MERLION: the segment of gaming products grew by 50% in 2020

10 february 2021

Sales growth is associated with remote work and the development of eSports in the country.

The analytical service of the largest broad-line distributor MERLION analyzed the demand for gaming goods for 2020. Based on the company's data, the turnover in the "Goods for gamers" product group grew by 50% compared to 2019 and amounted to more than 12 billion rubles.

The online store Aceronline.ru, which is part of the group of companies, showed an increase of 37% year-on-year. Sales volumes increased due to consumer activity during the period of self-isolation and the expansion of the gaming accessories, armchairs, and laptops segment.

The POSITRONICA franchise project also noted a high demand for goods for gamers. Revenue for 2020 has grown by 58% compared to 2019.

The most considerable growth was shown by Goods for Gamers: Laptops, Peripherals, and Video Cards. The most popular brands among buyers were HyperX (+ 451%), Bureaucrat (+ 353%), and AMD (+ 161%).

Another category that has shown significant growth is gaming chairs. Bureaucrat, owned by MERLION, produces gaming chairs at its own production facility in Chekhov. The company recorded an increase in sales last year and associates this, among other things, with the massive transition of offices to remote operation.

"The demand for gaming products has been growing steadily over the past few years, and in 2020 there was a fairly sharp jump. Of course, this is due to the pandemic. People began to spend much more time at home, and online gaming became one of the main affordable forms of entertainment. Besides, remote work for many office employees, as well as the transition of schoolchildren and students to distance learning, made it necessary to purchase laptops, armchairs, and related accessories," says Tatyana Skokova, Director of Broadline Distribution at MERLION.

In turn, Konstantin Dessler, Director of private label distribution, believes that the growth in sales of goods for gamers is associated, among other things, with the active development of the industry as a whole. "For example, the demand for computer games has remained high over the past five years. This happened thanks to the recognition of eSports as a sports discipline in 2016 and attracting sponsors to this industry. Mass isolation has become a driver in increasing demand for such products."

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