시장보고서
상품코드
1963149

게이밍 모니터 : 세계 시장 점유율과 순위, 전체 판매 및 수요 예측(2026-2032년)

Gaming Monitor- Global Market Share and Ranking, Overall Sales and Demand Forecast 2026-2032

발행일: | 리서치사: QYResearch | 페이지 정보: 영문 | 배송안내 : 2-3일 (영업일 기준)

    
    
    




■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송일정은 문의해 주시기 바랍니다.

게이밍 모니터 세계 시장 규모는 2025년에 85억 3,800만 달러로 추정되며, 2026년부터 2032년까지 CAGR 5.79%로 성장하여 127억 8,600만 달러에 달할 것으로 예측됩니다.

게이밍 모니터 시장의 세계 주요 기업으로는 AOC/Philips, ASUS, ASUS, Acer, MSI, Samsung, Dell, LG, Lenovo, HP, HKC 등이 있습니다. 2025년에는 상위 5개 기업이 전체 매출의 약 64%를 차지했습니다.

세계 게이밍 모니터 시장에 대해 총 판매량, 매출액, 가격, 주요 기업의 시장 점유율 및 순위, 지역별, 국가별, 재생률별, 판매 채널별 분석을 종합적으로 분석했으며, 지역별, 국가별, 지역별, 판매 채널별 분석을 전해드립니다.

게이밍 모니터 시장의 규모로 추정 및 예측은 판매량(천대) 및 매출(백만 달러)로 제시되며, 2025년을 기준 연도로 하여 2021년부터 2032년까지의 과거 데이터와 예측 데이터를 포함하고 있습니다. 이 보고서는 정량적 분석과 정성적 분석을 결합하여 독자들이 성장 전략 수립, 경쟁 상황 평가, 현재 시장에서의 포지셔닝 분석, 게이밍 모니터에 관한 정보에 입각한 비즈니스 의사결정을 내릴 수 있도록 돕습니다.

시장 세분화

기업별

  • Samsung
  • AOC/Philips
  • ASUS
  • Acer
  • MSI
  • Dell
  • LG
  • HP
  • Lenovo
  • HKC
  • BenQ ZOWIE
  • Viewsonic
  • SANC
  • Gigabyte
  • Razer

주사율별 부문

  • 144Hz
  • 165Hz
  • 240Hz
  • 360Hz
  • 기타

판매 채널별

  • 온라인 판매
  • 오프라인 판매

지역별

  • 미국
  • 유럽
  • 중국
  • 한국
  • 인도
  • 동남아시아

지역별 소비량

  • 북미
    • 미국
    • 캐나다
  • 아시아태평양
    • 중국
    • 일본
    • 한국
    • 동남아시아
    • 인도
    • 기타 아시아태평양
  • 유럽
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 러시아
    • 기타 유럽 국가
  • 라틴아메리카
    • 멕시코
    • 브라질
    • 아르헨티나
    • 기타 라틴아메리카
  • 중동 및 아프리카
    • 사우디아라비아
    • 아랍에미리트
    • 이집트
    • 튀르키예
    • 남아프리카공화국
    • 기타 중동 및 아프리카
KSM

자주 묻는 질문

  • 게이밍 모니터 시장 규모는 어떻게 예측되나요?
  • 게이밍 모니터 시장의 주요 기업은 어디인가요?
  • 2025년 게이밍 모니터 시장에서 상위 5개 기업의 매출 점유율은 어떻게 되나요?
  • 게이밍 모니터 시장의 분석은 어떤 방식으로 이루어졌나요?
  • 게이밍 모니터 시장의 세분화는 어떻게 이루어지나요?

The global market for Gaming Monitor was estimated to be worth US$ 8,538 million in 2025 and is projected to reach US$ 12,786 million, growing at a CAGR of 5.79% from 2026 to 2032.

The global key companies in the Gaming Monitor market include AOC/Philips, ASUS, Acer, MSI, Samsung, Dell, LG, Lenovo, HP, HKC, etc. In 2025, the five largest players accounted for approximately 64% of revenue.

