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Global $40.13 bn+ Gaming Computer Market to 2030: IoT is Revolutionizing the Gaming Industry - ResearchAndMarkets.com

Global $40.13 bn+ Gaming Computer Market to 2030: IoT is Revolutionizing the Gaming Industry - ResearchAndMarkets.com

到2030年,全球游戏计算机市场规模超过401.3亿美元:物联网正在给游戏行业带来革命性变化-Research and Markets.com
Businesswire ·  2021/11/27 01:20

DUBLIN--(BUSINESS WIRE)--The "Gaming Computer Market By Product, Price, End Use, and Sales Channel: Global Opportunity Analysis and Industry Forecast, 2021-2030" report has been added to ResearchAndMarkets.com's offering.

都柏林--(美国商业新闻网)--《按产品、价格、最终用途和销售渠道划分的游戏电脑市场:2021-2030年全球机遇分析和行业预测》报告已被添加到Research andMarkets.com的献祭。


The global gaming computer market was valued at $40.13 billion in 2020 and is projected to reach $145.93 billion by 2030, registering a CAGR of 15.3% from 2021 to 2030. A gaming computer is designed and manufactured specifically with advanced gaming needs in mind. It means high speed, huge memory, better graphics, and fast processing power. Gaming PCs have a video card, which is a PC part used to improve the nature of pictures displayed on the screen. They also have their own devoted RAM, a GPU, and a cooling framework where an ordinary PC generally uses a locally available graphics controller.

2020年,全球游戏电脑市场的价值为401.3亿美元,预计到2030年将达到1459.3亿美元,2021年至2030年的复合年增长率为15.3%。游戏计算机的设计和制造特别考虑到高级游戏需求。它意味着高速度、大容量内存、更好的图形和快速处理能力。游戏PC有一个显卡,这是一个PC部件,用于改善屏幕上显示的图片的性质。它们也有自己专用的RAM、GPU和冷却框架,其中普通PC通常使用本地可用的图形控制器。

Significant factors that impact the growth of the gaming computer market include a drastic surge in the number of gamers worldwide, revolutionizing IoT in the gaming industry, and the advent of high graphic desktops and laptops. However, the shift of casual gamers toward mobile phones and tablets hampers the market growth.

影响游戏电脑市场增长的重要因素包括全球游戏玩家数量的急剧飙升、游戏行业物联网的革命性变化以及高图形台式机和笔记本电脑的出现。然而,休闲游戏玩家转向手机和平板电脑的趋势阻碍了市场的增长。

On the contrary, the growth in popularity of e-sports championships poses lucrative opportunities for gaming computers during the forecast period. However, the shift of casual gamers toward mobile phones and tablets acts as a major barrier for the gaming computer market growth. Moreover, growth in popularity of e-sports championships creates lucrative opportunities for market growth during the forecast period.

相反,在预测期内,电子竞技锦标赛人气的增长为游戏电脑带来了利润丰厚的机会。然而,休闲游戏玩家转向手机和平板电脑是游戏电脑市场增长的主要障碍。此外,电子竞技锦标赛受欢迎程度的增长为预测期间的市场增长创造了有利可图的机会。

The gaming computer market is segmented into product, price, end use, sales channel, and region. On the basis of product, it is fragmented into desktop and laptop. On the basis of price, it is segregated into low range, mid-range, and premium. By end use, it is divided into causal gaming and professional gaming. Both casual gaming and professional gaming is further analyzed on basis on demographics, viz., men and women.

游戏电脑市场被细分为产品、价格、最终用途、销售渠道和地区。按产品划分,分为台式机和笔记本电脑。根据价格,它被分为低端、中端和溢价。根据最终用途,它分为因果游戏和专业游戏。休闲游戏和职业游戏都是在人口统计学的基础上进一步分析的,即男性和女性。

By sales channel, the market is categorized into online and offline. Region wise, the gaming computer market trends are analyzed across North America (the U.S., Canada, and Mexico), Europe (the UK, Germany, France, Italy, and Rest of Europe), Asia-Pacific (China, Japan, India, South Korea, and Rest of Asia-Pacific), and LAMEA (Latin America, the Middle East, and Africa).

