This document provides an overview of the global gaming and esports industry and market trends in 2020, with a focus on gaming headsets in Kuwait. It discusses the growth of the global games market to $159.3 billion in 2020 driven by increased interest during COVID lockdowns. Mobile gaming remains the largest segment at $77.2 billion, growing 13.3% year-over-year. The document also analyzes gaming headset sales data from major e-commerce platforms in Kuwait and promotes AnonTech's gaming headset products and prices.
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
1. Market observation: High end gaming market, eSports revenue market
2. Most popular eSports game titles
3. 2016 Gaming hardware market estimates
4. eSports revenue estimates
5. Most popular game titles
6. Purchase info source
7. Laptop purchase info source
8. Desktop purchase info source
9. Most followed gaming channels
This whitepaper is about the esports industry globally and in Indonesia.
The esports industry is growing rapidly in Indonesia. Esports has attracted a tremendous number of young audiences. It brings huge potential to engage a big audience and get monetize from it.
You can read everything about GameZ (Gemji) here. What is GameZ. What become the opportunities if you join us. And how we can collaborate and cooperate to get mutual values.
GameZ is the biggest game community management in Indonesia. With the vision as the Gamer's Home. We want GameZ become the home for all gamers in Indonesia.
Let's collaborate to make the biggest community in Indonesia. Everyone is invited. Start your adventure and make good friends along the way.
GAMEZ, WE SERVE BETTER GAMING EXPERIENCES!
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
1. Market observation: High end gaming market, eSports revenue market
2. Most popular eSports game titles
3. 2016 Gaming hardware market estimates
4. eSports revenue estimates
5. Most popular game titles
6. Purchase info source
7. Laptop purchase info source
8. Desktop purchase info source
9. Most followed gaming channels
This whitepaper is about the esports industry globally and in Indonesia.
The esports industry is growing rapidly in Indonesia. Esports has attracted a tremendous number of young audiences. It brings huge potential to engage a big audience and get monetize from it.
You can read everything about GameZ (Gemji) here. What is GameZ. What become the opportunities if you join us. And how we can collaborate and cooperate to get mutual values.
GameZ is the biggest game community management in Indonesia. With the vision as the Gamer's Home. We want GameZ become the home for all gamers in Indonesia.
Let's collaborate to make the biggest community in Indonesia. Everyone is invited. Start your adventure and make good friends along the way.
GAMEZ, WE SERVE BETTER GAMING EXPERIENCES!
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
Asia Gaming spotlight indonesia-march-2020digitalinasia
Indonesia is a dynamic market for mobile games and esports, especially given its ever-increasing rate of internet and smartphone users.
With an online population size of 171 million, favourable demographics with 60% of the population aged between 15-54, and a government that supports the development of gaming and esports, Indonesia is an emerging gaming powerhouse.
Our CEO, Peter Warman, delivered Gameforum's keynote in January 2018 in London. Gaming has entered a new phase of accelerated growth from both a consumer and an industry perspective. Its “new” form is accelerating the convergence of the mobile, sports, media, and entertainment industries. What opportunities do these new dimensions of gaming provide anyone with a stake or interest in the games market and industry?
Product Brochure: Global Digital Gaming Market 2019yStats.com
Product Brochure with summarized information of our publication " Global Digital Gaming Market 2019".
Find more here: https://www.ystats.com/market-reports/global-digital-gaming-market-2019-2/
Our Global Games Market Report consists of trends, revenues, and projections for all regions and top countries, market segments, and key countries for the period 2016-2020. Trusted by key players both inside and outside the industry, it provides a clear overview of the current state and future outlook of the global games market.
Brought to you by the organizer of MIPTV & MIPCOM, the leading international entertainment markets, Esports BAR is the world’s first international B2B matchmaking & networking event, uniquely designed to accelerate the potential of the growing esports market. Over 3 days, Esports BAR will connect Brands & Media decision makers with Esports’ rights holder to make sponsoring, broadcasting and licensing deals.
Esports BAR is the most direct, cost effective & easy way to forge successful business partnerships .
We offer you to select who you want to meet among up to 40 Esports Organisations (teams, publishers, leagues)
Then an online matchmaking tool generates pre-scheduled meeting agenda based on preference priority, allowing you to hold 16 X 25 minutes 1-to-1 targeted meetings at Esports BAR.
To ensure the efficiency of the event, we –organizer- are actively, and carefully, curating the decision-makers that will take part in the event.
See the waves that eSports Hawaii is creating in the Western American region. eSports Hawaii is a team that supports and grows the eSports community here in the state of Hawaii. We wish to help raise the level of competitive play and help those make it to the esports scene.
Established in 2005, Kings Entertainment is the parent company of global lottery brands LottoKings and WinTrillions. As international online service providers for lottery, casino, and sportsbook gambling, these brands leverage their ability to acquire pre-qualified players through renowned lottery offerings, then engage players in a range of casino and sportsbook offerings. LottoKings and WinTrillions have attracted and retained millions of player sign-ups since their inceptions.
"The Digital Gaming industry continues to be a juggernaut in the face of the pandemic, with 2Q ushering in unprecedented earnings growth, soaring game and console sales, and record viewership across streaming platforms. While the momentum in the overall gaming industry is undeniable, Forbes believes that there are cracks in the façade, particularly related to the esports sector. We touch on this potential bubble on p.13 and will be publishing a report specifically on this topic in the coming month.” - JJ Lane, Head of Forbes M+A Digital Gaming Group
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
Asia Gaming spotlight indonesia-march-2020digitalinasia
Indonesia is a dynamic market for mobile games and esports, especially given its ever-increasing rate of internet and smartphone users.
With an online population size of 171 million, favourable demographics with 60% of the population aged between 15-54, and a government that supports the development of gaming and esports, Indonesia is an emerging gaming powerhouse.
Our CEO, Peter Warman, delivered Gameforum's keynote in January 2018 in London. Gaming has entered a new phase of accelerated growth from both a consumer and an industry perspective. Its “new” form is accelerating the convergence of the mobile, sports, media, and entertainment industries. What opportunities do these new dimensions of gaming provide anyone with a stake or interest in the games market and industry?
Product Brochure: Global Digital Gaming Market 2019yStats.com
Product Brochure with summarized information of our publication " Global Digital Gaming Market 2019".