This report provides a comprehensive view of the global market for Gaming Monitor, covering total sales volume, sales revenue, pricing, the market share and ranking of key companies, along with analyses by region & country, by Refresh Rate, and by Sales Channel.

The Gaming Monitor market size, estimations, and forecasts are presented in terms of sales volume (K Units) and revenue ($ millions), with 2025 as the base year and historical and forecast data from 2021 to 2032. The report combines quantitative and qualitative analysis to help readers develop growth strategies, assess the competitive landscape, evaluate their position in the current marketplace, and make informed business decisions regarding Gaming Monitor.

Market Segmentation

By Company

  • Samsung
  • AOC/Philips
  • ASUS
  • Acer
  • MSI
  • Dell
  • LG
  • HP
  • Lenovo
  • HKC
  • BenQ ZOWIE
  • Viewsonic
  • SANC
  • Gigabyte
  • Razer

Segment by Refresh Rate

  • 144Hz
  • 165Hz
  • 240Hz
  • 360Hz
  • Others

Segment by Sales Channel

  • Online Sales
  • Offline Sales

By Region

  • United States
  • Europe
  • China
  • South Korea
  • India
  • Southeast Asia

Consumption by Region

  • North America
    • United States
    • Canada
  • Asia Pacific
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Rest of Asia Pacific
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Russia
    • Rest of Europe
  • Latin America
    • Mexico
    • Brazil
    • Argentina
    • Rest of Latin America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Egypt
    • Turkey
    • South Africa
    • Rest of MEA

Chapter Outline

Chapter 1: Introduces the scope of the report and the global market size (value, volume, and price). It also summarizes market dynamics and Recent Developments; identifies key drivers and restraints; outlines challenges and risks for manufacturers; reviews relevant industry policies and U.S. tariff implications.

Chapter 2: Provides a detailed analysis of the Gaming Monitor manufacturers' competitive landscape-including pricing, sales and revenue shares, Recent Developments plans, and mergers and acquisitions (M&A).

Chapter 3: Analyzes market classification, presenting the size and growth potential of each segment to help readers identify blue-ocean opportunities.

Chapter 4: Analyzes market segmentation by Sales Channel, presenting the size and growth potential of each downstream segment to help readers identify blue-ocean opportunities.

Chapter 5: Presents Gaming Monitor sales and revenue at the regional level. It offers a quantitative assessment of market size and growth potential by region and summarizes market development, future prospects, addressable space, and country-level market size worldwide.

Chapter 6: Presents Gaming Monitor sales and revenue at the country level. It provides segmented data by Refresh Rate and by Sales Channel for each country/region.

Chapter 7: Profiles key players, detailing the main companies' product sales, revenue, pricing, gross margin, product portfolios, Recent Developments, etc.

Chapter 8: Analyzes the industry value chain, including upstream suppliers and downstream applications/customers.

Chapter 9: Conclusion.

Table of Contents

1 Market Overview

  • 1.1 Gaming Monitor Product Introduction
  • 1.2 Global Gaming Monitor Market Size Forecast
    • 1.2.1 Global Gaming Monitor Sales Value (2021-2032)
    • 1.2.2 Global Gaming Monitor Sales Volume (2021-2032)
    • 1.2.3 Global Gaming Monitor Sales Price (2021-2032)
  • 1.3 Gaming Monitor Market Trends & Drivers
    • 1.3.1 Gaming Monitor Industry Trends
    • 1.3.2 Gaming Monitor Market Drivers & Opportunities
    • 1.3.3 Gaming Monitor Market Challenges and Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global Gaming Monitor Players Revenue Ranking (2025)
  • 2.2 Global Gaming Monitor Revenue by Company (2021-2026)
  • 2.3 Global Gaming Monitor Sales Volume Ranking of Players (2025)
  • 2.4 Global Gaming Monitor Sales Volume by Company (2021-2026)
  • 2.5 Global Gaming Monitor Average Price by Company (2021-2026)
  • 2.6 Key Manufacturers Gaming Monitor Manufacturing Base and Headquarters
  • 2.7 Key Manufacturers Gaming Monitor Product Offerings
  • 2.8 Gaming Monitor Market Competitive Analysis
    • 2.8.1 Gaming Monitor Market Concentration Rate (2021-2026)
    • 2.8.2 Global 5 and 3 Largest Manufacturers by Gaming Monitor Revenue in 2025
    • 2.8.3 Global Companies by Tier (Tier 1, Tier 2, Tier 3), based on Gaming Monitor revenue, 2025
  • 2.9 Mergers & Acquisitions and Expansion

