The digital transformation in play and entertainment has been a key factor in growth in videogames in recent years, boosting the popularity of gaming PCs and related products, and also shaping the focus on at-home gaming eco-systems. High-end technology, customisation, improved virtual experiences and the rise of e-sports have attracted casual gamers, high-income consumers and hardcore gamers, and present opportunities for innovation and engagement in the developing at-home eco-system.
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The digital transformation in play and entertainment has been a key factor in growth in videogames in recent years. As consumers globally took to their homes in 2020 due to COVID-19, gaming grew in popularity as a way to pass the time and to stay connected with friends and family. As such, sales of gaming hardware, including gaming PCs and gaming peripherals, saw substantial growth in 2020, and will continue to grow.
Gaming PCs differentiate themselves from traditional desktops and laptops by emphasising graphical and processor performance. Gaming units are also easier for users to upgrade and customise, though this applies mostly to desktop models that do not face the size constraints of portable computers. While the PCs are optimised for gameplay, they can also do everything a non-gaming PC can handle.
The growth experienced by major game developers Tencent Holdings, Activision Blizzard and Valve, among others, can be attributed to the increase in spending on PC gaming by consumers. These companies offer many of the top PC games, such as League of Legends, Call of Duty and DOTA 2, which continue to drive growth. This growth has led to many consumers investing more in high-end gaming PCs, accessories, and furniture, including high-end gaming chairs that also double as office chairs and provide more a comfortable and healthier experience for prolonged sitting.
The e-sports industry saw a boost in popularity in 2020, as more consumers turned to entertainment at home. This is likely to increase the number of serious gamers, as well as consumers gravitating towards online gaming and e-sports, who will be more likely to invest in better gaming technology and surrounding spaces. This will encourage many companies to engage with e-sports teams and streamers as a platform for targeted brand and product communication.
Consumer Electronics refers to the sales of Computers and Peripherals, In-Home Consumer Electronics, In-Car Entertainment and Portable Consumer Electronics to the end consumer.
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