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Gaming Hardware Market Statistics 2026: Size, Segments and Margins
The mistake is baked into the ranking itself. Almost every gaming-hardware piece orders the market by the boxes — consoles first, PCs second — and calls that ordering “the industry.” Two things break that. The boxes are the one layer historically sold at or below cost: a PS5 launched with a bill of materials near $450 against a $499.99 price, so ranking hardware by console revenue ranks the least profitable part of the business. And the real 2024–2026 movement isn’t console-versus-PC at all — it’s a new handheld PC category wedging itself between the two, and gaming quietly becoming a rounding error on the balance sheet of the company that used to be defined by it. Rank the market by units if you like. The money and the momentum sit somewhere the unit table never shows you.
Gaming hardware market 2026: key insights
- The global gaming hardware market was about $45.2 billion in 2025, up from $42.52 billion in 2024, with consoles taking 59.44% — roughly $26.9 billion of machines (Market Research Future; share × total is 16Best analysis).
- A PS5 launched in November 2020 with a bill of materials near $450 against a $499.99 price — about $50 of gross margin before a cent of shipping, marketing or retail cut, which is why consoles are a loss leader, not a profit centre (iFixit, Bloomberg and Nikkei teardowns; Sony CFO confirmation, 2021).
- Corsair’s peripherals gross margin was 39.4% in 2025 against console hardware’s near-zero launch margin — rank the market by margin and the table inverts (Corsair 10-K FY2025; 16Best analysis).
- Gaming is 7.4% of Nvidia’s FY2026 revenue ($16.0B of $215.9B), down from 17.1% in FY2024 — the AI data-centre boom shrank gaming’s share of its own inventor by more than half in two years (Nvidia results; 16Best analysis).
- PC gaming handhelds sold about 2.3 million units in 2025, up 32% year on year — a real category, but the whole year’s sales came in below what the Switch 2 sold in its first four days (Omdia; Nintendo; 16Best analysis).
- Steam Deck lifetime sales are estimated near 4 million and about 48% of tracked handheld PC shipments in 2024 — Valve does not report exact figures, so treat these as modelled, not counted (IDC via The Verge).
- Console installed base this generation: PS5 about 93.7M, Xbox Series about 34.7M, Switch family 175.78M, with the Switch 2 adding 17.37M in 2025 after a June launch (reuse of our console figures; Nintendo, VGC).
- Sony raised US PS5 prices for the first time in August 2025 (about +$50), and CEO Hideaki Nishino told investors the PS6 will not be a loss leader — the end of a 30-year hardware-subsidy model (CNBC; SIE investor briefing).
- PlayStation shipped 1.566 billion units of PS4 and PS5 software to end-2025 and hit a record 132 million monthly active accounts — the downstream pool the cheap boxes exist to fill (Sony).
What does almost every gaming-hardware ranking get wrong?
It ranks the market by revenue, which puts the least profitable layer at the top and calls it the winner. Console hardware is the single largest hardware line by sales — and it is the one line the makers have spent 30 years selling at, or under, what it costs to build. A ranking by revenue therefore answers “which segment moves the most money through the till?” when the question that matters is “which segment keeps any of it?” Those are different questions with different answers, and the gap between them is the entire argument of this page.
There is a second, quieter error: the console-versus-PC framing that structures nearly every hardware article is a generation out of date. Between 2022 and 2026 a genuinely new segment appeared — the handheld gaming PC, Steam Deck and its followers — that is neither console nor desktop. It is small, it is uncertain, and it is the only part of the hardware market inventing a new shape rather than iterating an old one. Meanwhile the graphics silicon inside gaming PCs stopped being a gaming story at all: at Nvidia, gaming is now a minor rounding line against data-centre AI. Follow the boxes and you miss both.
So this page keeps the ranking — and then re-ranks. First by revenue, the way everyone does it. Then by margin, the way almost no one does. The re-rank is where the market’s real order shows up.
How big is each hardware segment by revenue?
