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Europe Gaming Handheld Market Opportunity, Growth Drivers, Industry Trend Analysis, and Forecast 2025 - 2034

Published Oct 28, 2025
Length 120 Pages
SKU # GMI20577717

Description

Europe Gaming Handheld Market was valued at USD 3.4 billion in 2024 and is estimated to grow at a CAGR of 8.5% to reach USD 7.7 billion by 2034.

The market growth is fueled by a shift toward dedicated and hybrid handheld gaming devices, driven by consumers’ desire for portable and immersive gaming experiences. Technological advancements in processors, display quality, and battery performance have enhanced gameplay for both casual and hardcore gamers. Additionally, sustainable production practices are gaining traction as consumers increasingly favor environmentally responsible devices. Collaborations with game developers, partnerships with influencers, and active engagement in esports communities are boosting brand visibility and fostering consumer loyalty. The hybrid gaming systems segment, offering both portable and home gaming capabilities, continues to lead, providing versatility that appeals to a broad range of gaming preferences. These systems allow seamless transition between on-the-go and home gaming while supporting a diverse library of games.

In 2024, the hybrid gaming systems segment held an 80% share and is expected to grow at a CAGR of 8.6% through 2034. Their dominance is driven by the ability to merge portability with high-performance gaming, appealing to users who seek flexible yet powerful handheld experiences.

The entertainment gaming segment captured a 58.6% share in 2024 and is projected to grow at a CAGR of 8.5% from 2025 to 2034. The segment benefits from strong demand for casual, engaging, and immersive gaming experiences. It attracts a wide audience of casual gamers, families, and enthusiasts looking for on-the-go fun. Diverse game genres and affordable, user-friendly devices continue to drive the segment’s popularity.

Germany Gaming Handheld Market held a 22.2% share in 2024, supported by a robust gaming culture and high internet penetration. Adoption is boosted by technological innovations in handheld consoles and strong interest from both casual and competitive gamers. The country’s growing esports ecosystem and increasing engagement with cloud gaming services further fuel market expansion.

Key players operating in the Europe Gaming Handheld Market include ASUS, Razer, Logitech, OneXPlayer, Microsoft Gaming (Xbox Division), Valve Corporation (Steam Deck), Retroid Pocket, NVIDIA Corporation (GeForce Now), SteelSeries ApS, Sony Interactive Entertainment, GPD Technology, Lenovo, ROG, AYANEO, and Qualcomm Technologies. Companies are strengthening their market foothold by launching devices with advanced processors, high-resolution displays, and extended battery life. Strategic collaborations with game developers and esports influencers enhance brand visibility and user engagement. Firms are also prioritizing sustainable manufacturing practices to appeal to environmentally conscious consumers. Hybrid system innovation allows companies to cater to both portable and home gaming segments, expanding consumer reach. Active online community engagement, marketing campaigns targeting casual and hardcore gamers, and integration with cloud gaming platforms further help companies boost adoption and maintain competitive advantages in the European market.

