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A/R: Global and China Gaming Users Research

. 作者: Sigmaintell IT Research Team

. 更新时间: 2021/09/30

. 语言: 中文

. 页数: 120


With the influence of new media technology on human existence, the gaming market has gradually become an important development path for electronic consumer products in recent years. In the market blueprint of major categories such as monitors, laptops, TVs, and mobile phones, the gaming products are absorbing more and more technology and sales resources. Abundant products such as gaming monitors, gaming laptops, gaming TVs, and gaming mobile phones have emerged one after another, which has promoted the upsurge of consumption of gaming electronic products and also led the direction of display innovation. 

The COVID-19 has further promoted the rapid development of the gaming market. According to Sigmaintell data, global gaming monitor panel shipments reached 18.9 million in 2020, an increase of 78% YoY. The market will continue to grow to 24.3 million in 2021, and the market penetration rate will increase to 15% simultaneously. The global high-frequency rate notebook panel shipments will exceed 17.6 million pieces this year, and the market penetration rate is expected to increase to 7%. At the same time, global shipments of high-frequency rate TV panels in 2021 are expected to be 21.3 million units, a significant increase of 60% YoY, and the market penetration rate will climbed to 8.1%.

Faced with a huge user base and changes in the COVID-19 situation, user research for global gamers has become more important. The core issues that need to be resolved include:

 Who? 

What kind of group are gamers? 

What kind of group characteristics do they have?

 What effect?

For gamers, what has the COVID-19 changed? 

With the end of the COVID-19, what changes will happen?

 What preference

What kind of specification preference do gamers have for gaming products, such as gaming monitors, laptops, TVs, and mobile phones? 

What is their preference to different new technologies?

The above questions constitute the main framework of Sigmaintell's global gaming users research.

Through professional user identification and investigation, we selected six countries around the world: China, the United States, the United Kingdom, Germany, South Korea, and India. The research report covers the players in major economies and game market regions. In terms of categories, it mainly covers gaming monitors, laptops, TVs, and mobile phones.

The research revealed many important and interesting findings:

Impact of the COVID-19: In the second half of the COVID-19, half-opening have become normal. At the same time, the COVID-19 has promoted strong demand for the replacement of electronic products by gamers.

Gaming laptop users: The replacement cycle of gaming laptops is shortened, and the demand for gaming laptops is diversified.

Gaming monitor users: High operating comfort is the most important performance pursued by gaming monitor users, and basic screen performance has become the upgraded standard.



Gaming TV users: There are diversified application scenarios, and there are considerable market segment opportunities for gaming TVs.


The content is extracted from Sigmaintell "Global and China Gaming Users Research Report".




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