デフォルト表紙
市場調査レポート
商品コード
1607144

ゲーミングコンピュータ市場:製品、流通チャネル、最終用途別-2025-2030年の世界予測

Gaming Computer Market by Product (Desktop, Laptop), Distribution Channel (Offline, Online), End Use - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 191 Pages
納期
即日から翌営業日
カスタマイズ可能
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=143.57円
ゲーミングコンピュータ市場:製品、流通チャネル、最終用途別-2025-2030年の世界予測
出版日: 2024年10月31日
発行: 360iResearch
ページ情報: 英文 191 Pages
納期: 即日から翌営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

ゲーミングコンピュータ市場の2023年の市場規模は880億1,000万米ドル、2024年には1,013億6,000万米ドルに達すると予測され、CAGR 16.05%で成長し、2030年には2,495億3,000万米ドルに達すると予測されます。

ゲーミングコンピュータ市場は、ビデオゲームをプレイするために特別に構成され、高度なグラフィックスカード、プロセッサ、冷却システムなどの強力なコンポーネントによって強化された高性能PCによって定義されます。これらのマシンは、没入感のあるゲーム体験のために優れたグラフィックスと高速で応答性の高いシステムを必要とするゲーマーに対応しています。このようなコンピュータの必要性は、洗練されたゲーム体験に対する需要の高まりとeスポーツの成長から生じており、ゲーム用ハードウェアの継続的な進歩が求められています。最終用途は、家庭用、ゲームカフェ、eスポーツ大会、VRゲームセットアップなど多岐にわたる。主な市場促進要因としては、PCコンポーネントの技術進歩、VRおよびARゲームの人気上昇、若年消費者の可処分所得の増加などが挙げられます。しかし、こうした機会には、高コスト、技術の急速な進化による急速な陳腐化、電子廃棄物に関する環境問題などの課題が伴う。パンデミック(世界的大流行)に起因するゲームの増加は重要な機会であり、勢いを維持するためには継続的な適応が必要です。

主な市場の統計
基準年[2023] 880億1,000万米ドル
推定年[2024] 1,013億6,000万米ドル
予測年[2030] 2,495億3,000万米ドル
CAGR(%) 16.05%

イノベーションと調査は、エネルギー効率の高い設計、AI対応のゲームセットアップ、セキュリティ強化とカスタマイズのためのブロックチェーンのような技術の導入に焦点を当てるべきです。環境に優しい取り組みを強調することで、環境意識の高い消費者を引き付け、ブランドの公共イメージを向上させることができます。また、ゲーム開発者やソフトウェア制作者とのパートナーシップを模索することで、ゲーム体験を最適化する統合ソリューションにつながる可能性もあります。市場の限界には、部品の入手性に影響を及ぼすサプライチェーンの途絶の可能性や、消費者の嗜好がクラウドゲーミングへとシフトし、ハイエンドPCの需要が減少する可能性があることなどがあります。企業は競争力を維持するために、データ分析を活用して進化する市場動向と消費者行動を理解する必要があります。このような課題にもかかわらず、市場の性質は強固で、技術革新と主流エンターテインメントとしてのゲームへの文化的シフトによって、ますますダイナミックになっています。そのため、企業がターゲットを絞った戦略と迅速な製品提供によって、こうした移り変わりの激しい環境に積極的に適応していけば、成長の余地は依然として大きいです。

市場力学:急速に進化するゲーミングコンピュータ市場の主要市場インサイトを公開

ゲーミングコンピュータ市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的決定の精緻化、そして新たなビジネスチャンスの獲得に備えることができます。これらの動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができ、また、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • 優れたグラフィックスと容易なアップグレードによるゲーミングコンピュータの採用増加
    • 世界のゲーマー数の急増
    • 若年層におけるゲーミングPC人気の高まり
  • 市場抑制要因
    • ゲーミングPCの高価さに関する懸念
  • 市場機会
    • ゲーミングコンピュータへのIoTソリューションの実装
    • eスポーツ選手権の出現
  • 市場の課題
    • タブレットと携帯電話への著しい傾斜

ポーターのファイブフォース:ゲーミングコンピュータ市場をナビゲートする戦略ツール

ポーターのファイブフォースフレームワークは、市場情勢の競合情勢を把握するための重要なツールです。ポーターのファイブフォース・フレームワークは、企業の競争力を評価し、戦略的機会を探るための明確な手法を提供します。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これらの洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:ゲーミングコンピュータ市場における外部からの影響の把握

