Global Gaming Accessories Market Overview
Global Gaming Accessories Market was valued at USD 8.70 billion in 2021 and is expected to reach USD 19.60 billion by the year 2028, at a CAGR of 12.3%.
A video game accessory can be referred as an individual piece of hardware required to use a video game console or one that enriches the gaming experience. Gaming accessories are packed with all other devices other than hardware and software that are used in a gaming system. Gaming involves a lot of movements, clicking, scrolling, etc., which lasts for many stretching hours hence, the gaming accessories such as gaming mice are developed for prolonged use and are built to improve the gaming sessions.
Several gaming companies across multiple regions continually strive to offer an immersive gaming experience by launching gaming accessories such as gaming mouse, keyboards, headsets, controllers for diverse console/platforms, such as PlayStation, Xbox, and Windows PCs. Cloud gaming is also one of the prominent technologies across the market that allows users to stream high-end games across hand-held devices, with fast network connectivity, eliminating the need for a dedicated gaming console/PC. Several companies are launching cloud gaming platforms along with accessories leading to wide popularity.
COVID-19 Impact Analysis on Gaming Accessories Market
By reason of COVID-19 outbreak, the businesses engaged in the gaming accessories faced some shipping delays due to the lack of manufacturing components and raw materials as most of the manufacturing plants are located in China, and as soon as the existing inventory was sold, the companies faced insufficient supply of the product.
Though due to nationwide lockdown, people are staying home, and some are turning towards the gaming platforms to pass time. Such platforms are attracting more than thousands of new visitors in online traffic also its there has been a 115% increase in gaming in the United States alone as compared to any other day before COVID-19.
Video gaming trends experienced a significant surge in players and revenue recently in the COVID-19 period, companies such as Nintendo, Microsoft, Twitch, and Activision have all reached new heights in player investment. The pandemic period has not only resulted gamers to rise but it also led to increase in live streaming services and online gaming platforms.
Market Dynamics And Factors
Drivers:
E-sports are witnessing substantial market demand driving the overall gaming industry across the globe. Targeting customers which are majorly millennials, e-sports is personalizing the gameplay experience and offering the game on different platforms through the console, PC, and mobile and so, such huge increase in the e-sports market has pushed big companies like Logitech, Razer, Steel Series, by a large measure in the past few years, and this rise in demand could be multiplied as it can be told that the number of estimated e-sports audience worldwide is expected to grow.
Furthermore, the launch of various new generation gaming consoles and PC gaming GPU’s such as PS5, Xbox Series X, Nvidia’s new GeForcve GTX 3000 series, AMD Ryzen series and others have motivated the gamers to increase expenditure on their peripherals, equipment, joysticks, and mice as well.
Restraints:
A global semiconductor shortage due to COVID-19 had a great impact on supply of everyday devices right from smartphones to gaming consoles this has delayed plans for the big gaming companies in the year as well as their launch of devices into the market has subsequently provided a decrease in demand for their consequent accessories as well.
This shortage also resulted in an increased year for console accessories as the flagship models of both Sony PS5, and Microsoft Xbox which have had a huge demand since their announcements but both the companies have noted officially that there would be a 10% drop in the supply for them these years. Also, the providers such as Logitech and Steel Series have cut down their productions for almost all accessories and especially the VR, Headset accessories.
Opportunities:
Rising adoption of smartphones and rapidly evolving technologies, such as virtual reality (VR) and artificial intelligence (AI), are acting as the sites where gamers can upgrade their existing gaming systems using many gaming accessories, making the industry attractive for gains and furthermore the stakeholders in the gaming industry also showed evolvement in their offering.
The rapid growth of e-sports has also spiked the demand for advanced gaming keyboards and gamepads, positively affecting the gaming accessories market in direct form. Developing technology and gaming innovation are highly analogous to each other hence making the global gaming accessories market full of possibilities in upcoming times.
Market Segmentation
Segmentation Insights
According to the Product Type, segmentation of the global gaming accessories market is dominated by products such as Gamepads/Joysticks, Gaming Keyboards, Gaming Headsets, etc. In the gaming industry, gamepads are to hold significant demand in the market. There has been also seen a significant rise in demand for products such as gaming keyboards, headsets and VR devices due to the rise in the number of gamers and streamers.
According to the Device Type, gaming accessory segment goes with the PCs which is a most favorite choice among the gaming fans along with the Gaming consoles which have witnessed a steady rise in demand, due to rise in the number of gamers and technological advancements over the last few years. Smartphones are also a part of this segment which are now considered as handheld gaming devices along with some additional accessories. Smartphone gaming increased in the past couple of years. Throughout the globe there was a development of an average of 1.5 million mobile game players in 2020 globally.
Regional Insights
In the global gaming accessories market, a large portion of revenue share is covered by the North America. As per ESA 2020 study, around 214 million and more people in the United States play video games one hour or more per week. Though, the fast internet speed has also been one of the crucial factors in the growth of online gaming in the United States. Some sources also show that after the outbreak of COVID-19, the number of Google searches for game consoles increased in Canada, this all factors together makes North America give a favorable condition for gaming industry to grow.
European countries are also witnessing a considerable growth in the gaming industry, for instance, games for smartphones and tablets gained popularity in Germany in 2020, sales with game apps for smartphones and tablets increased by 23% as compared to 2019.
Speaking about the Asia Pacific, China is one of the leading countries in the Asia-Pacific regions, which has a growing technological adoption followed by other counties such as South Korea.
Middle East and African gaming industry is a bit of scattered owning various small players.
Key Industry Developments
- Mad Catz launched RAT DWS, a wireless Gaming Mouse in the beginning of 2021. The mouse is equipped with the hyper-responsive 2 MS DAKOTA mechanical switch and a 16K high-end sensor, and diversified accessories plus, the DAKOTA Mechanical Switch is equipped with the latest signal detection technology, that helps in faster response by any of the two contact points. This technology accelerates the switch response time to within two milliseconds, which is about 60% faster than other mechanical switches.
- Today many major gaming peripheral companies introduce 60% mechanical keyboards, which are more compact compared to their full-sized versions and have become famous in recent few years for aesthetic and size reasons. Such type of technological advancements is the direct path towards the evolution of gaming and accessories industry.
Players Covered in Gaming Accessories market are :
- Alienware (Dell)
- Logitech International SARazer Inc.
- Mad Catz Global Limited
- Turtle Beach Corporation
- Corsair Gaming Inc.
- Cooler Master Co. Ltd
- Sennheiser electronic GmbH & Co. KG
- HyperX
- Anker
- Reddragon (Eastern Times Technology Co. Ltd)
- Nintendo Co. Ltd
- Sony Corporation
- SteelSeries
- Microsoft Corporation and other major players.
Global Gaming Accessories Market |
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Base Year: |
2021 |
Forecast Period: |
2022-2028 |
Historical Data: |
2016 to 2020 |
Market Size in 2021: |
USD 8.70 Bn. |
Forecast Period 2022-28 CAGR: |
12.3% |
Market Size in 2028: |
USD 19.60 Bn. |
Segments Covered: |
By Type |
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By Device Type |
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By Region |
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Key Market Drivers: |
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Key Market Restraints: |
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Key Opportunities: |
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Companies Covered in the report: |
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Chapter 1: Introduction
1.1 Research Objectives
1.2 Research Methodology
1.3 Research Process
1.4 Scope and Coverage
1.4.1 Market Definition
1.4.2 Key Questions Answered
1.5 Market Segmentation
Chapter 2:Executive Summary
Chapter 3:Growth Opportunities By Segment
3.1 By Type
3.2 By Device Type
Chapter 4: Market Landscape
4.1 Porter's Five Forces Analysis
4.1.1 Bargaining Power of Supplier
4.1.2 Threat of New Entrants
4.1.3 Threat of Substitutes
4.1.4 Competitive Rivalry
4.1.5 Bargaining Power Among Buyers
4.2 Industry Value Chain Analysis
4.3 Market Dynamics
4.3.1 Drivers
4.3.2 Restraints
4.3.3 Opportunities
4.5.4 Challenges
4.4 Pestle Analysis
4.5 Technological Roadmap
4.6 Regulatory Landscape
4.7 SWOT Analysis
4.8 Price Trend Analysis
4.9 Patent Analysis
4.10 Analysis of the Impact of Covid-19
4.10.1 Impact on the Overall Market
4.10.2 Impact on the Supply Chain
4.10.3 Impact on the Key Manufacturers
4.10.4 Impact on the Pricing
Chapter 5: Gaming Accessories Market by Type
5.1 Gaming Accessories Market Overview Snapshot and Growth Engine
5.2 Gaming Accessories Market Overview
5.3 Gamepads/Joysticks
5.3.1 Introduction and Market Overview
5.3.2 Historic and Forecasted Market Size (2016-2028F)
5.3.3 Key Market Trends, Growth Factors and Opportunities
5.3.4 Gamepads/Joysticks: Grographic Segmentation
5.4 Gaming Keyboards
5.4.1 Introduction and Market Overview
5.4.2 Historic and Forecasted Market Size (2016-2028F)
5.4.3 Key Market Trends, Growth Factors and Opportunities
5.4.4 Gaming Keyboards: Grographic Segmentation
5.5 Gaming Mice
5.5.1 Introduction and Market Overview
5.5.2 Historic and Forecasted Market Size (2016-2028F)
5.5.3 Key Market Trends, Growth Factors and Opportunities
5.5.4 Gaming Mice: Grographic Segmentation
5.6 Gaming Headsets
5.6.1 Introduction and Market Overview
5.6.2 Historic and Forecasted Market Size (2016-2028F)
5.6.3 Key Market Trends, Growth Factors and Opportunities
5.6.4 Gaming Headsets: Grographic Segmentation
5.7 Virtual Reality Devices
5.7.1 Introduction and Market Overview
5.7.2 Historic and Forecasted Market Size (2016-2028F)
5.7.3 Key Market Trends, Growth Factors and Opportunities
5.7.4 Virtual Reality Devices: Grographic Segmentation
Chapter 6: Gaming Accessories Market by Device Type
6.1 Gaming Accessories Market Overview Snapshot and Growth Engine
6.2 Gaming Accessories Market Overview
6.3 PC (Desktop
6.3.1 Introduction and Market Overview
6.3.2 Historic and Forecasted Market Size (2016-2028F)
6.3.3 Key Market Trends, Growth Factors and Opportunities
6.3.4 PC (Desktop: Grographic Segmentation
6.4 Laptop)
6.4.1 Introduction and Market Overview
6.4.2 Historic and Forecasted Market Size (2016-2028F)
6.4.3 Key Market Trends, Growth Factors and Opportunities
6.4.4 Laptop): Grographic Segmentation
6.5 Gaming Consoles
6.5.1 Introduction and Market Overview
6.5.2 Historic and Forecasted Market Size (2016-2028F)
6.5.3 Key Market Trends, Growth Factors and Opportunities
6.5.4 Gaming Consoles: Grographic Segmentation
6.6 Smartphones
6.6.1 Introduction and Market Overview
6.6.2 Historic and Forecasted Market Size (2016-2028F)
6.6.3 Key Market Trends, Growth Factors and Opportunities
6.6.4 Smartphones: Grographic Segmentation
Chapter 7: Company Profiles and Competitive Analysis
7.1 Competitive Landscape
7.1.1 Competitive Positioning
7.1.2 Gaming Accessories Sales and Market Share By Players
7.1.3 Industry BCG Matrix
7.1.4 Ansoff Matrix
7.1.5 Gaming Accessories Industry Concentration Ratio (CR5 and HHI)
7.1.6 Top 5 Gaming Accessories Players Market Share
7.1.7 Mergers and Acquisitions
7.1.8 Business Strategies By Top Players
7.2 ALIENWARE (DELL)
7.2.1 Company Overview
7.2.2 Key Executives
7.2.3 Company Snapshot
7.2.4 Operating Business Segments
7.2.5 Product Portfolio
7.2.6 Business Performance
7.2.7 Key Strategic Moves and Recent Developments
7.2.8 SWOT Analysis
7.3 LOGITECH INTERNATIONAL SARAZER INC.
7.4 MAD CATZ GLOBAL LIMITED
7.5 TURTLE BEACH CORPORATION
7.6 CORSAIR GAMING INC.
7.7 COOLER MASTER CO. LTD
7.8 SENNHEISER ELECTRONIC GMBH & CO. KG
7.9 HYPERX
7.10 ANKER
7.11 REDDRAGON (EASTERN TIMES TECHNOLOGY CO. LTD)
7.12 NINTENDO CO. LTD
7.13 SONY CORPORATION
7.14 STEELSERIES
7.15 MICROSOFT CORPORATION
7.16 OTHER MAJOR PLAYERS
Chapter 8: Global Gaming Accessories Market Analysis, Insights and Forecast, 2016-2028
8.1 Market Overview
8.2 Historic and Forecasted Market Size By Type
8.2.1 Gamepads/Joysticks
8.2.2 Gaming Keyboards
8.2.3 Gaming Mice
8.2.4 Gaming Headsets
8.2.5 Virtual Reality Devices
8.3 Historic and Forecasted Market Size By Device Type
8.3.1 PC (Desktop
8.3.2 Laptop)
8.3.3 Gaming Consoles
8.3.4 Smartphones
Chapter 9: North America Gaming Accessories Market Analysis, Insights and Forecast, 2016-2028
9.1 Key Market Trends, Growth Factors and Opportunities
9.2 Impact of Covid-19
9.3 Key Players
9.4 Key Market Trends, Growth Factors and Opportunities
9.4 Historic and Forecasted Market Size By Type
9.4.1 Gamepads/Joysticks
9.4.2 Gaming Keyboards
9.4.3 Gaming Mice
9.4.4 Gaming Headsets
9.4.5 Virtual Reality Devices
9.5 Historic and Forecasted Market Size By Device Type
9.5.1 PC (Desktop
9.5.2 Laptop)
9.5.3 Gaming Consoles
9.5.4 Smartphones
9.6 Historic and Forecast Market Size by Country
9.6.1 U.S.
9.6.2 Canada
9.6.3 Mexico
Chapter 10: Europe Gaming Accessories Market Analysis, Insights and Forecast, 2016-2028
10.1 Key Market Trends, Growth Factors and Opportunities
10.2 Impact of Covid-19
10.3 Key Players
10.4 Key Market Trends, Growth Factors and Opportunities
10.4 Historic and Forecasted Market Size By Type
10.4.1 Gamepads/Joysticks
10.4.2 Gaming Keyboards
10.4.3 Gaming Mice
10.4.4 Gaming Headsets
10.4.5 Virtual Reality Devices
10.5 Historic and Forecasted Market Size By Device Type
10.5.1 PC (Desktop
10.5.2 Laptop)
10.5.3 Gaming Consoles
10.5.4 Smartphones
10.6 Historic and Forecast Market Size by Country
10.6.1 Germany
10.6.2 U.K.
10.6.3 France
10.6.4 Italy
10.6.5 Russia
10.6.6 Spain
10.6.7 Rest of Europe
Chapter 11: Asia-Pacific Gaming Accessories Market Analysis, Insights and Forecast, 2016-2028
11.1 Key Market Trends, Growth Factors and Opportunities
11.2 Impact of Covid-19
11.3 Key Players
11.4 Key Market Trends, Growth Factors and Opportunities
11.4 Historic and Forecasted Market Size By Type
11.4.1 Gamepads/Joysticks
11.4.2 Gaming Keyboards
11.4.3 Gaming Mice
11.4.4 Gaming Headsets
11.4.5 Virtual Reality Devices
11.5 Historic and Forecasted Market Size By Device Type
11.5.1 PC (Desktop
11.5.2 Laptop)
11.5.3 Gaming Consoles
11.5.4 Smartphones
11.6 Historic and Forecast Market Size by Country
11.6.1 China
11.6.2 India
11.6.3 Japan
11.6.4 Singapore
11.6.5 Australia
11.6.6 New Zealand
11.6.7 Rest of APAC
Chapter 12: Middle East & Africa Gaming Accessories Market Analysis, Insights and Forecast, 2016-2028
12.1 Key Market Trends, Growth Factors and Opportunities
12.2 Impact of Covid-19
12.3 Key Players
12.4 Key Market Trends, Growth Factors and Opportunities
12.4 Historic and Forecasted Market Size By Type
12.4.1 Gamepads/Joysticks
12.4.2 Gaming Keyboards
12.4.3 Gaming Mice
12.4.4 Gaming Headsets
12.4.5 Virtual Reality Devices
12.5 Historic and Forecasted Market Size By Device Type
12.5.1 PC (Desktop
12.5.2 Laptop)
12.5.3 Gaming Consoles
12.5.4 Smartphones
12.6 Historic and Forecast Market Size by Country
12.6.1 Turkey
12.6.2 Saudi Arabia
12.6.3 Iran
12.6.4 UAE
12.6.5 Africa
12.6.6 Rest of MEA
Chapter 13: South America Gaming Accessories Market Analysis, Insights and Forecast, 2016-2028
13.1 Key Market Trends, Growth Factors and Opportunities
13.2 Impact of Covid-19
13.3 Key Players
13.4 Key Market Trends, Growth Factors and Opportunities
13.4 Historic and Forecasted Market Size By Type
13.4.1 Gamepads/Joysticks
13.4.2 Gaming Keyboards
13.4.3 Gaming Mice
13.4.4 Gaming Headsets
13.4.5 Virtual Reality Devices
13.5 Historic and Forecasted Market Size By Device Type
13.5.1 PC (Desktop
13.5.2 Laptop)
13.5.3 Gaming Consoles
13.5.4 Smartphones
13.6 Historic and Forecast Market Size by Country
13.6.1 Brazil
13.6.2 Argentina
13.6.3 Rest of SA
Chapter 14 Investment Analysis
Chapter 15 Analyst Viewpoint and Conclusion
Global Gaming Accessories Market |
|||
Base Year: |
2021 |
Forecast Period: |
2022-2028 |
Historical Data: |
2016 to 2020 |
Market Size in 2021: |
USD 8.70 Bn. |
Forecast Period 2022-28 CAGR: |
12.3% |
Market Size in 2028: |
USD 19.60 Bn. |
Segments Covered: |
By Type |
|
|
By Device Type |
|
||
By Region |
|
||
Key Market Drivers: |
|
||
Key Market Restraints: |
|
||
Key Opportunities: |
|
||
Companies Covered in the report: |
|
LIST OF TABLES
TABLE 001. EXECUTIVE SUMMARY
TABLE 002. GAMING ACCESSORIES MARKET BARGAINING POWER OF SUPPLIERS
TABLE 003. GAMING ACCESSORIES MARKET BARGAINING POWER OF CUSTOMERS
TABLE 004. GAMING ACCESSORIES MARKET COMPETITIVE RIVALRY
TABLE 005. GAMING ACCESSORIES MARKET THREAT OF NEW ENTRANTS
TABLE 006. GAMING ACCESSORIES MARKET THREAT OF SUBSTITUTES
TABLE 007. GAMING ACCESSORIES MARKET BY TYPE
TABLE 008. GAMEPADS/JOYSTICKS MARKET OVERVIEW (2016-2028)
TABLE 009. GAMING KEYBOARDS MARKET OVERVIEW (2016-2028)
TABLE 010. GAMING MICE MARKET OVERVIEW (2016-2028)
TABLE 011. GAMING HEADSETS MARKET OVERVIEW (2016-2028)
TABLE 012. VIRTUAL REALITY DEVICES MARKET OVERVIEW (2016-2028)
TABLE 013. GAMING ACCESSORIES MARKET BY DEVICE TYPE
TABLE 014. PC (DESKTOP MARKET OVERVIEW (2016-2028)
TABLE 015. LAPTOP) MARKET OVERVIEW (2016-2028)
TABLE 016. GAMING CONSOLES MARKET OVERVIEW (2016-2028)
TABLE 017. SMARTPHONES MARKET OVERVIEW (2016-2028)
TABLE 018. NORTH AMERICA GAMING ACCESSORIES MARKET, BY TYPE (2016-2028)
TABLE 019. NORTH AMERICA GAMING ACCESSORIES MARKET, BY DEVICE TYPE (2016-2028)
TABLE 020. N GAMING ACCESSORIES MARKET, BY COUNTRY (2016-2028)
TABLE 021. EUROPE GAMING ACCESSORIES MARKET, BY TYPE (2016-2028)
TABLE 022. EUROPE GAMING ACCESSORIES MARKET, BY DEVICE TYPE (2016-2028)
TABLE 023. GAMING ACCESSORIES MARKET, BY COUNTRY (2016-2028)
TABLE 024. ASIA PACIFIC GAMING ACCESSORIES MARKET, BY TYPE (2016-2028)
TABLE 025. ASIA PACIFIC GAMING ACCESSORIES MARKET, BY DEVICE TYPE (2016-2028)
TABLE 026. GAMING ACCESSORIES MARKET, BY COUNTRY (2016-2028)
TABLE 027. MIDDLE EAST & AFRICA GAMING ACCESSORIES MARKET, BY TYPE (2016-2028)
TABLE 028. MIDDLE EAST & AFRICA GAMING ACCESSORIES MARKET, BY DEVICE TYPE (2016-2028)
TABLE 029. GAMING ACCESSORIES MARKET, BY COUNTRY (2016-2028)
TABLE 030. SOUTH AMERICA GAMING ACCESSORIES MARKET, BY TYPE (2016-2028)
TABLE 031. SOUTH AMERICA GAMING ACCESSORIES MARKET, BY DEVICE TYPE (2016-2028)
TABLE 032. GAMING ACCESSORIES MARKET, BY COUNTRY (2016-2028)
TABLE 033. ALIENWARE (DELL): SNAPSHOT
TABLE 034. ALIENWARE (DELL): BUSINESS PERFORMANCE
TABLE 035. ALIENWARE (DELL): PRODUCT PORTFOLIO
TABLE 036. ALIENWARE (DELL): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 036. LOGITECH INTERNATIONAL SARAZER INC.: SNAPSHOT
TABLE 037. LOGITECH INTERNATIONAL SARAZER INC.: BUSINESS PERFORMANCE
TABLE 038. LOGITECH INTERNATIONAL SARAZER INC.: PRODUCT PORTFOLIO
TABLE 039. LOGITECH INTERNATIONAL SARAZER INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 039. MAD CATZ GLOBAL LIMITED: SNAPSHOT
TABLE 040. MAD CATZ GLOBAL LIMITED: BUSINESS PERFORMANCE
TABLE 041. MAD CATZ GLOBAL LIMITED: PRODUCT PORTFOLIO
TABLE 042. MAD CATZ GLOBAL LIMITED: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 042. TURTLE BEACH CORPORATION: SNAPSHOT
TABLE 043. TURTLE BEACH CORPORATION: BUSINESS PERFORMANCE
TABLE 044. TURTLE BEACH CORPORATION: PRODUCT PORTFOLIO
TABLE 045. TURTLE BEACH CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 045. CORSAIR GAMING INC.: SNAPSHOT
TABLE 046. CORSAIR GAMING INC.: BUSINESS PERFORMANCE
TABLE 047. CORSAIR GAMING INC.: PRODUCT PORTFOLIO
TABLE 048. CORSAIR GAMING INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 048. COOLER MASTER CO. LTD: SNAPSHOT
TABLE 049. COOLER MASTER CO. LTD: BUSINESS PERFORMANCE
TABLE 050. COOLER MASTER CO. LTD: PRODUCT PORTFOLIO
TABLE 051. COOLER MASTER CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 051. SENNHEISER ELECTRONIC GMBH & CO. KG: SNAPSHOT
TABLE 052. SENNHEISER ELECTRONIC GMBH & CO. KG: BUSINESS PERFORMANCE
TABLE 053. SENNHEISER ELECTRONIC GMBH & CO. KG: PRODUCT PORTFOLIO
TABLE 054. SENNHEISER ELECTRONIC GMBH & CO. KG: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 054. HYPERX: SNAPSHOT
TABLE 055. HYPERX: BUSINESS PERFORMANCE
TABLE 056. HYPERX: PRODUCT PORTFOLIO
TABLE 057. HYPERX: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 057. ANKER: SNAPSHOT
TABLE 058. ANKER: BUSINESS PERFORMANCE
TABLE 059. ANKER: PRODUCT PORTFOLIO
TABLE 060. ANKER: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 060. REDDRAGON (EASTERN TIMES TECHNOLOGY CO. LTD): SNAPSHOT
TABLE 061. REDDRAGON (EASTERN TIMES TECHNOLOGY CO. LTD): BUSINESS PERFORMANCE
TABLE 062. REDDRAGON (EASTERN TIMES TECHNOLOGY CO. LTD): PRODUCT PORTFOLIO
TABLE 063. REDDRAGON (EASTERN TIMES TECHNOLOGY CO. LTD): KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 063. NINTENDO CO. LTD: SNAPSHOT
TABLE 064. NINTENDO CO. LTD: BUSINESS PERFORMANCE
TABLE 065. NINTENDO CO. LTD: PRODUCT PORTFOLIO
TABLE 066. NINTENDO CO. LTD: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 066. SONY CORPORATION: SNAPSHOT
TABLE 067. SONY CORPORATION: BUSINESS PERFORMANCE
TABLE 068. SONY CORPORATION: PRODUCT PORTFOLIO
TABLE 069. SONY CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 069. STEELSERIES: SNAPSHOT
TABLE 070. STEELSERIES: BUSINESS PERFORMANCE
TABLE 071. STEELSERIES: PRODUCT PORTFOLIO
TABLE 072. STEELSERIES: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 072. MICROSOFT CORPORATION: SNAPSHOT
TABLE 073. MICROSOFT CORPORATION: BUSINESS PERFORMANCE
TABLE 074. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 075. MICROSOFT CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 075. OTHER MAJOR PLAYERS: SNAPSHOT
TABLE 076. OTHER MAJOR PLAYERS: BUSINESS PERFORMANCE
TABLE 077. OTHER MAJOR PLAYERS: PRODUCT PORTFOLIO
TABLE 078. OTHER MAJOR PLAYERS: KEY STRATEGIC MOVES AND DEVELOPMENTS
LIST OF FIGURES
FIGURE 001. YEARS CONSIDERED FOR ANALYSIS
FIGURE 002. SCOPE OF THE STUDY
FIGURE 003. GAMING ACCESSORIES MARKET OVERVIEW BY REGIONS
FIGURE 004. PORTER'S FIVE FORCES ANALYSIS
FIGURE 005. BARGAINING POWER OF SUPPLIERS
FIGURE 006. COMPETITIVE RIVALRYFIGURE 007. THREAT OF NEW ENTRANTS
FIGURE 008. THREAT OF SUBSTITUTES
FIGURE 009. VALUE CHAIN ANALYSIS
FIGURE 010. PESTLE ANALYSIS
FIGURE 011. GAMING ACCESSORIES MARKET OVERVIEW BY TYPE
FIGURE 012. GAMEPADS/JOYSTICKS MARKET OVERVIEW (2016-2028)
FIGURE 013. GAMING KEYBOARDS MARKET OVERVIEW (2016-2028)
FIGURE 014. GAMING MICE MARKET OVERVIEW (2016-2028)
FIGURE 015. GAMING HEADSETS MARKET OVERVIEW (2016-2028)
FIGURE 016. VIRTUAL REALITY DEVICES MARKET OVERVIEW (2016-2028)
FIGURE 017. GAMING ACCESSORIES MARKET OVERVIEW BY DEVICE TYPE
FIGURE 018. PC (DESKTOP MARKET OVERVIEW (2016-2028)
FIGURE 019. LAPTOP) MARKET OVERVIEW (2016-2028)
FIGURE 020. GAMING CONSOLES MARKET OVERVIEW (2016-2028)
FIGURE 021. SMARTPHONES MARKET OVERVIEW (2016-2028)
FIGURE 022. NORTH AMERICA GAMING ACCESSORIES MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 023. EUROPE GAMING ACCESSORIES MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 024. ASIA PACIFIC GAMING ACCESSORIES MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 025. MIDDLE EAST & AFRICA GAMING ACCESSORIES MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 026. SOUTH AMERICA GAMING ACCESSORIES MARKET OVERVIEW BY COUNTRY (2016-2028)
Frequently Asked Questions :
The forecast period in the Gaming Accessories Market research report is 2022-2028.
Alienware (Dell), Logitech International SARazer Inc., Mad Catz Global Limited, Turtle Beach Corporation, Corsair Gaming Inc., Cooler Master Co. Ltd, Sennheiser electronic GmbH & Co. KG, HyperX, Anker, Reddragon (Eastern Times Technology Co. Ltd), Nintendo Co. Ltd, Sony Corporation, SteelSeries, Microsoft Corporation, and other major players.
The Gaming Accessories Market is segmented into type, device type, and region. By Type, the market is categorized into Gamepads/Joysticks, Gaming Keyboards, Gaming Mice, Gaming Headsets, and Virtual Reality Devices. By Device Type, the market is categorized into PC (Desktop and Laptop), Gaming Consoles, and Smartphones. By region, it is analyzed across North America (U.S.; Canada; Mexico), Europe (Germany; U.K.; France; Italy; Russia; Spain, etc.), Asia-Pacific (China; India; Japan; Southeast Asia, etc.), South America (Brazil; Argentina, etc.), Middle East & Africa (Saudi Arabia; South Africa, etc.).
Gaming accessories are packed with all other devices other than hardware and software that are used in a gaming system. Gaming involves a lot of movements, clicking, scrolling, etc.,
The Gaming Accessories Market was valued at USD 8.70 Billion in 2021 and is projected to reach USD 19.60 Billion by 2028, growing at a CAGR of 12.3% from 2022 to 2028.