The global gaming hardware market is forecasted to be valued at US$ 36,739.7 million in 2023. During the forecast period spanning from 2023 to 2033, the sales of gaming hardware are projected to experience substantial growth at a CAGR of 4.9%. By 2033, the gaming hardware industry is anticipated to reach an impressive valuation of US$ 59,464.4 million.
In forthcoming years, virtual reality headset sales will continue to grow significantly in the commercial sector. Gaming hardware will continue to grow in market share as mobile game applications demand increases. During the historical period from 2018 to 2022, the demand for gaming hardware exhibited a steady growth with a value CAGR of 4%.
Data Points | Key Statistics |
---|---|
Expected Market Value (2023) | US$ 36,739.7 million |
Anticipated Forecast Value (2033) | US$ 59,464.4 million |
Projected Growth Rate (2023 to 2033) | 4.9% |
Gaming is one of the fastest growing industries in the world, and it is continuing to grow at a staggering pace. The occasional game stands out among the crowd and has millions of players worldwide. Since the beginning of this decade, gaming hardware has experienced an increase in demand. Gaming hardware offers a realistic representation of players and environments during gameplay, which is what attracts consumers and gamers to the gaming industry.
With innovations such as 3D gaming and augmented reality glasses, the concept of gaming hardware is constantly evolving and further enhancing the gaming experience. Gaming hardware demand is expected to grow faster than PC hardware demand over the forecast period, resulting in rapid growth for the global gaming hardware market. Global gaming hardware sales are expected to gain substantial momentum over the next few years due to these factors. In addition, gaming hardware market is heavily influenced by the residential market. Over the forecast period, residential end-users will demand more gaming hardware. In the coming years, handheld console demand is expected to grow among residential end users.
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The increasing expenditure of gamers on advanced next generation gaming consoles is driving the global gaming hardware market. In addition, the advent of high definition televisions and the rise of premium laptops and PCs with high-quality graphics is another factor contributing to the increase in the demand for gaming hardware.
The trend is expected to be further fueled by the increase in the amount of AAA games that will require high levels of computing power and display capabilities. Global gaming hardware revenues are expected to rise as VR demand increases, as gamers are increasingly inclining towards games with superfast framerates.
Moreover, emerging technologies like the Internet of Things (IoT) and growing internet penetration are creating new interest among gamers in higher end consoles and peripherals. As a large number of gamers remain devoted to PC gaming, regular gaming hardware consoles are becoming more common, as users show a high degree of inclination to technological updates, resulting in continual revenue growth for gaming hardware providers.
Gaming hardware revenues may be negatively affected by the shift of casual gamers to mobile devices and tablets from high-end PCs and consoles. It is however unlikely that the global gaming hardware market will grow due to the high costs connected with gaming hardware, such as virtual reality.
Moreover, both a lack of internet speed and a lack of high-quality graphics systems will hinder the growth of these markets. There is a risk that new technologies and innovations will outdate other products in the market, further posing a threat to the growth of gaming hardware products.
According to Future Market Insights, since North America has high purchasing power and lower barriers to entry for gaming systems, it dominates the gaming hardware market. In 2022, North America held a market share of 26.5%.
A significant number of key players is also expected to drive the growth of the region's gaming hardware market during the projection period. Also, customers in North America are expected to increase their use of high-speed internet and smart devices during the forecast period, which will create opportunities for the gaming hardware market.
Global gaming hardware demand is expected to be dominated by the Asia Pacific, followed by North America and Western Europe. A major factor that drives the market is the growing number of people that are playing video games throughout the region. Games are growing at an accelerated rate in India that can be compared to other sub-sectors of the entertainment industry, including cinema and home entertainment. It is estimated that India's gaming industry accounted for less than 1% of the global gaming market compared to those of China and the U.S.
