The global gaming accessories market size was US$ 6,708 million in 2021. The global gaming accessories market size is forecast to reach US$ 16,774 million by 2030, growing at a compound annual growth rate (CAGR) of 10.8% during the forecast period from 2022 to 2030.
Gaming accessories are a variety of hardware items, such as joysticks and headphones, that either enhance or are necessary for using a video game console. Webcams, joysticks, headphones, and controllers are examples of video game accessories. The controllers used to play the games are the most common video gaming system attachment. Direction controls and a number of other types of inputs are now available for this device.
Factors Influencing Market Growth
Impact Analysis of COVID-19
The COVID-19 pandemic had a positive impact on the global market. Several governments worldwide imposed a lockdown in order to prevent the virus from spreading. This forced people to stay at home. During the lockdown period, many people used games as a way of improving their moods and for entertainment. As a result, there has been an uptick in the demand for and sales of video games as well as the peripherals they require, such as keyboards and headsets, which has benefited the market's expansion.
However, due to the lockdown, lack of labor, and raw materials there was a delay in the production of these accessories causing supply chain disruptions.
Regional Analysis
The Asia Pacific region dominated the market with a significant share and is forecast to remain dominant during the forecast period. As a result of the increasing youth population, the existence of a larger population of youth automatically expands the number of gamers, and the rising number of gamers needs a surge in the number of gaming accessories. In addition, the enhancing mobile gaming industry in Southeast Asia. Thus, these factors drive the market growth in the region.
Leading Competitors
The leading prominent companies profiled in the global gaming accessories market are:
Scope of the Report
The global gaming accessories market segmentation focuses on Component, Device Type, Connectivity Type, Sales Channel, and Region.
Segmentation based on Component
Segmentation based on Device Type
Segmentation based on Connectivity Type
Segmentation based on Sales Channel
Segmentation based on Region
[TABLE OF CONTENTS]
1 INTRODUCTION OF GLOBAL GAMING ACCESSORIES MARKET
1.1 OVERVIEW OF THE MARKET
1.2 SCOPE OF REPORT
1.3 ASSUMPTIONS
2 EXECUTIVE SUMMARY
3 RESEARCH METHODOLOGY
3.1 DATA MINING
3.2 VALIDATION
3.3 PRIMARY INTERVIEWS
3.4 LIST OF DATA SOURCES
4 GLOBAL GAMING ACCESSORIES MARKET OUTLOOK
4.1 OVERVIEW
4.2 MARKET DYNAMICS
4.2.1 DRIVERS
4.2.2 RESTRAINTS
4.2.3 OPPORTUNITIES
4.3 PORTERS FIVE FORCE MODEL
4.4 VALUE CHAIN ANALYSIS
5 GLOBAL GAMING ACCESSORIES MARKET, BY COMPONENT
5.1 OVERVIEW
5.2 MICE
5.3 CONTROLLER
5.4 HEADSETS
5.5 KEYBOARD
5.6 OTHERS
6 GLOBAL GAMING ACCESSORIES MARKET, BY DEVICE TYPE
6.1 OVERVIEW
6.2 PC
6.3 GAMING CONSOLE
7 GLOBAL GAMING ACCESSORIES MARKET, BY CONNECTIVITY TYPE
7.1 OVERVIEW
7.2 WIRED
7.3 WIRELESS
8 GLOBAL GAMING ACCESSORIES MARKET, BY SALES CHANNEL
8.1 OVERVIEW
8.2 OFFLINE
8.3 ONLINE
9 GLOBAL GAMING ACCESSORIES MARKET, BY GEOGRAPHY
9.1 OVERVIEW
9.2 NORTH AMERICA
9.2.1 NORTH AMERICA MARKET SNAPSHOT
9.2.2 U.S.
9.2.3 CANADA
9.2.4 MEXICO
9.3 EUROPE
9.3.1 EUROPE MARKET SNAPSHOT
9.3.2 WESTERN EUROPE
9.3.2.1 THE UK
9.3.2.2 GERMANY
9.3.2.3 FRANCE
9.3.2.4 ITALY
9.3.2.5 SPAIN
9.3.2.6 REST OF WESTERN EUROPE
9.3.3 EASTERN EUROPE
9.3.3.1 POLAND
9.3.3.2 RUSSIA
9.3.3.3 REST OF EASTERN EUROPE
9.4 ASIA PACIFIC
9.4.1 ASIA PACIFIC MARKET SNAPSHOT
9.4.2 CHINA
9.4.3 JAPAN
9.4.4 INDIA
9.4.5 AUSTRALIA & NEW ZEALAND
9.4.6 ASEAN
9.4.7 REST OF ASIA PACIFIC
9.5 MIDDLE EAST & AFRICA
9.5.1 MIDDLE EAST & AFRICA MARKET SNAPSHOT
9.5.2 UAE
9.5.3 SAUDI ARABIA
9.5.4 SOUTH AFRICA
9.5.5 REST OF MEA
9.6 SOUTH AMERICA
9.6.1 SOUTH AMERICA MARKET SNAPSHOT
9.6.2 BRAZIL
9.6.3 ARGENTINA
9.6.4 REST OF SOUTH AMERICA
10 GLOBAL GAMING ACCESSORIES MARKET COMPETITIVE LANDSCAPE
10.1 OVERVIEW
10.2 COMPANY MARKET RANKING
10.3 KEY DEVELOPMENT STRATEGIES
11 COMPANY PROFILES
11.1 LOGITECH INTERNATIONAL SA
11.1.1 OVERVIEW
11.1.2 FINANCIAL PERFORMANCE
11.1.3 PRODUCT OUTLOOK
11.1.4 KEY DEVELOPMENTS
11.2 DUCKYCHANNEL INTERNATIONAL CO., LIMITED
11.2.1 OVERVIEW
11.2.2 FINANCIAL PERFORMANCE
11.2.3 PRODUCT OUTLOOK
11.2.4 KEY DEVELOPMENTS
11.3 CORSAIR
11.3.1 OVERVIEW
11.3.2 FINANCIAL PERFORMANCE
11.3.3 PRODUCT OUTLOOK
11.3.4 KEY DEVELOPMENTS
11.4 STEELSERIES
11.4.1 OVERVIEW
11.4.2 FINANCIAL PERFORMANCE
11.4.3 PRODUCT OUTLOOK
11.4.4 KEY DEVELOPMENTS
11.5 RAZER
11.5.1 OVERVIEW
11.5.2 FINANCIAL PERFORMANCE
11.5.3 PRODUCT OUTLOOK
11.5.4 KEY DEVELOPMENTS
11.6 HYPERX
11.6.1 OVERVIEW
11.6.2 FINANCIAL PERFORMANCE
11.6.3 PRODUCT OUTLOOK
11.6.4 KEY DEVELOPMENTS
11.7 ZOWIE (BENQ)
11.7.1 OVERVIEW
11.7.2 FINANCIAL PERFORMANCE
11.7.3 PRODUCT OUTLOOK
11.7.4 KEY DEVELOPMENTS
11.8. MAD CATZ
11.8.1 OVERVIEW
11.8.2 FINANCIAL PERFORMANCE
11.8.3 PRODUCT OUTLOOK
11.8.4 KEY DEVELOPMENTS
11.9 COOLER MASTER TECHNOLOGY INCORPORATED
11.9.1 OVERVIEW
11.9.2 FINANCIAL PERFORMANCE
11.9.3 PRODUCT OUTLOOK
11.9.4 KEY DEVELOPMENTS
11.10 PLANTRONICS INCORPORATED
11.10.1 OVERVIEW
11.10.2 FINANCIAL PERFORMANCE
11.10.3 PRODUCT OUTLOOK
11.10.4 KEY DEVELOPMENTS
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