Product Code: ETC012528 | 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 | |
Indonesia Video Game Accessories market currently, in 2023, has witnessed an HHI of 3675, Which has decreased substantially as compared to the HHI of 8419 in 2017. The market is moving towards concentrated. Herfindahl index measures the competitiveness of exporting countries. The range lies from 0 to 10000, where a lower index number represents a larger number of players or exporting countries in the market while a large index number means fewer numbers of players or countries exporting in the market.
The Indonesia video game accessories market is expected to witness significantduring theperiod of 2020-2026. The growing popularity of e-sports along with increasing demand for video game consoles and gaming PCs are likely to drive the market in the years ahead. Additionally a surge in disposable incomes across all income groups has contributed to an increase in spending on entertainment activities such as gaming and thus has been instrumental in driving theof this market. The Indonesia government`s initiatives promoting digital entertainment are also likely to fuel furtherover the projected timeframe. Furthermore technological advancements have enabledto launch innovative products that cater to gamers` needs and preferences; this factor is also anticipated to create lucrative opportunities for players operating within this . Moreover demand from mobile users who prefer playing online games is estimated to bolster future prospects for the market?s expansion over the coming years.
Some major drivers contributing to propellingof Indonesia Video Game Accessories Market are the high prevalence of internet penetration coupled with rising trend among consumers towards online downloading or streaming content from web-based services which increases the popularity of electronic toys including video games software hardware accessories which ultimately drives overall generated by these segments throughouttimeframe. Growing acceptance among the population about the virtual world due development new technologies such as the 5G network and upcominglike virtual reality (VR) technology will foster gaming sector encouraging the adoption of advanced devices and portables gadgets associated with them thereby stimulating business . Surging investments into research development support by leading OEMs-related production new versions of home console systems may open up various opportunities forcontenders augment sales figures. Increasing disposable income levels particularly amid mid low-level economic group allows customers to invest more funds into recreation activities specifically pertaining videogames that catalyze product sales at large scale possibly favoringproliferation positively.. High penetration social media platforms enables gamers involve their friends while playing engaging games encouraging customer involvement creating huge potential underline segment consequently boosting the globalexpansion rate significantly.
However there certain factors restraining smooth functioning global situation posed pandemic COVID 19 emergencies amidst lockdown situations has affected both product manufacturing process supply chain management processes leading decline s earned through exporting imported goods posing challengefront before stakeholders involved technology space.. Also fluctuating currency exchange rates affects pricing structure imported materials making it difficult manufacturer produce cost effective items hold onto margins eventually hampering worldwide operations curtailing profits gained past few quarters negatively impacting overall industrial progress badly hamper profit.. Further issues regarding privacy data security.
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 Indonesia Video Game Accessories Market Overview |
3.1 Indonesia Country Macro Economic Indicators |
3.2 Indonesia Video Game Accessories Market Revenues & Volume, 2020 & 2030F |
3.3 Indonesia Video Game Accessories Market - Industry Life Cycle |
3.4 Indonesia Video Game Accessories Market - Porter's Five Forces |
3.5 Indonesia Video Game Accessories Market Revenues & Volume Share, By Product Type, 2020 & 2030F |
3.6 Indonesia Video Game Accessories Market Revenues & Volume Share, By End-users, 2020 & 2030F |
4 Indonesia Video Game Accessories Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.3 Market Restraints |
5 Indonesia Video Game Accessories Market Trends |
6 Indonesia Video Game Accessories Market, By Types |
6.1 Indonesia Video Game Accessories Market, By Product Type |
6.1.1 Overview and Analysis |
6.1.2 Indonesia Video Game Accessories Market Revenues & Volume, By Product Type, 2020-2030F |
6.1.3 Indonesia Video Game Accessories Market Revenues & Volume, By Gamepads, 2020-2030F |
6.1.4 Indonesia Video Game Accessories Market Revenues & Volume, By Keyboards, 2020-2030F |
6.1.5 Indonesia Video Game Accessories Market Revenues & Volume, By Mice, 2020-2030F |
6.1.6 Indonesia Video Game Accessories Market Revenues & Volume, By Headset, 2020-2030F |
6.1.7 Indonesia Video Game Accessories Market Revenues & Volume, By Surfaces, 2020-2030F |
6.1.8 Indonesia Video Game Accessories Market Revenues & Volume, By Controllers/Joysticks, 2020-2030F |
6.1.9 Indonesia Video Game Accessories Market Revenues & Volume, By Others, 2020-2030F |
6.1.10 Indonesia Video Game Accessories Market Revenues & Volume, By Others, 2020-2030F |
6.2 Indonesia Video Game Accessories Market, By End-users |
6.2.1 Overview and Analysis |
6.2.2 Indonesia Video Game Accessories Market Revenues & Volume, By Casual Gamingย , 2020-2030F |
6.2.3 Indonesia Video Game Accessories Market Revenues & Volume, By Professional Gaming, 2020-2030F |
7 Indonesia Video Game Accessories Market Import-Export Trade Statistics |
7.1 Indonesia Video Game Accessories Market Export to Major Countries |
7.2 Indonesia Video Game Accessories Market Imports from Major Countries |
8 Indonesia Video Game Accessories Market Key Performance Indicators |
9 Indonesia Video Game Accessories Market - Opportunity Assessment |
9.1 Indonesia Video Game Accessories Market Opportunity Assessment, By Product Type, 2020 & 2030F |
9.2 Indonesia Video Game Accessories Market Opportunity Assessment, By End-users, 2020 & 2030F |
10 Indonesia Video Game Accessories Market - Competitive Landscape |
10.1 Indonesia Video Game Accessories Market Revenue Share, By Companies, 2023 |
10.2 Indonesia Video Game Accessories Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |