The North America Gaming Keyboard Market should witness market growth of 8.3% CAGR during the forecast period (2022-2028).
The gaming business significantly impacts developing nations' economies, including these in the United States and others. For example, in the US, more than two million people are employed by the gaming sector, which generates significant tax income. The government's initiatives to support the gaming sector include boosting consumer engagement and raising the sector's market value.
In addition, e-sports are being integrated into conventional sports by the governments of developing nations. Using the power granted by Article 77, clause (3) of the Constitution, the government has requested the Ministry of Electronics and Information Technology as well as the Ministry of Sports to integrate e-sports in multi-sport events. The potential for the gaming industry to grow exponentially and generate a higher valuation is anticipated to be enabled by the increasing endeavors of developing-country administrations to support electronic gaming.
Consumer spending on computer games as well as premium services, increased by 31% during the pandemic. It was noted that mobile gaming generatedrevenues of approximately$77.2 billion by the end of 2020. The goal of gaming businesses in the US is an 80% increase in gaming sales. With improved gaming keyboards and other peripherals, the sector is anticipated to expand in software and hardware. Moreover, the e-sports industry is expected to cross the$2.5 billion markby 2024. The video game industry supports American gaming businesses via licensing, growth initiatives, and export. With 2.7 billion gamers, approximately 75% of US homes have one gamer exists.
The US market dominated the North America Gaming Keyboard Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $787.5 million by 2028. The Canada market is poised to grow at a CAGR of 10.8% during (2022-2028). Additionally, The Mexico market should witness a CAGR of 9.8% during (2022-2028).
Based on Distribution Channel, the market is segmented into Specialty Stores, Supermarkets/hypermarkets, E-commerce, and Independent Retail Stores. Based on Product Type, the market is segmented into Mechanical, and Membrane. Based on Connectivity Type, the market is segmented into Wired, and Wireless. Based on Price point, the market is segmented into Medium-priced, High-priced, and Low-priced. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Razer, Inc., Corsair Gaming, Inc., Logitech International S.A., ASUSTeK Computer, Inc., Lenovo Group Limited, HP, Inc., Mad Catz Global Limited, Shenzhen Rapoo Technology Co., Ltd., Eastern Times Technology Co., Ltd. (Redragon), and Mionix AB.
The gaming business significantly impacts developing nations' economies, including these in the United States and others. For example, in the US, more than two million people are employed by the gaming sector, which generates significant tax income. The government's initiatives to support the gaming sector include boosting consumer engagement and raising the sector's market value.
In addition, e-sports are being integrated into conventional sports by the governments of developing nations. Using the power granted by Article 77, clause (3) of the Constitution, the government has requested the Ministry of Electronics and Information Technology as well as the Ministry of Sports to integrate e-sports in multi-sport events. The potential for the gaming industry to grow exponentially and generate a higher valuation is anticipated to be enabled by the increasing endeavors of developing-country administrations to support electronic gaming.
Consumer spending on computer games as well as premium services, increased by 31% during the pandemic. It was noted that mobile gaming generatedrevenues of approximately$77.2 billion by the end of 2020. The goal of gaming businesses in the US is an 80% increase in gaming sales. With improved gaming keyboards and other peripherals, the sector is anticipated to expand in software and hardware. Moreover, the e-sports industry is expected to cross the$2.5 billion markby 2024. The video game industry supports American gaming businesses via licensing, growth initiatives, and export. With 2.7 billion gamers, approximately 75% of US homes have one gamer exists.
The US market dominated the North America Gaming Keyboard Market by Country in 2021, and would continue to be a dominant market till 2028; thereby, achieving a market value of $787.5 million by 2028. The Canada market is poised to grow at a CAGR of 10.8% during (2022-2028). Additionally, The Mexico market should witness a CAGR of 9.8% during (2022-2028).
Based on Distribution Channel, the market is segmented into Specialty Stores, Supermarkets/hypermarkets, E-commerce, and Independent Retail Stores. Based on Product Type, the market is segmented into Mechanical, and Membrane. Based on Connectivity Type, the market is segmented into Wired, and Wireless. Based on Price point, the market is segmented into Medium-priced, High-priced, and Low-priced. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Razer, Inc., Corsair Gaming, Inc., Logitech International S.A., ASUSTeK Computer, Inc., Lenovo Group Limited, HP, Inc., Mad Catz Global Limited, Shenzhen Rapoo Technology Co., Ltd., Eastern Times Technology Co., Ltd. (Redragon), and Mionix AB.
Scope of the Study
By Distribution Channel
- Specialty Stores
- Supermarkets/hypermarkets
- E-commerce
- Independent Retail Stores
By Product Type
- Mechanical
- Membrane
By Connectivity Type
- Wired
- Wireless
By Price point
- Medium-priced
- High-priced
- Low-priced
By Country
- US
- Canada
- Mexico
- Rest of North America
Key Market Players
List of Companies Profiled in the Report:
- Razer, Inc.
- Corsair Gaming, Inc.
- Logitech International S.A.
- ASUSTeK Computer, Inc.
- Lenovo Group Limited
- HP, Inc.
- Mad Catz Global Limited
- Shenzhen Rapoo Technology Co., Ltd.
- Eastern Times Technology Co., Ltd. (Redragon)
- Mionix AB
Unique Offerings
- Exhaustive coverage
- The highest number of market tables and figures
- Subscription-based model available
- Guaranteed best price
- Assured post sales research support with 10% customization free
Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market Overview
Chapter 3. Competition Analysis - Global
Chapter 4. North America Gaming Keyboard Market by Distribution Channel
Chapter 5. North America Gaming Keyboard Market by Product Type
Chapter 6. North America Gaming Keyboard Market by Connectivity Type
Chapter 7. North America Gaming Keyboard Market by Price point
Chapter 8. North America Gaming Keyboard Market by Country
Chapter 9. Company Profiles
Companies Mentioned
- Razer, Inc.
- Corsair Gaming, Inc.
- Logitech International S.A.
- ASUSTeK Computer, Inc.
- Lenovo Group Limited
- HP, Inc.
- Mad Catz Global Limited
- Shenzhen Rapoo Technology Co., Ltd.
- Eastern Times Technology Co., Ltd. (Redragon)
- Mionix AB
Methodology
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