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Gaming Peripherals Industry Research Report 2024

February 2024 | 99 pages | ID: GC8C710F494FEN
APO Research

US$ 2,950.00

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This report aims to provide a comprehensive presentation of the global market for Gaming Peripherals, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gaming Peripherals.

The Gaming Peripherals market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Gaming Peripherals market comprehensively. Regional market sizes, concerning products by types, by application, and by players, are also provided. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.

For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.

The report will help the Gaming Peripherals companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, product type, application, and regions.

Key Companies & Market Share Insights

In this section, the readers will gain an understanding of the key players competing. This report has studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue by companies for the period 2019-2024. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses. Some of the prominent players reviewed in the research report include:
  • Razer
  • Logitech G (ASTRO)
  • Turtle Beach
  • Corsair
  • Sennheiser
  • Plantronics
  • SteelSeries
  • Mad Catz
  • ROCCAT
  • QPAD
  • Thrustmaster
  • HyperX
  • Tt eSPORTS
  • Cooler Master
  • ZOWIE
  • Sharkoon
  • Trust
  • Microsoft
Product Type Insights

Global markets are presented by Gaming Peripherals type, along with growth forecasts through 2030. Estimates on revenue are based on the price in the supply chain at which the Gaming Peripherals are procured by the companies.

This report has studied every segment and provided the market size using historical data. They have also talked about the growth opportunities that the segment may pose in the future. This study bestows revenue data by type, and during the historical period (2019-2024) and forecast period (2025-2030).

Gaming Peripherals segment by Type
  • Gaming Mouse
  • Gaming Keyboards
  • Headset
  • Controllers
  • Others
Application Insights

This report has provided the market size (revenue data) by application, during the historical period (2019-2024) and forecast period (2025-2030).

This report also outlines the market trends of each segment and consumer behaviors impacting the Gaming Peripherals market and what implications these may have on the industry's future. This report can help to understand the relevant market and consumer trends that are driving the Gaming Peripherals market.

Gaming Peripherals Segment by Application
  • Personal
  • Commercial
Regional Outlook

This section of the report provides key insights regarding various regions and the key players operating in each region. Economic, social, environmental, technological, and political factors have been taken into consideration while assessing the growth of the particular region/country. The readers will also get their hands on the revenue data of each region and country for the period 2019-2030.

The market has been segmented into various major geographies, including North America, Europe, Asia-Pacific, South America, Middle East & Africa. Detailed analysis of major countries such as the USA, Germany, the U.K., Italy, France, China, Japan, South Korea, Southeast Asia, and India will be covered within the regional segment. For market estimates, data are going to be provided for 2023 because of the base year, with estimates for 2024 and forecast revenue for 2030.
  • North America
    • United States
    • Canada
  • Europe
    • Germany
    • France
    • UK
    • Italy
    • Russia
    • Nordic Countries
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Australia
    • Rest of Asia
  • Latin America
    • Mexico
    • Brazil
    • Rest of Latin America
  • Middle East & Africa
    • Turkey
    • Saudi Arabia
    • UAE
    • Rest of MEA
Key Drivers & Barriers

High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.

COVID-19 and Russia-Ukraine War Influence Analysis

The readers in the section will understand how the Gaming Peripherals market scenario changed across the globe during the pandemic, post-pandemic and Russia-Ukraine War. The study is done keeping in view the changes in aspects such as demand, consumption, transportation, consumer behavior, supply chain management. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come.

Reasons to Buy This Report

This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Gaming Peripherals market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.

This report will help stakeholders to understand the global industry status and trends of Gaming Peripherals and provides them with information on key market drivers, restraints, challenges, and opportunities.

This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.

This report stays updated with novel technology integration, features, and the latest developments in the market

This report helps stakeholders to understand the COVID-19 and Russia-Ukraine War Influence on the Gaming Peripherals industry.

This report helps stakeholders to gain insights into which regions to target globally

This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Gaming Peripherals.

This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Core Chapters

Chapter 1: Research objectives, research methods, data sources, data cross-validation;

Chapter 2: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.

Chapter 3: Provides the analysis of various market segments product types, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 4: Provides the analysis of various market segments application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 5: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.

Chapter 6: Detailed analysis of Gaming Peripherals companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 7, 8, 9, 10, 11: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.

Chapter 12: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.

Chapter 13: The main points and conclusions of the report.
1 PREFACE

1.1 Scope of Report
1.2 Reasons for Doing This Study
1.3 Research Methodology
1.4 Research Process
1.5 Data Source
  1.5.1 Secondary Sources
  1.5.2 Primary Sources

2 MARKET OVERVIEW

2.1 Product Definition
2.2 Gaming Peripherals by Type
  2.2.1 Market Value Comparison by Type (2019 VS 2023 VS 2030)
  1.2.2 Gaming Mouse
  1.2.3 Gaming Keyboards
  1.2.4 Headset
  1.2.5 Controllers
  1.2.6 Others
2.3 Gaming Peripherals by Application
  2.3.1 Market Value Comparison by Application (2019 VS 2023 VS 2030)
  2.3.2 Personal
  2.3.3 Commercial
2.4 Assumptions and Limitations

