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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,全球遊戲計算機市場規模超過401.3億美元:物聯網正在給遊戲行業帶來革命性變化-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--(美國商業新聞網)--《按產品、價格、最終用途和銷售渠道劃分的遊戲電腦市場:2021-2030年全球機遇分析和行業預測》報告已被添加到Research andMarkets.com的獻祭。


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,全球遊戲電腦市場的價值為401.3億美元,預計到2030年將達到1459.3億美元,2021年至2030年的複合年增長率為15.3%。遊戲計算機的設計和製造特別考慮到高級遊戲需求。它意味着高速度、大容量內存、更好的圖形和快速處理能力。遊戲PC有一個顯卡,這是一個PC部件,用於改善屏幕上顯示的圖片的性質。它們也有自己專用的RAM、GPU和冷卻框架,其中普通PC通常使用本地可用的圖形控制器。

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.

影響遊戲電腦市場增長的重要因素包括全球遊戲玩家數量的急劇飆升、遊戲行業物聯網的革命性變化以及高圖形臺式機和筆記本電腦的出現。然而,休閒遊戲玩家轉向手機和平板電腦的趨勢阻礙了市場的增長。

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,在預測期內,電子競技錦標賽人氣的增長為遊戲電腦帶來了利潤豐厚的機會。然而,休閒遊戲玩家轉向手機和平板電腦是遊戲電腦市場增長的主要障礙。此外,電子競技錦標賽受歡迎程度的增長為預測期間的市場增長創造了有利可圖的機會。

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.

遊戲電腦市場被細分為產品、價格、最終用途、銷售渠道和地區。按產品劃分,分為臺式機和筆記本電腦。根據價格,它被分為低端、中端和溢價。根據最終用途,它分為因果遊戲和專業遊戲。休閒遊戲和職業遊戲都是在人口統計學的基礎上進一步分析的,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).

根據銷售渠道,市場分為線上和線下。就地區而言,分析了北美(美國、加拿大和墨西哥)、歐洲(英國、德國、法國、意大利和歐洲其他地區)、亞太地區(中國、日本、印度、韓國和亞太地區其他地區)以及LAMEA(拉丁美洲、中東和非洲)的遊戲計算機市場趨勢。

The key players operating in the gaming computer market include:

在遊戲電腦市場運營的主要參與者包括:

  • 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。
  • 蘋果。
  • 華碩電腦有限公司
  • CyberPowerPC
  • 戴爾
  • 聯想
  • 微星國際有限公司。LTD.
  • Razer Inc.
  • 惠普公司
  • 三星集團

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.

這些主要參與者採取了各種戰略,如產品組合擴張、併購、協議、地域擴張和合作,以增加市場滲透率,加強在行業中的立足點。

Key Segments

關鍵細分市場

By Product

按產品分類

  • Desktop
  • Laptop
  • 臺式機
  • 膝上型

By Price

按價格計算

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

By End Use

按最終用途劃分

  • Casual Gaming
  • Men
  • Women
  • Professional Gaming
  • Men
  • Women
  • 休閒遊戲
  • 男人
  • 女人
  • 職業遊戲
  • 男人
  • 女人

By Sales Channel

按銷售渠道

  • Online
  • Offline
  • 線上
  • 離線

Key Topics Covered:

涵蓋的主要主題:

