The Asia Pacific Laptop Accessories Market would witness market growth of 7.1% CAGR during the forecast period (2024-2031). In the year 2022, the Asia Pacific market's volume surged to 2,62,245.2 thousand units, showcasing a growth of 4.2% (2019-2022).
In the laptop accessories market, offline channels continue to play a crucial role in facilitating sales and distribution, especially for consumers who prefer traditional shopping experiences or face-to-face interactions with retailers. The China market would sell 80,561.92 thousand units of laptop accessories through offline channels by 2031.
The China market dominated the Asia Pacific Laptop Accessories Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $6,636.3 million by 2031. The Japan market is experiencing a CAGR of 6.3% during (2024 - 2031). Additionally, The India market would exhibit a CAGR of 7.7% during (2024 - 2031).
The adoption of laptop accessories has witnessed a steady rise in recent years, driven by several factors contributing to the proliferation and ubiquity of laptops in both personal and professional settings. As remote work, virtual learning, and mobile computing become more commonplace, people and businesses are looking for ways to get the most out of their laptops by adding more peripherals. Moreover, advancements in laptop technology, such as improved performance, enhanced connectivity, and sleeker designs, have created opportunities for accessory manufacturers to develop innovative products that complement and augment the capabilities of modern laptops.
Moreover, the growing gaming sector is playing a significant role in expanding the demand for laptop accessories, driven by the increasing popularity of gaming as a form of entertainment, eSports, and advancements in gaming technology. As gaming enthusiasts seek to enhance their gaming experiences and performance, the demand for specialized laptop accessories tailored to gaming needs is experiencing substantial growth. As per Eurostat, the video games industry is a significant economic sector. The EU27 video games industry generated €23.48 billion in revenue in 2022. Moreover, as per the State Council of China, the sales revenue of China's domestic game sector reached 144.3 billion yuan (about 20 billion U.S. dollars) in H1, up 22.2 percent over the previous half-year period.
China's education sector has witnessed a rapid expansion in recent years, with a focus on modernizing educational practices and promoting innovation-driven development. The government's initiatives to promote digitalization in education, such as the "Internet Plus Education" strategy and the deployment of smart classrooms, have accelerated the adoption of laptops and tablets in schools and universities nationwide. Hence, the growing education sector in the Asia Pacific will help in the expansion of the market in the region.
Free Valuable Insights: The Global Laptop Accessories Market is Predict to reach USD 70.2 billion by 2031, at a CAGR of 6.7%
Based on Type, the market is segmented into Electronic (Memory Drives, Battery, Charger & Adapter, Audio Devices, Mouse & Keyboard, and Others) and Non-electronic (Stand & Holder, Protective Case, Mouse Pad and Others). Based on Distribution Channel, the market is segmented into Offline and E-commerce. Based on End-Use, the market is segmented into Personal and Commercial. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
By Type (Volume, Thousand Units, USD Billion, 2020-2031)
By Distribution Channel (Volume, Thousand Units, USD Billion, 2020-2031)
By End-use (Volume, Thousand Units, USD Billion, 2020-2031)
By Country (Volume, Thousand Units, USD Billion, 2020-2031)
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