3 GAMING PERIPHERALS BREAKDOWN DATA BY TYPE

3.1 Global Gaming Peripherals Historic Market Size by Type (2019-2024)
3.2 Global Gaming Peripherals Forecasted Market Size by Type (2025-2030)

4 GAMING PERIPHERALS BREAKDOWN DATA BY APPLICATION

4.1 Global Gaming Peripherals Historic Market Size by Application (2019-2024)
4.2 Global Gaming Peripherals Forecasted Market Size by Application (2019-2024)

5 GLOBAL GROWTH TRENDS

5.1 Global Gaming Peripherals Market Perspective (2019-2030)
5.2 Global Gaming Peripherals Growth Trends by Region
  5.2.1 Global Gaming Peripherals Market Size by Region: 2019 VS 2023 VS 2030
  5.2.2 Gaming Peripherals Historic Market Size by Region (2019-2024)
  5.2.3 Gaming Peripherals Forecasted Market Size by Region (2025-2030)
5.3 Gaming Peripherals Market Dynamics
  5.3.1 Gaming Peripherals Industry Trends
  5.3.2 Gaming Peripherals Market Drivers
  5.3.3 Gaming Peripherals Market Challenges
  5.3.4 Gaming Peripherals Market Restraints

6 MARKET COMPETITIVE LANDSCAPE BY PLAYERS

6.1 Global Top Gaming Peripherals Players by Revenue
  6.1.1 Global Top Gaming Peripherals Players by Revenue (2019-2024)
  6.1.2 Global Gaming Peripherals Revenue Market Share by Players (2019-2024)
6.2 Global Gaming Peripherals Industry Players Ranking, 2022 VS 2023 VS 2024
6.3 Global Key Players of Gaming Peripherals Head office and Area Served
6.4 Global Gaming Peripherals Players, Product Type & Application
6.5 Global Gaming Peripherals Players, Date of Enter into This Industry
6.6 Global Gaming Peripherals Market CR5 and HHI
6.7 Global Players Mergers & Acquisition

7 NORTH AMERICA

7.1 North America Gaming Peripherals Market Size (2019-2030)
7.2 North America Gaming Peripherals Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 North America Gaming Peripherals Market Size by Country (2019-2024)
7.4 North America Gaming Peripherals Market Size by Country (2025-2030)
7.5 United States
7.6 Canada

8 EUROPE

8.1 Europe Gaming Peripherals Market Size (2019-2030)
8.2 Europe Gaming Peripherals Market Growth Rate by Country: 2019 VS 2023 VS 2030
8.3 Europe Gaming Peripherals Market Size by Country (2019-2024)
8.4 Europe Gaming Peripherals Market Size by Country (2025-2030)
7.4 Germany
7.5 France
7.6 U.K.
7.7 Italy
7.8 Russia
7.9 Nordic Countries

9 ASIA-PACIFIC

9.1 Asia-Pacific Gaming Peripherals Market Size (2019-2030)
9.2 Asia-Pacific Gaming Peripherals Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Asia-Pacific Gaming Peripherals Market Size by Country (2019-2024)
9.4 Asia-Pacific Gaming Peripherals Market Size by Country (2025-2030)
8.4 China
8.5 Japan
8.6 South Korea
8.7 Southeast Asia
8.8 India
8.9 Australia

10 LATIN AMERICA

10.1 Latin America Gaming Peripherals Market Size (2019-2030)
10.2 Latin America Gaming Peripherals Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Latin America Gaming Peripherals Market Size by Country (2019-2024)
10.4 Latin America Gaming Peripherals Market Size by Country (2025-2030)
9.4 Mexico
9.5 Brazil

11 MIDDLE EAST & AFRICA

11.1 Middle East & Africa Gaming Peripherals Market Size (2019-2030)
11.2 Middle East & Africa Gaming Peripherals Market Growth Rate by Country: 2019 VS 2023 VS 2030
11.3 Middle East & Africa Gaming Peripherals Market Size by Country (2019-2024)
11.4 Middle East & Africa Gaming Peripherals Market Size by Country (2025-2030)
10.4 Turkey
10.5 Saudi Arabia
10.6 UAE