About $45.2 billion in total for 2025 on the most-cited estimate, with consoles at 59.44% — roughly $26.9 billion of machines — and everything else fighting over the rest. That is the conventional ranking, and it is the one you will see reproduced everywhere.
| Segment (2025) | Revenue / scale | Rank by revenue | Basis and scope |
|---|---|---|---|
| Consoles (the machines) | ~$26.9B | 1 | 59.44% of the $45.2B MRFR hardware market (16Best analysis) |
| Gaming accessories (broad) | ~$11.88B | 2 | Fortune Business Insights, 2025 — controllers, headsets, chairs, storage |
| Gaming peripherals (narrow) | ~$6.84B | 3 | Grand View Research, 2025 — mice, keyboards, headsets, gamepads only |
| Handheld PCs | ~2.3M units | 4 | Omdia 2025 unit shipments; dollar revenue not cleanly published |
| VR headsets | 21.9M active base | 5 | Active installed base 2024; content spend $904M (our VR page) |
Total hardware market and console share: Market Research Future, Gaming Hardware Market report (2024 estimated $42.52B, 2025 $45.2B, consoles 59.44%). Accessories: Fortune Business Insights (broad definition, $11.88B for 2025). Peripherals: Grand View Research (narrow definition, ~$6.84B). Handheld units: Omdia, August 2025. VR: Newzoo/16Best figures on our VR gaming statistics page. These figures come from different research houses on different definitions and cannot be summed into a grand total — the methodology section explains why, and the “accessories broad” and “peripherals narrow” lines overlap rather than add.
Consoles: 59.44 percent of the MRFR $45.2B hardware market (16Best analysis). Accessories: Fortune Business Insights broad definition. Peripherals: Grand View Research narrow definition (a subset of accessories, not additive). VR: content spend, not hardware. Handheld PC revenue is omitted because no clean dollar figure is published; Omdia reports about 2.3M units. Different research bases; treat as directional.
Note what the revenue ranking already can’t do: it can’t place gaming PCs. Ask three firms what “PC gaming hardware” is worth and you get three answers spanning an order of magnitude, because one counts whole prebuilt towers, one counts only the gaming-attributable graphics card and CPU, and one counts the upgrade cycle. We deliberately leave a single PC-hardware number out of the table above rather than pretend those scopes reconcile. That refusal is itself a finding, and it recurs below.
Why is the biggest segment the least profitable?
Because console hardware is a subsidised entry ticket, not a product the maker profits on — the money is downstream, in software fees and subscriptions. This is the oldest structural fact in the business, and it is exactly the fact a revenue ranking hides.
Take the PS5 at launch. Teardown estimates from iFixit, Bloomberg and Nikkei Asia put its bill of materials near $450 in November 2020 against a retail price of $499.99 — about $50 of gross margin, or 10%, before distribution, marketing and the retailer’s own cut (16Best analysis on the sourced BOM and price). After the retailer takes its slice, the box that anchors the whole hardware ranking made Sony close to nothing, and on the cheaper $399.99 Digital Edition — roughly the same to build minus the disc drive — less than nothing. Sony’s own CFO confirmed in 2021 that the company sold PS5 hardware below manufacturing cost, and that year its gaming operating profit fell 33% partly for that reason — even as the division’s revenue rose, carried by software and PlayStation Plus.
A PS5 launched with a bill of materials near $450 against a $499.99 price — about $50 of gross margin before shipping, marketing or the retailer’s cut. The box that tops the ranking earns its maker almost nothing.
Our math: the loss leader only works if the downstream pool is deep, and PlayStation’s is. Sony has shipped 1.566 billion units of PS4 and PS5 software as of 31 December 2025, runs a record 132 million monthly active accounts, and takes roughly a 30% cut on digital titles — and digital reached 76% of software sales in FY2024. Divide the software units by the roughly 211 million PS4 and PS5 consoles shipped across the two generations (117.2M PS4, ~93.7M PS5) and you get an attach rate above 7 games per console (16Best analysis). Every one of those carries a platform fee the hardware line never sees. That is why “hardware market size” is the wrong lens: the box is the cost of acquiring a customer whose lifetime value lives in a different column.
The exception proves the rule. Nintendo has historically sold its hardware at a profit from day one, because it targets a price-to-power point rather than a spec race — and the Switch 2 became the fastest-selling console in US history in 2025 without any loss-leader subsidy. Two makers, two philosophies, and a revenue ranking that flattens the difference into a single “console” bar.
The subsidy era may be ending anyway. Sony raised US PS5 prices for the first time in August 2025 — about +$50 across the range, blamed on tariffs and a memory-price spike — and SIE CEO Hideaki Nishino told investors the company can no longer sell hardware at a steep loss, confirming the PS6 will not be a loss leader. When the platform holder says the 30-year model is over, the revenue ranking is measuring a business that is actively changing shape.
