game Market, By Sales Channel

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

7.3.1. Key market trends, growth factors and opportunities

7.3.2. Market size and forecast, by region

7.3.3. Market analysis by country

Chapter 8: PC Game Market, by Region

Chapter 9: The Competitive Scene

9.2. Competitive dashboard

Chapter 10: Company Profiles

Laura Wood, Senior Director of Press

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Industry keyword: electronic game technology consumer electronic entertainment

Source: Research and Markets

Copyright Business Wire 2021.

PUB: 11/26/2021 12:12pm / Disc: 11/26/2021 12:12pm

Copyright Business Wire 2021.

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