Supply chain
Digitimes Research: Global digital gaming market to reach US$99.6 billion in 2016
Chen You-heng, DIGITIMES Research, Taipei

The global digital gaming market is expected to reach US$99.6 billion in 2016 and further increase to US$118.6 billion in 2019, representing a CAGR of 6.6% during the four-year period, according to Digitimes Research.

Related PC products, including hardware devices, software products, media/live broadcasting services, will account for 25% of annual sales of the gaming market, said Digitimes Research.

Since gaming PC products usually focus on visual effects, the ratio of LED components being incorporated into gaming PC devices, including gaming notebooks, desktops, motherboards, thermal modules, mice, keyboards and SSDs, is getting higher and higher.

Increasing sales of gaming notebooks and the recently released VR devices, including the HTC Vive, Oculus Rift and PlayStation VR (PS VR), has further pushed up demand for IR LED, RGB LED, sensor LED and other LED products, Digitimes Research noted.

Content from this article was part of a complete Digitimes Research Chinese-language report that has not yet been translated into English. If you are interested in an English version of the report or wish to receive more information about the report, click here to contact us and we will get back to you as soon as possible. Digitimes Research also provides quarterly tracking services for market sectors such as China Smartphone, China Smartphone AP, Taiwan ICT and Taiwan FPD. Click here for more information about Digitimes Research Tracking services.

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