What happens when you rank hardware by margin instead of units?
The table inverts: the segment that was last by revenue is first by margin, and the boxes that led the revenue ranking drop to the bottom. This is the re-rank, and it is the page’s spine made explicit.
| Segment | Revenue rank | Gross-margin signal | Margin rank |
|---|---|---|---|
| Peripherals / accessories | 2–3 | ~39.4% (Corsair Gamer & Creator segment, 2025) | 1 |
| PC graphics silicon | — | High (Nvidia group gross margin ~71%) but gaming is only 7.4% of the maker’s revenue | 2 (contested scope) |
| Handheld PCs | 4 | Thin; a hardware-first category with no proven services tail yet | 3 |
| Consoles (the machines) | 1 | ~0% at launch (PS5 $450 BOM vs $499.99); thin-positive only after die-shrinks | Last |
Peripheral margin: Corsair Gaming 10-K for fiscal year 2025, Gamer and Creator Peripherals segment gross margin 39.4% (up from 38.6% in 2024); Corsair is a pure-play proxy for the segment, not the whole segment. GPU margin: Nvidia fiscal 2026 group GAAP gross margin 71.1%, but see the GPU section — gaming is a minority of that revenue and the margin is not gaming-specific. Console margin: derived from the PS5 launch BOM-versus-price gap and Sony’s stated below-cost pricing; positive only after 2022–23 die-shrinks. Rankings are 16Best analysis and are ordinal, not precise margin comparisons across incompatible accounting scopes.
What the number hides: a $30 controller and a $500 console are not remotely equal by revenue, but the controller keeps 39 cents on the dollar and the console keeps close to nothing at launch (16Best analysis of Corsair’s 39.4% segment margin against the PS5 BOM gap). Sell ten controllers or one console and the ten controllers are the better business. That is not a curiosity — it is why accessory makers like Corsair, Logitech and Razer exist as independent profitable companies while console hardware is a line item inside a platform whose profit sits in software. The revenue ranking treats the box as the prize. The margin ranking treats it as the bait.
The honest caveat: these are not like-for-like gross margins on one accounting basis, and the GPU line resists placement entirely (its high margin is real but not gaming-specific). What survives the caveats is the ordinal claim, and it is robust: the revenue leader is the margin laggard, and the re-rank puts the small, unglamorous accessory segment on top. No competitor page states that, because no competitor page re-ranks.
Where does this console generation sit on its curve?
Late and flattening — the ninth generation is aging with no clear unit growth left in its two biggest platforms, and only Nintendo’s new machine is adding volume. The installed-base numbers are large and largely spent.
| Platform | Units (life-to-date / period) | Status |
|---|---|---|
| Nintendo Switch family (gen 8/9 hybrid) | 175.78M | Best-selling of the cohort; succeeded by Switch 2 |
| PlayStation 5 | ~93.7M | Past its sales peak; growth engine shifted to software |
| Xbox Series X|S | ~34.7M | Microsoft stopped reporting units in 2015; effectively exited the unit race |
| Nintendo Switch 2 | 17.37M in 2025 | Launched 5 June 2025; fastest-selling US console ever (4.4M US) |
PS5, Xbox Series and Switch family figures are reused unchanged from our console market share analysis to keep the network internally consistent. Switch 2: 17.37M units in calendar 2025 (a partial year from the June launch) and 4.4M in the US, per Nintendo reporting and VGC. Microsoft has not published Xbox unit sales since 2015; the ~34.7M figure is a modelled estimate, not a company disclosure.
Reality check: the two console makers that sell at a loss (Sony, Microsoft) are the two whose unit sales are flat-to-declining this late in the cycle, while the one that sells at a profit (Nintendo) just launched the fastest-selling US console on record. The loss-leader model buys install base up front, but it does not guarantee a growth curve at the back end of a generation — and with the PS6 launch timing openly undecided at Sony pending the memory-price shortage, the ninth generation is being asked to coast longer than its economics were designed for (16Best reading of Sony’s FY2025 investor commentary).
Is the handheld PC a real new category?
