PUBLISHER: QYResearch | PRODUCT CODE: 1875845
PUBLISHER: QYResearch | PRODUCT CODE: 1875845
The global market for Gaming Laptops and Desktops was estimated to be worth US$ 2915 million in 2024 and is forecast to a readjusted size of US$ 4692 million by 2031 with a CAGR of 6.8% during the forecast period 2025-2031.
This report provides a comprehensive assessment of recent tariff adjustments and international strategic countermeasures on Gaming Laptops and Desktops cross-border industrial footprints, capital allocation patterns, regional economic interdependencies, and supply chain reconfigurations.
Gaming laptops and desktops are personal computers designed for playing demanding video games, etc. They usually use the latest technology and have extreme performance to meet work and entertainment needs.
Although the personal computer business has been relatively sluggish in recent years, gaming laptops and desktops, as a sub-category, have followed the rapid development of the e-sports industry, and this type of computer business has become an emerging and fast-growing point in the industry.
In terms of product types and technologies, e-sports laptops account for about 89% of the market size of gaming computers due to their compactness and portability. In the future, the share of motor desktops will continue to decline slowly.
In terms of product market applications, online sales of various types have grown rapidly, accounting for about 62% of the market share.
At present, major Chinese manufacturers include Lenovo, Dell, HP, Thunder Technology, Mechanical Revolution, Shenzhou, Razer, MSI and Acer, etc. The share of major manufacturers exceeds 92%, and the top 6 manufacturers account for more than 76%. It is expected that industry competition will become more intense in the next few years.
The United States, South Korea, Taiwan and other countries used to be the main manufacturers of gaming laptops and desktops. China is a rising star. With the advantages of its domestic computer supporting industry cluster, brands such as Lenovo, Shenzhou, Mechanical Revolution, and Thunder have gradually emerged. Chinese manufacturers have become important global players in the gaming laptop and desktop industry. At present, China accounts for about 25% of the global gaming laptop and desktop market share.
This report aims to provide a comprehensive presentation of the global market for Gaming Laptops and Desktops, focusing on the total sales volume, sales revenue, price, key companies market share and ranking, together with an analysis of Gaming Laptops and Desktops by region & country, by Type, and by Sale Channels.
The Gaming Laptops and Desktops market size, estimations, and forecasts are provided in terms of sales volume (K Units) and sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gaming Laptops and Desktops.
Market Segmentation
By Company
Segment by Type
Segment by Sale Channels
By Region
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size (value, volume and price). This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Gaming Laptops and Desktops manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Sale Channels, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Sales, revenue of Gaming Laptops and Desktops in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Sales, revenue of Gaming Laptops and Desktops in country level. It provides sigmate data by Type, and by Sale Channels for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.