PC gaming culture is believed to be the dominant gaming culture in China and South Korea, representing most of the gaming population. A major factor driving the purchase of gaming consoles in the market is the emergence of emerging economies coupled with an increase in disposable income. Innovation and an increasing number of manufacturers will drive the gaming hardware market in the Asia Pacific in the coming years. As smartphones have become more prevalent, more access to the internet, influencers have reached a wide audience, and the COVID-19 lockdown has contributed to the growth of the gaming industry in India. A combination of all these factors will fuel the growth of the gaming hardware market.
Category | Gaming Platform |
---|---|
Leading Segment | Gaming Hardware in TV |
Market Share | 43.4% |
Category | Product Type |
---|---|
Leading Segment | Gaming Hardware in Consoles |
Market Share | 18.3% |
The gaming industry has witnessed a surge in immersive gaming features as game developers increasingly incorporate them into their creations. As a result, there is a notable rise in the development of game-centric TVs in the market. These TVs offer a compact and portable design, making them a popular choice among gamers over the years. The affordability of gaming hardware has contributed to their growing popularity in the TV market.
With continuous advancements in gaming technology, there is a surging demand for improved TVs that can keep up with the ever-evolving market. The demand for stunning graphics in gaming devices has been a significant driver of this growth, leading to remarkable expansion in the gaming TV market over the past few years. It is evident that TVs have become an integral part of the gaming industry for consumers worldwide, and this trend is expected to persist during the forecast period.
The console segment holds a significant position in the gaming hardware market since these offer dedicated gaming experiences with optimized performance and immersive gameplay. Exclusive titles secured by prominent manufacturers like Sony and Microsoft create a sense of loyalty among players. These well-established brands also enjoy strong recognition, further bolstering their market presence.
Consoles' accessibility, with easy setup and competitive pricing, attracts a broad consumer base, including casual gamers. Additionally, the consoles' multiplayer capabilities foster a thriving gaming community, enhancing the overall gaming experience. The longer product lifecycle of consoles provides stability for developers and ensures players enjoy consistent gaming without frequent hardware upgrades.
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Numerous start-ups offering gaming hardware are showcasing no less than the best in gaming hardware and technology. The start-up companies also provide 3D gaming services and VR gaming hardware devices, among other products, services, and distributions in the market. A market for high-end products is developing in response to the increasing use of artificial intelligence in gaming technologies.
It is crucial that global manufacturers are continuously striving to innovate new gaming hardware products in order to stay competitive in the global gaming hardware market. To market themselves, companies use a variety of strategies, including mergers and acquisitions, expansions, collaborations, and partnerships.
Some of the key participants present in the global gaming hardware market include Sony Corporation, Microsoft Corporation, Apple Inc., Google, HTC Corporation, Nintendo, Linden Research, Inc., Activision Blizzard, Inc., Sega Games Co., Ltd., Oculus VR, LLC, GAMDIAS, Anker Innovations Technology, Redragon and Others.
Report Attribute | Details |
---|---|
Growth Rate | CAGR of 4.9% from 2023 to 2033 |
Market Value in 2023 | US$ 36,739.7 million |
Market Value in 2033 | US$ 59,464.4 million |
Base Year for Estimation | 2022 |
Historical Data | 2018 to 2022 |
Forecast Period | 2023 to 2033 |
Quantitative Units | Revenue in US$ million and CAGR from 2023 to 2033 |
Report Coverage | Revenue Forecast, Company Ranking, Competitive Landscape, Growth Factors, Trends, and Pricing Analysis |
Segments Covered |
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Regions Covered |
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Key Countries Profiled |
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Key Companies Profiled |
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The United States, China, and Japan dominate the global gaming hardware market.
The gaming hardware market is forecast to register a CAGR of 4.9% through 2033.
During 2018 to 2022, the market grew at a CAGR of 4%.
Rising popularity of online gaming is disrupting the current market trends.
The global market size to reach US$ 59,464.4 million by 2033.
