Product Code: FBI112636
Growth Factors of graphics card Market
The global graphics card market was valued at USD 23.57 billion in 2025 and is projected to grow from USD 27.64 billion in 2026 to USD 97.4 billion by 2034, registering a strong CAGR of 17.0% during the forecast period. Asia Pacific dominated the market in 2025, accounting for 48.22% of the global share, supported by robust electronics manufacturing and rising demand for gaming and AI-driven applications.
Graphics cards are critical hardware components designed to enhance video rendering, graphical performance, and computational efficiency. They are widely used across gaming, content creation, artificial intelligence (AI), machine learning (ML), cloud computing, and cryptocurrency mining applications.
MARKET DRIVERS
The rapid growth of immersive gaming, esports, and content creation platforms is a major driver of the graphics card market. The increasing adoption of 4K and 8K displays, along with virtual reality (VR) and augmented reality (AR) applications, has significantly increased demand for high-performance GPUs. In addition, the rising application of graphics cards in AI, ML, and data analytics has expanded their use beyond gaming into enterprise and industrial environments.
Cryptocurrency mining continues to contribute to market growth, as GPUs efficiently handle parallel processing tasks required for cryptographic computations. The expansion of cloud computing and data centers has further strengthened demand for advanced graphics cards optimized for high-performance workloads.
IMPACT OF GENERATIVE AI
Generative AI has emerged as a transformative force in the graphics card market. Advanced GPUs play a central role in training and deploying generative AI models by enabling faster data processing and real-time content generation. In January 2024, NVIDIA introduced GeForce RTX SUPER graphics cards to enhance generative AI capabilities, reinforcing the importance of GPUs in AI-powered applications such as image generation, gaming optimization, and creative workflows. This integration has significantly accelerated market adoption across consumer and enterprise segments.
MARKET RESTRAINTS
Despite strong growth, the market faces challenges related to high power consumption, heat dissipation, and compatibility issues. Graphics cards operating under intensive workloads require advanced cooling systems and efficient power management. Additionally, limited driver support and compatibility across operating systems can restrict adoption, particularly in cost-sensitive and compact computing environments.
MARKET OPPORTUNITIES
The growing expansion of cloud gaming services presents lucrative opportunities for graphics card manufacturers. Platforms such as Microsoft Xbox Cloud Gaming, Amazon Luna, and Google Stadia rely heavily on GPU-powered servers to deliver seamless, high-quality gaming experiences without requiring expensive user-side hardware. This trend is expected to create sustained demand for data center-grade graphics cards over the forecast period.
SEGMENTATION ANALYSIS
By Type:
The discrete graphics card segment dominated the market in 2026 with a 60.5% share, driven by demand from gaming, professional visualization, and AI workloads. Meanwhile, the integrated segment is expected to grow at the fastest rate due to rising demand for energy-efficient and compact devices.
By Device:
The servers/data center segment dominated in 2024 and is projected to capture 31.95% market share in 2026, supported by growing cloud computing and AI infrastructure investments. The laptop segment is expected to register the highest CAGR of 22.08%, driven by demand for high-performance portable computing.
By Application:
Gaming dominated the market in 2024 and is expected to account for 34.55% of the market share in 2026. Cryptocurrency mining is anticipated to grow at the fastest CAGR of 21.34%, supported by increasing digital asset adoption.
By End User:
The consumer electronics segment dominated in 2024, holding 27.74% market share in 2025, due to rising demand for smartphones, laptops, smart TVs, and gaming devices. The healthcare segment is projected to witness the highest CAGR due to increasing use of GPUs in medical imaging and AI-based diagnostics.
REGIONAL OUTLOOK
Asia Pacific led the market with a value of USD 11.37 billion in 2025 and USD 13.33 billion in 2026, driven by strong manufacturing capabilities in China, Japan, South Korea, and India.
North America is expected to reach USD 9.11 billion in 2026, supported by AI, cloud computing, and gaming adoption.
Europe is projected to gain USD 3.35 billion in 2026, driven by advancements in gaming and visualization technologies.
CONCLUSION
The global graphics card market is poised for robust growth, expanding from USD 23.57 billion in 2025 to USD 97.4 billion by 2034, fueled by advancements in gaming, generative AI, cloud computing, and data-intensive applications. Asia Pacific continues to dominate due to strong manufacturing ecosystems, while North America and Europe benefit from rapid technological adoption. Despite challenges related to power consumption and compatibility, continuous innovation, rising AI integration, and expanding cloud gaming services are expected to sustain long-term market growth throughout the forecast period.
Segmentation Type, Device, Application, End-User, and Region
Segmentation By Type
By Device
- Servers/Data Center
- Gaming Consoles
- Desktops
- Laptops
- Smartphones
By Application
- Gaming
- Education and Training
- Multimedia Editing
- Cryptocurrency Mining
By End-User
- Consumer Electronics
- Industrial
- Media and Entertainment
- Healthcare
- IT and Telecommunications
- Others (Defense and Intelligence, etc.)
By Region
- North America (By Type, Device, Application, End-User, and Country)
- U.S. (By End-User)
- Canada (By End-User)
- Mexico (By End-User)
- South America (By Type, Device, Application, End-User, and Country)
- Brazil (By End-User)
- Argentina (By End-User)
- Rest of South America
- Europe (By Type, Device, Application, End-User, and Country)
- U.K. (By End-User)
- Germany (By End-User)
- France (By End-User)
- Italy (By End-User)
- Spain (By End-User)
- Russia (By End-User)
- Benelux (By End-User)
- Nordics (By End-User)
- Rest of Europe
- Middle East & Africa (By Type, Device, Application, End-User, and Country)
- Turkey (By End-User)
- Israel (By End-User)
- GCC (By End-User)
- North Africa (By End-User)
- South Africa (By End-User)
- Rest of the Middle East & Africa
- Asia Pacific (By Type, Device, Application, End-User, and Country)
- China (By End-User)
- Japan (By End-User)
- India (By End-User)
- South Korea (By End-User)
- ASEAN (By End-User)
- Oceania (By End-User)
- Rest of Asia Pacific
Companies Profiled in the Report * Nvidia Corporation (U.S.)
- Advanced Micro Devices, Inc. (U.S.)
- ASUSTeK Computer Inc. (Taiwan)
- Micro-Star INT'L CO., LTD. (Taiwan)
- GIGA-BYTE TECHNOLOGY CO., LTD. (Taiwan)
- EVGA Corporation (U.S.)
- SAPPHIRE Technology Limited (China)
- ZOTAC Technology Limited (China)
- PNY Technologies (U.S.)
- Intel Corporation (U.S.)
Table of Content
1. Introduction
- 1.1. Definition, By Segment
- 1.2. Research Methodology/Approach
- 1.3. Data Sources
2. Executive Summary
3. Market Dynamics
- 3.1. Macro and Micro Economic Indicators
- 3.2. Drivers, Restraints, Opportunities and Trends
- 3.3. Impact of Generative AI
4. Competition Landscape
- 4.1. Business Strategies Adopted by Key Players
- 4.2. Consolidated SWOT Analysis of Key Players
- 4.3. Global Graphics Card Key Players (Top 3 - 5) Market Share/Ranking, 2025
5. Global Graphics Card Market Size Estimates and Forecasts, By Segments, 2021-2034
- 5.1. Key Findings
- 5.2. By Type (USD)
- 5.2.1. Discrete
- 5.2.2. Integrated
- 5.3. By Device (USD)
- 5.3.1. Servers/Data Center
- 5.3.2. Gaming Consoles
- 5.3.3. Desktops
- 5.3.4. Laptops
- 5.3.5. Smartphones
- 5.4. By Application (USD)
- 5.4.1. Gaming
- 5.4.2. Education and Training
- 5.4.3. Multimedia Editing
- 5.4.4. Cryptocurrency Mining
- 5.5. By End-User (USD)
- 5.5.1. Consumer Electronics
- 5.5.2. Industrial
- 5.5.3. Media and Entertainment
- 5.5.4. Healthcare
- 5.5.5. IT and Telecommunications
- 5.5.6. Others (Defense and Intelligence, etc.)
- 5.6. By Region (USD)
- 5.6.1. North America
- 5.6.2. South America
- 5.6.3. Europe
- 5.6.4. Middle East & Africa
- 5.6.5. Asia Pacific
6. North America Graphics Card Market Size Estimates and Forecasts, By Segments, 2021-2034
- 6.1. Key Findings
- 6.2. By Type (USD)
- 6.2.1. Discrete
- 6.2.2. Integrated
- 6.3. By Device (USD)
- 6.3.1. Servers/Data Center
- 6.3.2. Gaming Consoles
- 6.3.3. Desktops
- 6.3.4. Laptops
- 6.3.5. Smartphones
- 6.4. By Application (USD)
- 6.4.1. Gaming
- 6.4.2. Education and Training
- 6.4.3. Multimedia Editing
- 6.4.4. Cryptocurrency Mining
- 6.5. By End-User (USD)
- 6.5.1. Consumer Electronics
- 6.5.2. Industrial
- 6.5.3. Media and Entertainment
- 6.5.4. Healthcare
- 6.5.5. IT and Telecommunications
- 6.5.6. Others (Defense and Intelligence, etc.)
- 6.6. By Country (USD)
- 6.6.1. U.S.
- 6.6.2. Canada
- 6.6.3. Mexico
7. South America Graphics Card Market Size Estimates and Forecasts, By Segments, 2021-2034
- 7.1. Key Findings
- 7.2. By Type (USD)
- 7.2.1. Discrete
- 7.2.2. Integrated
- 7.3. By Device (USD)
- 7.3.1. Servers/Data Center
- 7.3.2. Gaming Consoles
- 7.3.3. Desktops
- 7.3.4. Laptops
- 7.3.5. Smartphones
- 7.4. By Application (USD)
- 7.4.1. Gaming
- 7.4.2. Education and Training
- 7.4.3. Multimedia Editing
- 7.4.4. Cryptocurrency Mining
- 7.5. By End-User (USD)
- 7.5.1. Consumer Electronics
- 7.5.2. Industrial
- 7.5.3. Media and Entertainment
- 7.5.4. Healthcare
- 7.5.5. IT and Telecommunications
- 7.5.6. Others (Defense and Intelligence, etc.)
- 7.6. By Country (USD)
- 7.6.1. Brazil
- 7.6.2. Argentina
- 7.6.3. Rest of South America
8. Europe Graphics Card Market Size Estimates and Forecasts, By Segments, 2021-2034
- 8.1. Key Findings
- 8.2. By Type (USD)
- 8.2.1. Discrete
- 8.2.2. Integrated
- 8.3. By Device (USD)
- 8.3.1. Servers/Data Center
- 8.3.2. Gaming Consoles
- 8.3.3. Desktops
- 8.3.4. Laptops
- 8.3.5. Smartphones
- 8.4. By Application (USD)
- 8.4.1. Gaming
- 8.4.2. Education and Training
- 8.4.3. Multimedia Editing
- 8.4.4. Cryptocurrency Mining
- 8.5. By End-User (USD)
- 8.5.1. Consumer Electronics
- 8.5.2. Industrial
- 8.5.3. Media and Entertainment
- 8.5.4. Healthcare
- 8.5.5. IT and Telecommunications
- 8.5.6. Others (Defense and Intelligence, etc.)
- 8.6. By Country (USD)
- 8.6.1. U.K.
- 8.6.2. Germany
- 8.6.3. France
- 8.6.4. Italy
- 8.6.5. Spain
- 8.6.6. Russia
- 8.6.7. Benelux
- 8.6.8. Nordics
- 8.6.9. Rest of Europe
9. Middle East & Africa Graphics Card Market Size Estimates and Forecasts, By Segments, 2021-2034
- 9.1. Key Findings
- 9.2. By Type (USD)
- 9.2.1. Discrete
- 9.2.2. Integrated
- 9.3. By Device (USD)
- 9.3.1. Servers/Data Center
- 9.3.2. Gaming Consoles
- 9.3.3. Desktops
- 9.3.4. Laptops
- 9.3.5. Smartphones
- 9.4. By Application (USD)
- 9.4.1. Gaming
- 9.4.2. Education and Training
- 9.4.3. Multimedia Editing
- 9.4.4. Cryptocurrency Mining
- 9.5. By End-User (USD)
- 9.5.1. Consumer Electronics
- 9.5.2. Industrial
- 9.5.3. Media and Entertainment
- 9.5.4. Healthcare
- 9.5.5. IT and Telecommunications
- 9.5.6. Others (Defense and Intelligence, etc.)
- 9.6. By Country (USD)
- 9.6.1. Turkey
- 9.6.2. Israel
- 9.6.3. GCC
- 9.6.4. North Africa
- 9.6.5. South Africa
- 9.6.6. Rest of Middle East & Africa
10. Asia Pacific Graphics Card Market Size Estimates and Forecasts, By Segments, 2021-2034
- 10.1. Key Findings
- 10.2. By Type (USD)
- 10.2.1. Discrete
- 10.2.2. Integrated
- 10.3. By Device (USD)
- 10.3.1. Servers/Data Center
- 10.3.2. Gaming Consoles
- 10.3.3. Desktops
- 10.3.4. Laptops
- 10.3.5. Smartphones
- 10.4. By Application (USD)
- 10.4.1. Gaming
- 10.4.2. Education and Training
- 10.4.3. Multimedia Editing
- 10.4.4. Cryptocurrency Mining
- 10.5. By End-User (USD)
- 10.5.1. Consumer Electronics
- 10.5.2. Industrial
- 10.5.3. Media and Entertainment
- 10.5.4. Healthcare
- 10.5.5. IT and Telecommunications
- 10.5.6. Others (Defense and Intelligence, etc.)
- 10.6. By Country (USD)
- 10.6.1. China
- 10.6.2. Japan
- 10.6.3. India
- 10.6.4. South Korea
- 10.6.5. ASEAN
- 10.6.6. Oceania
- 10.6.7. Rest of Asia Pacific
11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)
- 11.1. Nvidia Corporation
- 11.1.1. Overview
- 11.1.1.1. Key Management
- 11.1.1.2. Headquarters
- 11.1.1.3. Offerings/Business Segments
- 11.1.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.1.2.1. Employee Size
- 11.1.2.2. Past and Current Revenue
- 11.1.2.3. Geographical Share
- 11.1.2.4. Business Segment Share
- 11.1.2.5. Recent Developments
- 11.2. Advanced Micro Devices, Inc.
- 11.2.1. Overview
- 11.2.1.1. Key Management
- 11.2.1.2. Headquarters
- 11.2.1.3. Offerings/Business Segments
- 11.2.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.2.2.1. Employee Size
- 11.2.2.2. Past and Current Revenue
- 11.2.2.3. Geographical Share
- 11.2.2.4. Business Segment Share
- 11.2.2.5. Recent Developments
- 11.3. ASUSTeK Computer Inc.
- 11.3.1. Overview
- 11.3.1.1. Key Management
- 11.3.1.2. Headquarters
- 11.3.1.3. Offerings/Business Segments
- 11.3.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.3.2.1. Employee Size
- 11.3.2.2. Past and Current Revenue
- 11.3.2.3. Geographical Share
- 11.3.2.4. Business Segment Share
- 11.3.2.5. Recent Developments
- 11.4. Micro-Star INT'L CO., LTD
- 11.4.1. Overview
- 11.4.1.1. Key Management
- 11.4.1.2. Headquarters
- 11.4.1.3. Offerings/Business Segments
- 11.4.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.4.2.1. Employee Size
- 11.4.2.2. Past and Current Revenue
- 11.4.2.3. Geographical Share
- 11.4.2.4. Business Segment Share
- 11.4.2.5. Recent Developments
- 11.5. GIGA-BYTE TECHNOLOGY CO., LTD.
- 11.5.1. Overview
- 11.5.1.1. Key Management
- 11.5.1.2. Headquarters
- 11.5.1.3. Offerings/Business Segments
- 11.5.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.5.2.1. Employee Size
- 11.5.2.2. Past and Current Revenue
- 11.5.2.3. Geographical Share
- 11.5.2.4. Business Segment Share
- 11.5.2.5. Recent Developments
- 11.6. EVGA Corporation
- 11.6.1. Overview
- 11.6.1.1. Key Management
- 11.6.1.2. Headquarters
- 11.6.1.3. Offerings/Business Segments
- 11.6.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.6.2.1. Employee Size
- 11.6.2.2. Past and Current Revenue
- 11.6.2.3. Geographical Share
- 11.6.2.4. Business Segment Share
- 11.6.2.5. Recent Developments
- 11.7. SAPPHIRE Technology Limited
- 11.7.1. Overview
- 11.7.1.1. Key Management
- 11.7.1.2. Headquarters
- 11.7.1.3. Offerings/Business Segments
- 11.7.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.7.2.1. Employee Size
- 11.7.2.2. Past and Current Revenue
- 11.7.2.3. Geographical Share
- 11.7.2.4. Business Segment Share
- 11.7.2.5. Recent Developments
- 11.8. ZOTAC Technology Limited
- 11.8.1. Overview
- 11.8.1.1. Key Management
- 11.8.1.2. Headquarters
- 11.8.1.3. Offerings/Business Segments
- 11.8.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.8.2.1. Employee Size
- 11.8.2.2. Past and Current Revenue
- 11.8.2.3. Geographical Share
- 11.8.2.4. Business Segment Share
- 11.8.2.5. Recent Developments
- 11.9. PNY Technologies
- 11.9.1. Overview
- 11.9.1.1. Key Management
- 11.9.1.2. Headquarters
- 11.9.1.3. Offerings/Business Segments
- 11.9.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.9.2.1. Employee Size
- 11.9.2.2. Past and Current Revenue
- 11.9.2.3. Geographical Share
- 11.9.2.4. Business Segment Share
- 11.9.2.5. Recent Developments
- 11.10. Intel Corporation
- 11.10.1. Overview
- 11.10.1.1. Key Management
- 11.10.1.2. Headquarters
- 11.10.1.3. Offerings/Business Segments
- 11.10.2. Key Details (Key details are consolidated data and not product/service specific)
- 11.10.2.1. Employee Size
- 11.10.2.2. Past and Current Revenue
- 11.10.2.3. Geographical Share
- 11.10.2.4. Business Segment Share
- 11.10.2.5. Recent Developments
12. Key Takeaways