外部マクロ環境要因は、ゲーミングコンピュータ市場の業績ダイナミクスを形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を提供します。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析ゲーミングコンピュータ市場における競合情勢の把握

ゲーミングコンピュータ市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、断片化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニング・マトリックスゲーミングコンピュータ市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、ゲーミングコンピュータ市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限によりベンダーを明確かつ的確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨ゲーミングコンピュータ市場における成功への道筋を描く

ゲーミングコンピュータ市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を検討することで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネスチャンスを活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目分野を網羅した市場の包括的な分析を提供しています:

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力の評価。

2.市場の開拓度:新興市場における成長機会を特定し、既存分野における拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを提供します。

3.市場の多様化:最近の製品発売、未開拓の地域、業界の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発およびイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報を得た上で意思決定できるよう、重要な質問にも答えています:

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、セグメント、地域はどこか?

3.市場を形成する主な技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場の概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • 優れたグラフィックスと簡単なアップグレードにより、ゲーミングコンピュータの採用が増加
      • 世界中のゲーマー数が急増
      • 若い世代の間でゲーミングコンピュータの人気が高まっている
    • 抑制要因
      • ゲーミングコンピュータの高価さに対する懸念
    • 機会
      • ゲーム用コンピュータへのIoTソリューションの実装
      • eスポーツ選手権の出現
    • 課題
      • タブレットや携帯電話への大きな傾向
  • 市場セグメンテーション分析
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治的
    • 経済
    • 社交
    • 技術的
    • 法律上
    • 環境

第6章 ゲーミングコンピュータ市場:製品別

  • デスクトップ
  • ラップトップ

第7章 ゲーミングコンピュータ市場:流通チャネル別

  • オフライン
  • オンライン

第8章 ゲーミングコンピュータ市場:最終用途別

  • カジュアルゲーム
  • プロゲーミング

第9章 南北アメリカのゲーミングコンピュータ市場

  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第10章 アジア太平洋地域のゲーミングコンピュータ市場

  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第11章 欧州・中東・アフリカのゲーミングコンピュータ市場

  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第12章 競合情勢

  • 市場シェア分析2023
  • FPNVポジショニングマトリックス, 2023
  • 競合シナリオ分析
  • 戦略分析と提言

企業一覧

  • Acer Inc.
  • Apple Inc.
  • ASUSTeK Computer Inc.
  • Clevo
  • CyberPowerPC
  • Dell Inc.
  • Eurocom Corporation
  • GIGA BYTE Technology Co. Ltd.
  • Hewlett Packard Enterprise Development LP
  • Lenovo Group Ltd.
  • Micro-Star INT'L Co. Ltd.
  • NVIDIA Corporation
  • Razer Inc.
  • Samsung Electronics Co., Ltd.
  • Sony Corporation
図表