Yes, but a small one — about 2.3 million units in 2025, growing 32% a year, and still selling less in a full year than a mainstream console does in its opening week. This is the segment doing something genuinely new, and the honest way to cover it is with the uncertainty attached, because Valve does not publish exact Steam Deck sales.
| Year | Handheld PC units | Change | Source |
|---|---|---|---|
| 2024 | ~1.7M | — | Omdia |
| 2025 | ~2.3M | +32% | Omdia |
| Steam Deck, lifetime | ~4M | ~48% of 2024 shipments | IDC via The Verge |
| Total handheld PC base | ~6M | cumulative through 2024 | IDC |
Annual unit shipments: Omdia, August 2025 (2.3M for 2025, up 32% from 1.7M in 2024). Lifetime and installed-base figures: IDC estimates reported by The Verge and PCWorld (Steam Deck ~4M lifetime, ~48% of tracked handheld PC shipments in 2024, total handheld PC market ~6M cumulative). These exclude smaller vendors such as GPD, AyaNeo and OneXPlayer, so the true totals run somewhat higher. Valve does not disclose exact Steam Deck sales; every Deck figure here is a third-party model.
Every PC gaming handheld sold in 2025 — about 2.3 million units — adds up to fewer than the Switch 2 sold in its first four days on sale (3.5 million).
Put the scale in a body you can feel: the entire PC handheld category’s 2025 output, about 2.3 million machines, is smaller than the 3.5 million Switch 2 units Nintendo sold in the four days after its June 2025 launch (16Best analysis). Against the Switch family’s 175.78 million lifetime, the roughly 6 million handheld PCs ever sold are about 3.4% — a rounding error in units.
Read this carefully: the category’s importance is not in its unit count, and treating it as a console challenger is the same mistake this page opened on. What the Steam Deck did was reframe the console-versus-PC binary that structures every hardware ranking. It is a PC that behaves like a console, sold at a Nintendo-style near-cost price by a company (Valve) that makes its money on the Steam storefront downstream — the loss-leader logic of consoles, ported onto open PC hardware. So the handheld PC’s real effect on the market is definitional, not volumetric: it is the reason “is this a console or a PC?” no longer has a clean answer, which is precisely why the three research houses in the revenue table can’t agree on where to file it.
What did the AI boom do to gaming GPUs?
It turned gaming into a minority of the graphics business — gaming is now 7.4% of Nvidia’s revenue, down from 17.1% two years earlier, even though gaming GPU sales themselves grew. This is the most under-reported distortion in PC hardware, and it changes what a “gaming GPU price” even means.
| Nvidia fiscal year | Total revenue | Gaming revenue | Gaming share |
|---|---|---|---|
| FY2024 (ended Jan 2024) | $60.9B | $10.4B | 17.1% |
| FY2025 (ended Jan 2025) | $130.5B | $11.4B | 8.7% |
| FY2026 (ended Jan 2026) | $215.9B | $16.0B | 7.4% |
Nvidia annual results (FY2025 and FY2026 confirmed from Nvidia’s own press releases; FY2024 from Nvidia’s FY2024 release). Gaming-share percentages are 16Best calculations (gaming revenue ÷ total revenue). “Gaming” is Nvidia’s reported segment and covers GeForce GPUs plus some console and handheld chips; it is not the whole PC GPU market, which also includes AMD and Intel. This is a year-over-year series.
16Best calculation from Nvidia annual results: gaming revenue divided by total revenue. Gaming revenue rose in dollars every year (10.4B to 11.4B to 16.0B); its share fell because data-centre AI revenue grew far faster. Gaming segment includes GeForce plus some console and handheld silicon.
Gaming is 7.4% of Nvidia’s FY2026 revenue — down from 17.1% in FY2024. The company gaming built now earns more from data centres in one quarter than from gaming in four years.
The catch: Nvidia’s gaming revenue across FY2023–FY2026 sums to roughly $47 billion ($9.1B + $10.4B + $11.4B + $16.0B). Its data-centre revenue in the single fourth quarter of FY2026 was $62.3 billion — more than four straight years of gaming, in three months (16Best analysis of Nvidia’s reported segment figures). Read what that does to gamers: when a gaming GPU and a data-centre accelerator compete for the same wafers at the same fab, and the accelerator business is 12× the size of gaming ($193.7B data-centre revenue against $16.0B gaming in FY2026), the gaming card is the low-priority customer. That is the mechanism behind gaming-GPU scarcity and pricing pressure — not a shortage of gamers, but a reallocation of silicon toward a buyer that pays more. Gaming didn’t shrink; it got out-bid.
