Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Gaming Peripheral Market by Type (Headsets, Mouse, Mousepads, Keyboards, Controllers, Other), By Application (Distribution Channels, Third-Party Retail Channels, Direct Channels) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Gaming Peripheral Market by Type (Headsets, Mouse, Mousepads, Keyboards, Controllers, Other), By Application (Distribution Channels, Third-Party Retail Channels, Direct Channels) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 192530 3300 Consumer Goods 377 235 Pages 4.7 (36)
                                          

Market Overview:


The global gaming peripheral market is expected to grow at a CAGR of 5.5% during the forecast period 2018-2030. The growth in the market can be attributed to various factors such as increasing demand for gaming peripherals from professional gamers and rising popularity of e-sports. In terms of type, the headsets segment is expected to hold the largest share in the global gaming peripheral market during the forecast period. This can be attributed to increasing demand for high quality audio products from gamers across different regions.


Global Gaming Peripheral Industry Outlook


Product Definition:


A gaming peripheral is a piece of hardware that enhances the gaming experience. This can include anything from controllers to headsets to keyboards and mice. The importance of gaming peripherals varies depending on the person. Some people may find them essential for enjoying games, while others may not find them necessary at all.


Headsets:


Headsets are electronic devices that are connected to the gaming console or PC by a cord. They provide an improved audio experience to the user, and also enable chat communication in-game. The primary function of headsets is to allow users to communicate with other players over an online game while playing in a group.


The global headset market was valued at USD 2,511 million in 2013.


Mouse:


The global mouse and it's usage in gaming peripheral market is expected to witness significant growth over the forecast period. The growing popularity of Esports, especially among youngsters is one of the key factors driving demand for mice and their peripherals. Growing consumer preference towards Esports as a professional career option also contributes to industry growth.


Esports are becoming increasingly popular with millions of fans following their favorite teams or players from around the world.


Application Insights:


The distribution channels segment dominated the global gaming peripheral market in 2017, accounting for more than 50.0% share of the total revenue. The segment is expected to witness significant growth over the forecast period owing to increasing penetration of online retail and e-commerce sites, which has resulted in increased sales through distribution channels such as Steam, Xbox Live Arcade, Blizzard Entertainment's Battle.net and Hearthstone Store & Heroclix Online store.


The direct channel is expected to register a CAGR around 15% from 2018 to 2030 due to growing preference among consumers towards purchasing games directly from developers or publisher without any middlemen involved in transaction process; this trend is also followed by game publishers who are increasingly focusing on building their own digital stores frontend while omitting back-end operations for third-party retailers such as Steam or Uplay (Ubisoft).


Regional Analysis:


Asia Pacific dominated the global gaming peripheral market in 2017. The region is expected to continue its dominance over the forecast period owing to increasing penetration of online games and rising disposable income of consumers. Furthermore, countries such as China and Japan are considered as manufacturing hubs for video game controllers, which will drive regional growth further.


North America is projected to witness significant growth over the next eight years owing to a rise in consumer awareness regarding advanced gaming accessories along with growing popularity of e-sports across U.S., Canada, and Mexico. Europe accounted for more than 25% share in 2017 owing to high demand from European countries such as Germany, Italy, Spain among others due to increased adoption of online games on smartphones & tablets coupled with rising disposable income especially among millennials (Gen Y).


Growth Factors:


  • Increasing demand for gaming peripherals from professional gamers and e-sports enthusiasts
  • Rising popularity of PC gaming over traditional console gaming
  • Proliferation of affordable high-end gaming peripherals
  • Growing demand for customized gaming gear
  • Emergence of virtual reality (VR) and augmented reality (AR) as new platforms for immersive gameplay

Scope Of The Report

Report Attributes

Report Details

Report Title

Gaming Peripheral Market Research Report

By Type

Headsets, Mouse, Mousepads, Keyboards, Controllers, Other

By Application

Distribution Channels, Third-Party Retail Channels, Direct Channels

By Companies

Razer, Logitech G (Astro), Turtle Beach, Corsair, Sennheiser, Plantronics, SteelSeries, Mad Catz, Roccat, QPAD, Thrustmaster, HyperX, Tt eSPORTS, Cooler Master, ZOWIE, Sharkoon, Trust

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

235

Number of Tables & Figures

165

Customization Available

Yes, the report can be customized as per your need.


Global Gaming Peripheral Market Report Segments:

The global Gaming Peripheral market is segmented on the basis of:

Types

Headsets, Mouse, Mousepads, Keyboards, Controllers, Other

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Distribution Channels, Third-Party Retail Channels, Direct Channels

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Razer
  2. Logitech G (Astro)
  3. Turtle Beach
  4. Corsair
  5. Sennheiser
  6. Plantronics
  7. SteelSeries
  8. Mad Catz
  9. Roccat
  10. QPAD
  11. Thrustmaster
  12. HyperX
  13. Tt eSPORTS
  14. Cooler Master
  15. ZOWIE
  16. Sharkoon
  17. Trust

Global Gaming Peripheral Market Overview


Highlights of The Gaming Peripheral Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Headsets
    2. Mouse
    3. Mousepads
    4. Keyboards
    5. Controllers
    6. Other
  1. By Application:

    1. Distribution Channels
    2. Third-Party Retail Channels
    3. Direct Channels
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Gaming Peripheral Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Gaming Peripheral Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


A gaming peripheral is a device that enhances the experience of playing video games. Some common examples are controllers, headsets, and mice.

