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Global Gaming Peripheral Market Analysis By Segmentations, Top Key Players, Geographical Expansion, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 1/12/2023
  • NO OF PAGES
  • 202
  • CATEGORY
  • Retails & Consumer
Gaming Peripheral market report presents a global overview of market shares, size, statistics, trends, demand, revenue and growth opportunities by key players, regions and countries. This report offers a complete market overview during the past, present, and the forecast period till 2032 which helps to identify future opportunities, risk factors, growing areas. Report also highlight on recent developments, technological innovations, market affecting factors, demographics analysis, demand and supply chain which gives brief strategy of market growth during the forecast period. It also gives in-depth insights on SWOT and PESTLE analysis based on industry segmentations and regional developments.

Market Overview:
The report provides a basic overview of the industry including definitions, classifications, and industry chain structure. The Gaming Peripheral market analysis is provided for the international markets including development trends, competitive landscape analysis, and key regions development status. Development policies and plans are discussed as well as manufacturing processes and cost structures are also analyzed. This report also states import/export consumption, supply and demand, price, revenue and gross margins.

Report Scope:
The primary and secondary research is done in order to access up-to-date government regulations, market information and industry data. Data were collected from the Gaming Peripheral manufacturers, distributors, end users, industry associations, governments’ industry bureaus, industry publications, industry experts, third party database, and our in-house databases. The report combines extensive quantitative analysis and exhaustive qualitative analysis, ranges from a macro overview of the total market size, industry chain, and market dynamics to micro details of segment by type, application and region and as a result provides a holistic view of as well as a deep insight into the Gaming Peripheral market covering all its essential aspects.

Global Gaming Peripheral Market: Segmentations

Global Gaming Peripheral Market: By Key Players
Razer
Logitech G (Astro)
Turtle Beach
Corsair
Sennheiser
Plantronics
SteelSeries
Mad Catz
Roccat
QPAD
Thrustmaster
HyperX
Tt eSPORTS
Cooler Master
ZOWIE
Sharkoon
Trust

Global Gaming Peripheral Market: By Types
Headsets
Mouse
Mousepads
Keyboards
Controllers

Global Gaming Peripheral Market: By Applications
Distribution Channels
Third-Party Retail Channels
Direct Channels



Global Gaming Peripheral Market: Regional Analysis
The countries covered in the regional analysis of the Global Gaming Peripheral market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.

Key Benefits:
• The analysis provides an overview of the factors driving and limiting the growth of the market including trends, structure and others.
• Market estimation for type and geographic segments is derived from the current market scenario and expected market trends.
• Porter’s Five Force Model and SWOT analysis are used to study the global Gaming Peripheral market and would help stakeholders make strategic decisions.
• The analysis assists in understanding the strategies adopted by the companies for the growth of this market.
• In-depth analysis of the types of Gaming Peripheral would help in identifying future applications in this market.

Reasons to Purchase this Report:
• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry with respect to recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come
• 6-month post-sales analyst support

Objectives of the Study:
• To provide with an exhaustive analysis on the Gaming Peripheral Market by Product, By Application, By End User and by Region.
• To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints)
• To evaluate and forecast micro-markets and the overall market
• To predict the market size, in key regions— North America, Europe, Asia Pacific, Latin America and Middle East and Africa.
• To record and evaluate competitive landscape mapping- product launches, technological advancements, mergers and expansions
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Gaming Peripheral Revenue
1.4 Market Analysis by Type
1.4.1 Global Gaming Peripheral Market Size Growth Rate by Type: 2023 VS 2032
1.4.2 Headsets
1.4.3 Mouse
1.4.4 Mousepads
1.4.5 Keyboards
1.4.6 Controllers
1.5 Market by Application
1.5.1 Global Gaming Peripheral Market Share by Application: 2023-2032
1.5.2 Distribution Channels
1.5.3 Third-Party Retail Channels
1.5.4 Direct Channels
1.6 Study Objectives
1.7 Years Considered
1.8 Overview of Global Gaming Peripheral Market
1.8.1 Global Gaming Peripheral Market Status and Outlook (2017-2032)
1.8.2 North America
1.8.3 East Asia
1.8.4 Europe
1.8.5 South Asia
1.8.6 Southeast Asia
1.8.7 Middle East
1.8.8 Africa
1.8.9 Oceania
1.8.10 South America
1.8.11 Rest of the World
2 Market Competition by Manufacturers
2.1 Global Gaming Peripheral Production Capacity Market Share by Manufacturers (2017-2022)
2.2 Global Gaming Peripheral Revenue Market Share by Manufacturers (2017-2022)
2.3 Global Gaming Peripheral Average Price by Manufacturers (2017-2022)
2.4 Manufacturers Gaming Peripheral Production Sites, Area Served, Product Type
3 Sales by Region
3.1 Global Gaming Peripheral Sales Volume Market Share by Region (2017-2022)
3.2 Global Gaming Peripheral Sales Revenue Market Share by Region (2017-2022)
3.3 North America Gaming Peripheral Sales Volume
3.3.1 North America Gaming Peripheral Sales Volume Growth Rate (2017-2022)
3.3.2 North America Gaming Peripheral Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.4 East Asia Gaming Peripheral Sales Volume
3.4.1 East Asia Gaming Peripheral Sales Volume Growth Rate (2017-2022)
3.4.2 East Asia Gaming Peripheral Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.5 Europe Gaming Peripheral Sales Volume (2017-2022)
3.5.1 Europe Gaming Peripheral Sales Volume Growth Rate (2017-2022)
3.5.2 Europe Gaming Peripheral Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.6 South Asia Gaming Peripheral Sales Volume (2017-2022)
3.6.1 South Asia Gaming Peripheral Sales Volume Growth Rate (2017-2022)
3.6.2 South Asia Gaming Peripheral Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.7 Southeast Asia Gaming Peripheral Sales Volume (2017-2022)
3.7.1 Southeast Asia Gaming Peripheral Sales Volume Growth Rate (2017-2022)
3.7.2 Southeast Asia Gaming Peripheral Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.8 Middle East Gaming Peripheral Sales Volume (2017-2022)
3.8.1 Middle East Gaming Peripheral Sales Volume Growth Rate (2017-2022)
3.8.2 Middle East Gaming Peripheral Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.9 Africa Gaming Peripheral Sales Volume (2017-2022)
3.9.1 Africa Gaming Peripheral Sales Volume Growth Rate (2017-2022)
3.9.2 Africa Gaming Peripheral Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.10 Oceania Gaming Peripheral Sales Volume (2017-2022)
3.10.1 Oceania Gaming Peripheral Sales Volume Growth Rate (2017-2022)
3.10.2 Oceania Gaming Peripheral Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.11 South America Gaming Peripheral Sales Volume (2017-2022)
3.11.1 South America Gaming Peripheral Sales Volume Growth Rate (2017-2022)
3.11.2 South America Gaming Peripheral Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
3.12 Rest of the World Gaming Peripheral Sales Volume (2017-2022)
3.12.1 Rest of the World Gaming Peripheral Sales Volume Growth Rate (2017-2022)
3.12.2 Rest of the World Gaming Peripheral Sales Volume Capacity, Revenue, Price and Gross Margin (2017-2022)
4 North America
4.1 North America Gaming Peripheral Consumption by Countries
4.2 United States
4.3 Canada
4.4 Mexico
5 East Asia
5.1 East Asia Gaming Peripheral Consumption by Countries
5.2 China
5.3 Japan
5.4 South Korea
6 Europe
6.1 Europe Gaming Peripheral Consumption by Countries
6.2 Germany
6.3 United Kingdom
6.4 France
6.5 Italy
6.6 Russia
6.7 Spain
6.8 Netherlands
6.9 Switzerland
6.10 Poland
7 South Asia
7.1 South Asia Gaming Peripheral Consumption by Countries
7.2 India
7.3 Pakistan
7.4 Bangladesh
8 Southeast Asia
8.1 Southeast Asia Gaming Peripheral Consumption by Countries
8.2 Indonesia
8.3 Thailand
8.4 Singapore
8.5 Malaysia
8.6 Philippines
8.7 Vietnam
8.8 Myanmar
9 Middle East
9.1 Middle East Gaming Peripheral Consumption by Countries
9.2 Turkey
9.3 Saudi Arabia
9.4 Iran
9.5 United Arab Emirates
9.6 Israel
9.7 Iraq
9.8 Qatar
9.9 Kuwait
9.10 Oman
10 Africa
10.1 Africa Gaming Peripheral Consumption by Countries
10.2 Nigeria
10.3 South Africa
10.4 Egypt
10.5 Algeria
10.6 Morocco
11 Oceania
11.1 Oceania Gaming Peripheral Consumption by Countries
11.2 Australia
11.3 New Zealand
12 South America
12.1 South America Gaming Peripheral Consumption by Countries
12.2 Brazil
12.3 Argentina
12.4 Columbia
12.5 Chile
12.6 Venezuela
12.7 Peru
12.8 Puerto Rico
12.9 Ecuador
13 Rest of the World
13.1 Rest of the World Gaming Peripheral Consumption by Countries
13.2 Kazakhstan
14 Sales Volume, Sales Revenue, Sales Price Trend by Type
14.1 Global Gaming Peripheral Sales Volume Market Share by Type (2017-2022)
14.2 Global Gaming Peripheral Sales Revenue Market Share by Type (2017-2022)
14.3 Global Gaming Peripheral Sales Price by Type (2017-2022)
15 Consumption Analysis by Application
15.1 Global Gaming Peripheral Consumption Volume by Application (2017-2022)
15.2 Global Gaming Peripheral Consumption Value by Application (2017-2022)
16 Company Profiles and Key Figures in Gaming Peripheral Business
16.1 Razer
16.1.1 Razer Company Profile
16.1.2 Razer Gaming Peripheral Product Specification
16.1.3 Razer Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.2 Logitech G (Astro)
16.2.1 Logitech G (Astro) Company Profile
16.2.2 Logitech G (Astro) Gaming Peripheral Product Specification
16.2.3 Logitech G (Astro) Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.3 Turtle Beach
16.3.1 Turtle Beach Company Profile
16.3.2 Turtle Beach Gaming Peripheral Product Specification
16.3.3 Turtle Beach Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.4 Corsair
16.4.1 Corsair Company Profile
16.4.2 Corsair Gaming Peripheral Product Specification
16.4.3 Corsair Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.5 Sennheiser
16.5.1 Sennheiser Company Profile
16.5.2 Sennheiser Gaming Peripheral Product Specification
16.5.3 Sennheiser Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.6 Plantronics
16.6.1 Plantronics Company Profile
16.6.2 Plantronics Gaming Peripheral Product Specification
16.6.3 Plantronics Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.7 SteelSeries
16.7.1 SteelSeries Company Profile
16.7.2 SteelSeries Gaming Peripheral Product Specification
16.7.3 SteelSeries Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.8 Mad Catz
16.8.1 Mad Catz Company Profile
16.8.2 Mad Catz Gaming Peripheral Product Specification
16.8.3 Mad Catz Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.9 Roccat
16.9.1 Roccat Company Profile
16.9.2 Roccat Gaming Peripheral Product Specification
16.9.3 Roccat Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.10 QPAD
16.10.1 QPAD Company Profile
16.10.2 QPAD Gaming Peripheral Product Specification
16.10.3 QPAD Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.11 Thrustmaster
16.11.1 Thrustmaster Company Profile
16.11.2 Thrustmaster Gaming Peripheral Product Specification
16.11.3 Thrustmaster Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.12 HyperX
16.12.1 HyperX Company Profile
16.12.2 HyperX Gaming Peripheral Product Specification
16.12.3 HyperX Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.13 Tt eSPORTS
16.13.1 Tt eSPORTS Company Profile
16.13.2 Tt eSPORTS Gaming Peripheral Product Specification
16.13.3 Tt eSPORTS Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.14 Cooler Master
16.14.1 Cooler Master Company Profile
16.14.2 Cooler Master Gaming Peripheral Product Specification
16.14.3 Cooler Master Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.15 ZOWIE
16.15.1 ZOWIE Company Profile
16.15.2 ZOWIE Gaming Peripheral Product Specification
16.15.3 ZOWIE Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.16 Sharkoon
16.16.1 Sharkoon Company Profile
16.16.2 Sharkoon Gaming Peripheral Product Specification
16.16.3 Sharkoon Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
16.17 Trust
16.17.1 Trust Company Profile
16.17.2 Trust Gaming Peripheral Product Specification
16.17.3 Trust Gaming Peripheral Production Capacity, Revenue, Price and Gross Margin (2017-2022)
17 Gaming Peripheral Manufacturing Cost Analysis
17.1 Gaming Peripheral Key Raw Materials Analysis
17.1.1 Key Raw Materials
17.2 Proportion of Manufacturing Cost Structure
17.3 Manufacturing Process Analysis of Gaming Peripheral
17.4 Gaming Peripheral Industrial Chain Analysis
18 Marketing Channel, Distributors and Customers
18.1 Marketing Channel
18.2 Gaming Peripheral Distributors List
18.3 Gaming Peripheral Customers
19 Market Dynamics
19.1 Market Trends
19.2 Opportunities and Drivers
19.3 Challenges
19.4 Porter's Five Forces Analysis
20 Production and Supply Forecast
20.1 Global Forecasted Production of Gaming Peripheral (2023-2032)
20.2 Global Forecasted Revenue of Gaming Peripheral (2023-2032)
20.3 Global Forecasted Price of Gaming Peripheral (2017-2032)
20.4 Global Forecasted Production of Gaming Peripheral by Region (2023-2032)
20.4.1 North America Gaming Peripheral Production, Revenue Forecast (2023-2032)
20.4.2 East Asia Gaming Peripheral Production, Revenue Forecast (2023-2032)
20.4.3 Europe Gaming Peripheral Production, Revenue Forecast (2023-2032)
20.4.4 South Asia Gaming Peripheral Production, Revenue Forecast (2023-2032)
20.4.5 Southeast Asia Gaming Peripheral Production, Revenue Forecast (2023-2032)
20.4.6 Middle East Gaming Peripheral Production, Revenue Forecast (2023-2032)
20.4.7 Africa Gaming Peripheral Production, Revenue Forecast (2023-2032)
20.4.8 Oceania Gaming Peripheral Production, Revenue Forecast (2023-2032)
20.4.9 South America Gaming Peripheral Production, Revenue Forecast (2023-2032)
20.4.10 Rest of the World Gaming Peripheral Production, Revenue Forecast (2023-2032)
20.5 Forecast by Type and by Application (2023-2032)
20.5.1 Global Sales Volume, Sales Revenue and Sales Price Forecast by Type (2023-2032)
20.5.2 Global Forecasted Consumption of Gaming Peripheral by Application (2023-2032)
21 Consumption and Demand Forecast
21.1 North America Forecasted Consumption of Gaming Peripheral by Country
21.2 East Asia Market Forecasted Consumption of Gaming Peripheral by Country
21.3 Europe Market Forecasted Consumption of Gaming Peripheral by Countriy
21.4 South Asia Forecasted Consumption of Gaming Peripheral by Country
21.5 Southeast Asia Forecasted Consumption of Gaming Peripheral by Country
21.6 Middle East Forecasted Consumption of Gaming Peripheral by Country
21.7 Africa Forecasted Consumption of Gaming Peripheral by Country
21.8 Oceania Forecasted Consumption of Gaming Peripheral by Country
21.9 South America Forecasted Consumption of Gaming Peripheral by Country
21.10 Rest of the world Forecasted Consumption of Gaming Peripheral by Country
22 Research Findings and Conclusion
23 Methodology and Data Source
23.1 Methodology/Research Approach
23.1.1 Research Programs/Design
23.1.2 Market Size Estimation
23.1.3 Market Breakdown and Data Triangulation
23.2 Data Source
23.2.1 Secondary Sources
23.2.2 Primary Sources
23.3 Disclaimer

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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

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In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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