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Asia Pacific Gaming Peripheral Market By Device (PC and Gaming Consoles), By Product (Headset, Controller, Keyboard, Mice and Others), By Distribution Channel (Offline and Online), By Country, Industry Analysis and Forecast, 2020 - 2026

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    Report

  • 88 Pages
  • November 2020
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5214422
The Asia Pacific Gaming Peripheral Market is expected to witness market growth of 14.9% CAGR during the forecast period (2020-2026).

The popularity has increased for virtual gaming in the past few years and this has resulted in the augmented growth of gaming peripherals. The rising popularity of e-sports and the growing number of gamers across the globe are anticipated to boost the demand in the market. E-sports and virtual games also have resulted in the development of special gaming keyboards and gamepads, which can be personalized and offer better ergonomics to their user and this is likely to drive the growth of the market. Growing demand for immersive and realistic gaming experience has generated the necessity for better quality gaming consoles, peripheral devices, and body sensors.

The use of flash memory, high-end, and DVD drives are some of the factors that are still prevalent in the industry. In addition to it, the industry shows a high demand for wired devices mainly among the youth is based on their preference. Other factors like low cost of maintenance are also likely to trigger its demand. There is an increasing preference for smart peripherals and wireless as it gives many benefits including ease-of-use and compatibility is predicted to boost the demand for the wireless segments. The growing popularity of computers and video games has led to a niche demand for wireless peripherals. Moreover, vendors in the market are constantly aiming on developing more advanced and wireless peripherals.

Gaming consoles show a high probability for swift growth in the coming years based on the availability of a compact size for hardware, growing popularity for a user-friendly interface. A growing number of hardcore gamers all across the globe are boosting the demand for an improved gaming experience. This in turn is likely to encourage console developers for introducing innovative and advanced consoles. For example, Microsoft Corporation’s forthcoming next-generation console Project Scarlett is expected to offer an advanced gaming console. The games on Xbox 360 and original Xbox Games through the new architecture of console, will experience improvement in performance, enhanced boot and load times, and stable frame rates.

Based on Device, the market is segmented into PC and Gaming Consoles. Based on Product, the market is segmented into Headset, Controller, Keyboard, Mice and Others. Based on Distribution Channel, the market is segmented into Offline and Online. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

The market research report covers theanalysis of key stake holders of the market. Key companies profiled in the report include Logitech International S.A., Razer, Inc., Cooler Master Technology, Inc., Eastern Times Technology Co., Ltd. (Redragon), Thermaltake Technology Co., Ltd., Guillemot Corporation S.A., Shenzhen Rapoo Technology Co., Ltd., Sennheiser Electronic GmbH & Co. KG, Anker Innovations Limited, and Kingston Technology Company, Inc.

Scope of the Study

Market Segmentation:

By Device
  • PC
  • Gaming Consoles

By Product
  • Headset
  • Controller
  • Keyboard
  • Mice
  • Others

By Distribution Channel
  • Offline
  • Online

By Country
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Companies Profiled
  • Logitech International S.A.
  • Razer, Inc.
  • Cooler Master Technology, Inc.
  • Eastern Times Technology Co., Ltd. (Redragon)
  • Thermaltake Technology Co., Ltd.
  • Guillemot Corporation S.A.
  • Shenzhen Rapoo Technology Co., Ltd.
  • Sennheiser Electronic GmbH & Co. KG
  • Anker Innovations Limited
  • Kingston Technology Company, Inc.

Unique Offerings from the Publisher
  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
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  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Gaming Peripheral Market, by Device
1.4.2 Asia Pacific Gaming Peripheral Market, by Product
1.4.3 Asia Pacific Gaming Peripheral Market, by Distribution Channel
1.4.4 Asia Pacific Gaming Peripheral Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.2 Executive Summary
2.1.3 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Geographical Expansions
3.2.4 Mergers & Acquisitions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2016-2020)
3.3.2 Key Strategic Move: (Product Launches and Product Expansions : 2017, Apr - 2020, Oct) Leading Players
Chapter 4. Asia Pacific Gaming Peripheral Market by Device
4.1 Asia Pacific Gaming Peripheral PC Market by Country
4.2 Asia Pacific Gaming Peripheral Gaming Consoles Market by Country
Chapter 5. Asia Pacific Gaming Peripheral Market by Product
5.1 Asia Pacific Headset Gaming Peripheral Market by Country
5.2 Asia Pacific Controller Gaming Peripheral Market by Country
5.3 Asia Pacific Keyboard Gaming Peripheral Market by Country
5.4 Asia Pacific Mice Gaming Peripheral Market by Country
5.5 Asia Pacific Other Product Gaming Peripheral Market by Country
Chapter 6. Asia Pacific Gaming Peripheral Market by Distribution Channel
6.1 Asia Pacific Offline Gaming Peripheral Market by Country
6.2 Asia Pacific Online Gaming Peripheral Market by Country
Chapter 7. Asia Pacific Gaming Peripheral Market by Country
7.1 China Gaming Peripheral Market
7.1.1 China Gaming Peripheral Market by Device
7.1.2 China Gaming Peripheral Market by Product
7.1.3 China Gaming Peripheral Market by Distribution Channel
7.2 Japan Gaming Peripheral Market
7.2.1 Japan Gaming Peripheral Market by Device
7.2.2 Japan Gaming Peripheral Market by Product
7.2.3 Japan Gaming Peripheral Market by Distribution Channel
7.3 India Gaming Peripheral Market
7.3.1 India Gaming Peripheral Market by Device
7.3.2 India Gaming Peripheral Market by Product
7.3.3 India Gaming Peripheral Market by Distribution Channel
7.4 South Korea Gaming Peripheral Market
7.4.1 South Korea Gaming Peripheral Market by Device
7.4.2 South Korea Gaming Peripheral Market by Product
7.4.3 South Korea Gaming Peripheral Market by Distribution Channel
7.5 Singapore Gaming Peripheral Market
7.5.1 Singapore Gaming Peripheral Market by Device
7.5.2 Singapore Gaming Peripheral Market by Product
7.5.3 Singapore Gaming Peripheral Market by Distribution Channel
7.6 Malaysia Gaming Peripheral Market
7.6.1 Malaysia Gaming Peripheral Market by Device
7.6.2 Malaysia Gaming Peripheral Market by Product
7.6.3 Malaysia Gaming Peripheral Market by Distribution Channel
7.7 Rest of Asia Pacific Gaming Peripheral Market
7.7.1 Rest of Asia Pacific Gaming Peripheral Market by Device
7.7.2 Rest of Asia Pacific Gaming Peripheral Market by Product
7.7.3 Rest of Asia Pacific Gaming Peripheral Market by Distribution Channel
Chapter 8. Company Profiles
8.1 Logitech International S.A.
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Regional Analysis
8.1.4 Research & Development Expense
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Acquisition and Mergers:
8.1.5.3 Product Launches and Product Expansions:
8.2 Razer, Inc.
8.2.1 Company overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.2.4 Research & Development Expenses
8.2.5 Recent strategies and developments:
8.2.5.1 Partnerships, Collaborations, and Agreements:
8.2.5.2 Product Launches and Product Expansions:
8.3 Cooler Master Technology, Inc.
8.3.1 Company Overview
8.3.2 Recent strategies and developments:
8.3.2.1 Partnerships, Collaborations, and Agreements:
8.3.2.2 Product Launches and Product Expansions:
8.4 Eastern Times Technology Co., Ltd. (Redragon)
8.4.1 Company Overview
8.4.2 Recent strategies and developments:
8.4.2.1 Partnerships, Collaborations, and Agreements:
8.5 Thermaltake Technology Co., Ltd.
8.5.1 Company Overview
8.5.2 Recent strategies and developments:
8.5.2.1 Partnerships, Collaborations, and Agreements:
8.5.2.2 Product Launches and Product Expansions:
8.6 Guillemot Corporation S.A.
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Research & Development Expense
8.7 Shenzhen Rapoo Technology Co., Ltd.
8.7.1 Company Overview
8.7.2 Recent strategies and developments:
8.7.2.1 Product Launches and Product Expansions:
8.7.2.2 Geographical Expansions:
8.8 Sennheiser Electronic GmbH & Co. KG
8.8.1 Company Overview
8.8.2 Recent strategies and developments:
8.8.2.1 Product Launches and Product Expansions:
8.9 Anker Innovations Limited
8.9.1 Company Overview
8.9.2 Recent strategies and developments:
8.9.2.1 Product Launches and Product Expansions:
8.10. Kingston Technology Company, Inc.
8.10.1 Company Overview
8.10.2 Recent strategies and developments:
8.10.2.1 Partnerships, Collaborations, and Agreements:

Companies Mentioned

  • Logitech International S.A.
  • Razer, Inc.
  • Cooler Master Technology, Inc.
  • Eastern Times Technology Co., Ltd. (Redragon)
  • Thermaltake Technology Co., Ltd.
  • Guillemot Corporation S.A.
  • Shenzhen Rapoo Technology Co., Ltd.
  • Sennheiser Electronic GmbH & Co. KG
  • Anker Innovations Limited
  • Kingston Technology Company, Inc.

Methodology

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