1. Executive Summary
1.1. Global Market Outlook
1.2. Demand-side Trends
1.3. Supply-side Trends
1.4. Technology Roadmap Analysis
1.5. Analysis and Recommendations
2. Market Overview
2.1. Market Coverage / Taxonomy
2.2. Market Definition / Scope / Limitations
3. Market Background
3.1. Market Dynamics
3.1.1. Drivers
3.1.2. Restraints
3.1.3. Opportunity
3.1.4. Trends
3.2. Scenario Forecast
3.2.1. Demand in Optimistic Scenario
3.2.2. Demand in Likely Scenario
3.2.3. Demand in Conservative Scenario
3.3. Opportunity Map Analysis
3.4. Product Life Cycle Analysis
3.5. Supply Chain Analysis
3.5.1. Supply Side Participants and their Roles
3.5.1.1. Producers
3.5.1.2. Mid-Level Participants (Traders/ Agents/ Brokers)
3.5.1.3. Wholesalers and Distributors
3.5.2. Value Added and Value Created at Node in the Supply Chain
3.5.3. List of Raw Material Suppliers
3.5.4. List of Existing and Potential Buyer’s
3.6. Investment Feasibility Matrix
3.7. Value Chain Analysis
3.7.1. Profit Margin Analysis
3.7.2. Wholesalers and Distributors
3.7.3. Retailers
3.8. PESTLE and Porter’s Analysis
3.9. Regulatory Landscape
3.9.1. By Key Regions
3.9.2. By Key Countries
3.10. Regional Parent Market Outlook
3.11. Production and Consumption Statistics
3.12. Import and Export Statistics
4. Global Market Analysis 2018 to 2022 and Forecast, 2023 to 2033
4.1. Historical Market Size Value (US$ Million) & Volume (Units) Analysis, 2018 to 2022
4.2. Current and Future Market Size Value (US$ Million) & Volume (Units) Projections, 2023 to 2033
4.2.1. Y-o-Y Growth Trend Analysis
4.2.2. Absolute $ Opportunity Analysis
5. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Gaming Platform
5.1. Introduction / Key Findings
5.2. Historical Market Size Value (US$ Million) & Volume (Units) Analysis By Gaming Platform, 2018 to 2022
5.3. Current and Future Market Size Value (US$ Million) & Volume (Units) Analysis and Forecast By Gaming Platform, 2023 to 2033
5.3.1. in PC
5.3.2. in TV
5.3.3. in Smart Phones/Tablets gaming
5.4. Y-o-Y Growth Trend Analysis By Gaming Platform, 2018 to 2022
5.5. Absolute $ Opportunity Analysis By Gaming Platform, 2023 to 2033
6. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Product Type
6.1. Introduction / Key Findings
6.2. Historical Market Size Value (US$ Million) & Volume (Units) Analysis By Product Type, 2018 to 2022
6.3. Current and Future Market Size Value (US$ Million) & Volume (Units) Analysis and Forecast By Product Type, 2023 to 2033