3 Segmentation Gaming Monitor Market Classification

  • 3.1 Introduction by Refresh Rate
    • 3.1.1 144Hz
    • 3.1.2 165Hz
    • 3.1.3 240Hz
    • 3.1.4 360Hz
  • 3.2 Global Gaming Monitor Sales Value by Refresh Rate
    • 3.2.1 Global Gaming Monitor Sales Value by Refresh Rate (2021 vs 2025 vs 2032)
    • 3.2.2 Global Gaming Monitor Sales Value, by Refresh Rate (2021-2032)
    • 3.2.3 Global Gaming Monitor Sales Value, by Refresh Rate (%), 2021-2032
  • 3.3 Global Gaming Monitor Sales Volume by Refresh Rate
    • 3.3.1 Global Gaming Monitor Sales Volume by Refresh Rate (2021 vs 2025 vs 2032)
    • 3.3.2 Global Gaming Monitor Sales Volume, by Refresh Rate (2021-2032)
    • 3.3.3 Global Gaming Monitor Sales Volume, by Refresh Rate (%), 2021-2032
  • 3.4 Global Gaming Monitor Average Price by Refresh Rate (2021-2032)

4 Segmentation by Sales Channel

  • 4.1 Introduction by Sales Channel
    • 4.1.1 Online Sales
    • 4.1.2 Offline Sales
  • 4.2 Global Gaming Monitor Sales Value by Sales Channel
    • 4.2.1 Global Gaming Monitor Sales Value by Sales Channel (2021 vs 2025 vs 2032)
    • 4.2.2 Global Gaming Monitor Sales Value, by Sales Channel (2021-2032)
    • 4.2.3 Global Gaming Monitor Sales Value, by Sales Channel (%), 2021-2032
  • 4.3 Global Gaming Monitor Sales Volume by Sales Channel
    • 4.3.1 Global Gaming Monitor Sales Volume by Sales Channel (2021 vs 2025 vs 2032)
    • 4.3.2 Global Gaming Monitor Sales Volume, by Sales Channel (2021-2032)
    • 4.3.3 Global Gaming Monitor Sales Volume, by Sales Channel (%), 2021-2032
  • 4.4 Global Gaming Monitor Average Price by Sales Channel (2021-2032)

5 Segmentation by Region

  • 5.1 Global Gaming Monitor Sales Value by Region
    • 5.1.1 Global Gaming Monitor Sales Value by Region: 2021 vs 2025 vs 2032
    • 5.1.2 Global Gaming Monitor Sales Value by Region (2021-2026)
    • 5.1.3 Global Gaming Monitor Sales Value by Region (2027-2032)
    • 5.1.4 Global Gaming Monitor Sales Value by Region (%), 2021-2032
  • 5.2 Global Gaming Monitor Sales Volume by Region
    • 5.2.1 Global Gaming Monitor Sales Volume by Region: 2021 vs 2025 vs 2032
    • 5.2.2 Global Gaming Monitor Sales Volume by Region (2021-2026)
    • 5.2.3 Global Gaming Monitor Sales Volume by Region (2027-2032)
    • 5.2.4 Global Gaming Monitor Sales Volume by Region (%), 2021-2032
  • 5.3 Global Gaming Monitor Average Price by Region (2021-2032)
  • 5.4 North America
    • 5.4.1 North America Gaming Monitor Sales Value, 2021-2032
    • 5.4.2 North America Gaming Monitor Sales Value by Country (%), 2025
  • 5.5 Europe
    • 5.5.1 Europe Gaming Monitor Sales Value, 2021-2032
    • 5.5.2 Europe Gaming Monitor Sales Value by Country (%), 2025
  • 5.6 Asia Pacific
    • 5.6.1 Asia Pacific Gaming Monitor Sales Value, 2021-2032
    • 5.6.2 Asia Pacific Gaming Monitor Sales Value by Region (%), 2025
  • 5.7 Latin America
    • 5.7.1 Latin America Gaming Monitor Sales Value, 2021-2032
    • 5.7.2 Latin America Gaming Monitor Sales Value by Country (%), 2025
  • 5.8 Middle East & Africa
    • 5.8.1 Middle East & Africa Gaming Monitor Sales Value, 2021-2032
    • 5.8.2 Middle East & Africa Gaming Monitor Sales Value by Country (%), 2025