Find more here: https://www.ystats.com/market-reports/global-digital-gaming-market-2019-2/
Our Global Games Market Report consists of trends, revenues, and projections for all regions and top countries, market segments, and key countries for the period 2016-2020. Trusted by key players both inside and outside the industry, it provides a clear overview of the current state and future outlook of the global games market.
Brought to you by the organizer of MIPTV & MIPCOM, the leading international entertainment markets, Esports BAR is the world’s first international B2B matchmaking & networking event, uniquely designed to accelerate the potential of the growing esports market. Over 3 days, Esports BAR will connect Brands & Media decision makers with Esports’ rights holder to make sponsoring, broadcasting and licensing deals.
Esports BAR is the most direct, cost effective & easy way to forge successful business partnerships .
We offer you to select who you want to meet among up to 40 Esports Organisations (teams, publishers, leagues)
Then an online matchmaking tool generates pre-scheduled meeting agenda based on preference priority, allowing you to hold 16 X 25 minutes 1-to-1 targeted meetings at Esports BAR.
To ensure the efficiency of the event, we –organizer- are actively, and carefully, curating the decision-makers that will take part in the event.
See the waves that eSports Hawaii is creating in the Western American region. eSports Hawaii is a team that supports and grows the eSports community here in the state of Hawaii. We wish to help raise the level of competitive play and help those make it to the esports scene.
Established in 2005, Kings Entertainment is the parent company of global lottery brands LottoKings and WinTrillions. As international online service providers for lottery, casino, and sportsbook gambling, these brands leverage their ability to acquire pre-qualified players through renowned lottery offerings, then engage players in a range of casino and sportsbook offerings. LottoKings and WinTrillions have attracted and retained millions of player sign-ups since their inceptions.
"The Digital Gaming industry continues to be a juggernaut in the face of the pandemic, with 2Q ushering in unprecedented earnings growth, soaring game and console sales, and record viewership across streaming platforms. While the momentum in the overall gaming industry is undeniable, Forbes believes that there are cracks in the façade, particularly related to the esports sector. We touch on this potential bubble on p.13 and will be publishing a report specifically on this topic in the coming month.” - JJ Lane, Head of Forbes M+A Digital Gaming Group
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
This publication serves as the first in-depth DMCC (Dubai Multi Commodities Centre) thought leadership report on the global and local gaming and esports ecosystem. It gathers contributions from key opinion leaders to share their views on where the gaming and esports industry is heading and places emphasis on the drivers of gaming and esports from a technology, culture and business perspective.
Unlike the broader PC market, which continues shrinking, gaming PC sales are projected to increase over the next couple of years. According to NVIDIA, PC gaming accounts for nearly 40% of the overall gaming business. This percentage is higher than those for consoles, phones, tablets, phones, or any other individual gaming fragment.
PC gaming has seen a renaissance, partly thanks to superior graphics and processing but also the meteoric rise of the eSports scene and free-to-play games. Jon Peddie, president of Jon Peddie Research (JPR), notes that “NVIDIA, Intel, and AMD have enthusiast CPUs and GPUs that are so powerful, when combined with SSD’s and fast memory they absolutely trounce the computing power and gaming capabilities of the newest console generation.”
Gaming has become one of the cornerstones of the entire home and personal PC market. $1000 video cards are flying off the shelves, exciting and demanding new technologies like 4K and VR are on the horizon, and gamers are upgrading in accordance. As major companies evaluate their marketing and R&D budgets, JPR is seeing more investment in gaming oriented designs, and more money spent advertising to this group of consumers. JPR estimated that the gaming hardware market is expected to grow to $30 billion by 2018.
Now, the PC industry is betting BIG on gamers and core gamers are expected to drive recorded growth for PC games. In this report, I hope you can learn how eSports are saving the PC industry and how PC hardware vendors can take advantage of this growing opportunity.
This year, the team at Activate Consulting has defined the 15 most important insights for technology and media in 2022. Key topics include:
*$390 Billion Global Technology and Media Growth Dollars Up for Grabs
*Consumer Technology and Media Time and Attention
*Super Users Will Drive the Digital Economy
*Digital Consumer Finance at the Inflection Point
*Cryptocurrency: Massive Runway Ahead
*NFTs Will Become a Mainstream Behavior
*Video Gaming: The New Technology Paradigm Leading to the Metaverse
*Metaverse: Users and Companies Will Build the Future
*eCommerce: New Technologies Break Down the Barriers for Faster Growth
*Video: Social and Streaming Growth Reshape the Strategies of Technology and Media Companies
*Sports and Sports Tech: Fans Rebound as Sports Goes Digital
*Sports Betting and iGaming: New Growth Engine for Technology and Media
*Esports: The Global Sport of the Future
*Audio: More Streaming Services, Live, and Social Drive Growth
*Data Solutions and Enterprise Automation: Technology Advances Create Breakthrough Capabilities
eSports: Quite Possibly the Next Big Thing in Media/EntertainmentColin Sebastian
We estimate eSports-related revenues will increase from ~$200 million in 2015 to roughly $2 billion by 2020 driven by a combination of tournaments, advertising, sponsorships, broadcast rights, and fantasy/wagering, etc.
Please cite Baird as a source.
Building up the e-gaming ecosystem of India and the influence of smartphonesRedSeer
Survey respondents were asked how “important in life” is leisure time. Results for India based on more than 4,000 respondents. *GDP per capita is expressed in 2011 purchasing power parity (PPP) dollars, for the year 2014.
