Product Code: ETC012527 | Publication Date: Jul 2023 | Updated Date: May 2024 | Product Type: Report | |
Publisher: 6Wresearch | No. of Pages: 70 | No. of Figures: 35 | No. of Tables: 5 | |
The Singapore video game accessories market is projected to grow at a CAGR of 11.3% during the forecast period, 2020-2026. Factors such as rising disposable income among youth population, surge in mobile gaming and technological advancements are driving the growth of the Singapore video game accessories market. Furthermore, increasing demand for wireless headsets and controller grips from casual gamers is also boosting the revenue growth of this market. However, availability of counterfeit products may restrain the growth rate of this market during the coming years.
Rise in Disposable Income Among Youth Population: The rise in disposable income among young people has led them to spend more on leisure activities such as playing games on consoles or computers with advanced tools and technologies. This increases their level enjoyment which further drives their desire to purchase video game accessories like joysticks, controllers and headphones for enhanced experience while playing games thus propelling its sales across Singapore region over past few years.Surge in Mobile Gaming Industry: With many mobile phone companies launching innovative smartphones with high graphic capabilities that can run heavy applications have increased significantly around Singapore fueling up demand for gaming mobile apps as well as associated hardware components like earphones and power banks required by gamers leading to increase in sale of these products around this region over past couple of decades stimulating growth rate for Singapore video game accessories industry during same time frame accordingly.
Availability Of Counterfeit Products In Market : The presence fake low quality gaming related items available at lower prices compared to genuine ones make it difficult for manufacturers/providers creating authentic goods to compete effectively resulting into decline in sale volumes & revenues generated from selling these products hindering overall progress made by industry players operating within this space consequently hampering prospects pertaining to development & expansion being witnessed by sector presently.
Sony Interactive Entertainment LLC, Microsoft Corporation, Nintendo Co Ltd., Logitech International S A, Razer Inc.
COVID-19 pandemic had created an economic slump worldwide paralyzing several industries including Video Game Accessories industry due major lockdowns imposed globally along with sudden fall off consumer spending power resulting into sharp drop down demand levels witnessed throughout first quarter year 2020 followed by gradual recovery seen thereafter but still not sufficient enough thereby causing serious harm towards prevailing trends observed earlier before pandemic struck eventually leading towards possible shrinkage expected being reported throughout entire forecast period ahead if no further effective measures taken soon.
1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 Singapore Video Game Accessories Market Overview |
3.1 Singapore Country Macro Economic Indicators |
3.2 Singapore Video Game Accessories Market Revenues & Volume, 2020 & 2030F |
3.3 Singapore Video Game Accessories Market - Industry Life Cycle |
3.4 Singapore Video Game Accessories Market - Porter's Five Forces |
3.5 Singapore Video Game Accessories Market Revenues & Volume Share, By Product Type, 2020 & 2030F |
3.6 Singapore Video Game Accessories Market Revenues & Volume Share, By End-users, 2020 & 2030F |
4 Singapore Video Game Accessories Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.3 Market Restraints |
5 Singapore Video Game Accessories Market Trends |
6 Singapore Video Game Accessories Market, By Types |
6.1 Singapore Video Game Accessories Market, By Product Type |
6.1.1 Overview and Analysis |
6.1.2 Singapore Video Game Accessories Market Revenues & Volume, By Product Type, 2020-2030F |
6.1.3 Singapore Video Game Accessories Market Revenues & Volume, By Gamepads, 2020-2030F |
6.1.4 Singapore Video Game Accessories Market Revenues & Volume, By Keyboards, 2020-2030F |
6.1.5 Singapore Video Game Accessories Market Revenues & Volume, By Mice, 2020-2030F |
6.1.6 Singapore Video Game Accessories Market Revenues & Volume, By Headset, 2020-2030F |
6.1.7 Singapore Video Game Accessories Market Revenues & Volume, By Surfaces, 2020-2030F |
6.1.8 Singapore Video Game Accessories Market Revenues & Volume, By Controllers/Joysticks, 2020-2030F |
6.1.9 Singapore Video Game Accessories Market Revenues & Volume, By Others, 2020-2030F |
6.1.10 Singapore Video Game Accessories Market Revenues & Volume, By Others, 2020-2030F |
6.2 Singapore Video Game Accessories Market, By End-users |
6.2.1 Overview and Analysis |
6.2.2 Singapore Video Game Accessories Market Revenues & Volume, By Casual Gaming , 2020-2030F |
6.2.3 Singapore Video Game Accessories Market Revenues & Volume, By Professional Gaming, 2020-2030F |
7 Singapore Video Game Accessories Market Import-Export Trade Statistics |
7.1 Singapore Video Game Accessories Market Export to Major Countries |
7.2 Singapore Video Game Accessories Market Imports from Major Countries |
8 Singapore Video Game Accessories Market Key Performance Indicators |
9 Singapore Video Game Accessories Market - Opportunity Assessment |
9.1 Singapore Video Game Accessories Market Opportunity Assessment, By Product Type, 2020 & 2030F |
9.2 Singapore Video Game Accessories Market Opportunity Assessment, By End-users, 2020 & 2030F |
10 Singapore Video Game Accessories Market - Competitive Landscape |
10.1 Singapore Video Game Accessories Market Revenue Share, By Companies, 2023 |
10.2 Singapore Video Game Accessories Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |