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Gaming Accessories Market By Component, By Device Type, By Connectivity type, By End Use: Global Opportunity Analysis and Industry Forecast, 2021-2030

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    Report

  • 180 Pages
  • June 2022
  • Region: Global
  • Allied Market Research
  • ID: 5670757
The gaming accessories market is projected to reach $14,396.40 million by 2030 growing from $6,133.5 million in 2021 at a CAGR of 9.9% in the forecast period.

Gaming is one of the world's fastest-growing entertainment sectors. A number of online gaming events have been recorded in this business, all of which require cutting-edge technology to work properly. As a result, players have been encouraged to spend in the most up-to-date gaming peripherals, resulting in the growth of the gaming accessories market.

The gaming accessories market share is segmented on the basis of component, device type, connectivity type, end-use and region. Based on component, the market is bifurcated into headsets, keyboard, mic, controller, and others. By device type, it is categorized into pc, and gaming console. By connectivity type, the market is segmented into wired and wireless. Based on end-use, the market is bifurcated into online and offline. Based on region, the market is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

Key players operating in the gaming accessories market include Nintendo Co., Ltd., Logitech International SA, Razer Inc., Corsair, Sennheiser, SADES Technological Corporation, Alienware, Plantronics, Google Inc., Cooler Master. These players adopt collaboration, partnership, and agreement as their key developmental strategies to increase revenue of the Gaming Accessories industry and develop new products for enhancing product portfolio.

Key Market Segments

By Component

  • Mice
  • Controller
  • Others
  • Headsets
  • Keyboard

By Device Type

  • PC
  • Gaming Console

By Connectivity type

  • Wired
  • Wireless

By End Use

  • Online
  • Offline

By Region

  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • U.K.
  • Germany
  • France
  • Sweden
  • Russia
  • Rest of Europe
  • Asia-Pacific
  • China
  • India
  • Japan
  • South Korea
  • Australia
  • Rest of Asia-Pacific
  • LAMEA
  • Brazil
  • Saudi Arabia
  • UAE
  • South Africa
  • Rest of LAMEA

Key Market Players

  • Logitech International SA
  • DuckyChannel International Co., Ltd.
  • Corsair
  • steelseries
  • Razer
  • hyperx
  • ZOWIE (BenQ)
  • mad catz
  • Cooler Master Technology Inc.
  • Plantronics Inc.

 

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Table of Contents

CHAPTER 1: INTRODUCTION
1.1.Report description
1.2.Key market segments
1.3.Key benefits to the stakeholders
1.4.Research Methodology
1.4.1.Secondary research
1.4.2.Primary research
1.4.3.Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1.Key findings of the study
2.2.CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1.Market definition and scope
3.2.Key findings
3.2.1.Top investment pockets
3.3.Porter’s five forces analysis
3.4.Top player positioning
3.5.Market dynamics
3.5.1.Drivers
3.5.2.Restraints
3.5.3.Opportunities
3.6.COVID-19 Impact Analysis on the market
3.7.Value Chain Analysis
3.8.Key Regulation Analysis
3.9.Patent Landscape
3.10.Market Share Analysis
3.11.Regulatory Guidelines
CHAPTER 4: GAMING ACCESSORIES MARKET, BY COMPONENT
4.1 Overview
4.1.1 Market size and forecast
4.2 Headsets
4.2.1 Key market trends, growth factors and opportunities
4.2.2 Market size and forecast, by region
4.2.3 Market analysis by country
4.3 Keyboard
4.3.1 Key market trends, growth factors and opportunities
4.3.2 Market size and forecast, by region
4.3.3 Market analysis by country
4.4 Mice
4.4.1 Key market trends, growth factors and opportunities
4.4.2 Market size and forecast, by region
4.4.3 Market analysis by country
4.5 Controller
4.5.1 Key market trends, growth factors and opportunities
4.5.2 Market size and forecast, by region
4.5.3 Market analysis by country
4.6 Others
4.6.1 Key market trends, growth factors and opportunities
4.6.2 Market size and forecast, by region
4.6.3 Market analysis by country
CHAPTER 5: GAMING ACCESSORIES MARKET, BY DEVICE TYPE
5.1 Overview
5.1.1 Market size and forecast
5.2 PC
5.2.1 Key market trends, growth factors and opportunities
5.2.2 Market size and forecast, by region
5.2.3 Market analysis by country
5.3 Gaming Console
5.3.1 Key market trends, growth factors and opportunities
5.3.2 Market size and forecast, by region
5.3.3 Market analysis by country
CHAPTER 6: GAMING ACCESSORIES MARKET, BY CONNECTIVITY TYPE
6.1 Overview
6.1.1 Market size and forecast
6.2 Wired
6.2.1 Key market trends, growth factors and opportunities
6.2.2 Market size and forecast, by region
6.2.3 Market analysis by country
6.3 Wireless
6.3.1 Key market trends, growth factors and opportunities
6.3.2 Market size and forecast, by region
6.3.3 Market analysis by country
CHAPTER 7: GAMING ACCESSORIES MARKET, BY END USE
7.1 Overview
7.1.1 Market size and forecast
7.2 Online
7.2.1 Key market trends, growth factors and opportunities
7.2.2 Market size and forecast, by region
7.2.3 Market analysis by country
7.3 Offline
7.3.1 Key market trends, growth factors and opportunities
7.3.2 Market size and forecast, by region
7.3.3 Market analysis by country
CHAPTER 8: GAMING ACCESSORIES MARKET, BY REGION
8.1 Overview
8.1.1 Market size and forecast
8.2 North America
8.2.1 Key trends and opportunities
8.2.2 North America Market size and forecast, by Component
8.2.3 North America Market size and forecast, by Device Type
8.2.4 North America Market size and forecast, by Connectivity type
8.2.5 North America Market size and forecast, by End Use
8.2.6 North America Market size and forecast, by country
8.2.6.1 U.S.
8.2.6.1.1 Market size and forecast, by Component
8.2.6.1.2 Market size and forecast, by Device Type
8.2.6.1.3 Market size and forecast, by Connectivity type
8.2.6.1.4 Market size and forecast, by End Use
8.2.6.2 Canada
8.2.6.2.1 Market size and forecast, by Component
8.2.6.2.2 Market size and forecast, by Device Type
8.2.6.2.3 Market size and forecast, by Connectivity type
8.2.6.2.4 Market size and forecast, by End Use
8.2.6.3 Mexico
8.2.6.3.1 Market size and forecast, by Component
8.2.6.3.2 Market size and forecast, by Device Type
8.2.6.3.3 Market size and forecast, by Connectivity type
8.2.6.3.4 Market size and forecast, by End Use
8.3 Europe
8.3.1 Key trends and opportunities
8.3.2 Europe Market size and forecast, by Component
8.3.3 Europe Market size and forecast, by Device Type
8.3.4 Europe Market size and forecast, by Connectivity type
8.3.5 Europe Market size and forecast, by End Use
8.3.6 Europe Market size and forecast, by country
8.3.6.1 U.K.
8.3.6.1.1 Market size and forecast, by Component
8.3.6.1.2 Market size and forecast, by Device Type
8.3.6.1.3 Market size and forecast, by Connectivity type
8.3.6.1.4 Market size and forecast, by End Use
8.3.6.2 Germany
8.3.6.2.1 Market size and forecast, by Component
8.3.6.2.2 Market size and forecast, by Device Type
8.3.6.2.3 Market size and forecast, by Connectivity type
8.3.6.2.4 Market size and forecast, by End Use
8.3.6.3 France
8.3.6.3.1 Market size and forecast, by Component
8.3.6.3.2 Market size and forecast, by Device Type
8.3.6.3.3 Market size and forecast, by Connectivity type
8.3.6.3.4 Market size and forecast, by End Use
8.3.6.4 Sweden
8.3.6.4.1 Market size and forecast, by Component
8.3.6.4.2 Market size and forecast, by Device Type
8.3.6.4.3 Market size and forecast, by Connectivity type
8.3.6.4.4 Market size and forecast, by End Use
8.3.6.5 Russia
8.3.6.5.1 Market size and forecast, by Component
8.3.6.5.2 Market size and forecast, by Device Type
8.3.6.5.3 Market size and forecast, by Connectivity type
8.3.6.5.4 Market size and forecast, by End Use
8.3.6.6 Rest of Europe
8.3.6.6.1 Market size and forecast, by Component
8.3.6.6.2 Market size and forecast, by Device Type
8.3.6.6.3 Market size and forecast, by Connectivity type
8.3.6.6.4 Market size and forecast, by End Use
8.4 Asia-Pacific
8.4.1 Key trends and opportunities
8.4.2 Asia-Pacific Market size and forecast, by Component
8.4.3 Asia-Pacific Market size and forecast, by Device Type
8.4.4 Asia-Pacific Market size and forecast, by Connectivity type
8.4.5 Asia-Pacific Market size and forecast, by End Use
8.4.6 Asia-Pacific Market size and forecast, by country
8.4.6.1 China
8.4.6.1.1 Market size and forecast, by Component
8.4.6.1.2 Market size and forecast, by Device Type
8.4.6.1.3 Market size and forecast, by Connectivity type
8.4.6.1.4 Market size and forecast, by End Use
8.4.6.2 India
8.4.6.2.1 Market size and forecast, by Component
8.4.6.2.2 Market size and forecast, by Device Type
8.4.6.2.3 Market size and forecast, by Connectivity type
8.4.6.2.4 Market size and forecast, by End Use
8.4.6.3 Japan
8.4.6.3.1 Market size and forecast, by Component
8.4.6.3.2 Market size and forecast, by Device Type
8.4.6.3.3 Market size and forecast, by Connectivity type
8.4.6.3.4 Market size and forecast, by End Use
8.4.6.4 South Korea
8.4.6.4.1 Market size and forecast, by Component
8.4.6.4.2 Market size and forecast, by Device Type
8.4.6.4.3 Market size and forecast, by Connectivity type
8.4.6.4.4 Market size and forecast, by End Use
8.4.6.5 Australia
8.4.6.5.1 Market size and forecast, by Component
8.4.6.5.2 Market size and forecast, by Device Type
8.4.6.5.3 Market size and forecast, by Connectivity type
8.4.6.5.4 Market size and forecast, by End Use
8.4.6.6 Rest of Asia-Pacific
8.4.6.6.1 Market size and forecast, by Component
8.4.6.6.2 Market size and forecast, by Device Type
8.4.6.6.3 Market size and forecast, by Connectivity type
8.4.6.6.4 Market size and forecast, by End Use
8.5 LAMEA
8.5.1 Key trends and opportunities
8.5.2 LAMEA Market size and forecast, by Component
8.5.3 LAMEA Market size and forecast, by Device Type
8.5.4 LAMEA Market size and forecast, by Connectivity type
8.5.5 LAMEA Market size and forecast, by End Use
8.5.6 LAMEA Market size and forecast, by country
8.5.6.1 Brazil
8.5.6.1.1 Market size and forecast, by Component
8.5.6.1.2 Market size and forecast, by Device Type
8.5.6.1.3 Market size and forecast, by Connectivity type
8.5.6.1.4 Market size and forecast, by End Use
8.5.6.2 Saudi Arabia
8.5.6.2.1 Market size and forecast, by Component
8.5.6.2.2 Market size and forecast, by Device Type
8.5.6.2.3 Market size and forecast, by Connectivity type
8.5.6.2.4 Market size and forecast, by End Use
8.5.6.3 UAE
8.5.6.3.1 Market size and forecast, by Component
8.5.6.3.2 Market size and forecast, by Device Type
8.5.6.3.3 Market size and forecast, by Connectivity type
8.5.6.3.4 Market size and forecast, by End Use
8.5.6.4 South Africa
8.5.6.4.1 Market size and forecast, by Component
8.5.6.4.2 Market size and forecast, by Device Type
8.5.6.4.3 Market size and forecast, by Connectivity type
8.5.6.4.4 Market size and forecast, by End Use
8.5.6.5 Rest of LAMEA
8.5.6.5.1 Market size and forecast, by Component
8.5.6.5.2 Market size and forecast, by Device Type
8.5.6.5.3 Market size and forecast, by Connectivity type
8.5.6.5.4 Market size and forecast, by End Use
CHAPTER 9: COMPANY LANDSCAPE
9.1. Introduction
9.2. Top winning strategies
9.3. Product Mapping of Top 10 Player
9.4. Competitive Dashboard
9.5. Competitive Heatmap
9.6. Key developments
CHAPTER 10: COMPANY PROFILES
10.1 Logitech International SA
10.1.1 Company overview
10.1.2 Company snapshot
10.1.3 Operating business segments
10.1.4 Product portfolio
10.1.5 Business performance
10.1.6 Key strategic moves and developments
10.2 DuckyChannel International Co., Ltd.
10.2.1 Company overview
10.2.2 Company snapshot
10.2.3 Operating business segments
10.2.4 Product portfolio
10.2.5 Business performance
10.2.6 Key strategic moves and developments
10.3 Corsair
10.3.1 Company overview
10.3.2 Company snapshot
10.3.3 Operating business segments
10.3.4 Product portfolio
10.3.5 Business performance
10.3.6 Key strategic moves and developments
10.4 steelseries
10.4.1 Company overview
10.4.2 Company snapshot
10.4.3 Operating business segments
10.4.4 Product portfolio
10.4.5 Business performance
10.4.6 Key strategic moves and developments
10.5 Razer
10.5.1 Company overview
10.5.2 Company snapshot
10.5.3 Operating business segments
10.5.4 Product portfolio
10.5.5 Business performance
10.5.6 Key strategic moves and developments
10.6 hyperx
10.6.1 Company overview
10.6.2 Company snapshot
10.6.3 Operating business segments
10.6.4 Product portfolio
10.6.5 Business performance
10.6.6 Key strategic moves and developments
10.7 ZOWIE (BenQ)
10.7.1 Company overview
10.7.2 Company snapshot
10.7.3 Operating business segments
10.7.4 Product portfolio
10.7.5 Business performance
10.7.6 Key strategic moves and developments
10.8 mad catz
10.8.1 Company overview
10.8.2 Company snapshot
10.8.3 Operating business segments
10.8.4 Product portfolio
10.8.5 Business performance
10.8.6 Key strategic moves and developments
10.9 Cooler Master Technology Inc.
10.9.1 Company overview
10.9.2 Company snapshot
10.9.3 Operating business segments
10.9.4 Product portfolio
10.9.5 Business performance
10.9.6 Key strategic moves and developments
10.10 Plantronics Inc.
10.10.1 Company overview
10.10.2 Company snapshot
10.10.3 Operating business segments
10.10.4 Product portfolio
10.10.5 Business performance
10.10.6 Key strategic moves and developments
List of Tables
Table 1. Global Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 2. Gaming Accessories Market Revenue, for Headsets, by Region , 2021-2030,($Million)
Table 3. Gaming Accessories Market for Headsets by Country, 2021-2030,($Million)
Table 4. Gaming Accessories Market Revenue, for Keyboard, by Region , 2021-2030,($Million)
Table 5. Gaming Accessories Market for Keyboard by Country, 2021-2030,($Million)
Table 6. Gaming Accessories Market Revenue, for Mice, by Region , 2021-2030,($Million)
Table 7. Gaming Accessories Market for Mice by Country, 2021-2030,($Million)
Table 8. Gaming Accessories Market Revenue, for Controller, by Region , 2021-2030,($Million)
Table 9. Gaming Accessories Market for Controller by Country, 2021-2030,($Million)
Table 10. Gaming Accessories Market Revenue, for Others, by Region , 2021-2030,($Million)
Table 11. Gaming Accessories Market for Others by Country, 2021-2030,($Million)
Table 12. Global Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 13. Gaming Accessories Market Revenue, for Pc, by Region , 2021-2030,($Million)
Table 14. Gaming Accessories Market for Pc by Country, 2021-2030,($Million)
Table 15. Gaming Accessories Market Revenue, for Gaming Console, by Region , 2021-2030,($Million)
Table 16. Gaming Accessories Market for Gaming Console by Country, 2021-2030,($Million)
Table 17. Global Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 18. Gaming Accessories Market Revenue, for Wired, by Region , 2021-2030,($Million)
Table 19. Gaming Accessories Market for Wired by Country, 2021-2030,($Million)
Table 20. Gaming Accessories Market Revenue, for Wireless, by Region , 2021-2030,($Million)
Table 21. Gaming Accessories Market for Wireless by Country, 2021-2030,($Million)
Table 22. Global Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 23. Gaming Accessories Market Revenue, for Online, by Region , 2021-2030,($Million)
Table 24. Gaming Accessories Market for Online by Country, 2021-2030,($Million)
Table 25. Gaming Accessories Market Revenue, for Offline, by Region , 2021-2030,($Million)
Table 26. Gaming Accessories Market for Offline by Country, 2021-2030,($Million)
Table 27. Gaming Accessories Market, by Region, 2021-2030,($Million)
Table 28. North America Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 29. North America Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 30. North America Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 31. North America Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 32. North America Gaming Accessories Market, by Country, 2021-2030,($Million)
Table 33. U.S. Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 34. U.S. Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 35. U.S. Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 36. U.S. Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 37. Canada Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 38. Canada Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 39. Canada Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 40. Canada Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 41. Mexico Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 42. Mexico Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 43. Mexico Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 44. Mexico Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 45. Europe Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 46. Europe Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 47. Europe Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 48. Europe Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 49. Europe Gaming Accessories Market, by Country, 2021-2030,($Million)
Table 50. U.K. Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 51. U.K. Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 52. U.K. Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 53. U.K. Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 54. Germany Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 55. Germany Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 56. Germany Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 57. Germany Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 58. France Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 59. France Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 60. France Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 61. France Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 62. Sweden Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 63. Sweden Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 64. Sweden Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 65. Sweden Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 66. Russia Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 67. Russia Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 68. Russia Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 69. Russia Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 70. Rest of Europe Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 71. Rest of Europe Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 72. Rest of Europe Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 73. Rest of Europe Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 74. Asia-Pacific Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 75. Asia-Pacific Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 76. Asia-Pacific Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 77. Asia-Pacific Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 78. Asia-Pacific Gaming Accessories Market, by Country, 2021-2030,($Million)
Table 79. China Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 80. China Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 81. China Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 82. China Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 83. India Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 84. India Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 85. India Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 86. India Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 87. Japan Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 88. Japan Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 89. Japan Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 90. Japan Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 91. South Korea Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 92. South Korea Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 93. South Korea Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 94. South Korea Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 95. Australia Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 96. Australia Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 97. Australia Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 98. Australia Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 99. Rest of Asia-Pacific Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 100. Rest of Asia-Pacific Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 101. Rest of Asia-Pacific Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 102. Rest of Asia-Pacific Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 103. LAMEA Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 104. LAMEA Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 105. LAMEA Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 106. LAMEA Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 107. LAMEA Gaming Accessories Market, by Country, 2021-2030,($Million)
Table 108. Brazil Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 109. Brazil Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 110. Brazil Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 111. Brazil Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 112. Saudi Arabia Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 113. Saudi Arabia Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 114. Saudi Arabia Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 115. Saudi Arabia Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 116. UAE Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 117. UAE Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 118. UAE Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 119. UAE Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 120. South Africa Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 121. South Africa Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 122. South Africa Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 123. South Africa Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 124. Rest of LAMEA Gaming Accessories Market, by Component, 2021-2030,($Million)
Table 125. Rest of LAMEA Gaming Accessories Market, by Device Type, 2021-2030,($Million)
Table 126. Rest of LAMEA Gaming Accessories Market, by Connectivity Type, 2021-2030,($Million)
Table 127. Rest of LAMEA Gaming Accessories Market, by End Use, 2021-2030,($Million)
Table 128. Logitech International Sa: Company Snapshot
Table 129. Logitech International Sa: Operating Segments
Table 130. Logitech International Sa: Product Portfolio
Table 131. Logitech International Sa: Net Sales
Table 132. Logitech International Sa: Key Stratergies
Table 133. Duckychannel International Co., Ltd.: Company Snapshot
Table 134. Duckychannel International Co., Ltd.: Operating Segments
Table 135. Duckychannel International Co., Ltd.: Product Portfolio
Table 136. Duckychannel International Co., Ltd.: Net Sales
Table 137. Duckychannel International Co., Ltd.: Key Stratergies
Table 138. Corsair: Company Snapshot
Table 139. Corsair: Operating Segments
Table 140. Corsair: Product Portfolio
Table 141. Corsair: Net Sales
Table 142. Corsair: Key Stratergies
Table 143. Steelseries: Company Snapshot
Table 144. Steelseries: Operating Segments
Table 145. Steelseries: Product Portfolio
Table 146. Steelseries: Net Sales
Table 147. Steelseries: Key Stratergies
Table 148. Razer: Company Snapshot
Table 149. Razer: Operating Segments
Table 150. Razer: Product Portfolio
Table 151. Razer: Net Sales
Table 152. Razer: Key Stratergies
Table 153. Hyperx: Company Snapshot
Table 154. Hyperx: Operating Segments
Table 155. Hyperx: Product Portfolio
Table 156. Hyperx: Net Sales
Table 157. Hyperx: Key Stratergies
Table 158. Zowie (Benq): Company Snapshot
Table 159. Zowie (Benq): Operating Segments
Table 160. Zowie (Benq): Product Portfolio
Table 161. Zowie (Benq): Net Sales
Table 162. Zowie (Benq): Key Stratergies
Table 163. Mad Catz: Company Snapshot
Table 164. Mad Catz: Operating Segments
Table 165. Mad Catz: Product Portfolio
Table 166. Mad Catz: Net Sales
Table 167. Mad Catz: Key Stratergies
Table 168. Cooler Master Technology Inc.: Company Snapshot
Table 169. Cooler Master Technology Inc.: Operating Segments
Table 170. Cooler Master Technology Inc.: Product Portfolio
Table 171. Cooler Master Technology Inc.: Net Sales
Table 172. Cooler Master Technology Inc.: Key Stratergies
Table 173. Plantronics Inc.: Company Snapshot
Table 174. Plantronics Inc.: Operating Segments
Table 175. Plantronics Inc.: Product Portfolio
Table 176. Plantronics Inc.: Net Sales
Table 177. Plantronics Inc.: Key Stratergies
List of Figures
Figure 1. Gaming Accessories Market Segmentation
Figure 2. Gaming Accessories Market,2021-2030
Figure 3. Gaming Accessories Market,2021-2030
Figure 4. Top Investment Pockets, by Region
Figure 5. Porter Five-1
Figure 6. Porter Five-2
Figure 7. Porter Five-3
Figure 8. Porter Five-4
Figure 9. Porter Five-5
Figure 10. Top Player Positioning
Figure 11. Gaming Accessories Market:Drivers, Restraints and Opportunities
Figure 12. Value Chain Analysis
Figure 13. Key Regulation Analysis
Figure 14. Patent Analysis by Company
Figure 15. Patent Analysis by Country
Figure 16. Market Share Analysis
Figure 17. Regulatory Guidelines
Figure 18. Gaming Accessories Market,By Component,2021(%)
Figure 19. Comparative Share Analysis of Headsets Gaming Accessories Market,2021-2030(%)
Figure 20. Comparative Share Analysis of Keyboard Gaming Accessories Market,2021-2030(%)
Figure 21. Comparative Share Analysis of Mice Gaming Accessories Market,2021-2030(%)
Figure 22. Comparative Share Analysis of Controller Gaming Accessories Market,2021-2030(%)
Figure 23. Comparative Share Analysis of Others Gaming Accessories Market,2021-2030(%)
Figure 24. Gaming Accessories Market,By Device Type,2021(%)
Figure 25. Comparative Share Analysis of Pc Gaming Accessories Market,2021-2030(%)
Figure 26. Comparative Share Analysis of Gaming Console Gaming Accessories Market,2021-2030(%)
Figure 27. Gaming Accessories Market,By Connectivity Type,2021(%)
Figure 28. Comparative Share Analysis of Wired Gaming Accessories Market,2021-2030(%)
Figure 29. Comparative Share Analysis of Wireless Gaming Accessories Market,2021-2030(%)
Figure 30. Gaming Accessories Market,By End Use,2021(%)
Figure 31. Comparative Share Analysis of Online Gaming Accessories Market,2021-2030(%)
Figure 32. Comparative Share Analysis of Offline Gaming Accessories Market,2021-2030(%)
Figure 33. Gaming Accessories Market by Region,2021
Figure 34. U.S. Gaming Accessories Market,2021-2030($Million)
Figure 35. Canada Gaming Accessories Market,2021-2030($Million)
Figure 36. Mexico Gaming Accessories Market,2021-2030($Million)
Figure 37. U.K. Gaming Accessories Market,2021-2030($Million)
Figure 38. Germany Gaming Accessories Market,2021-2030($Million)
Figure 39. France Gaming Accessories Market,2021-2030($Million)
Figure 40. Sweden Gaming Accessories Market,2021-2030($Million)
Figure 41. Russia Gaming Accessories Market,2021-2030($Million)
Figure 42. Rest of Europe Gaming Accessories Market,2021-2030($Million)
Figure 43. China Gaming Accessories Market,2021-2030($Million)
Figure 44. India Gaming Accessories Market,2021-2030($Million)
Figure 45. Japan Gaming Accessories Market,2021-2030($Million)
Figure 46. South Korea Gaming Accessories Market,2021-2030($Million)
Figure 47. Australia Gaming Accessories Market,2021-2030($Million)
Figure 48. Rest of Asia-Pacific Gaming Accessories Market,2021-2030($Million)
Figure 49. Brazil Gaming Accessories Market,2021-2030($Million)
Figure 50. Saudi Arabia Gaming Accessories Market,2021-2030($Million)
Figure 51. Uae Gaming Accessories Market,2021-2030($Million)
Figure 52. South Africa Gaming Accessories Market,2021-2030($Million)
Figure 53. Rest of LAMEA Gaming Accessories Market,2021-2030($Million)
Figure 54. Top Winning Strategies, by Year
Figure 55. Top Winning Strategies, by Development
Figure 56. Top Winning Strategies, by Company
Figure 57. Product Mapping of Top 10 Players
Figure 58. Competitive Dashboard
Figure 59. Competitive Heatmap of Top 10 Key Players
Figure 60. Logitech International SA.: Net Sales ,($Million)
Figure 61. Duckychannel International Co. Ltd..: Net Sales ,($Million)
Figure 62. Corsair.: Net Sales ,($Million)
Figure 63. Steelseries.: Net Sales ,($Million)
Figure 64. Razer.: Net Sales ,($Million)
Figure 65. Hyperx.: Net Sales ,($Million)
Figure 66. Zowie (Benq).: Net Sales ,($Million)
Figure 67. Mad Catz.: Net Sales ,($Million)
Figure 68. Cooler Master Technology Inc..: Net Sales ,($Million)
Figure 69. Plantronics Inc..: Net Sales ,($Million)

Executive Summary

According to the report, titled, “Gaming Accessories Market," the gaming accessories market size was $6.1 billion in 2021, and is estimated to reach $14.4 billion by 2030, growing at a CAGR of 9.9% from 2022 to 2030.

Gaming accessories are various hardware devices like headset and joysticks that are either required to use a video game console or improve the gaming experience. Video game accessories include controllers, headsets, joysticks, and web cameras. The most frequent video game system attachment is the controllers used to play the games. This device now has direction controls as well as various other types of inputs. The growing trend and popularity of video games among teenagers, as well as the introduction of new technology in the gaming sector, are important factors driving gaming accessories market growth.

The interactive gaming industry's development of new advanced platforms to reach out to gamers all over the world, the growing number of Smartphone users all over the world, the growing popularity of virtual reality leading to a high demand for virtual reality headsets, and a surge in the adoption of handheld gaming consoles and advanced graphics-based video games are all expected to see rapid growth in gaming accessories market share during the forecast period. Gaming accessories give players with a high level of comfort, allowing them to play games more efficiently, resulting in market growth.

The emergence of new gaming content with high graphic requirements is driving the gaming accessories market growth. Gaming on consoles is migrating to on-demand visual content, which has already begun. Furthermore, a big driver of the gaming accessories market opportunity is the dropping prices of these items. Apart from this, many
During the forecast period, the global gaming accessories market size is expected to rise at a considerable CAGR. Increased usage of smartphones and tablets, as well as fast expanding technology such as virtual reality and artificial intelligence, are fuelling market expansion, globally. Furthermore, the rise in popularity of e-sports boosts demand for gaming accessories such as improved gaming keyboards and gamepads, as well as other gaming equipment. Furthermore, as a result of the COVID-19 pandemic, people were forced to stay at home, overall gaming and internet game consumption has increased in comparison to previous eras. The gaming accessories industry is also booming as people turn to gaming to pass the time.

The gaming accessories market share is segmented on the basis of component, device type, connectivity type, end-use and region. Based on component, the market is bifurcated into headsets, keyboard, mic, controller, and others. By device type, it is categorized into pc, and gaming consoles. By connectivity type, the market is segmented into wired and wireless. Based on end-use, the market is bifurcated into online and offline. Based on region, the market is analysed across North America, Europe, Asia-Pacific, and LAMEA.

Key players operating in the gaming accessories industry include Nintendo Co., Ltd., Logitech International SA, Razer Inc., Corsair, Sennheiser, SADES Technological Corporation, Alienware, Plantronics, Google Inc., Cooler Master.

The report focuses on the global gaming accessories market analysis and gaming accessories market trends for the major products & applications, where gaming accessories are deployed. It further highlights numerous factors that influence the market growth, such as forecast, trends, drivers, restraints, opportunities, and roles of different key players that shape the market. The report focuses on the overall demand for gaming accessories in various countries, presenting data in terms of both value and volume. The revenue is calculated by proliferating the volume by region-specific prices, considering the region-wise differentiated prices.
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IMPACT OF COVID-19 ON THE GLOBAL GAMING ACCESSORIES MARKET

  • The pandemic has had a moderate impact on the gaming accessory industry. Many strict government laws regarding social distance, lockout restrictions, and industry shutdowns have forced numerous gambling parlors to close for an indefinite span of time. The global market has suffered as a result of this factor.
  • During the pandemic, people were required to stay at home in order to avoid illness transmission. Because the lockdown was prolonged, many people turned to video games to improve their mood and provide enjoyment. As a result, demand for games and related equipment such as headsets and keyboards has surged, which has had a favorable impact on market growth.

Key Findings of the Study

  • By component, headsets sub-segment is predicted to have the maximum market share in the forecast period.
  • By device type, PC sub-segment is predicted to have the highest share in the forecast period.
  • By connectivity type, the wired sub-segment is expected to observe highest market share in the forecast time frame.
  • By end use, the online sub-segment is expected to observe highest market share in the forecast time frame.
  • On the basis of region, Asia-Pacific region is projected to remain the fastest-growing segment during the forecast period.

Companies Mentioned

  • Logitech International Sa
  • Duckychannel International Co. Ltd.
  • Corsair
  • Steelseries
  • Razer
  • Hyperx
  • Zowie (Benq)
  • Mad Catz
  • Cooler Master Technology Inc.
  • Plantronics Inc.

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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