6.3.1. Consoles
6.3.1.1. Standard Consoles
6.3.1.2. Handheld Consoles
6.3.2. Accessories
6.3.3. Headsets
6.3.4. Cameras
6.3.5. Gamepads
6.3.6. Steering Wheel
6.3.7. Joysticks
6.4. Y-o-Y Growth Trend Analysis By Product Type, 2018 to 2022
6.5. Absolute $ Opportunity Analysis By Product Type, 2023 to 2033
7. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By End-user
7.1. Introduction / Key Findings
7.2. Historical Market Size Value (US$ Million) & Volume (Units) Analysis By End-user, 2018 to 2022
7.3. Current and Future Market Size Value (US$ Million) & Volume (Units) Analysis and Forecast By End-user, 2023 to 2033
7.3.1. Residential
7.3.2. Commercial
7.4. Y-o-Y Growth Trend Analysis By End-user, 2018 to 2022
7.5. Absolute $ Opportunity Analysis By End-user, 2023 to 2033
8. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Region
8.1. Introduction
8.2. Historical Market Size Value (US$ Million) & Volume (Units) Analysis By Region, 2018 to 2022
8.3. Current Market Size Value (US$ Million) & Volume (Units) Analysis and Forecast By Region, 2023 to 2033
8.3.1. North America
8.3.2. Latin America
8.3.3. Western Europe
8.3.4. Eastern Europe
8.3.5. South Asia and Pacific
8.3.6. East Asia
8.3.7. Middle East and Africa
8.4. Market Attractiveness Analysis By Region
9. North America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
9.1. Historical Market Size Value (US$ Million) & Volume (Units) Trend Analysis By Market Taxonomy, 2018 to 2022
9.2. Market Size Value (US$ Million) & Volume (Units) Forecast By Market Taxonomy, 2023 to 2033
9.2.1. By Country
9.2.1.1. U.S.
9.2.1.2. Canada
9.2.2. By Gaming Platform
9.2.3. By Product Type
9.2.4. By End-user
9.3. Market Attractiveness Analysis
9.3.1. By Country
9.3.2. By Gaming Platform
9.3.3. By Product Type
9.3.4. By End-user
9.4. Key Takeaways
10. Latin America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
10.1. Historical Market Size Value (US$ Million) & Volume (Units) Trend Analysis By Market Taxonomy, 2018 to 2022
10.2. Market Size Value (US$ Million) & Volume (Units) Forecast By Market Taxonomy, 2023 to 2033
10.2.1. By Country
10.2.1.1. Brazil
10.2.1.2. Mexico
10.2.1.3. Rest of Latin America
10.2.2. By Gaming Platform
10.2.3. By Product Type
10.2.4. By End-user
10.3. Market Attractiveness Analysis
10.3.1. By Country
10.3.2. By Gaming Platform
10.3.3. By Product Type
10.3.4. By End-user
10.4. Key Takeaways
11. Western Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
11.1. Historical Market Size Value (US$ Million) & Volume (Units) Trend Analysis By Market Taxonomy, 2018 to 2022
11.2. Market Size Value (US$ Million) & Volume (Units) Forecast By Market Taxonomy, 2023 to 2033
11.2.1. By Country
11.2.1.1. Germany
11.2.1.2. U.K.
11.2.1.3. France
11.2.1.4. Spain
11.2.1.5. Italy
11.2.1.6. Rest of Western Europe
11.2.2. By Gaming Platform
11.2.3. By Product Type
11.2.4. By End-user
11.3. Market Attractiveness Analysis
11.3.1. By Country
11.3.2. By Gaming Platform
11.3.3. By Product Type
11.3.4. By End-user
11.4. Key Takeaways
12. Eastern Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
12.1. Historical Market Size Value (US$ Million) & Volume (Units) Trend Analysis By Market Taxonomy, 2018 to 2022