根据销售渠道,市场分为线上和线下。就地区而言,分析了北美(美国、加拿大和墨西哥)、欧洲(英国、德国、法国、意大利和欧洲其他地区)、亚太地区(中国、日本、印度、韩国和亚太地区其他地区)以及LAMEA(拉丁美洲、中东和非洲)的游戏计算机市场趋势。

The key players operating in the gaming computer market include:

在游戏电脑市场运营的主要参与者包括:

  • Acer Inc.
  • Apple Inc.
  • ASUSTek Computer Inc.
  • CyberPowerPC
  • Dell
  • Lenovo
  • Micro-Star INT'L CO. LTD.
  • Razer Inc.
  • The Hewlett-Packard Company
  • The Samsung Group
  • 宏碁公司。
  • 苹果。
  • 华硕电脑有限公司
  • CyberPowerPC
  • 戴尔
  • 联想
  • 微星国际有限公司。LTD.
  • Razer Inc.
  • 惠普公司
  • 三星集团

These key players have adopted various strategies, such as product portfolio expansion, mergers & acquisitions, agreements, geographical expansion, and collaborations, to increase their market penetration and strengthen their foothold in the industry.

这些主要参与者采取了各种战略,如产品组合扩张、并购、协议、地域扩张和合作,以增加市场渗透率,加强在行业中的立足点。

Key Segments

关键细分市场

By Product

按产品分类

  • Desktop
  • Laptop
  • 台式机
  • 膝上型

By Price

按价格计算

  • Low Range
  • Mid-Range
  • Premium
  • 低射程
  • 中端
  • 补价

By End Use

按最终用途划分

  • Casual Gaming
  • Men
  • Women
  • Professional Gaming
  • Men
  • Women
  • 休闲游戏
  • 男人
  • 女人
  • 职业游戏
  • 男人
  • 女人

By Sales Channel

按销售渠道

  • Online
  • Offline
  • 线上
  • 离线

Key Topics Covered:

涵盖的主要主题:

Chapter 1: Introduction

第一章:引言

1.1. Report Description

1.1.报告说明

1.2. Key Benefits for Stakeholders

1.2.对利益相关者的主要好处

1.3. Key Market Segments

1.3.关键细分市场

1.4. Research Methodology

1.4.研究方法

Chapter 2: Executive Summary

第2章:执行摘要

2.1. Key Findings

2.1.主要发现

2.2. CXO Perspective

2.2.CXO视角

Chapter 3: Market Overview

第三章:市场概述

3.1. Market Definition and Scope

3.1.市场定义和范围

3.2. Key Forces Shaping Gaming Computer Market

3.2.塑造游戏机市场的关键力量

3.3. Market Dynamics

3.3.市场动态

3.3.1. Drivers

3.3.1.司机

3.3.1.1. Drastic Surge in Number of Gamers Worldwide

3.3.1.1。全球游戏玩家数量激增

3.3.1.2. IoT is Revolutionizing the Gaming Industry

3.3.1.2。物联网正在给游戏行业带来革命性变化

3.3.1.3. Advent of High Graphic Desktops and Laptops

3.3.1.3。高端图形台式机和笔记本电脑的问世

3.3.2. Restraints

3.3.2。约束

3.3.2.1. Shift of Casual Gamers Towards Mobile Phones and Tablets

3.3.2.1。休闲游戏玩家转向手机和平板电脑

3.3.3. Opportunity

3.3.3。机会

3.3.3.1. Growing Popularity of E-Sports Championship

3.3.3.1。电子竞技锦标赛越来越受欢迎

3.4. Covid-19 Impact Analysis on the Gaming Computer Market

3.4.新冠肺炎对游戏机市场的影响分析

3.4.1. Impact on Market Size

3.4.1。对市场规模的影响

3.4.2. End-user Trends, Preferences, and Budget Impact

3.4.2。最终用户趋势、偏好和预算影响

3.4.3. Key Player Strategy

3.4.3.关键玩家战略

3.4.3.1. Limited Investments for R&D

3.4.3.1。有限的研发投资

3.4.3.2. Focus on Next-Generation Products

3.4.3.2。关注下一代产品

3.4.3.3. Shift Toward Agile Supply Chain Model

3.4.3.3。向敏捷供应链模式转变

Chapter 4: Gaming Computer Market, by Product

第四章:游戏电脑市场,按产品分类

4.1. Overview

4.1.概述

4.2. Desktop

4.2.台式机

4.2.1. Key Market Trends, Growth Factors, and Opportunities

4.2.1。主要市场趋势、增长因素和机遇

4.2.2. Market Size and Forecast, by Region

4.2.2。按地区划分的市场规模和预测

4.2.3. Market Analysis, by Country

4.2.3.按国家/地区分列的市场分析

4.3. Laptop

4.3.膝上型

4.3.1. Key Market Trends, Growth Factors, and Opportunities

4.3.1。主要市场趋势、增长因素和机遇

4.3.2. Market Size and Forecast, by Region

4.3.2。按地区划分的市场规模和预测

4.3.3. Market Analysis, by Country

4.3.3.按国家/地区分列的市场分析

4.4. Peripherals

4.4.外围设备

4.4.1. Key Market Trends, Growth Factors, and Opportunities

4.4.1.主要市场趋势、增长因素和机遇

4.4.2. Market Size and Forecast, by Region

4.4.2。按地区划分的市场规模和预测

4.4.3. Market Analysis, by Country

4.4.3.按国家/地区分列的市场分析

Chapter 5: Gaming Computer Market, by Price

第5章:游戏电脑市场,按价格计算

5.1. Overview

5.1.概述

5.2. Low Range

5.2.低射程

5.2.1. Key Market Trends, Growth Factors, and Opportunities

5.2.1.主要市场趋势、增长因素和机遇

5.2.2. Market Size and Forecast, by Region

5.2.2。按地区划分的市场规模和预测

5.2.3. Market Analysis, by Country

5.2.3.按国家/地区分列的市场分析

5.3. Mid-Range

5.3.中端

5.3.1. Key Market Trends, Growth Factors, and Opportunities

5.3.1。主要市场趋势、增长因素和机遇

5.3.2. Market Size and Forecast, by Region

5.3.2.按地区划分的市场规模和预测

5.3.3. Market Analysis, by Country

5.3.3.按国家/地区分列的市场分析

5.4. Premium

5.4.补价

5.4.1. Key Market Trends, Growth Factors, and Opportunities

5.4.1。主要市场趋势、增长因素和机遇

5.4.2. Market Size and Forecast, by Region

5.4.2。按地区划分的市场规模和预测

5.4.3. Market Analysis, by Country

5.4.3.按国家/地区分列的市场分析

Chapter 6: Gaming Computer Market, by End Use

第六章:游戏电脑市场,按最终用户分类

6.1. Overview

6.1.概述

6.2. Casual Gaming

6.2.休闲游戏

6.2.1. Key Market Trends, Growth Factors, and Opportunities

6.2.1。主要市场趋势、增长因素和机遇

6.2.2. Men

6.2.2.男人

6.2.3. Women

6.2.3。女人

6.2.4. Market Size and Forecast, by Region

6.2.4。按地区划分的市场规模和预测

6.2.5. Market Analysis, by Country

6.2.5。按国家/地区分列的市场分析

6.3. Professional Gaming

6.3.职业游戏

6.3.1. Key Market Trends, Growth Factors, and Opportunities

6.3.1。主要市场趋势、增长因素和机遇

6.3.2. Market Size and Forecast, by Region

6.3.2。按地区划分的市场规模和预测

6.3.3. Market Analysis, by Country

6.3.3。按国家/地区分列的市场分析

Chapter 7: Gaming Computer Market, by Sales Channel

第七章:按销售渠道划分的游戏电脑市场

7.1. Overview

7.1.概述

7.2. Online

7.2.线上

7.2.1. Key Market Trends, Growth Factors, and Opportunities

7.2.1.主要市场趋势、增长因素和机遇

7.2.2. Market Size and Forecast, by Region

7.2.2。按地区划分的市场规模和预测

7.2.3. Market Analysis, by Country

7.2.3。按国家/地区分列的市场分析

7.3. Offline

7.3.离线

7.3.1. Key Market Trends, Growth Factors, and Opportunities

7.3.1。主要市场趋势、增长因素和机遇

7.3.2. Market Size and Forecast, by Region

7.3.2。按地区划分的市场规模和预测

7.3.3. Market Analysis, by Country

7.3.3。按国家/地区分列的市场分析

Chapter 8: Gaming Computer Market, by Region

第八章:按地区划分的游戏电脑市场

8.1. Overview

8.1.概述

8.2. North America

8.2.北美

8.3. Europe

8.3.欧洲

8.4. Asia-Pacific

8.4.亚太

8.5. LAMEA

8.5.拉米亚

Chapter 9: Competitive Landscape

第9章:竞争格局

9.1. Introduction

9.1.引言

9.2. Competitive Dashboard

9.2.竞争对手控制面板

9.3. Competitive Heatmap

9.3.竞争热图

Chapter 10: Company Profiles

第十章:公司简介

For more information about this report visit https://www.researchandmarkets.com/r/696pke

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