12 PLAYERS PROFILED

11.1 Razer
  11.1.1 Razer Company Detail
  11.1.2 Razer Business Overview
  11.1.3 Razer Gaming Peripherals Introduction
  11.1.4 Razer Revenue in Gaming Peripherals Business (2017-2022)
  11.1.5 Razer Recent Development
11.2 Logitech G (ASTRO)
  11.2.1 Logitech G (ASTRO) Company Detail
  11.2.2 Logitech G (ASTRO) Business Overview
  11.2.3 Logitech G (ASTRO) Gaming Peripherals Introduction
  11.2.4 Logitech G (ASTRO) Revenue in Gaming Peripherals Business (2017-2022)
  11.2.5 Logitech G (ASTRO) Recent Development
11.3 Turtle Beach
  11.3.1 Turtle Beach Company Detail
  11.3.2 Turtle Beach Business Overview
  11.3.3 Turtle Beach Gaming Peripherals Introduction
  11.3.4 Turtle Beach Revenue in Gaming Peripherals Business (2017-2022)
  11.3.5 Turtle Beach Recent Development
11.4 Corsair
  11.4.1 Corsair Company Detail
  11.4.2 Corsair Business Overview
  11.4.3 Corsair Gaming Peripherals Introduction
  11.4.4 Corsair Revenue in Gaming Peripherals Business (2017-2022)
  11.4.5 Corsair Recent Development
11.5 Sennheiser
  11.5.1 Sennheiser Company Detail
  11.5.2 Sennheiser Business Overview
  11.5.3 Sennheiser Gaming Peripherals Introduction
  11.5.4 Sennheiser Revenue in Gaming Peripherals Business (2017-2022)
  11.5.5 Sennheiser Recent Development
11.6 Plantronics
  11.6.1 Plantronics Company Detail
  11.6.2 Plantronics Business Overview
  11.6.3 Plantronics Gaming Peripherals Introduction
  11.6.4 Plantronics Revenue in Gaming Peripherals Business (2017-2022)
  11.6.5 Plantronics Recent Development
11.7 SteelSeries
  11.7.1 SteelSeries Company Detail
  11.7.2 SteelSeries Business Overview
  11.7.3 SteelSeries Gaming Peripherals Introduction
  11.7.4 SteelSeries Revenue in Gaming Peripherals Business (2017-2022)
  11.7.5 SteelSeries Recent Development
11.8 Mad Catz
  11.8.1 Mad Catz Company Detail
  11.8.2 Mad Catz Business Overview
  11.8.3 Mad Catz Gaming Peripherals Introduction
  11.8.4 Mad Catz Revenue in Gaming Peripherals Business (2017-2022)
  11.8.5 Mad Catz Recent Development
11.9 ROCCAT
  11.9.1 ROCCAT Company Detail
  11.9.2 ROCCAT Business Overview
  11.9.3 ROCCAT Gaming Peripherals Introduction
  11.9.4 ROCCAT Revenue in Gaming Peripherals Business (2017-2022)
  11.9.5 ROCCAT Recent Development
11.10 QPAD
  11.10.1 QPAD Company Detail
  11.10.2 QPAD Business Overview
  11.10.3 QPAD Gaming Peripherals Introduction
  11.10.4 QPAD Revenue in Gaming Peripherals Business (2017-2022)
  11.10.5 QPAD Recent Development
11.11 Thrustmaster
  11.11.1 Thrustmaster Company Detail
  11.11.2 Thrustmaster Business Overview
  11.11.3 Thrustmaster Gaming Peripherals Introduction
  11.11.4 Thrustmaster Revenue in Gaming Peripherals Business (2017-2022)
  11.11.5 Thrustmaster Recent Development
11.12 HyperX
  11.12.1 HyperX Company Detail
  11.12.2 HyperX Business Overview
  11.12.3 HyperX Gaming Peripherals Introduction
  11.12.4 HyperX Revenue in Gaming Peripherals Business (2017-2022)
  11.12.5 HyperX Recent Development
11.13 Tt eSPORTS
  11.13.1 Tt eSPORTS Company Detail
  11.13.2 Tt eSPORTS Business Overview
  11.13.3 Tt eSPORTS Gaming Peripherals Introduction
  11.13.4 Tt eSPORTS Revenue in Gaming Peripherals Business (2017-2022)
  11.13.5 Tt eSPORTS Recent Development
11.14 Cooler Master
  11.14.1 Cooler Master Company Detail
  11.14.2 Cooler Master Business Overview
  11.14.3 Cooler Master Gaming Peripherals Introduction
  11.14.4 Cooler Master Revenue in Gaming Peripherals Business (2017-2022)
  11.14.5 Cooler Master Recent Development
11.15 ZOWIE
  11.15.1 ZOWIE Company Detail
  11.15.2 ZOWIE Business Overview
  11.15.3 ZOWIE Gaming Peripherals Introduction
  11.15.4 ZOWIE Revenue in Gaming Peripherals Business (2017-2022)
  11.15.5 ZOWIE Recent Development
11.16 Sharkoon
  11.16.1 Sharkoon Company Detail
  11.16.2 Sharkoon Business Overview
  11.16.3 Sharkoon Gaming Peripherals Introduction
  11.16.4 Sharkoon Revenue in Gaming Peripherals Business (2017-2022)
  11.16.5 Sharkoon Recent Development
11.17 Trust
  11.17.1 Trust Company Detail
  11.17.2 Trust Business Overview
  11.17.3 Trust Gaming Peripherals Introduction
  11.17.4 Trust Revenue in Gaming Peripherals Business (2017-2022)
  11.17.5 Trust Recent Development
11.18 Microsoft
  11.18.1 Microsoft Company Detail
  11.18.2 Microsoft Business Overview
  11.18.3 Microsoft Gaming Peripherals Introduction
  11.18.4 Microsoft Revenue in Gaming Peripherals Business (2017-2022)
  11.18.5 Microsoft Recent Development

13 REPORT CONCLUSION

14 DISCLAIMER



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