12.2. Market Size Value (US$ Million) & Volume (Units) Forecast By Market Taxonomy, 2023 to 2033
12.2.1. By Country
12.2.1.1. Poland
12.2.1.2. Russia
12.2.1.3. Czech Republic
12.2.1.4. Romania
12.2.1.5. Rest of Eastern Europe
12.2.2. By Gaming Platform
12.2.3. By Product Type
12.2.4. By End-user
12.3. Market Attractiveness Analysis
12.3.1. By Country
12.3.2. By Gaming Platform
12.3.3. By Product Type
12.3.4. By End-user
12.4. Key Takeaways
13. South Asia and Pacific Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
13.1. Historical Market Size Value (US$ Million) & Volume (Units) Trend Analysis By Market Taxonomy, 2018 to 2022
13.2. Market Size Value (US$ Million) & Volume (Units) Forecast By Market Taxonomy, 2023 to 2033
13.2.1. By Country
13.2.1.1. India
13.2.1.2. Bangladesh
13.2.1.3. Australia
13.2.1.4. New Zealand
13.2.1.5. Rest of South Asia and Pacific
13.2.2. By Gaming Platform
13.2.3. By Product Type
13.2.4. By End-user
13.3. Market Attractiveness Analysis
13.3.1. By Country
13.3.2. By Gaming Platform
13.3.3. By Product Type
13.3.4. By End-user
13.4. Key Takeaways
14. East Asia Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
14.1. Historical Market Size Value (US$ Million) & Volume (Units) Trend Analysis By Market Taxonomy, 2018 to 2022
14.2. Market Size Value (US$ Million) & Volume (Units) Forecast By Market Taxonomy, 2023 to 2033
14.2.1. By Country
14.2.1.1. China
14.2.1.2. Japan
14.2.1.3. South Korea
14.2.2. By Gaming Platform
14.2.3. By Product Type
14.2.4. By End-user
14.3. Market Attractiveness Analysis
14.3.1. By Country
14.3.2. By Gaming Platform
14.3.3. By Product Type
14.3.4. By End-user
14.4. Key Takeaways
15. Middle East and Africa Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country
15.1. Historical Market Size Value (US$ Million) & Volume (Units) Trend Analysis By Market Taxonomy, 2018 to 2022
15.2. Market Size Value (US$ Million) & Volume (Units) Forecast By Market Taxonomy, 2023 to 2033
15.2.1. By Country
15.2.1.1. GCC Countries
15.2.1.2. South Africa
15.2.1.3. Israel
15.2.1.4. Rest of MEA
15.2.2. By Gaming Platform
15.2.3. By Product Type
15.2.4. By End-user
15.3. Market Attractiveness Analysis
15.3.1. By Country
15.3.2. By Gaming Platform
15.3.3. By Product Type
15.3.4. By End-user
15.4. Key Takeaways
16. Key Countries Market Analysis
16.1. U.S.
16.1.1. Pricing Analysis
16.1.2. Market Share Analysis, 2022
16.1.2.1. By Gaming Platform
16.1.2.2. By Product Type
16.1.2.3. By End-user
16.2. Canada
16.2.1. Pricing Analysis
16.2.2. Market Share Analysis, 2022
16.2.2.1. By Gaming Platform
16.2.2.2. By Product Type
16.2.2.3. By End-user
16.3. Brazil
16.3.1. Pricing Analysis
16.3.2. Market Share Analysis, 2022
16.3.2.1. By Gaming Platform
16.3.2.2. By Product Type
16.3.2.3. By End-user
16.4. Mexico
16.4.1. Pricing Analysis
16.4.2. Market Share Analysis, 2022
16.4.2.1. By Gaming Platform
16.4.2.2. By Product Type
16.4.2.3. By End-user
16.5. Germany
16.5.1. Pricing Analysis
16.5.2. Market Share Analysis, 2022
16.5.2.1. By Gaming Platform
16.5.2.2. By Product Type
16.5.2.3. By End-user
16.6. U.K.
16.6.1. Pricing Analysis