6 Segmentation by Key Countries/Regions

  • 6.1 Key Countries/Regions Gaming Monitor Sales Value Growth Trends, 2021 vs 2025 vs 2032
  • 6.2 Key Countries/Regions Gaming Monitor Sales Value and Sales Volume
    • 6.2.1 Key Countries/Regions Gaming Monitor Sales Value, 2021-2032
    • 6.2.2 Key Countries/Regions Gaming Monitor Sales Volume, 2021-2032
  • 6.3 United States
    • 6.3.1 United States Gaming Monitor Sales Value, 2021-2032
    • 6.3.2 United States Gaming Monitor Sales Value by Refresh Rate (%), 2025
    • 6.3.3 United States Gaming Monitor Sales Value by Sales Channel, 2025
  • 6.4 Europe
    • 6.4.1 Europe Gaming Monitor Sales Value, 2021-2032
    • 6.4.2 Europe Gaming Monitor Sales Value by Refresh Rate (%), 2025
    • 6.4.3 Europe Gaming Monitor Sales Value by Sales Channel, 2025
  • 6.5 China
    • 6.5.1 China Gaming Monitor Sales Value, 2021-2032
    • 6.5.2 China Gaming Monitor Sales Value by Refresh Rate (%), 2025
    • 6.5.3 China Gaming Monitor Sales Value by Sales Channel, 2025
  • 6.6 Japan
    • 6.6.1 Japan Gaming Monitor Sales Value, 2021-2032
    • 6.6.2 Japan Gaming Monitor Sales Value by Refresh Rate (%), 2025
    • 6.6.3 Japan Gaming Monitor Sales Value by Sales Channel, 2025
  • 6.7 South Korea
    • 6.7.1 South Korea Gaming Monitor Sales Value, 2021-2032
    • 6.7.2 South Korea Gaming Monitor Sales Value by Refresh Rate (%), 2025
    • 6.7.3 South Korea Gaming Monitor Sales Value by Sales Channel, 2025
  • 6.8 Southeast Asia
    • 6.8.1 Southeast Asia Gaming Monitor Sales Value, 2021-2032
    • 6.8.2 Southeast Asia Gaming Monitor Sales Value by Refresh Rate (%), 2025
    • 6.8.3 Southeast Asia Gaming Monitor Sales Value by Sales Channel, 2025
  • 6.9 India
    • 6.9.1 India Gaming Monitor Sales Value, 2021-2032
    • 6.9.2 India Gaming Monitor Sales Value by Refresh Rate (%), 2025
    • 6.9.3 India Gaming Monitor Sales Value by Sales Channel, 2025