This year, the team at Activate has defined the 11 most important insights for tech and media in 2018. Key points:
*$300 Billion in Internet and Media Growth Dollars
*Consumer Attention: There are 31 Hours in a Day, and Growing
*Smart Cameras: The Next Terrifyingly Smart Device That People Will Use Everywhere
*eCommerce: New Categories, New Brands, and $3 Trillion to Grow
*Sports Betting: Massive Growth Ahead for Tech and Media Companies
*Messaging: The Battle Will Continue for the World’s Dominant Digital Behavior
*Video Gaming: Unleashed and Ubiquitous for Billions of Consumers
*Music: More Services, More Venues — While Consumers Become Creators
*Podcasting: The Fastest Growing Media Behavior in an Exploding Ecosystem
*Video: The Old Winners Will be the New Winners
*Consumer Financial Services: The Long Awaited Tech Revolution is Finally Arriving
Similar to Kuwait gaming headset marketing research (20)
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𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
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Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
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Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
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Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
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2. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
2
Message From CEO & Founder ................................................................................................................................................. 3
1. E-Sport & Game Industry
The Development Trend Of The E-Sport Industry................................................................................................ 5
Global Esports Overview ................................................................................................................................................... 6
The Global Games Market 2020..................................................................................................................................... 7
2020 Global Game Market ................................................................................................................................................ 8
Global Player Forecast....................................................................................................................................................... 11
Female Gamers In The Gaming Industry................................................................................................................. 12
The Impact Of Covid-19 On The Global Games Market................................................................................. 14
The Game Market In The Middle East...................................................................................................................... 15
2. Gaming Headset Big Data Research
Alibaba.Com Big Data ..................................................................................................................................................... 19
Amazon’s Gaming Headset Sales Trends In The Us ........................................................................................ 27
Google Search Data By Google Trends................................................................................................................... 29
3. Gaming Headset Sales Market In Kuwait
Traditional Offline Sales For Gaming Headset ................................................................................................... 34
Kuwait’s Gaming Headset Sales Stores Data ....................................................................................................... 35
Kuwait E-Commerce Sales For Gaming Headset .............................................................................................. 37
Xcite.Com Gaming Headset List ................................................................................................................................ 39
Best.Com.Kw Gaming Headset List ......................................................................................................................... 42
Eureka.Com.Kw Gaming Headset List.................................................................................................................... 44
Quadrastores.Com Gaming Headset List................................................................................................................ 46
Blink.Com.Kw Gaming Headset List....................................................................................................................... 48
Geekaygames.Com Gaming Headset List.............................................................................................................. 50
4. Why Choose Us?
Quality Assurance Of Kick’s Products .................................................................................................................... 53
We Know What For E-Commerce............................................................................................................................. 54
Kikc’s Style & Collections............................................................................................................................................. 55
Kick’s Price............................................................................................................................................................................ 58
5. Final Message............................................................................................................................................................................. 59
Content
3. ANONTECH
Dongguan Anon Technology Co. Ltd
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Meassage From CEO & Founder
Donngguan City, 2021/01/12
Dear Mr. Abel Alnajjar
I am honored to meet you, we are appreciated for the opportunity to serve to you and
look forward to becoming your loyal and reliable partner.
Our company’s market analysis department collected various aspects of the
development trend uponthe e-sports industry and gaming headsets through Alibaba big
data, Google Trends, Google search, e-commerce platforms in Kuwait Market, and
Newzoo professional e-sports industry analysis website. Through the global trend and
regional (Kuwait) trend to introduce you to the current development prospectsofthe e-
sports industry.
Finally, we also included headset sales information from popular e-commerce platforms
in Kuwait, I hope our report can provide you with some support and assistance in
decision-making.
Thank you for your time in reading this report.
Best regards.
Jackson Zhao
CEO & FOUNDER
DongguannAnon TechnologyCo.,Ltd
4. ANONTECH
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Esport & Game Industry
Global Trends
1.
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The Development Trend Of The E-Sports Industry
An Overview by Global and Segment
Global Esports Revenues Will Surpass $1 Billion Without Platform Revenues for the
First Time
Global esports revenues will grow to $1.1 billion in 2020, a year-on-year growth
of +15.7%, up from $950.6 million in 2019.
In 2020, $822.4 million in revenues, or three-quarters of the total market, will
come from media rights and sponsorship. This will increase to $1.2 billion by
2023, making up 76% of total esports revenues.
Globally, the total esports audience will grow to 495.0 million people in 2020, a
year- on-year growth of+11.7%. Esports Enthusiasts will make up 222.9 millions
of this number, growing +10.8% year on year.
China is the largest market by revenues, with total revenues of $385.1 million in
2020. This is up +18.0% from 2019’s total of $326.2 million. It is followed by
North America, with total revenues of $252.8 million, and Western Europe, with
total revenues of $201.2 million.
The global average revenue per Esports Enthusiast will be $4.94 this year, up
+2.8% from $4.80 in 2019.
In 2019, there were 885 major events. Together, they generated $56.3 million in
ticket revenues, up from $54.7 million in 2018.
Total prize money in 2019 reached $167.4 million, a slight increase from 2018’s
$150.8 million.
The League of Legends World Championship was 2019’s biggest tournament by
live viewership hours on Twitch and YouTube, with 105.5 million hours. The
Overwatch League was the most-watched league by live viewership hours on
Twitch and YouTube, generating 104.1 million hours.
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Global Esports Overview
2020 Data
Population 7,794.8M
OnlinePopulation 4,397.1M
Esports Awareness 1,955.5M
Esports Enthusiasts 222.9M
Esports Revenues $1,100.1M
Annual Revenue per Enthusiast $4.94
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The Global Games Market 2020
An Overview per Region and Segment
The global games market will generate revenues of $159.3 billion in 2020, a +9.3% year-on- year increase.
The following section emphasizes how these revenues are divided per region and segment
A significant driver of this year’s growth is a heightened interest in gaming as a
result of COVID-19’s lockdown measures. The launch of the next-generation
consoles toward the end of the year is another key contributor.
Mobile gaming (including both smart phone and tablet) remains the largest
segment in 2020, with revenues of $77.2 billion and growing +13.3% year on
year. The fastest-growing mobile gaming ecosystems are in emerging markets in
the Asia-Pacific region and the Middle East and Africa. However, the Americas,
Europe, and China will also enjoy strong growth.
On PC, browsergame revenues will continue to decreaseas more gamers convert
to mobile gaming. In 2020, browser revenues will decline -13.4% year on year.
Downloaded/boxed PC games will generate $33.9 billion this year.
Engagement and revenues on console are set to grow due to the lockdown
measures, at least in the short term. COVID-19 is also having adverse effects on
console gaming, as physical distribution, massive cross-company collaboration,
and certification are a significant part of console game development. These
factors, along with the continued shift toward the games-as-a-service business
model, will drive 2020’s consolegame revenues to $45.2 billion, growing at +6.8%
year on year.
The current console generation of Xbox One and PlayStation 4 is coming to an
end this year, meaning the installed base for these consoles is at its highest. The
Nintendo Switch continues to be successful.
Markets in the Asia-Pacific region will generate $78.4 billion in 2020, up +9.3%
year on year, accounting for almost half of all global game revenues.
In 2020, the Middle East and Africa region will grow the fastest year on year, up
+14.5% from 2019.
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2020 Global Games Market
PerSegment
All game segments saw an increase in engagement and revenues, mostly dueto COVID-
19 lockdown measures, but mobile gaming saw the biggest increase (+13.3% year on
year). As mentioned, mobile will be the largest segment again by far ($77.2 billion).
There are several reasons mobile will enjoy more growth than both PC and console
gaming: it has the lowest barrier to entry, there is a spillover effect from the shutdown
of PC cafés in specific markets, and mobile suffers the least impact from game
development due to relatively low complexity compared to PC and console gaming.
We expect engagement for mobile games to rise more rapidly than revenues. After all,
it is infamously difficult to convert mobile players into payers. Overall, there will be 2.6
billion mobile gamers in 2020, of which just 38% will pay for games.
Consoleis 2020’s second-largest segment, growing +6.8% year onyear to $45.2 billion.
Growth in the console market has slowed down significantly compared to the heights it
reached in 2018. Anticipation for the next-gen consoles already led to lower-than-
expected spending on console last year; this has spilled over to 2020.
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In total, PC games will generate $36.9 billion in 2020, making it the third-largest
segment. Growth in downloaded/boxed PC games is partially offset by declining
browser PC revenues, as browser gamers have mostly transitioned to mobile.
2020 Global Games Market
PerRegion
This year, Asia-Pacific will generate game revenues of $78.4 billion, accounting for 49%
of the global games market. This represents a year-on-year growth of +9.9%.
North America will again be the second-largest region by game revenues, making up a
quarter of 2020’s total global games market ($40.0 billion). This represents an +8.5%
increase from last year, the second-slow- est year-on-year growth rate of any region.
With its year-on-year growth of +7.8%, Europe is the slowest-growing games market,
producing revenues of $29.6 billion in 2020 and representing just under a fifth of the
global games market.
Both Europe and North America are very mature gaming markets, so their lower growth
rates—relative to more emerging markets—makes sense. Meanwhile, Latin America
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will make up 4% of the games market this year, increasing +10.3% year on year to $6.0
billion.
2020 Global Players
PerRegion
By the end of 2020, there will be a total of 2.7 billion players across the globe, an
increase of more than 135 million from the previous year.
The Asia-Pacific region, with 1.4 billion gamers, will accountfor more than half (54%)
of all players worldwide.
East Asia (China in particular) drives Asia-Pacific’s high player numbers.
North America will have the fewest players of any region this year, making up 8% of
the entire market.
Meanwhile, Europe and the Middle East and Africa region will each account for 14%
of players worldwide.
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Global Playerforecast
Demographics ofGamers
Based on Research in 32 Contries August 2020
The year 2023 will mark a major milestone for the global games market. That year, the
total number ofplayers will surpass thethree-billion mark, representing a CAGR (2015-
2023) of +5.6%. Naturally, growth markets are adding more to this player growth than
more mature markets.
In 2019, for example, the number of
players in the Middle East and Africa
outpaced the number in North
America. In 2022, the Middle East
and Africa will have surpassed even
Europe’s player numbers. Asia-
Pacific, which also contains many
growth markets, has also been
steadily increasing its majority over time; the region accounted for 53% of global
players in 2015, growing to 54% in 2017, and will increase even further to 55% by2023.
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Female Gamers in the Gaming Industry
PercentageofFemale Gamerin 2020
Data Source From: https://www.thinkwithgoogle.com
We conducted research on the
proportionoffemale Gamers from two
mainstream websites, Newzoo.com
and thinkwithgoogle.com.
Newzoo.com Female Gamers
accounted for 46.50%. From the
Thinkwithgoogle.com report, we see
that the world’s important gaming e-
sports market Female Gamers accounted for more than 40%.
Female gamers are unique in how long they stay wired into their favorite games. Most
females gamers (60%) spend up to seven hours per week playing, whereas more than
half of all mal gamers play for more than eight hours a week.
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When It comes to mobile games, female gamers
love intense, hardcore titles that feature strategic
gameplay and diverse character options –
particularly massively multiplayer online role
playing games (MMORPGs)and Anime, Comics,
and Games (ACGs), as well as multiplayer online
gattle arenas (MOBAs) and shootergames.
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The Impact of COVID-19 on the Global Games Market
The world is going through a disruptive and unprecedented period, with the impact of
the coronavirus spreading well beyond gaming. The outbreak had a massive effect on
the games market in a short period, and we expect the after-effects to reverberate
through the games market in the coming years.
In this special focus topic, we briefly reiterate how the outbreak affected and continues
to affect the market. We then describethe range ofimpacts a post-COVID-19economic
downturn could have on the games market. As global economies brace for a likely post-
COVID-19 downturn, it is important to understand how pastdisruptions—including the
last recession— have affected the games market.
In lockdown, more and more people are turning to games for their at-home
entertainment. User activity and game revenues are setting records. We expect that
uptake to have a lasting positive effect on the market. However, gaming activity and
spend will (temporarily) reduce significantly once lockdown measures loosen, as we
expect people to prioritize outdoor activities. Retention of new users will be a key
challenge for game companies in the months to come.
The Newzoo report predicts that the global game industry and e-sports players are on a
strong upward trend, coupled with the impact of the COVID-19 epidemic in 2020, the
products around the " at-home" economy in various countries and regions have shown
a surge. Indoorsports, smallhome appliances, games and other industries are frequently
in short supply in developed countries such as the United States, Europe, Japan and
South Korea.
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The game market in the Middle East will emerge in 2020
Article Source: Economic and Commercial Section, Embassy of the Hashemite Kingdom of Jordan
https://translate.google.com/translate?sl=auto&tl=en&u=http://jo.mofcom.gov.cn/article/ztdy/202010/20201003007837.shtml
According to the latest report of the world-renowned market research company GfK,
although the new crown epidemic has changed the consumption habits of Middle
Easterners, games, as the dark horse of the rapid growth in the Middle East during the
post-epidemic period, are emerging in the consumer market.
PC gaming market grew 77% year-on-year
The 2020 new crown epidemic has brought unprecedented difficulties to the world,
especially countries in the Middle East. During the curfew, games have becomeameans
for people to escape reality and pass the time; in addition, the substantial upgrade of
gaming PCs and the advent of a new generation of gaming notebooks have promoted
the rapid sales ofgaming consoles, gaming monitors and gaming PCs in the Middle East
market increase.
According to the GfK Consumer Pulse Survey, 46% of Saudi respondents spend more
leisure time on games during the curfew. In the first half of 2020, the revenue ofgaming
hardware in Saudi Arabia and the UAE surged by 29%, and the total market value
reached 256 million US dollars. The UAE KSA’s gaming hardware sales increased by
29%. In the Middle East market in the first half ofthe year, gaming notebooks increased
by32%, video game consoles increased by31%, games and leisure equipment increased
by 17%. During this period, the fastest-growing products were gaming monitors and
gaming keyboards/mouses, which increased by 110% and 77% year-on-year
respectively in the first half of the year.
In the second half of2020, in the markets of Middle Eastern countries, the sales of many
consumer products and services that had previously grown began to decline. However,
the growth of the gaming market continues, with sales of gaming monitors and other
devices increasing by 155% during the year. According to GfK's forecast, the PC game
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market in the Middle East, Africa and Turkey is expected to grow by 77% year-on-year
in 2020, making it the world's second fastest growing PC game market.
The number of players continues to increase
During the epidemic, the number of game players in the Middle East continued to
increase, and many people quickly joined the ranks of players after experiencing the
game for the first time. According to a GfK survey, 20% of consumers in Saudi Arabia
bought gaming equipment after the curfew ended, and 19% of them were unplanned
purchases.
In recent years, the penetration rate of smartphones in the Middle East countries has
continued to increase, and the network has continued to improve. Mobile game travel
in the Middle East accounts forabout50% ofthe game market. The mobile game market
in the future has huge growth potential. Currently the most popular mobile games for
players in the Middle East are PUBG mobile, Intikam Al Salatin, Fortnite and Rise of
Kingdoms. According to statistics, in the first quarter of2020, China’s Tencent’s PUBG
mobile steadily topped the free list in Turkey, Saudi Arabia and the UAE.
Online shopping is behind the scenes
In the Middle East, online platforms play an important role in promoting the sales of
gaming equipment. The epidemic crisis has strengthened the online shopping habits of
Middle Eastern consumers. Compared with the same period in 2019, the number of
online shoppers in the Middle East increased by more than 24% in the first half of
2020. With the technological development and innovation of the digital space and the
launch of 5G in Middle Eastern countries, the game market in Middle Eastern countries
will continue to grow rapidly.
The GCC game market is expanding rapidly
According to the latest forecast, the gaming market of the Gulf Cooperation Council
(GCC) countries in the Middle East is expected to reach US$821 million in 2021. For
GCC telecom operators, electronic games are an excellent opportunity. They can use
their existing capabilities to enter this fast-growing market and diversify their business.
At present, video games have brought GCC telecom operators Great commercial
potential.
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Experts believe that in the GCC area, more than half of the population is under the age
of 25, and there is a huge opportunity to create localized game content. Games will
increase data usage and bring additional revenue to telecom operators. In addition, GCC
telecom operators that have successfully entered the gaming industry will improve their
brand positioning and increase customer loyalty.
In line with the development trend in the Middle East, the GCC game market will
expand rapidly in 2020. In terms of revenue and penetration, GCC's mobile game
market dominates the region's game market. Market research shows that global games
designed by international developers have already made their debut in GCC countries,
while leisure, simulation, racing and other sports and role-playing games are still
popular locally. However, the demand for localized content remains strong, and to a
certain extent has not been met. In fact, regional players such as game studio Falafel
Games and Arab mobile game publisher Tamatem Games have begun to rise bycreating
culturally-related content, because future video games must be cultural carriers and
sightseeing tools in the Middle East. (Chen)
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Gaming Headset Big Data
Research
2.
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Alibaba.comBig Data
“ Thesecond halfof 2020 willsee a climactic event nearly a decadein the making:both
Sony and Microsoft will launch the next generation of home consoles, ushering in an
exciting new era for the gamesmarket. ” – Newzoo.com
Ps5 SearchIndex
In the second half of 2020, Sony and Microsoft have successively launched a new
generation of game consoles, which has also driven the upgrading of other hardware.
Alibaba data 1
Alibaba data 2
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According to the big data of alibaba.com, the search popularity of PS5has continued to
rise since June 2002, and the increase has been as high as 2-3 times in the last three
months. Kuwait’s search popularity has also shown an upward trend. Although the
search popularity is not as good as the global popularity index, it has also seen a strong
rise.
Gaming HeadsetSearchIndex
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From the Keyword Index of alibaba.com, in the consumer electronics category,
headphones & earbuds 2nd sub-category, the search popularity of headphones has been
increasing. The searchof “Gaming headsets”has increased by 30% and the CTR (Click-
though Rate) approaching 50%, which shows that half of the searchers have purchase
intention.
These keywords related to gaming headsets all have an upward trend. Among them, the
word gaming headset has increased by more than 30%, and the CTR (Click-through
Rate) is close to 50%. This shows that nearly half of the buyers searching for gaming
headsets Have purchasing intention.
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Alibaba data 3
In the Keywords Index of Alibaba.com, the overall annual performance of Gaming
Headset's search interest has increased, and the average search interest this year is 2-3
times the average of last year. Among them, Kuwait's data is stable.
The main search areas are North America, Europe, Middle East and Asia Pacific (except
China). Among them, searches in the United States account for 14.2% of global search
popularity.
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It’s indicated from the keyword “gaming headset” that the popularity is has been
increasing, “pc gaming headset/ gaming headset wireless/ headset gaming wireless”
increasing by 200%, “headset gaming wireless” even over 800%.
We can see from the figures that the buyers of gaming headset have started searching
computer games and wireless headset in the past week. The searching gaming
headphones are all in version 7.1 with surround sound.
We can see in the keyword gaming headset that the overall search interest for this
keyword is increasing. Among them, pc gaming headset, gaming headset wireless,
headset gaming wireless have increased by more than 200%. It is worth pointing out
that headset gaming wireless is even more popular. Over 800% increase.
As can be seen from the above-mentioned skyrocketing words, buyers of gaming
headsets have started searching for headsets forcomputer games and wireless in the past
week.
Among them, the gaming headsets used by the computer are all version 7.1.
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Gaming HeadsetPurchasing Preferences
According to the Gaming Headset buyer’s purchasing preferences, the buyer’s demand
profile for gaming headsets can be drawn, headband headset, wired, with microphone,
for computer & portable media player gaming use.
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Alibaba.com – MarketInsight – Kukwait Data
In Market Insight of Alibaba.com, Kuwaiti buyers use mobile phones to browse
international websites accounting for 97.96%, and they are all Retailers of MOQ
Preference with a high number of purchases. Procurement Scale below 10,000.00 USD
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accounted for 42.97%. It is worth noting that buyers over 0.5 million – 1 million
accounted for 8.03%, which is higher than other countries and regions.
In the last 30 days, the search preference of Kuwaiti buyers, the buyer who searched
PlayStation 5 + ps5 in the last 30 days, showed an index greater than +10,000 gains,
that is incredibly higher compare to the last period.
It is worth pointing out that motorcycle and bicycle have also risen, which shows that
the people of Kuwait are changing their daily travel habits.
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Amazon’s Gaming Headset Sales Trends in the US
ByAmazon Sale’s Data Tools Data-sprite.com
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The data was collected from data-sprite.com, trough Amazon sellers. Wefocused onthe
data of Amazon America and its sales data by using keyword “gaming headset” in the
last 30 days. The search index for “gaming headset” even reached 1.22 million in one
month, with sales volume 15,326 units.
The above-mentioned datacollection comes fromdata-sprite.com. Throughthe Amazon
seller data collection tool, the gaming headset keyword was used to collect the search
and sales data of the gaming ears onAmazon America in the last 30 days. The monthly
search index of Gaming Headset is as high as 1.22 million and the sales volume is
15,326 Units.
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Google Search Data – By Google Trends
Search trends result in the past12 months
https://trends.google.com/trends/explore?date=all&q=%2Fg%2F11h1hvymy5
Search trends result in the past5 years
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Searchtrends result from 2004 till present
Interest over time
Numbers represent search interest relative to the highest point on the chart for the given region and time. A value of 100 is the peak popularity for the term. A value of 50 means that the
term is half as popular. A score of 0 means there was not enough data for this term.
Through Google Trends, we searched for the trend changes in several time dimensions
of gaming headsets, which are past 12 months, past5 years, and since 2004. The search
popularity ofGaming headsets has shownan upward trend every year since the statistics
of Google data in 2004. This data performance is consistent with the e-sports market
data of newzoo.com, and it maintains a growth rate of 10-15 per year.
It can be seen search trens result from 2004 image that starting from 2019, the search
growth of gaming headsets has continued, and by July 2020, it has reached the highest
index value of 100 in Google Trends.
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Gaming Headset Research in Kuwait Market - Market’s Big Data
Choosethe Kuwait area, we can see that the search trend also has a peak. The hot search
areas are AL ASIMAH GOVERNATE and HAWALLI GOVERNATE.
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From the big data from Alibaba & Google Trends, it shows that the overall trend of
gaming headphone has been increasing, though it’s not so obvious compared to
international trend, but it’s saying that there’s a large developing space for the gaming
industry in Kuwait. A very noticeable increase in April and September from the chart
was related to the Holy Month of Ramadan and Islamic New Year. Most retailers in
Kuwait are likely to fulfill the stockfor the festivals.
In addition, the impact of epidemic has accelerated the “at-home” economy in Kuwait
market. “At-home” economy will be a necessary trend for consumers to do shopping.
This is also the reason for the increasing search popularity. From the two big data
platforms of alibaba.com and Google Trends, it can be seen that the search interest for
gaming headsets in the Kuwait market is on the rise, but compared with the international
upward trend, it is still relatively weak, which shows that Kuwait’s gaming industry has
a broad development space. It is worth noting that the search interest in the two months
of August and September in 2020 can see a rapid increase in performance on both
platforms. This may be related to the holy month of Ramadan festival and Islamic New
Year festival consumption. Kuwait Of buyers purchase and stockup for these holidays.
In addition, the impact of this year's Covid-19 epidemic has also accelerated the "at-
home" economy of the kuwait market. At-home entertainment will be a new way for
people to spend time, which is also a factor in increasing search popularity.
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3.
Gaming Headset Sales Market
In Kuwait
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Gaming HeadsetSales Market In Kuwait
Due to geographical restrictions and the epidemic, we are not able to conducta detailed
research in Kuwait. We will proceed the online research through Google and various e-
commerce sales platforms. A research team will be assigned to go to Kuwait to conduct
field investigation after the epidemic.
In the report, we divided Kuwait’s electronic products market into 2 categories,
traditional offline sales and e-commerce sales.
Traditional Offline Sales for Gaming Headset
Majority of the sales are proceeded in
electronic product stores. According to
Google data, there are about 80 stores on
sale and 69.23 % are chain electronic stores,
33 X-cite byAlghanim Electronics, 13 Best
Al Yousifi Electronics, 8 Eureka
Electronics.
There are 6.41% professional gaming e-
sports stores, 2 Quadra, 1 Blink Gaming
Gadgets, 1 NexGen Gaming, 1 Game Store,
2 Geekay Games. The rest are small-scale
electronic stores with 24.35%, 19 stores.
X-Cite by Alghanim Electronics has a
relatively high market share with 42.30% of
the overall market. We can pay more
attention to its product dynamic when
preparing products plan.
69%
7%
24%
1 2 3
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Kuwait’s Gaming Headset Sales Stores Data
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The top 3 offline stores as mentioned above, X-cite by Alghanim Electronics, Best Al
Yousifi Electronics and Eureka Electronics, also have online platforms for sales with
their offline products.
Therefore, we will focus more on the research of online stores.
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Kuwait E-Commerce Sales for Gaming Headset
Data Source From statista.com
The e-commerce YOY (Year on Year) has been rising in Kuwait from the data. Thre
revenue is projected to reach US$1,125m in 2020, user penetration will bereaching 56.7%
and expected to reach 61.1% in 2025. That said, 6 out of 10 persons will do shopping
online and the average revenue per user (ARPU) is expected to amount to US$464.57.
In China, the e-commerce consumption ranks top 1 in the world. The user penetration
is 64.0% in 2020. We also completed the marketing research upon our products before
sales in Chinese market. The data on e-commerce is the basis for our critical reference.
Since the e-commerce user penetration ratio in Kuwait is equivalent to that of China,
therefore, we conductthe research and analysis with the same method.
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The e-Commerce platform in Kuwait can be divided into two categories: local e-
commerce & online chain stores. Details as below:
Online Chain Stores 连锁店铺线上平台 Local E-Commerce Stores 本土电商平台
xcite.com Ubuy.com
best.com.kw Wantitbuyit.com
eureka.com.kw Emarketkw.com
quadrastores.com
blink.com.kw
gamestore.com.kw
geekaygames.com
astorekw.com
There are 8 online chain stores, 4 integrated electronic platforms: xcite.com,
best.com.kw, eureka.com.kw, blink.com.kw and astorekw.com; 3 professional gaming
platforms: quadrastores.com, gamestore.com.kw, geekaygames.com.
There are 3 local e-commerce platforms in Kuwait, including a comprehensive platform
Ubuy.comcovering multiple regions and countries and a local comprehensive electronic
platform Emarketkw.com.
The following statistics are based on the online stores data from websites.
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Xcite.com Gaming Headset List
There’s a gaming product section on Xcite.com website. We checked the sub category
gaming/accessories-1/headset-speakers, it’s shown that Xcite mainly manages 14
gaming headset brands including Razer, Steelseries, Hyperx, Corsair, Turtlebeach, etc.,
most of which are famous gaming headset brands.
From their “Most Hot Selling Models”, the reviews of best-selling models on Xcite is
Razer Kraken, SteelSeiries Arctis 7, HyperX Cloud II Pro, Logitech G430, TutleBeach
Recon70, HP X1000.
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Among the gaming headsets on Xcite.com, the lowest price is 6.90KD from Sades, and
the highest is 144.90KD from SteelSeries. The average price is 75.90KD.
For the hot-selling models, the lowest price is 13.50KD from Turtlebeach Recon 70
while the highest is 66.90KD from SteelSeries Arctis 7. The average price is 28.80KD.
The Top 1 hot-selling gaming headset is HyperX Cloud II Pro with price 33.90KD,
which is 5.10KD higher than the average prices.
There are 22,371 comments for hot sale model on Xcite.com, among which the most
hot sale model totals 21,485 comments with 96.04%. HyperX Cloud II Pro got
comments 8,496 with 37.98%. Wired gaming
headset (over ear) has a total of 16,061
comments with 71.79%, and the wireless
6,310 comments with 28.21%.
The colorchoices of the headsets on Xcite are
various. There are 105 kinds of black and
white ones with 76.08%, of which black is
91pcs with 65.94%, white 14pcs with 10.14%.
From style aspect, wired gaming headsets major with 88.99%, wireless with low
percentage.
The stockpercentage is 75.23% for Xcite with due date Jan 3rd, 2021.
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ResearchConclusiononXcite.com
Xcite consumers prefer the gaming headset - HyperX Cloud II Pro, which is priced at
33.90 KD. Their acceptableunit price is relatively high, which is higher than the average
selling price of the Most Hot Sale Model.
Xcite consumers prefer wired gaming headset, especially black, white and Razer
Kraken's green style series. Male headsets are the majority, and female style with pink
series have a relatively low proportionof 4.35%.
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Best.com.kw Gaming Headset List
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Best.com.kw
There’s also a gaming area on the website. Clicking gaming/console accessories/headset,
you can see headset brands including CORSAIR, 4GAMES, SADES, ISOUND,
STEATH, HYPERX, LOGITECH, etc., 20 brands in total.
We found that best.com.kw does not have any column for consumer comment, so we
couldn’t visually tell which headset is more popular through reviews. We will take the
most expensive styles into account for research and analysis.
Best.com.kw sells 20 gaming headset brands, 115 styles, the lowest price is HAVIT
GAMENOTE LED 4.9 KD, the highest price is STEELSERIES ARCTIS PRO +
GAME DAC 99.00 KD.
According to color statistics for
gaming headsets on best.com.kw,
black accounts for 73.04%, and
female exclusive color pink accounts
for 2.61%.
Wired headsets accounted for 85.22%, and wireless headsets accounted for 14.78%.
Best.com.kw stores have sufficient stocks for sale.
ResearchConclusiononbest.com.kw
The gaming headset styles sold by Best.com.kw are mainly black. Corsair is the style
mainly recommended. According to the website ranking, VOID RGB ELITE should be
the most popular style in the store.
44. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
44
Eureka.com.kw Gaming Headset List
There’s no gaming headset section
on eureka.com . We can enter
"HEADSET" in the searchbar ofthe
shop to get all brands of gaming
headsets. There is a filter function of
"CUSTOMER RATING" in the
result column, so that we can get the
higher-evaluated styles of
Eureka.com.kw for analysis.
45. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
45
Eureka.com.kw sells 25 headphone
brands, a total of 96 styles are sold, and
the number of styles for each brand is
small.
The lowest unit price is SADES 4.9
KWD, and the highest unit price is WH-
1000XM4 129.90 KWD from SONY.
According to the filter function of
Customer Rating, you can see the best
style of rating in each brand.
The color for gaming headsets are diverse on eureka.com, among which the proportion
of black is 45.83% and the proportion of blue is 15.63%. It’s surprising that the
CAMOUFLAGE color accounts for 13.54%. The female color Pink accounts for only
1.04%.
The proportion of wireless headset styles in Eureka stores is higher than that in other
stores, reaching 33.33% and wireless headsets at 66.67%.
Eureka.com.kw stores have sufficient stocks for sale on due date Jan 3rd 2021.
46. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
46
Quadrastores.com Gaming Headset List
Quadrastores.comsells 17 brands ofgaming headsets with a total of204 styles, covering
6 countries including UNITED ARAB EMIRATES, SAUDI ARABIA, BAHRAIN,
OMAN, QATAR and KUWAIT.
The store has no comment function,
and the hot-selling styles in the store
could not be found.
