Gaming Equipment - Equatorial Guinea
Equatorial Guinea- In ****, the Gaming Equipment market in Equatorial Guinea is projected to generate revenue of US$****m.
- It is expected to experience an annual growth rate of ****% (CAGR *********).
- When compared globally, United States leads in revenue generation, with US$****bn in ****.
- On a per capita basis, in Equatorial Guinea is expected to generate revenue of US$**** in ****.
- By ****, the volume of the Gaming Equipment market is forecasted to reach ****k pieces.
- In ****, the market is anticipated to exhibit a volume growth of ***%.
- Additionally, the average volume per person in the Gaming Equipment market is estimated to be *****pieces in ****.
- Equatorial Guinea's gaming equipment market is experiencing a surge in demand as more locals embrace gaming as a form of entertainment.
- Key regions:
- Vietnam,
- Germany,
- United Kingdom,
- Europe,
- Canada
Definition:
Gaming Equipment comprises dedicated consumer electronic devices designed primarily for playing video games, including gaming consoles and virtual reality (VR) headsets. These devices are purpose-built to deliver interactive gaming experiences through specialised hardware, processing capabilities, and user interfaces. Gaming equipment supports both single-player and multiplayer gameplay and is used across a wide range of game genres and platforms.
Technological innovation in this segment focuses on improvements in processing performance, graphics capabilities, connectivity, and immersive user experiences, particularly through advancements in console hardware and virtual reality technologies.
Structure:
The Gaming Equipment segment is structured into the following product categories:
- Gaming Consoles: Dedicated devices designed for playing video games, typically connected to an external display and operated using controllers, offering features such as advanced graphics processing and online connectivity.
- VR Headsets: Immersive devices that enable users to experience virtual reality environments, either as standalone systems or when connected to gaming consoles or personal computers.
Additional Information:
The market comprises revenue, average revenue per capita, volume, average volume per capita, and price. Figures are generated through both online and offline sales channels and include spending by consumers (B2C). The market is characterised by strong competition among established platform providers such as Sony, Microsoft, Nintendo, Meta, and HTC, which are recognised for their proprietary ecosystems, technological innovation, and global distribution networks. For more information on the data displayed, use the info button located next to the respective data boxes.
- Home gaming consoles (e.g. PlayStation, Xbox)
- Hybrid gaming consoles combining portable and home use (e.g. Nintendo Switch)
- Handheld gaming consoles (e.g. Nintendo Switch Lite, Game Boy, Nintendo DS, PlayStation Portable)
- Standalone VR headsets (e.g. Meta Quest, Vive Focus, PlayStation VR2)
- Tethered / PC-connected VR headsets (e.g. Oculus Rift, HTC Vive, Valve Index)
- Smartphone-based VR devices (e.g. Samsung Gear VR, Google Cardboard, Daydream View)
- Televisions and display devices (e.g. LED, OLED, QLED screens)
- Video games and digital content (including console games, PC games, and mobile games)
- Commercial and enterprise-grade VR systems
- Augmented reality (AR) and mixed reality (MR) devices
- Gaming accessories and peripherals sold separately (e.g. controllers, headphones, gaming chairs, console skins)
Revenue
Volume
Price
Analyst Opinion
In 2021, the gaming equipment segment experienced one of the years with most growth due in large part to Covid-19 restrictions. Whilst people were forced to spend their free time at home isolated instead of meeting friends or going out to social events, the demand for gaming equipment exploded. The global gaming equipment market reached US$26 billion in 2021, marking a huge increase of US$8 billion between 2019 and 2021.
The gaming equipment segment has been dominated by three companies for decades thanks to their gaming consoles, namely the PlayStation from Sony, the X-Box from Microsoft and the Nintendo. Equally important in the segment are the key players AMD and Nvidia who play a crucial role in providing Graphic Processing Units (GPUs). Within the fast-paced technological environment there is a new threat to these key players on the market, which is the possibility of virtual reality (VR) and augmented reality (AR) gaming equipment rising in popularity. In this area huge companies from "Big Tech" like Meta, Google and Samsung are all involved in VR and AR activities.
In 2022, we expect the rapid growth of the gaming equipment market to continue, without hinder nesses from the current problems of rising inflation and higher energy prices which plague the global economy today. One area that we foresee contributing to gaming equipment market growth is the possibilities which VR and AR gaming can offer, bridging the gaming world with the real world which for many keen gamers appears to be a creative possibility. Otherwise, the COVID-19 pandemic showed that if in the future such events take place, forcing people to spend more time at home alone, then the demand for gaming equipment will increase.
Sales Channels
Global Comparison
Methodology
Data coverage:
The data encompasses B2C enterprises. Figures are based on consumer spending on electronic and digital devices used privately either for entertainment (televisions, game consoles, smart speakers, etc.), communication (telephones, smartphones, etc.) or home-office activities (printers, copiers, etc.).Modeling approach:
Market sizes are determined through a bottom-up approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., the Statista Global Consumer Survey), as well as performance factors (e.g., user penetration, price per product, usage). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, number of internet users, smartphone penetration rate, household number and consumer price index. This data helps us estimate the market size for each country individually.Forecasts:
In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting electronic products due to the non-linear growth of technology adoption and regular product upgrade. The main drivers are GDP per capita, consumer spending per capita, and 5G penetration rate.Additional notes:
The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). GCS data is reweighted for representativeness.Get in touch with us for additional information
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