The scope discipline matters here, so state it plainly: this is Nvidia’s segment mix, not the whole GPU market, and gaming’s falling share sits alongside rising gaming dollars — up 41% in FY2026 to a record $16.0 billion. Both are true at once. The gaming-GPU business is bigger than ever and less important than ever to the company that dominates it, and any page that reports only one of those halves is telling you half the market.
Why do accessories out-earn the boxes on margin?
Because a controller or headset is sold at a normal retail markup, while a console is sold at a deliberate loss — so the small segment keeps a far larger share of every dollar it takes. Peripherals are the quiet counter-example to the whole loss-leader model.
The global gaming peripherals market (the narrow definition — mice, keyboards, headsets, gamepads) was roughly $6.2 billion in 2024 and about $6.84 billion in 2025 on Grand View Research’s numbers; the broader “gaming accessories” definition that folds in controllers, chairs and storage runs to about $11.88 billion for 2025 on Fortune Business Insights’ basis. Within peripherals, keyboards lead at roughly 28.5% of the category, mice about 26.8%, headsets 22.4% and controllers 15.3%. The category compounds at a double-digit rate — various houses put it near 10–12% a year to the mid-2030s — faster than the ~5% CAGR the whole hardware market is forecast to grow.
The margin is the point. Corsair, one of the few pure-play public peripheral makers and a fair proxy, reported a 39.4% gross margin in its Gamer and Creator Peripherals segment for 2025, up from 38.6% in 2024. Set that beside the PS5’s near-zero launch margin and the re-rank writes itself: the accessory segment earns roughly 39 cents of gross profit per dollar where the console segment earns close to zero (16Best analysis). Small top line, real bottom line — the opposite of the boxes.
Peripherals: Corsair Gaming 10-K FY2025, Gamer and Creator Peripherals segment gross margin. Console: derived from the PS5 launch bill-of-materials (about $450) against the $499.99 price, before distribution and retail cut, so effective net margin is near or below zero. Corsair is a proxy for the peripheral segment, not the whole segment; the console bar is a launch-era figure that improves modestly after die-shrinks. 16Best analysis.
Why do gaming-hardware figures disagree?
Seven definitional forks, and each one can move a headline by billions or flip a ranking. Gaming hardware is one of the messiest markets to size precisely, because the word “hardware” hides at least seven different scopes that get quoted interchangeably.
- Hardware market versus total games market. The biggest confusion. The whole games market is about $205 billion; the hardware slice — the machines and gear — is roughly $45 billion, under a quarter of it. Most of gaming’s money is software, services and in-game spending, not devices. Quoting a games-market figure and calling it hardware inflates the segment more than four-fold.
- Console hardware versus the console segment. Newzoo’s widely-cited “console market” of about $45.9 billion in 2025 is content spending — games and in-game purchases on consoles — not the machines. The console hardware line (the boxes themselves) is the ~$26.9 billion slice inside the all-in hardware market. Same word, two totals that differ by roughly $19 billion, routinely swapped.
- Units shipped versus sold-through versus installed base. A maker’s “units shipped” (sell-in to retailers) is not the same as units sold to players (sell-through), which is not the same as the active installed base. PlayStation reports shipments; installed base is inferred. The three can differ by millions at any moment in a generation.
- Revenue versus profit — the loss-leader problem. The defining fork of this page. A revenue ranking puts consoles first; a profit ranking puts them near last. A source that reports only revenue is describing the market’s size, not its economics, and the two tell opposite stories about who is winning.
- What “PC gaming hardware” counts. One firm counts whole prebuilt gaming PCs, another counts only the gaming-attributable GPU and CPU, a third counts the upgrade and component aftermarket. These differ by an order of magnitude, which is why no single PC-hardware figure appears in our revenue table — there is no honest way to place one next to a console number.
- Where handheld PCs get filed. A Steam Deck is a PC by silicon, a console by behaviour, and a handheld by form. Count it as PC and PC hardware swells; count it as console and console units rise; count it as its own category and both shrink. There is no agreed convention, so cross-source totals silently double-count or omit it.
- Gaming GPUs versus all GPUs. Nvidia’s gaming segment is not the PC GPU market (it excludes AMD and Intel) and is a minority of Nvidia’s own revenue. Treating “Nvidia’s GPU business” as a gaming figure now overstates gaming roughly thirteen-fold, because 92.6% of that business is no longer gaming.
The disambiguating rule is the same one that runs through the whole page: keep numerator and denominator on the same scope, and never rank by revenue a market whose segments carry wildly different margins. Do both and the disagreements resolve; do neither and you get the ranking everyone else publishes.
