TECH SUPPLIER Apr 2019 - IDC Survey - Doc # US43816019

U.S. PC and Home Console Gamer Peripheral and Accessory Sales Trends, 2018

By: Lewis WardResearch Director, Gaming and VR/AR

On-line Presentation

Abstract

This IDC Survey summarizes findings from annualized online surveys of PC/Mac and home console gamers in the United States for 2015–2018, as it relates to new gaming peripheral and accessory purchases.

In terms of PCs, buyer demand is assessed in six input categories (mice, standard keyboards, mechanical keyboards, gamepad controllers, joysticks, and trackballs) in significant detail and in six audio categories (headphones, plug-in stereo/surround VoIP headsets, surround sound speakers, wireless stereo/surround VoIP headsets, mono chat VoIP communicators/headsets, and mono/stereo speakers). From a home console vantage point, input categories assessed include OEM-branded gamepad controllers, third-party gamepad controllers, music game controllers, racing wheels, PlayStation cameras, and Kinect cameras/sensors. On the audio side of the console space, headphones, plug-in mono headsets (VoIP chat communicators), third-party plug-in stereo/surround headsets, stereo/surround speakers, sound bars, and OEM-branded plug-in stereo/surround headsets sales penetration rates are analyzed.

New PC monitor purchases (by resolution and other factors) and system component upgrades (i.e., new CPU or GPU cards) are considered in this study, as is additional storage purchases (by both PC and home console gamers). Other topics tackled include PC gamer system overclocking rates, buying rates for digital content cards, and demographic views of PC and console peripheral buyers.

"It's clear that VoIP penetration has risen on both PCs and consoles in the past few years, partly driven by an influx of new battle royale gamers, and that's led to an increase in VoIP headset sales in the United States. What's also appears to have happened, though, is that headphone purchasing rates declined sharply in 2018 as a large share of gamers opted for the former category." — Lewis Ward, research director, IDC's Gaming and VR/AR


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