Chapter 1: Introduction

第一章:引言

1.1. Report Description

1.1.報告説明

1.2. Key Benefits for Stakeholders

1.2.對利益相關者的主要好處

1.3. Key Market Segments

1.3.關鍵細分市場

1.4. Research Methodology

1.4.研究方法

Chapter 2: Executive Summary

第2章:執行摘要

2.1. Key Findings

2.1.主要發現

2.2. CXO Perspective

2.2.CXO視角

Chapter 3: Market Overview

第三章:市場概述

3.1. Market Definition and Scope

3.1.市場定義和範圍

3.2. Key Forces Shaping Gaming Computer Market

3.2.塑造遊戲機市場的關鍵力量

3.3. Market Dynamics

3.3.市場動態

3.3.1. Drivers

3.3.1.司機

3.3.1.1. Drastic Surge in Number of Gamers Worldwide

3.3.1.1。全球遊戲玩家數量激增

3.3.1.2. IoT is Revolutionizing the Gaming Industry

3.3.1.2。物聯網正在給遊戲行業帶來革命性變化

3.3.1.3. Advent of High Graphic Desktops and Laptops

3.3.1.3。高端圖形臺式機和筆記本電腦的問世

3.3.2. Restraints

3.3.2。約束

3.3.2.1. Shift of Casual Gamers Towards Mobile Phones and Tablets

3.3.2.1。休閒遊戲玩家轉向手機和平板電腦

3.3.3. Opportunity

3.3.3。機會

3.3.3.1. Growing Popularity of E-Sports Championship

3.3.3.1。電子競技錦標賽越來越受歡迎

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

3.4.新冠肺炎對遊戲機市場的影響分析

3.4.1. Impact on Market Size

3.4.1。對市場規模的影響

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

3.4.2。最終用户趨勢、偏好和預算影響

3.4.3. Key Player Strategy

3.4.3.關鍵玩家戰略

3.4.3.1. Limited Investments for R&D

3.4.3.1。有限的研發投資

3.4.3.2. Focus on Next-Generation Products

3.4.3.2。關注下一代產品

3.4.3.3. Shift Toward Agile Supply Chain Model

3.4.3.3。向敏捷供應鏈模式轉變

Chapter 4: Gaming Computer Market, by Product

第四章:遊戲電腦市場,按產品分類

4.1. Overview

4.1.概述

4.2. Desktop

4.2.臺式機

4.2.1. Key Market Trends, Growth Factors, and Opportunities

4.2.1。主要市場趨勢、增長因素和機遇

4.2.2. Market Size and Forecast, by Region

4.2.2。按地區劃分的市場規模和預測

4.2.3. Market Analysis, by Country

4.2.3.按國家/地區分列的市場分析

4.3. Laptop

4.3.膝上型

4.3.1. Key Market Trends, Growth Factors, and Opportunities

4.3.1。主要市場趨勢、增長因素和機遇

4.3.2. Market Size and Forecast, by Region

4.3.2。按地區劃分的市場規模和預測

4.3.3. Market Analysis, by Country

4.3.3.按國家/地區分列的市場分析

4.4. Peripherals

4.4.外圍設備

4.4.1. Key Market Trends, Growth Factors, and Opportunities

4.4.1.主要市場趨勢、增長因素和機遇

4.4.2. Market Size and Forecast, by Region

4.4.2。按地區劃分的市場規模和預測

4.4.3. Market Analysis, by Country

4.4.3.按國家/地區分列的市場分析

Chapter 5: Gaming Computer Market, by Price

第5章:遊戲電腦市場,按價格計算

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.主要市場趨勢、增長因素和機遇

5.2.2. Market Size and Forecast, by Region

5.2.2。按地區劃分的市場規模和預測

5.2.3. Market Analysis, by Country

5.2.3.按國家/地區分列的市場分析

5.3. Mid-Range

5.3.中端

5.3.1. Key Market Trends, Growth Factors, and Opportunities

5.3.1。主要市場趨勢、增長因素和機遇

5.3.2. Market Size and Forecast, by Region

5.3.2.按地區劃分的市場規模和預測

5.3.3. Market Analysis, by Country

5.3.3.按國家/地區分列的市場分析

5.4. Premium

5.4.補價

5.4.1. Key Market Trends, Growth Factors, and Opportunities

5.4.1。主要市場趨勢、增長因素和機遇

5.4.2. Market Size and Forecast, by Region

5.4.2。按地區劃分的市場規模和預測

5.4.3. Market Analysis, by Country

5.4.3.按國家/地區分列的市場分析

Chapter 6: Gaming Computer Market, by End Use

第六章:遊戲電腦市場,按最終用户分類

6.1. Overview

6.1.概述

6.2. Casual Gaming

6.2.休閒遊戲

6.2.1. Key Market Trends, Growth Factors, and Opportunities

6.2.1。主要市場趨勢、增長因素和機遇

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。按地區劃分的市場規模和預測

6.2.5. Market Analysis, by Country

6.2.5。按國家/地區分列的市場分析

6.3. Professional Gaming

6.3.職業遊戲

6.3.1. Key Market Trends, Growth Factors, and Opportunities

6.3.1。主要市場趨勢、增長因素和機遇

6.3.2. Market Size and Forecast, by Region

6.3.2。按地區劃分的市場規模和預測

6.3.3. Market Analysis, by Country

6.3.3。按國家/地區分列的市場分析

Chapter 7: Gaming Computer Market, by Sales Channel

第七章:按銷售渠道劃分的遊戲電腦市場

7.1. Overview

7.1.概述

7.2. Online

7.2.線上

7.2.1. Key Market Trends, Growth Factors, and Opportunities

7.2.1.主要市場趨勢、增長因素和機遇

7.2.2. Market Size and Forecast, by Region

7.2.2。按地區劃分的市場規模和預測

7.2.3. Market Analysis, by Country

7.2.3。按國家/地區分列的市場分析

7.3. Offline

7.3.離線

7.3.1. Key Market Trends, Growth Factors, and Opportunities

7.3.1。主要市場趨勢、增長因素和機遇

7.3.2. Market Size and Forecast, by Region

7.3.2。按地區劃分的市場規模和預測

7.3.3. Market Analysis, by Country

7.3.3。按國家/地區分列的市場分析

Chapter 8: Gaming Computer Market, by Region

第八章:按地區劃分的遊戲電腦市場

8.1. Overview

8.1.概述

8.2. North America

8.2.北美

8.3. Europe

8.3.歐洲

8.4. Asia-Pacific

8.4.亞太

8.5. LAMEA

8.5.拉米亞

Chapter 9: Competitive Landscape

第9章:競爭格局

9.1. Introduction

9.1.引言

9.2. Competitive Dashboard

9.2.競爭對手控制面板

9.3. Competitive Heatmap

9.3.競爭熱圖

Chapter 10: Company Profiles

第十章:公司簡介

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

欲瞭解更多有關本報告的信息,請訪問https://www.researchandmarkets.com/r/696pke。


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