Key takeaways
- The market’s revenue leader is its margin laggard. Consoles are ~59.44% of the ~$45.2 billion 2025 hardware market by revenue, and close to last by profit — a PS5 launched at roughly $50 gross on a $450 BOM, near zero after the retail cut (16Best analysis).
- Re-rank by margin and the table flips. Corsair’s peripherals segment kept 39.4% gross in 2025; console hardware kept near zero. The small, unglamorous accessory segment is the better business per dollar (16Best analysis).
- The loss leader works only because the downstream pool is vast. 1.566 billion PS4/PS5 software units, 132 million monthly active accounts, a ~30% platform cut — the box is customer acquisition, not the product.
- The subsidy era is ending. Sony raised US PS5 prices for the first time in August 2025 and confirmed the PS6 will not be a loss leader — a 30-year model being retired on the record.
- The handheld PC is new but tiny. ~2.3 million units in 2025 (+32%), ~6 million ever — about 3.4% of the Switch family’s lifetime, and a full year’s sales below the Switch 2’s opening four days (16Best analysis). Its importance is definitional, not volumetric.
- Gaming GPUs got out-bid, not shrunk. Gaming fell to 7.4% of Nvidia’s FY2026 revenue from 17.1% in FY2024 while its dollars rose to a record $16.0 billion — one quarter of data-centre revenue ($62.3B) now tops four years of gaming (16Best analysis).
- So the spine, proven: rank gaming hardware by units and consoles win. Rank it by margin and momentum — the only two things that describe who is actually winning — and the boxes fall, accessories rise, and the newest, most interesting story (the handheld PC) sits in a category the unit table can’t even file. The market everyone reports is the least profitable, slowest-changing layer of the one that matters.
Frequently asked questions
How big is the gaming hardware market in 2026?
The global gaming hardware market was about $45.2 billion in 2025, up from $42.52 billion in 2024, and is forecast near $47.5 billion in 2026, per Market Research Future, growing at roughly a 5.0% CAGR toward $77.3 billion by 2036. That figure covers the machines and gear — consoles, accessories, peripherals and handhelds — and is under a quarter of the roughly $205 billion total games market, most of which is software and services rather than hardware. Consoles are about 59.44% of the hardware total, or roughly $26.9 billion of the 2025 figure.
Do console makers really sell consoles at a loss?
Historically yes, for Sony and Microsoft, though not Nintendo. The PS5 launched in November 2020 with a bill of materials estimated near $450 by iFixit, Bloomberg and Nikkei against a $499.99 price — about $50 of gross margin, effectively zero once distribution and the retailer’s cut are removed. Sony’s CFO confirmed selling PS5 hardware below manufacturing cost in 2021. Makers recoup the subsidy downstream through software fees (roughly a 30% cut), subscriptions and accessories. Nintendo is the exception, pricing its hardware to be profitable from launch. In August 2025 Sony raised US PS5 prices for the first time and said the PS6 will not be a loss leader, signalling the end of the model.
How many handheld gaming PCs have been sold?
About 2.3 million units in 2025, up 32% from 1.7 million in 2024, according to Omdia. IDC estimates the Steam Deck at roughly 4 million lifetime and about 48% of tracked handheld PC shipments in 2024, with the total handheld PC installed base near 6 million cumulatively — though these exclude smaller vendors like GPD and AyaNeo, and Valve does not publish exact Steam Deck figures. For scale, the entire category’s 2025 output is smaller than the 3.5 million Switch 2 units Nintendo sold in its first four days, and roughly 3.4% of the Switch family’s 175.78 million lifetime sales.
Is gaming still important to Nvidia?
Less every year in relative terms, even as it grows in absolute terms. Gaming was 7.4% of Nvidia’s fiscal 2026 revenue ($16.0 billion of $215.9 billion), down from 8.7% in FY2025 and 17.1% in FY2024, as data-centre AI revenue grew far faster. Gaming dollars actually rose 41% in FY2026 to a record $16.0 billion; the share fell because the rest of the company grew several times over. Nvidia’s data-centre revenue in a single quarter (Q4 FY2026, $62.3 billion) now exceeds roughly four straight years of gaming revenue combined. This is Nvidia’s segment mix, not the whole PC GPU market, which also includes AMD and Intel.
Which gaming hardware segment is the most profitable?
By gross margin, peripherals and accessories, not the consoles that lead on revenue. Corsair’s Gamer and Creator Peripherals segment posted a 39.4% gross margin in 2025, while console hardware sells at or near cost — close to zero margin at launch, thin-positive only after component die-shrinks. Graphics silicon carries high margins too (Nvidia’s group gross margin is about 71%), but that is not gaming-specific and gaming is only 7.4% of the maker’s revenue. The general rule: the biggest hardware segments by revenue are the least profitable, and the profit sits either in accessories or, for consoles, in the software and services layer that is not hardware at all.
Why is it hard to size the gaming hardware market?
Because “hardware” hides several different scopes that sources quote interchangeably. Hardware (~$45B) is not the total games market (~$205B). Console hardware (the boxes, ~$27B) is not the console content segment (~$46B). Units shipped is not sold-through is not installed base. PC “hardware” may mean whole prebuilt towers or only the gaming-attributable GPU and CPU — an order-of-magnitude difference. Handheld PCs get filed as PC, console or their own category depending on the analyst. And gaming GPUs are a minority of any GPU-maker’s total. Reconciling these forks is the difference between a real figure and a misleading one.
Are console sales growing or shrinking in 2025?
Mixed, and it depends entirely on the platform. The Nintendo Switch 2 drove growth, selling 17.37 million units in 2025 after a June launch and becoming the fastest-selling console in US history (4.4 million US units). PS5 and Xbox Series unit sales, by contrast, are past their peak this late in the generation. On Newzoo’s content basis the console segment grew about 5.5% to $45.9 billion in 2025, but that is software and in-game spending, largely carried by the Switch 2 launch rather than by hardware unit growth across the board.
Sources
- Market Research Future — Gaming Hardware Market Size, Share Report and Trends (2024 $42.52B, 2025 $45.2B, consoles 59.44%, ~5.0% CAGR to $77.3B by 2036)
- SNS Insider — Gaming Hardware Market Size, Share and Trends Forecast to 2035
- Grand View Research — Gaming Peripheral Market Size and Share Report, 2025-2030 (~$6.2B 2024, ~$6.84B 2025; product mix)
- Fortune Business Insights — Gaming Accessories Market Size and Share (broad definition, ~$11.88B for 2025)
- Corsair Gaming — Form 10-K, fiscal year 2025 (Gamer and Creator Peripherals gross margin 39.4%, up from 38.6% in 2024)
- NVIDIA — Financial Results for Fourth Quarter and Fiscal 2026 (total $215.9B, gaming $16.0B, Q4 data center $62.3B)
- NVIDIA — Financial Results for Fourth Quarter and Fiscal 2025 (total $130.5B, data center $115.2B, gaming $11.4B)
- Omdia via Business Wire — 2.3 million PC gaming handhelds to be sold in 2025, up 32% from 1.7 million in 2024
- PCWorld — Steam Deck and other handheld PC sales estimated at 6 million (IDC via The Verge)
- GIGAZINE — Steam Deck ~4 million units in three years, ~48-50% of the handheld gaming PC market (IDC)
- iFixit / Bloomberg / Nikkei Asia teardowns, summarised by GamesBeat — Sony is selling PlayStation 5 hardware at a loss (BOM ~$450 vs $499.99)
- Forbes — Sony gaming profit drops 33%, partially due to selling PS5 at a loss (CFO confirmation, 2021)
- CNBC — Sony raises PlayStation 5 prices in the US as tariffs start to hit (first US hike, August 2025, ~+$50)
- Wccftech — Sony FY2025 earnings: PS6 launch undecided amid memory shortages; Nishino says PS6 will not be a loss leader
- Video Games Chronicle — Nintendo Switch 2 sold 4.4 million US units in 2025, remains the fastest-selling console in US history
- Nintendo Life — Switch 2 remains the fastest-selling console in the US; Switch 2 launched 5 June 2025
- Seeking Alpha — Nintendo Switch 2 record sales: 3.5 million units in first four days
- GamesBeat / Sony investor relations — PlayStation software units (1.566 billion PS4+PS5 to end-2025), 132 million monthly active accounts, ~30% digital cut
- Newzoo via GameDev Reports — Newzoo: PC and console content markets; console segment ~$45.9B in 2025 (content spending, not hardware)
- Winvesta — Nvidia revenue breakdown: data centre versus gaming segment analysis