Gaming Peripheral Market by Product (Headsets, Keyboard, Controller, Mice and Others), Device (PC and Gaming Consoles), Type, Distribution Channel, End User and Geography - Global Industry Analysis, Opportunities and Forecast up to 2026

The global gaming peripheral market size was valued at $4.31 billion in 2020, and is projected to reach $8.11 billion by 2026, growing at a CAGR of 11.1% during the forecast period.
 
• Increasing demand for realistic and immersive gaming experience, growing popularity of e-sports, rising inclination for virtual games and e-sports also have led to the development of gamepads and special gaming keyboards, which can be customized and provide better ergonomics to the user, which is expected to drive the market growth.

• Additionally, access to a wide variety of generation of games has developed a trend wherein the games are designed according to the gamer’s preference, interests, and platforms.

• However, the consumers with a lack of awareness about the brand and quality usually opt for products offering similar features at a considerably low price. The increasing adoption of these counterfeit products, owing to their low prices, especially in emerging countries such as China, Indonesia, and Taiwan, is expected to hamper the growth.

External devices that give input and output to a laptop or personal computer (PC) in order to improve the overall gaming experience of consumers are known as gaming peripherals. A gaming peripheral is an add-on device that provides input and output to the computer and helps the user have a better gaming experience. Gaming has progressed from board games and video games to a more interactive and virtual environment. There has been a considerable increase in the development and marketing of gaming with the introduction of PCs and the increasing availability of the internet.

By Type, Wireless Segment Holds the Dominant Position in the Market Revenue

The wireless segment is estimated to have a huge demand during the forecast period. The growing popularity of wireless and smart peripherals, which provide benefits such as compatibility and convenience of use, is expected to fuel demand for the wireless category. Wireless peripherals have become increasingly widespread as video games and computers have grown in popularity. In addition, market providers are always focused on developing innovative and wireless peripherals. CORSAIR, for example, has released the CORSAIR K57 RGB wireless keyboard. SLIPSTREAM WIRELESS and CAPELLIX RGB LED technologies are included into the keyboard.

By Geography, Asia Pacific Region is Projected to show Strong Presence in the Global Market

Asia Pacific is expected to dominate the gaming peripherals market due to the highest number of gamers in this region. This region has a large youth population (almost 60%), which drives the gaming market and, in turn, affects the gaming peripheral business. A major percentage of gamers in this region comes from China, India, Japan, South Korea, and Singapore, which has a beneficial impact on the gaming peripheral industry. Aside from that, the PC gaming peripherals market is booming, notably in the Asia Pacific region, due to a growing number of rising market players and the simple availability of items at low rates. Furthermore, the tremendous popularity of titles like PUBG, Minecraft, Fortnite, and League of Legends is helping to propel the business forward.

List of the Key Players Profiled in the Market Include:
• Cooler Master Technology Inc.
• Corsair Components, Inc.
• Logitech
• Mad Catz
• Plantronics Inc.
• Rapoo Corporation
• Razer Inc.
• Redragon USA
• SteelSeries
• Turtle Beach Corporation
• Sennheiser Electronic GmbH & Co. KG
• Kingston Technology Europe Co LLP
• Thermaltake Technology Co.
• Guillemot Corporation S.A

What Can be Explored with this Research Report:
• Understand the key trends that will drive the market, challenges it faces in the current market scenario.
• Identify growth opportunities.
• Porter’s five force analysis.
• In-depth analysis of market segments, and regions/countries predicted to observed promising growth.
• Historical and forecast size of the market in terms of revenue (USD Million).
• Company profiling with key products and solution offerings, key financial information, SWOT analysis, and business strategies adopted.
 
Market Segmentation:

The research report includes in-depth coverage of the industry analysis with size, share, and forecast for the below segments:

Market by, Product:
• Headsets
• Keyboard
• Controller
• Mice
• Other Products
   
Market by, Device:
• PC
• Gaming Consoles
 
Market by, Type:
• Wired
• Wireless
   
Market by, Distribution Channel:
• Online
• Offline

Market by, End User:
• Individual
• Enterprises
• Commercial

Market by, Geography:
• North America
• Europe
• Asia Pacific
• South America
• Middle East & Africa

Table Of Content

1 Market Overview            
    1.1 Introduction        
    1.2 Research Objectives       
    1.3 Market Segmentation       
    1.4 Stakeholders        
    1.5 List of Acronyms        
              
2 Executive Summary            
               
3 Research Methodology           
    3.1 Identification of Data       
    3.2 Evaluation of Market Dynamics      
    3.3 Collaboration of Data       
    3.4 Verification and Analysis       
    3.5 Data Sources        
    3.6 Assumptions         
              
4 Market Dynamics            
    4.1 Market Drivers        
            4.1.1 Rising demand for realistic and immersive gaming experience
            4.1.2 Increasing popularity of E-sports
            4.1.3 Increasing implementation of IoT
    4.2 Market Restraints        
            4.2.1 High cost of gaming peripherals
    4.3 Market Opportunities       
            4.3.1 Rising internet penetration across the world
            4.3.2 Increasing gaming consumers among the developing countries
    4.4 Market Challenges        
            4.4.1 Increasing availability of counterfeit products
    4.5 Impact of COVID-19 on Gaming Peripheral Market     

5 Porter's Five Force Analysis           
    5.1 Bargaining Power of Suppliers       
    5.2 Bargaining Power of Buyers       
    5.3 Threat of New Entrants       
    5.4 Threat of Substitutes       
    5.5 Competitive Rivalry in the Market      
              
6 Global Gaming Peripheral Market by, Product         
    6.1 Overview        
    6.2 Headsets         
    6.3 Keyboard         
    6.4 Controller        
    6.5 Mice         
    6.6 Other Products        
              
7 Global Gaming Peripheral Market by, Device         
    7.1 Overview        
    7.2 PC         
    7.3 Gaming Consoles        
              
8 Global Gaming Peripheral Market by, Type         
    8.1 Overview        
    8.2 Wired         
    8.3 Wireless         
              
9 Global Gaming Peripheral Market by, Distribution Channel        
    9.1 Overview        
    9.2 Online         
    9.3 Offline         
              
10 Global Gaming Peripheral Market by, End User         
    10.1 Overview        
    10.2 Individual        
    10.3 Enterprises        
    10.3 Commercial        
              
11 Global Gaming Peripheral Market by, Geography         
    11.1 Overview        
    11.2 North America        
    11.3 Europe         
    11.4 Asia Pacific        
    11.5 South America        
    11.6 Middle East & Africa       
              
12 Key Developments            
              
13 Company Profiling            
    13.1 Cooler Master Technology Inc.       
            13.1.1 Business Overview
            13.1.2 Product/Service Offering
            13.1.3 Financial Overview
            13.1.4 SWOT Analysis
            13.1.5 Key Activities
    13.2 Corsair Components, Inc.       
    13.3 Logitech         
    13.4 Mad Catz         
    13.5 Plantronics Inc.        
    13.6 Rapoo Corporation        
    13.7 Razer Inc.         
    13.8 Redragon USA        
    13.9 SteelSeries        
    13.10 Turtle Beach Corporation       
    13.11 Sennheiser Electronic GmbH & Co. KG       
    13.12 Kingston Technology Europe Co LLP      
    13.13 Thermaltake Technology Co.       
    13.14 Guillemot Corporation S.A       

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