Table of Contents

120 Pages
Chapter 1 Methodology and Scope
1.1 Market scope and definition
1.2 Research design
1.2.1 Research approach
1.2.2 Data collection methods
1.3 Data mining sources
1.3.1 Global
1.3.2 Regional/country
1.4 Base estimates and calculations
1.4.1 Base year calculation
1.4.2 Key trends for market estimation
1.5 Primary research and validation
1.5.1 Primary sources
1.6 Forecast model
1.7 Research assumptions and limitations
Chapter 2 Executive Summary
2.1 Industry 360° synopsis
2.2 Key market trends
2.2.1 Country trends
2.2.2 Product type trends
2.2.3 Battery life trends
2.2.4 Display size trends
2.2.5 Form trends
2.2.6 Price range trends
2.2.7 Age group trends
2.2.8 Application trends
2.2.9 Distribution channel trends
2.3 CXO perspectives: strategic imperatives
2.3.1 Key decision points for industry executives
2.3.2 Critical success factors for market players
2.4 Future outlook and strategic recommendations
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.1.1 Supplier landscape
3.1.2 Profit margin
3.1.3 Value addition at each stage
3.1.4 Factor affecting the value chain
3.2 Industry impact forces
3.2.1 Growth drivers
3.2.1.1 Growing interest in home decor and interior design
3.2.1.2 Urbanization and rising disposable incomes
3.2.1.3 Growth of e-commerce and online furniture platforms
3.2.2 Industry pitfalls & challenges
3.2.2.1 High competition and price sensitivity
3.2.2.2 Fluctuations in raw material costs (e.g., wool, cotton, dyes)
3.2.3 Opportunities
3.2.3.1 Collaboration with clubs and star players for exclusive merchandise
3.2.3.2 Incorporation of tech (e.g., AR/VR experiences with merchandise)
3.3 Growth potential analysis
3.4 Future market trends
3.5 Technology and Innovation landscape
3.5.1 Current technological trends
3.5.2 Emerging technologies
3.6 Price trends
3.6.1 By country
3.6.2 By product type
3.7 Regulatory framework
3.7.1 standards and compliance requirements
3.7.2 Regional regulatory frameworks
3.7.3 Certification standards
3.8 Trade statistics
3.8.1 Major importing countries
3.8.2 Major exporting countries
3.9 Porter's five forces analysis
3.10 PESTEL analysis
3.11 Consumer behaviour analysis
3.11.1 Purchasing patterns
3.11.2 Preference analysis
3.11.3 Regional variations in consumer behaviour
3.11.4 Impact of e-commerce on buying decisions
Chapter 4 Competitive Landscape, 2024
4.1 Introduction
4.2 Company market share analysis
4.2.1 By Country
4.3 Company matrix analysis
4.4 Competitive analysis of major market players
4.5 Competitive positioning matrix
4.6 Key developments
4.6.1 Mergers & acquisitions
4.6.2 Partnerships & collaborations
4.6.3 New product launches
4.6.4 Expansion plans
Chapter 5 Market Estimates & Forecast, By Product Type, 2021-2034 (USD Billion) (Thousand Units)
5.1 Key trends
5.2 Dedicated handheld gaming consoles
5.3 Hybrid gaming systems
5.4 Handheld gaming PCs
5.5 Android gaming handhelds
Chapter 6 Market Estimates & Forecast, By Battery Life, 2021-2034 (USD Billion) (Thousand Units)
6.1 Key trends
6.2 Short battery life devices
6.3 Medium battery life devices
6.4 Long battery life devices
6.5 Extended battery life devices
Chapter 7 Market Estimates & Forecast, By Display Size, 2021-2034 (USD Billion) (Thousand Units)
7.1 Key trends
7.2 Small screen devices (3-5 inches)
7.3 Medium screen devices (5-7 inches)
7.4 Large screen devices (7-9 inches)
7.5 Extra-large screen devices (9+ inches)
Chapter 8 Market Estimates & Forecast, By Form, 2021-2034 (USD Billion) (Thousand Units)
8.1 Key trends
8.2 Traditional handheld
8.3 Clamshell
8.4 Slider
8.5 Modular
8.6 Foldable
Chapter 9 Market Estimates & Forecast, By Price Range, 2021-2034 (USD Billion) (Thousand Units)
9.1 Key trends
9.2 Low
9.3 Medium
9.4 High
Chapter 10 Market Estimates & Forecast, By Age Group, 2021-2034 (USD Billion) (Thousand Units)
10.1 Key trends
10.2 Children
10.3 Teenagers
10.4 Adults
Chapter 11 Market Estimates & Forecast, By Application, 2021-2034 (USD Billion) (Thousand Units)
11.1 Key trends
11.2 Entertainment gaming
11.3 Professional & competitive gaming
11.4 Educational gaming applications
11.5 Cloud & streaming gaming
Chapter 12 Market Estimates & Forecast, By Distribution Channel, 2021-2034 (USD Billion) (Thousand Units)
12.1 Key trends
12.2 Online
12.3 Offline
Chapter 13 Market Estimates & Forecast, By Country, 2021-2034 (USD Billion) (Thousand Units)
13.1 Key trends
13.2 Germany
13.3 France
13.4 U.K.
13.5 Italy
13.6 Spain
13.7 Netherlands
13.8 Poland
13.9 Rest of Europe
Chapter 14 Company Profiles
14.1 Anbernic
14.2 ASUS
14.3 AYANEO
14.4 GPD Technology
14.5 Lenovo
14.6 Logitech
14.7 Microsoft Gaming (Xbox Division)
14.8 Nintendo
14.9 NVIDIA Corporation (GeForce Now)
14.10 OneXPlayer
14.11 Razer
14.12 Retroid Pocket
14.13 Sony Interactive Entertainment
14.14 SteelSeries ApS
14.15 Valve Corporation (Steam Deck)
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