LIST OF FIGURES

  • FIGURE 1. GAMING COMPUTER MARKET RESEARCH PROCESS
  • FIGURE 2. GAMING COMPUTER MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL GAMING COMPUTER MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL GAMING COMPUTER MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL GAMING COMPUTER MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL GAMING COMPUTER MARKET SIZE, BY END USE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL GAMING COMPUTER MARKET SIZE, BY END USE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS GAMING COMPUTER MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS GAMING COMPUTER MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES GAMING COMPUTER MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES GAMING COMPUTER MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC GAMING COMPUTER MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC GAMING COMPUTER MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA GAMING COMPUTER MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA GAMING COMPUTER MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. GAMING COMPUTER MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. GAMING COMPUTER MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. GAMING COMPUTER MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL GAMING COMPUTER MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL GAMING COMPUTER MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL GAMING COMPUTER MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. GAMING COMPUTER MARKET DYNAMICS
  • TABLE 7. GLOBAL GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL GAMING COMPUTER MARKET SIZE, BY DESKTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL GAMING COMPUTER MARKET SIZE, BY LAPTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL GAMING COMPUTER MARKET SIZE, BY OFFLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL GAMING COMPUTER MARKET SIZE, BY ONLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL GAMING COMPUTER MARKET SIZE, BY CASUAL GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL GAMING COMPUTER MARKET SIZE, BY PROFESSIONAL GAMING, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. AMERICAS GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 17. AMERICAS GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 18. AMERICAS GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 19. AMERICAS GAMING COMPUTER MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 20. ARGENTINA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 21. ARGENTINA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 22. ARGENTINA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 23. BRAZIL GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 24. BRAZIL GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 25. BRAZIL GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 26. CANADA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 27. CANADA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 28. CANADA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 29. MEXICO GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 30. MEXICO GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 31. MEXICO GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 32. UNITED STATES GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 33. UNITED STATES GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 34. UNITED STATES GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 35. UNITED STATES GAMING COMPUTER MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 36. ASIA-PACIFIC GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 37. ASIA-PACIFIC GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 38. ASIA-PACIFIC GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 39. ASIA-PACIFIC GAMING COMPUTER MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 40. AUSTRALIA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 41. AUSTRALIA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 42. AUSTRALIA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 43. CHINA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 44. CHINA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 45. CHINA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 46. INDIA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 47. INDIA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 48. INDIA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 49. INDONESIA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 50. INDONESIA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 51. INDONESIA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 52. JAPAN GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 53. JAPAN GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 54. JAPAN GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 55. MALAYSIA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 56. MALAYSIA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 57. MALAYSIA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 58. PHILIPPINES GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 59. PHILIPPINES GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 60. PHILIPPINES GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 61. SINGAPORE GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 62. SINGAPORE GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 63. SINGAPORE GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 64. SOUTH KOREA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 65. SOUTH KOREA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 66. SOUTH KOREA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 67. TAIWAN GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 68. TAIWAN GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 69. TAIWAN GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 70. THAILAND GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 71. THAILAND GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 72. THAILAND GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 73. VIETNAM GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 74. VIETNAM GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 75. VIETNAM GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 76. EUROPE, MIDDLE EAST & AFRICA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 77. EUROPE, MIDDLE EAST & AFRICA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 78. EUROPE, MIDDLE EAST & AFRICA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 79. EUROPE, MIDDLE EAST & AFRICA GAMING COMPUTER MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 80. DENMARK GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 81. DENMARK GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 82. DENMARK GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 83. EGYPT GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 84. EGYPT GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 85. EGYPT GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 86. FINLAND GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 87. FINLAND GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 88. FINLAND GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 89. FRANCE GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 90. FRANCE GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 91. FRANCE GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 92. GERMANY GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 93. GERMANY GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 94. GERMANY GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 95. ISRAEL GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 96. ISRAEL GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 97. ISRAEL GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 98. ITALY GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 99. ITALY GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 100. ITALY GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 101. NETHERLANDS GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 102. NETHERLANDS GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 103. NETHERLANDS GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 104. NIGERIA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 105. NIGERIA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 106. NIGERIA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 107. NORWAY GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 108. NORWAY GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 109. NORWAY GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 110. POLAND GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 111. POLAND GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 112. POLAND GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 113. QATAR GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 114. QATAR GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 115. QATAR GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 116. RUSSIA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 117. RUSSIA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 118. RUSSIA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 119. SAUDI ARABIA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 120. SAUDI ARABIA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 121. SAUDI ARABIA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 122. SOUTH AFRICA GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 123. SOUTH AFRICA GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 124. SOUTH AFRICA GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 125. SPAIN GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 126. SPAIN GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 127. SPAIN GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 128. SWEDEN GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 129. SWEDEN GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 130. SWEDEN GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 131. SWITZERLAND GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 132. SWITZERLAND GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 133. SWITZERLAND GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 134. TURKEY GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 135. TURKEY GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 136. TURKEY GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 137. UNITED ARAB EMIRATES GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 138. UNITED ARAB EMIRATES GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 139. UNITED ARAB EMIRATES GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 140. UNITED KINGDOM GAMING COMPUTER MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 141. UNITED KINGDOM GAMING COMPUTER MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 142. UNITED KINGDOM GAMING COMPUTER MARKET SIZE, BY END USE, 2018-2030 (USD MILLION)
  • TABLE 143. GAMING COMPUTER MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 144. GAMING COMPUTER MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-742BD517F079

The Gaming Computer Market was valued at USD 88.01 billion in 2023, expected to reach USD 101.36 billion in 2024, and is projected to grow at a CAGR of 16.05%, to USD 249.53 billion by 2030.

The gaming computer market is defined by high-performance PCs specifically configured for playing video games, enhanced by powerful components such as advanced graphics cards, processors, and cooling systems. These machines cater to gamers who require superior graphics and speedy, responsive systems for an immersive gaming experience. The necessity for these computers arises from the increasing demand for sophisticated gaming experiences and the growth of e-sports, calling for continuous advancements in gaming hardware. Applications span home usage, gaming cafes, e-sports tournaments, and VR gaming setups, signifying a broad end-use scope. Key market growth drivers include technological advancements in PC components, the rising popularity of VR and AR games, and increased disposable income among young consumers. However, these opportunities come with challenges such as high costs, rapid obsolescence due to fast-evolving technology, and environmental concerns related to e-waste. The pandemic-induced rise in gaming was a significant opportunity, necessitating continued adaptation to maintain momentum.

KEY MARKET STATISTICS
Base Year [2023] USD 88.01 billion
Estimated Year [2024] USD 101.36 billion
Forecast Year [2030] USD 249.53 billion
CAGR (%) 16.05%

Innovation and research should focus on energy-efficient designs, AI-enabled gaming setups, and incorporating technologies like blockchain for enhanced security and customization. Emphasizing eco-friendly practices could both attract environmentally conscious consumers and improve the brand's public image. Exploring partnerships with game developers and software creators can also lead to integrated solutions that optimize gaming experiences. Market limitations include potential supply chain disruptions affecting component availability and shifting consumer preferences towards cloud gaming, potentially reducing demand for high-end PCs. Companies must harness data analytics to understand evolving market trends and consumer behavior to stay competitive. Despite these challenges, the market's nature is robust and increasingly dynamic, driven by technological innovation and cultural shifts towards gaming as mainstream entertainment. Thus, the scope for growth remains significant, provided companies proactively adapt to these shifting landscapes with targeted strategies and responsive product offerings.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Gaming Computer Market

The Gaming Computer Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increasing adoption of gaming computers due to great graphics and easy upgradations
    • Surge in number of gamers across the globe
    • Growing popularity of gaming computers among younger generation
  • Market Restraints
    • Concern regarding expensiveness of gaming computers
  • Market Opportunities
    • Implementation of IoT solutions in gaming computers
    • Emergence of e-sports championships
  • Market Challenges
    • Significant inclination towards the tablet and mobile phones

Porter's Five Forces: A Strategic Tool for Navigating the Gaming Computer Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Gaming Computer Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Gaming Computer Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Gaming Computer Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Gaming Computer Market

A detailed market share analysis in the Gaming Computer Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Gaming Computer Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Gaming Computer Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Gaming Computer Market

A strategic analysis of the Gaming Computer Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Gaming Computer Market, highlighting leading vendors and their innovative profiles. These include Acer Inc., Apple Inc., ASUSTeK Computer Inc., Clevo, CyberPowerPC, Dell Inc., Eurocom Corporation, GIGA BYTE Technology Co. Ltd., Hewlett Packard Enterprise Development LP, Lenovo Group Ltd., Micro-Star INT'L Co. Ltd., NVIDIA Corporation, Razer Inc., Samsung Electronics Co., Ltd., and Sony Corporation.

Market Segmentation & Coverage

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

  • Based on Product, market is studied across Desktop and Laptop.
  • Based on Distribution Channel, market is studied across Offline and Online.
  • Based on End Use, market is studied across Casual Gaming and Professional Gaming.
  • Based on Region, market is 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.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

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. 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. Increasing adoption of gaming computers due to great graphics and easy upgradations
      • 5.1.1.2. Surge in number of gamers across the globe
      • 5.1.1.3. Growing popularity of gaming computers among younger generation
    • 5.1.2. Restraints
      • 5.1.2.1. Concern regarding expensiveness of gaming computers
    • 5.1.3. Opportunities
      • 5.1.3.1. Implementation of IoT solutions in gaming computers
      • 5.1.3.2. Emergence of e-sports championships
    • 5.1.4. Challenges
      • 5.1.4.1. Significant inclination towards the tablet and mobile phones
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Gaming Computer Market, by Product

  • 6.1. Introduction
  • 6.2. Desktop
  • 6.3. Laptop

7. Gaming Computer Market, by Distribution Channel

  • 7.1. Introduction
  • 7.2. Offline
  • 7.3. Online

8. Gaming Computer Market, by End Use

  • 8.1. Introduction
  • 8.2. Casual Gaming
  • 8.3. Professional Gaming

9. Americas Gaming Computer Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Gaming Computer 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 Computer 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. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Acer Inc.
  • 2. Apple Inc.
  • 3. ASUSTeK Computer Inc.
  • 4. Clevo
  • 5. CyberPowerPC
  • 6. Dell Inc.
  • 7. Eurocom Corporation
  • 8. GIGA BYTE Technology Co. Ltd.
  • 9. Hewlett Packard Enterprise Development LP
  • 10. Lenovo Group Ltd.
  • 11. Micro-Star INT'L Co. Ltd.
  • 12. NVIDIA Corporation
  • 13. Razer Inc.
  • 14. Samsung Electronics Co., Ltd.
  • 15. Sony Corporation