7 Company Profiles

  • 7.1 Samsung
    • 7.1.1 Samsung Company Information
    • 7.1.2 Samsung Introduction and Business Overview
    • 7.1.3 Samsung Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.1.4 Samsung Gaming Monitor Product Offerings
  • 7.2 AOC/Philips
    • 7.2.1 AOC/Philips Company Information
    • 7.2.2 AOC/Philips Introduction and Business Overview
    • 7.2.3 AOC/Philips Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.2.4 AOC/Philips Gaming Monitor Product Offerings
  • 7.3 ASUS
    • 7.3.1 ASUS Company Information
    • 7.3.2 ASUS Introduction and Business Overview
    • 7.3.3 ASUS Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.3.4 ASUS Gaming Monitor Product Offerings
  • 7.4 Acer
    • 7.4.1 Acer Company Information
    • 7.4.2 Acer Introduction and Business Overview
    • 7.4.3 Acer Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.4.4 Acer Gaming Monitor Product Offerings
  • 7.5 MSI
    • 7.5.1 MSI Company Information
    • 7.5.2 MSI Introduction and Business Overview
    • 7.5.3 MSI Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.5.4 MSI Gaming Monitor Product Offerings
  • 7.6 Dell
    • 7.6.1 Dell Company Information
    • 7.6.2 Dell Introduction and Business Overview
    • 7.6.3 Dell Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.6.4 Dell Gaming Monitor Product Offerings
  • 7.7 LG
    • 7.7.1 LG Company Information
    • 7.7.2 LG Introduction and Business Overview
    • 7.7.3 LG Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.7.4 LG Gaming Monitor Product Offerings
  • 7.8 HP
    • 7.8.1 HP Company Information
    • 7.8.2 HP Introduction and Business Overview
    • 7.8.3 HP Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.8.4 HP Gaming Monitor Product Offerings
  • 7.9 Lenovo
    • 7.9.1 Lenovo Company Information
    • 7.9.2 Lenovo Introduction and Business Overview
    • 7.9.3 Lenovo Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.9.4 Lenovo Gaming Monitor Product Offerings
  • 7.10 HKC
    • 7.10.1 HKC Company Information
    • 7.10.2 HKC Introduction and Business Overview
    • 7.10.3 HKC Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.10.4 HKC Gaming Monitor Product Offerings
  • 7.11 BenQ ZOWIE
    • 7.11.1 BenQ ZOWIE Company Information
    • 7.11.2 BenQ ZOWIE Introduction and Business Overview
    • 7.11.3 BenQ ZOWIE Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.11.4 BenQ ZOWIE Gaming Monitor Product Offerings
  • 7.12 Viewsonic
    • 7.12.1 Viewsonic Company Information
    • 7.12.2 Viewsonic Introduction and Business Overview
    • 7.12.3 Viewsonic Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.12.4 Viewsonic Gaming Monitor Product Offerings
  • 7.13 SANC
    • 7.13.1 SANC Company Information
    • 7.13.2 SANC Introduction and Business Overview
    • 7.13.3 SANC Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.13.4 SANC Gaming Monitor Product Offerings
  • 7.14 Gigabyte
    • 7.14.1 Gigabyte Company Information
    • 7.14.2 Gigabyte Introduction and Business Overview
    • 7.14.3 Gigabyte Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.14.4 Gigabyte Gaming Monitor Product Offerings
  • 7.15 Razer
    • 7.15.1 Razer Company Information
    • 7.15.2 Razer Introduction and Business Overview
    • 7.15.3 Razer Gaming Monitor Sales, Revenue, Price and Gross Margin (2021-2026)
    • 7.15.4 Razer Gaming Monitor Product Offerings

8 Industry Chain Analysis

  • 8.1 Gaming Monitor Industrial Chain
  • 8.2 Gaming Monitor Upstream Analysis
    • 8.2.1 Key Raw Materials
    • 8.2.2 Key Suppliers of Raw Materials
    • 8.2.3 Manufacturing Cost Structure
  • 8.3 Midstream Analysis
  • 8.4 Downstream Analysis (Customer Analysis)
  • 8.5 Sales Model and Sales Channelss
    • 8.5.1 Gaming Monitor Sales Model
    • 8.5.2 Gaming Monitor Distributors

9 Research Findings and Conclusion

10 Appendix

  • 10.1 Research Methodology
    • 10.1.1 Methodology/Research Approach
    • 10.1.2 Data Source
  • 10.2 Author Details
  • 10.3 Disclaimer
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