Black headsets account for 81.37%,
white ones account for 10.29%, and
pink ones account for only 0.49%.
Headsets without lighting account for
68.14%.
47. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
47
Quadrastores.com's gaming headsets are more biased towards the black and white series,
with pink female headsets accounting for a very small proportion.
3.5mm wired and USB Wired styles are popular with 75.49% of the total. Among them,
headsets with interface 3.5mm has a relatively high proportion.
By Jan 3rd 2021, most headsets were OUT OF STOCKon quadrasotres.com.
48. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
48
Blink.com.kw Gaming Headset List
Blink.com covers Kuwait, Saudi
Arabia and Qatar 3 countries. 19 brands
are sold online, totaling 108 styles.
Corsair 21 has a larger number of
styles.
In the store, there is a function of Best
Seller Filter. We use this function to
determine the best-selling styles ofeach
brand.
Hot-selling models, the lowest price is Sades SA-722 at 29.10 KWD, and the highest
price is CORSAIR VIRTUOSO RGB79.90 KWD.
49. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
49
The color of Blink.com is mainly black, accounting for 84.26%, followed by white
accounting for 8.33%.
Wired headsets accountfor 80.56%, and wireless headsets account for 19.44%.
By Jan 3rd 2021, only 63.89% of the styles are on sale, of which 36.11% are OUT OF
STOCK.
50. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
50
Geekaygames.com Gaming Headset List
Geekaygames.com is a professional stores focusing on gaming peripherals. The
products sold online include PS5, NINTENDO SWITCH, XBOX and gaming products,
as well as professional HARDWARE.
There is a special area for gaming headsets, but there is no comment function on the
web page. We use the "sort by BEST SELLER" FILTER in the store to filter the best-
selling models in the store during research.
51. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
51
In addition to online sales,
Geekaygames.com also has physical stores
offline. There are 4 in Kuwait, 3 in
QATAR, 2 in BAHRAIN, 4 in OMAN, and
14 in UAE.
There are 12 brands for sale in online
stores, and there are 138 styles in total. The
lowest price is the Gioteck brand LP-1 2.5
KWD, and the highest price is TutleBeach
113.50 KWD.
Among the best-selling models, the
cheapestmodelis SADES CPOWER 11.50
KWD, and the most expensive model is LOGITECH PRO X 7.1 BLUE 45.50 KWD.
Geekaygames.com's gaming headsets are
mainly black, accounting for 72.46%, and
white accounting for 9.42%.
As of January 3, 2021, 44.20% of the
styles appeared OUT OF STOCK.
53. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
53
Why Chose Us ?
After investigating the gaming headsets from the online stores mentioned, we found that
e-sports enthusiasts in Kuwait prefer the black series. The hot-selling models are priced
between 25.00 – 35.00 KWD with WIRED models and 7.1 surround sound. The best-
selling headsets in each store are mainly based on the sound quality and high comfort.
Quality Assurance of Kikc’s products
Kikc headset series are designed for high comfort and high audio quality. Our products
are designed from structural design, R&D, and speaker cavity accordingto international
brands such as Sony, HyperX, Corsair, etc.
*Odm ProjectT
o Usa Client, With The SameHyperxCloud Stinger’s Sound Effect
Our gaming headsets are sold through various e-commerce platforms, among which
Kikc-PS4, ET600, V3 and other styles have been on sale on Amazon's US and UK
markets, and have selling well, especially ET600 raking TOP 1 in the GAMING
category. The price of our products on major e-commerce platforms is between 25.00
USD and 35.00 USD. Most e-sports fans have shared good feedback uponour products
with the high cost-effective performance.
54. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
54
We Know What For E-Commerce
With 5 years ofsales experience in the Amazon US, we have been paying more attention
to productquality and user experience. We considerthe user habits of the target market
during research and development, design, production and the productquality is strictly
in accordance with standards from the United States, the European Union and another
developed countries and regions.
Now we have our professional and reliable teams including R&D, production, QC and
international sales, so flexible ODM can be achieved. With the efforts from our teams,
we are capable to understand the market trends and the final-users’ needs.
55. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
55
Kikc Style & Collection
We design a series of products with different styles for different e-sports users, different
markets, and different sales channels.
BestOption for E-Commerce Series
In our product series, there are styles specifically for e-commerce platforms. E-
commerce prefer cost-effective products. Among our models KIKC-PS4/ V3/ ET600,
we are ensuring high quality and comfortable wearing when the price are optimized.
56. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
56
BeastSeries
The Beast series are designed with vision-oriented and cooler lighting effects, which
brings totally different styles with fresh design for e-sports fans.
57. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
57
Genesis Series
The design of Genesis series tends to be professional for gaming with a concise
appearance. The audio performance and microphones are equipped with higher-level
elements.
We focus on 2.4Ghz wireless connection for this series with the reason, as we believe,
that wireless gaming headsets will increase market share in the near future.
Therefore, we prepare in advance for the future market.
58. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
58
Mobile Game Headphone Series
The YOY of the mobile gaming is growing rapidly in the market. Therefore, we have
included the mobile headphones series combined with conclusion with years experience,
to make sure our products are more suitable for the market.
According to public needs and the changing market, we will bring more latest designs
to customers.
Kikc’s price
As mentioned above, we process a thorough market research upon different markets,
styles and product positioning before we R&D every single product. We calculate the
cost budget and sales estimates afterwards. With years of production experience and
rich supply chain management, we’ve kept to optimize the cost structure during the
productdevelopment process, soas to leave larger profitable spaceto ourcustomers and
make their prices more competitive.
Kikc's various series ofproducts have been recognized bythe market and have excellent
performance in various regions and markets. From their performance to quality, they
will not disappoint the consumers.
59. ANONTECH
Dongguan Anon Technology Co. Ltd
www.anonteck.com
buy@anonteck.com
Social Media: @AnonTechKikc
59
The current pace of change in consumer behavior, in the market,
the speed of product upgrading and the pace of technological
change require a type of modern firm to understand the market
and the needs of consumers better. We are that firm, as the
professional gaming headset manufacturer, we are capable and
firmly believe that we can provide support to global client daily
in growing their businesses.
Thanks for your time and trust.
Together, we can make more.
END OF THE REPORT
FINAL MESSAGE