16.6.2. Market Share Analysis, 2022
16.6.2.1. By Gaming Platform
16.6.2.2. By Product Type
16.6.2.3. By End-user
16.7. France
16.7.1. Pricing Analysis
16.7.2. Market Share Analysis, 2022
16.7.2.1. By Gaming Platform
16.7.2.2. By Product Type
16.7.2.3. By End-user
16.8. Spain
16.8.1. Pricing Analysis
16.8.2. Market Share Analysis, 2022
16.8.2.1. By Gaming Platform
16.8.2.2. By Product Type
16.8.2.3. By End-user
16.9. Italy
16.9.1. Pricing Analysis
16.9.2. Market Share Analysis, 2022
16.9.2.1. By Gaming Platform
16.9.2.2. By Product Type
16.9.2.3. By End-user
16.10. Poland
16.10.1. Pricing Analysis
16.10.2. Market Share Analysis, 2022
16.10.2.1. By Gaming Platform
16.10.2.2. By Product Type
16.10.2.3. By End-user
16.11. Russia
16.11.1. Pricing Analysis
16.11.2. Market Share Analysis, 2022
16.11.2.1. By Gaming Platform
16.11.2.2. By Product Type
16.11.2.3. By End-user
16.12. Czech Republic
16.12.1. Pricing Analysis
16.12.2. Market Share Analysis, 2022
16.12.2.1. By Gaming Platform
16.12.2.2. By Product Type
16.12.2.3. By End-user
16.13. Romania
16.13.1. Pricing Analysis
16.13.2. Market Share Analysis, 2022
16.13.2.1. By Gaming Platform
16.13.2.2. By Product Type
16.13.2.3. By End-user
16.14. India
16.14.1. Pricing Analysis
16.14.2. Market Share Analysis, 2022
16.14.2.1. By Gaming Platform
16.14.2.2. By Product Type
16.14.2.3. By End-user
16.15. Bangladesh
16.15.1. Pricing Analysis
16.15.2. Market Share Analysis, 2022
16.15.2.1. By Gaming Platform
16.15.2.2. By Product Type
16.15.2.3. By End-user
16.16. Australia
16.16.1. Pricing Analysis
16.16.2. Market Share Analysis, 2022
16.16.2.1. By Gaming Platform
16.16.2.2. By Product Type
16.16.2.3. By End-user
16.17. New Zealand
16.17.1. Pricing Analysis
16.17.2. Market Share Analysis, 2022
16.17.2.1. By Gaming Platform
16.17.2.2. By Product Type
16.17.2.3. By End-user
16.18. China
16.18.1. Pricing Analysis
16.18.2. Market Share Analysis, 2022
16.18.2.1. By Gaming Platform
16.18.2.2. By Product Type
16.18.2.3. By End-user
16.19. Japan
16.19.1. Pricing Analysis
16.19.2. Market Share Analysis, 2022
16.19.2.1. By Gaming Platform
16.19.2.2. By Product Type
16.19.2.3. By End-user
16.20. South Korea
16.20.1. Pricing Analysis
16.20.2. Market Share Analysis, 2022
16.20.2.1. By Gaming Platform
16.20.2.2. By Product Type
16.20.2.3. By End-user
16.21. GCC Countries
16.21.1. Pricing Analysis
16.21.2. Market Share Analysis, 2022
16.21.2.1. By Gaming Platform
16.21.2.2. By Product Type
16.21.2.3. By End-user
16.22. South Africa
16.22.1. Pricing Analysis
16.22.2. Market Share Analysis, 2022
16.22.2.1. By Gaming Platform
16.22.2.2. By Product Type
16.22.2.3. By End-user
16.23. Israel
16.23.1. Pricing Analysis
16.23.2. Market Share Analysis, 2022
16.23.2.1. By Gaming Platform
16.23.2.2. By Product Type
16.23.2.3. By End-user
17. Market Structure Analysis
17.1. Competition Dashboard
17.2. Competition Benchmarking
17.3. Market Share Analysis of Top Players
17.3.1. By Regional
17.3.2. By Gaming Platform
17.3.3. By Product Type
17.3.4. By End-user
18. Competition Analysis
18.1. Competition Deep Dive
18.1.1. Sony Corporation
18.1.1.1. Overview
18.1.1.2. Product Portfolio
18.1.1.3. Profitability by Market Segments
18.1.1.4. Sales Footprint
18.1.1.5. Strategy Overview
18.1.1.5.1. Marketing Strategy
18.1.1.5.2. Product Strategy
18.1.1.5.3. Channel Strategy
18.1.2. Microsoft Corporation
18.1.2.1. Overview
18.1.2.2. Product Portfolio
18.1.2.3. Profitability by Market Segments
18.1.2.4. Sales Footprint
18.1.2.5. Strategy Overview
18.1.2.5.1. Marketing Strategy
18.1.2.5.2. Product Strategy
18.1.2.5.3. Channel Strategy
18.1.3. Apple Inc.
18.1.3.1. Overview
18.1.3.2. Product Portfolio
18.1.3.3. Profitability by Market Segments
18.1.3.4. Sales Footprint
18.1.3.5. Strategy Overview
18.1.3.5.1. Marketing Strategy
18.1.3.5.2. Product Strategy
18.1.3.5.3. Channel Strategy
18.1.4. Google
18.1.4.1. Overview
18.1.4.2. Product Portfolio
18.1.4.3. Profitability by Market Segments
18.1.4.4. Sales Footprint
18.1.4.5. Strategy Overview
18.1.4.5.1. Marketing Strategy
18.1.4.5.2. Product Strategy
18.1.4.5.3. Channel Strategy
18.1.5. HTC Corporation
18.1.5.1. Overview
18.1.5.2. Product Portfolio
18.1.5.3. Profitability by Market Segments
18.1.5.4. Sales Footprint
18.1.5.5. Strategy Overview
18.1.5.5.1. Marketing Strategy
18.1.5.5.2. Product Strategy
18.1.5.5.3. Channel Strategy
18.1.6. Nintendo
18.1.6.1. Overview
18.1.6.2. Product Portfolio
18.1.6.3. Profitability by Market Segments
18.1.6.4. Sales Footprint
18.1.6.5. Strategy Overview
18.1.6.5.1. Marketing Strategy
18.1.6.5.2. Product Strategy
18.1.6.5.3. Channel Strategy
18.1.7. Linden Research, Inc.
18.1.7.1. Overview
18.1.7.2. Product Portfolio
18.1.7.3. Profitability by Market Segments
18.1.7.4. Sales Footprint
18.1.7.5. Strategy Overview
18.1.7.5.1. Marketing Strategy
18.1.7.5.2. Product Strategy
18.1.7.5.3. Channel Strategy
18.1.8. Activision Blizzard, Inc.
18.1.8.1. Overview
18.1.8.2. Product Portfolio
18.1.8.3. Profitability by Market Segments
18.1.8.4. Sales Footprint
18.1.8.5. Strategy Overview
18.1.8.5.1. Marketing Strategy
18.1.8.5.2. Product Strategy
18.1.8.5.3. Channel Strategy
18.1.9. Sega Games Co., Ltd.
18.1.9.1. Overview
18.1.9.2. Product Portfolio
18.1.9.3. Profitability by Market Segments
18.1.9.4. Sales Footprint
18.1.9.5. Strategy Overview
18.1.9.5.1. Marketing Strategy
18.1.9.5.2. Product Strategy
18.1.9.5.3. Channel Strategy
18.1.10. Oculus VR, LLC
18.1.10.1. Overview
18.1.10.2. Product Portfolio
18.1.10.3. Profitability by Market Segments
18.1.10.4. Sales Footprint
18.1.10.5. Strategy Overview
18.1.10.5.1. Marketing Strategy
18.1.10.5.2. Product Strategy
18.1.10.5.3. Channel Strategy
18.1.11. GAMDIAS
18.1.11.1. Overview
18.1.11.2. Product Portfolio
18.1.11.3. Profitability by Market Segments
18.1.11.4. Sales Footprint
18.1.11.5. Strategy Overview
18.1.11.5.1. Marketing Strategy
18.1.11.5.2. Product Strategy
18.1.11.5.3. Channel Strategy
18.1.12. Anker Innovations Technology
18.1.12.1. Overview
18.1.12.2. Product Portfolio
18.1.12.3. Profitability by Market Segments
18.1.12.4. Sales Footprint
18.1.12.5. Strategy Overview
18.1.12.5.1. Marketing Strategy
18.1.12.5.2. Product Strategy
18.1.12.5.3. Channel Strategy
19. Assumptions & Acronyms Used
20. Research Methodology
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