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Gaming Hardware-EMEA Market Status and Trend Report 2013-2023

January 2018 | 140 pages | ID: GF5975CE48CEN
MIReports Co., Limited

US$ 3,480.00

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Report Summary

Gaming Hardware-EMEA Market Status and Trend Report 2013-2023 offers a comprehensive analysis on Gaming Hardware industry, standing on the readers’ perspective, delivering detailed market data and penetrating insights. No matter the client is industry insider, potential entrant or investor, the report will provides useful data and information. Key questions answered by this report include:

Whole EMEA and Regional Market Size of Gaming Hardware 2013-2017, and development forecast 2018-2023
Main market players of Gaming Hardware in EMEA, with company and product introduction, position in the Gaming Hardware market
Market status and development trend of Gaming Hardware by types and applications
Cost and profit status of Gaming Hardware, and marketing status
Market growth drivers and challenges

The report segments the EMEA Gaming Hardware market as:

EMEA Gaming Hardware Market: Regional Segment Analysis (Regional Consumption Volume, Consumption Volume, Revenue and Growth Rate 2013-2023):

Europe
Middle East
Africa

EMEA Gaming Hardware Market: Product Type Segment Analysis (Consumption Volume, Average Price, Revenue, Market Share and Trend 2013-2023):

Gaming Platform 
Accessories 

EMEA Gaming Hardware Market: Application Segment Analysis (Consumption Volume and Market Share 2013-2023; Downstream Customers and Market Analysis)

PC 
TV 
Smart Phones/Tablets Gaming 
Gaming Consoles 
Others 

EMEA Gaming Hardware Market: Players Segment Analysis (Company and Product introduction, Gaming Hardware Sales Volume, Revenue, Price and Gross Margin):

Sony Corporation 
Microsoft Corporation 
Apple 
Google 
HTC Corporation 
Nintendo 
Linden Research 
Activision Blizzard 
Sega Games 
Oculus VR 

In a word, the report provides detailed statistics and analysis on the state of the industry; and is a valuable source of guidance and direction for companies and individuals interested in the market.

CHAPTER 1 OVERVIEW OF GAMING HARDWARE

1.1 Definition of Gaming Hardware in This Report
1.2 Commercial Types of Gaming Hardware
  1.2.1 Gaming Platform
  1.2.2 Accessories
1.3 Downstream Application of Gaming Hardware
  1.3.1 PC
  1.3.2 TV
  1.3.3 Smart Phones/Tablets Gaming
  1.3.4 Gaming Consoles
  1.3.5 Others
1.4 Development History of Gaming Hardware
1.5 Market Status and Trend of Gaming Hardware 2013-2023
  1.5.1 EMEA Gaming Hardware Market Status and Trend 2013-2023
  1.5.2 Regional Gaming Hardware Market Status and Trend 2013-2023

CHAPTER 2 EMEA MARKET STATUS AND FORECAST BY REGIONS

2.1 Market Status of Gaming Hardware in EMEA 2013-2017
2.2 Consumption Market of Gaming Hardware in EMEA by Regions
  2.2.1 Consumption Volume of Gaming Hardware in EMEA by Regions
  2.2.2 Revenue of Gaming Hardware in EMEA by Regions
2.3 Market Analysis of Gaming Hardware in EMEA by Regions
  2.3.1 Market Analysis of Gaming Hardware in Europe 2013-2017
  2.3.2 Market Analysis of Gaming Hardware in Middle East 2013-2017
  2.3.3 Market Analysis of Gaming Hardware in Africa 2013-2017
2.4 Market Development Forecast of Gaming Hardware in EMEA 2018-2023
  2.4.1 Market Development Forecast of Gaming Hardware in EMEA 2018-2023
  2.4.2 Market Development Forecast of Gaming Hardware by Regions 2018-2023

CHAPTER 3 EMEA MARKET STATUS AND FORECAST BY TYPES

3.1 Whole EMEA Market Status by Types
  3.1.1 Consumption Volume of Gaming Hardware in EMEA by Types
  3.1.2 Revenue of Gaming Hardware in EMEA by Types
3.2 EMEA Market Status by Types in Major Countries
  3.2.1 Market Status by Types in Europe
  3.2.2 Market Status by Types in Middle East
  3.2.3 Market Status by Types in Africa
3.3 Market Forecast of Gaming Hardware in EMEA by Types

CHAPTER 4 EMEA MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY

4.1 Demand Volume of Gaming Hardware in EMEA by Downstream Industry
4.2 Demand Volume of Gaming Hardware by Downstream Industry in Major Countries
  4.2.1 Demand Volume of Gaming Hardware by Downstream Industry in Europe
  4.2.2 Demand Volume of Gaming Hardware by Downstream Industry in Middle East
  4.2.3 Demand Volume of Gaming Hardware by Downstream Industry in Africa
4.3 Market Forecast of Gaming Hardware in EMEA by Downstream Industry

CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF GAMING HARDWARE

5.1 EMEA Economy Situation and Trend Overview
5.2 Gaming Hardware Downstream Industry Situation and Trend Overview

CHAPTER 6 GAMING HARDWARE MARKET COMPETITION STATUS BY MAJOR PLAYERS IN EMEA

6.1 Sales Volume of Gaming Hardware in EMEA by Major Players
6.2 Revenue of Gaming Hardware in EMEA by Major Players
6.3 Basic Information of Gaming Hardware by Major Players
  6.3.1 Headquarters Location and Established Time of Gaming Hardware Major Players
  6.3.2 Employees and Revenue Level of Gaming Hardware Major Players
6.4 Market Competition News and Trend
  6.4.1 Merger, Consolidation or Acquisition News
  6.4.2 Investment or Disinvestment News
  6.4.3 New Product Development and Launch

CHAPTER 7 GAMING HARDWARE MAJOR MANUFACTURERS INTRODUCTION AND MARKET DATA

7.1 Sony Corporation
  7.1.1 Company profile
  7.1.2 Representative Gaming Hardware Product
  7.1.3 Gaming Hardware Sales, Revenue, Price and Gross Margin of Sony Corporation
7.2 Microsoft Corporation
  7.2.1 Company profile
  7.2.2 Representative Gaming Hardware Product
  7.2.3 Gaming Hardware Sales, Revenue, Price and Gross Margin of Microsoft Corporation
7.3 Apple
  7.3.1 Company profile
  7.3.2 Representative Gaming Hardware Product
  7.3.3 Gaming Hardware Sales, Revenue, Price and Gross Margin of Apple
7.4 Google
  7.4.1 Company profile
  7.4.2 Representative Gaming Hardware Product
  7.4.3 Gaming Hardware Sales, Revenue, Price and Gross Margin of Google
7.5 HTC Corporation
  7.5.1 Company profile
  7.5.2 Representative Gaming Hardware Product
  7.5.3 Gaming Hardware Sales, Revenue, Price and Gross Margin of HTC Corporation
7.6 Nintendo
  7.6.1 Company profile
  7.6.2 Representative Gaming Hardware Product
  7.6.3 Gaming Hardware Sales, Revenue, Price and Gross Margin of Nintendo
7.7 Linden Research
  7.7.1 Company profile
  7.7.2 Representative Gaming Hardware Product
  7.7.3 Gaming Hardware Sales, Revenue, Price and Gross Margin of Linden Research
7.8 Activision Blizzard
  7.8.1 Company profile
  7.8.2 Representative Gaming Hardware Product
  7.8.3 Gaming Hardware Sales, Revenue, Price and Gross Margin of Activision Blizzard
7.9 Sega Games
  7.9.1 Company profile
  7.9.2 Representative Gaming Hardware Product
  7.9.3 Gaming Hardware Sales, Revenue, Price and Gross Margin of Sega Games
7.10 Oculus VR
  7.10.1 Company profile
  7.10.2 Representative Gaming Hardware Product
  7.10.3 Gaming Hardware Sales, Revenue, Price and Gross Margin of Oculus VR

CHAPTER 8 UPSTREAM AND DOWNSTREAM MARKET ANALYSIS OF GAMING HARDWARE

8.1 Industry Chain of Gaming Hardware
8.2 Upstream Market and Representative Companies Analysis
8.3 Downstream Market and Representative Companies Analysis

CHAPTER 9 COST AND GROSS MARGIN ANALYSIS OF GAMING HARDWARE

9.1 Cost Structure Analysis of Gaming Hardware
9.2 Raw Materials Cost Analysis of Gaming Hardware
9.3 Labor Cost Analysis of Gaming Hardware
9.4 Manufacturing Expenses Analysis of Gaming Hardware

CHAPTER 10 MARKETING STATUS ANALYSIS OF GAMING HARDWARE

10.1 Marketing Channel
  10.1.1 Direct Marketing
  10.1.2 Indirect Marketing
  10.1.3 Marketing Channel Development Trend
10.2 Market Positioning
  10.2.1 Pricing Strategy
  10.2.2 Brand Strategy
  10.2.3 Target Client
10.3 Distributors/Traders List

CHAPTER 11 REPORT CONCLUSION

CHAPTER 12 RESEARCH METHODOLOGY AND REFERENCE

12.1 Methodology/Research Approach
  12.1.1 Research Programs/Design
  12.1.2 Market Size Estimation
  12.1.3 Market Breakdown and Data Triangulation
12.2 Data Source
  12.2.1 Secondary Sources
  12.2.2 Primary Sources
12.3 Reference


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