Some of the major players in the gaming peripheral market are Razer, Logitech G (Astro), Turtle Beach, Corsair, Sennheiser, Plantronics, SteelSeries, Mad Catz, Roccat, QPAD, Thrustmaster, HyperX, Tt eSPORTS, Cooler Master, ZOWIE, Sharkoon, Trust.

The gaming peripheral market is expected to register a CAGR of 5.5%.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. Gaming Peripheral Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. Gaming Peripheral Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. Gaming Peripheral Market - Supply Chain
   4.5. Global Gaming Peripheral Market Forecast
      4.5.1. Gaming Peripheral Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. Gaming Peripheral Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. Gaming Peripheral Market Absolute $ Opportunity

5. Global Gaming Peripheral Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. Gaming Peripheral Market Size and Volume Forecast by Type
      5.3.1. Headsets
      5.3.2. Mouse
      5.3.3. Mousepads
      5.3.4. Keyboards
      5.3.5. Controllers
      5.3.6. Other
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global Gaming Peripheral Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. Gaming Peripheral Market Size and Volume Forecast by Application
      6.3.1. Distribution Channels
      6.3.2. Third-Party Retail Channels
      6.3.3. Direct Channels
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global Gaming Peripheral Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. Gaming Peripheral Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global Gaming Peripheral Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. Gaming Peripheral Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global Gaming Peripheral Demand Share Forecast, 2019-2026

9. North America Gaming Peripheral Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America Gaming Peripheral Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America Gaming Peripheral Market Size and Volume Forecast by Application
      9.4.1. Distribution Channels
      9.4.2. Third-Party Retail Channels
      9.4.3. Direct Channels
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America Gaming Peripheral Market Size and Volume Forecast by Type
      9.7.1. Headsets
      9.7.2. Mouse
      9.7.3. Mousepads
      9.7.4. Keyboards
      9.7.5. Controllers
      9.7.6. Other
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America Gaming Peripheral Demand Share Forecast, 2019-2026

10. Latin America Gaming Peripheral Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America Gaming Peripheral Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America Gaming Peripheral Market Size and Volume Forecast by Application
      10.4.1. Distribution Channels
      10.4.2. Third-Party Retail Channels
      10.4.3. Direct Channels
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America Gaming Peripheral Market Size and Volume Forecast by Type
      10.7.1. Headsets
      10.7.2. Mouse
      10.7.3. Mousepads
      10.7.4. Keyboards
      10.7.5. Controllers
      10.7.6. Other
   10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America Gaming Peripheral Demand Share Forecast, 2019-2026

11. Europe Gaming Peripheral Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe Gaming Peripheral Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe Gaming Peripheral Market Size and Volume Forecast by Application
      11.4.1. Distribution Channels
      11.4.2. Third-Party Retail Channels
      11.4.3. Direct Channels
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe Gaming Peripheral Market Size and Volume Forecast by Type
      11.7.1. Headsets
      11.7.2. Mouse
      11.7.3. Mousepads
      11.7.4. Keyboards
      11.7.5. Controllers
      11.7.6. Other
   1.8. Basis Point Share (BPS) Analysis by Type
   11.9. Y-o-Y Growth Projections by Type
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe Gaming Peripheral Demand Share, 2019-2026

12. Asia Pacific Gaming Peripheral Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific Gaming Peripheral Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific Gaming Peripheral Market Size and Volume Forecast by Application
      12.4.1. Distribution Channels
      12.4.2. Third-Party Retail Channels
      12.4.3. Direct Channels
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific Gaming Peripheral Market Size and Volume Forecast by Type
      12.7.1. Headsets
      12.7.2. Mouse
      12.7.3. Mousepads
      12.7.4. Keyboards
      12.7.5. Controllers
      12.7.6. Other
   12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific Gaming Peripheral Demand Share, 2019-2026

13. Middle East & Africa Gaming Peripheral Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa Gaming Peripheral Market Size and Volume Forecast by Country
      13.2.1. Saudi Arabia
      13.2.2. South Africa
      13.2.3. UAE
      13.2.4. Rest of Middle East & Africa (MEA)
   13.3. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa Gaming Peripheral Market Size and Volume Forecast by Application
      13.4.1. Distribution Channels
      13.4.2. Third-Party Retail Channels
      13.4.3. Direct Channels
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa Gaming Peripheral Market Size and Volume Forecast by Type
      13.7.1. Headsets
      13.7.2. Mouse
      13.7.3. Mousepads
      13.7.4. Keyboards
      13.7.5. Controllers
      13.7.6. Other
   13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa Gaming Peripheral Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global Gaming Peripheral Market: Market Share Analysis
   14.2. Gaming Peripheral Distributors and Customers
   14.3. Gaming Peripheral Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Razer
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Logitech G (Astro)
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. Turtle Beach
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. Corsair
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Sennheiser
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Plantronics
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. SteelSeries
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. Mad Catz
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Roccat
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. QPAD
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. Thrustmaster
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. HyperX
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. Tt eSPORTS
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. Cooler Master
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. ZOWIE
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. Sharkoon
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. Trust
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. COMPANY 18
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. COMPANY 19
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. COMPANY 20
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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