Gaming Peripherals Market

Global Gaming Peripherals Market Size, Growth & Revenue 2023-2031

Global Gaming Peripherals Market is segmented by Application (Gaming, E-sports, Consumer electronics, Retail) , Type (Keyboards, Mice, Headsets, Controllers, Gaming chairs) and Geography(North America, LATAM, West Europe, Central & Eastern Europe, Northern Europe, Southern Europe, East Asia, Southeast Asia, South Asia, Central Asia, Oceania, MEA)

Pricing
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Industry Overview

The Gaming Peripherals Market is expected to reach 9.0Billion by 2031 and is growing at a CAGR of 10.00% between 2023 to 2031. 

Gaming Peripherals Market Size in (USD Billion) CAGR Growth Rate 10.00%

Study Period 2019-2031
Market Size (2023): 5.0Billion
Market Size (2031): 9.0Billion
CAGR (2023 - 2031): 10.00%
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The gaming is becoming so popular worldwide owing to the augmented reality, virtual reality, high definition displays, among others. The gaming peripherals is any external devices that offer input and output for the gaming platform. These devices include gaming mouse, gaming keyboards, headset, controllers, and others.__
The consumer goods market consists of various components, including product categories (durable and non-durable goods), distribution channels (retail stores, e-commerce, and wholesalers), and market segmentation based on demographics and consumer behavior. Marketing strategies, such as advertising and branding, play a crucial role in attracting consumers, while trends like sustainability and health consciousness influence purchasing decisions. Additionally, the regulatory environment impacts product development, and effective supply chain management ensures timely delivery. Pricing strategies must consider competition and consumer demand to optimize sales. Together, these elements shape the dynamics of the consumer goods market.

Market Segmentation

Selecting segmentation criteria in Razer Inc. (United States), Logitech G (ASTRO) (United States) , Turtle Beach Corporation (United States) , Microsoft (United States), Corsair Components, Inc. (United States) , Sennheiser electronic GmbH & Co. KG (Germany), Plantronics (United States), SteelSeries (Denmark), Mad Catz (United States) , ROCCAT (Germany) involves several key steps. Researchers begin by defining their objectives, such as understanding consumer behavior or identifying market opportunities. They then gather relevant data on demographics, psychographics, and buying behavior. Next, they identify segmentation variables like age, location, lifestyle, and purchase patterns. Using analytical tools, they analyze the data to find distinct market segments and evaluate their attractiveness based on size, growth potential, and alignment with business goals. Detailed profiles are created for each segment, and the most promising ones are selected for targeting. Finally, tailored marketing strategies are developed, and the performance of these strategies is monitored and adjusted as needed. This process ensures that segmentation effectively identifies valuable market opportunities and aligns with strategic goals.
The Region holds a dominant market share, primarily driven by growing consumption patterns, a rising population, and robust economic activity that fuels market demand. Meanwhile, the Region is experiencing the fastest growth, propelled by increasing infrastructure developments, expanding industrial activities, and a surge in consumer demand, positioning it as a key driver for future market expansion.
Segmentation by Type
  • Keyboards
  • Mice
  • Headsets
  • Controllers


Gaming Peripherals Market Segmentation by Type

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Segmentation by Application

  • Gaming
  • E-sports
  • Consumer electronics
  • Retail


Gaming Peripherals Market Segmentation by Application

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Regional Insight
The Gaming Peripherals varies widely by region, reflecting diverse economic conditions and consumer preferences. In North America, the focus is on convenience and premium products, driven by high disposable incomes and a strong e-commerce sector. Europe’s market is fragmented, with Western countries emphasizing luxury and organic goods, while Eastern Europe sees rapid growth. Asia-Pacific is a fast-growing region with high demand for both high-tech and affordable products, driven by urbanization and rising middle-class incomes. Latin America prioritizes affordability amidst economic fluctuations, with Brazil and Mexico leading in market growth. In the Middle East and Africa, market trends are influenced by cultural preferences, with luxury goods prominent in the Gulf States and gradual growth in sub-Saharan Africa. Global trends like sustainability and digital transformation are impacting all regions.
The dominant region currently dominates the market share, fueled by increasing consumption, population growth, and sustained economic progress that collectively enhance market demand. Conversely, the is the fastest-growing that is rapidly becoming the fastest-growing region, driven by significant infrastructure investments, industrial expansion, and rising consumer demand.
Regions
  • North America
  • LATAM
  • West Europe
  • Central & Eastern Europe
  • Northern Europe
  • Southern Europe
  • East Asia
  • Southeast Asia
  • South Asia
  • Central Asia
  • Oceania
  • MEA


Key Players
The companies highlighted in this profile were selected based on insights from primary experts and an evaluation of their market penetration, product offerings, and geographical reach:
  • Razer Inc. (United States)
  • Logitech G (ASTRO) (United States)
  • Turtle Beach Corporation (United States)
  • Microsoft (United States)
  • Corsair Components
  • Inc. (United States)
  • Sennheiser electronic GmbH & Co. KG (Germany)
  • Plantronics (United States)
  • SteelSeries (Denmark)
  • Mad Catz (United States)
  • ROCCAT (Germany)

Gaming Peripherals Market Segmentation by Players

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Report Infographics:

Report Features Details
Base Year 2023
Based Year Market Size 2023 5.0Billion
Historical Period Market Size 2019 3.0Billion
CAGR (2023to 2031) 10.00%
Forecast Period 2023 to 2031
Forecasted Period Market Size 2031 9.0Billion
Scope of the Report Keyboards, Mice, Headsets, Controllers, Gaming, E-sports, Consumer electronics, Retail
Regions Covered North America, Europe, Asia Pacific, South America, and MEA
Year-on-Year Growth 8.50%
Companies Covered Razer Inc. (United States), Logitech G (ASTRO) (United States) , Turtle Beach Corporation (United States) , Microsoft (United States), Corsair Components, Inc. (United States) , Sennheiser electronic GmbH & Co. KG (Germany), Plantronics (United States), SteelSeries (Denmark), Mad Catz (United States) , ROCCAT (Germany)
Customization Scope 15% Free Customization (For EG)
Delivery Format PDF and Excel through Email
 

Gaming Peripherals Market Dynamics

The Gaming Peripherals is driven by factors such as increasing demand in end-use industries, technological advancements, research and development (R&D), economic growth, and increasing global trade.
Influencing Trend:
  • Focus on wireless and ergonomic devices

Market Growth Drivers:
  • The Growing Gaming Consumers Among The Developing Countries

Challenges:
  • High Competition
  • Consumer Preferences

Opportunities:
  • The Growing Gaming Consumers Among The Developing Countries

Regulatory Framework

The regulatory framework for the Gaming Peripherals ensures product safety, fair competition, and consumer protection. It encompasses setting standards for product quality and safety, enforcing truthful advertising and labeling, and implementing environmental sustainability practices. Regulations include robust procedures for product recalls, data protection, and anti-competitive practices, while also overseeing import/export controls and intellectual property rights. Regulatory bodies enforce these rules through inspections and penalties, and consumer education programs help individuals make informed decisions. This framework aims to protect consumers, promote fair market conditions, and encourage ethical business practices.

Competitive Insights

The key players in the Gaming Peripherals are intensifying their focus on research and development (R&D) activities to innovate and stay competitive. Major companies, such as Razer Inc. (United States), Logitech G (ASTRO) (United States) , Turtle Beach Corporation (United States) , Microsoft (United States), Corsair Components, Inc. (United States) , Sennheiser electronic GmbH & Co. KG (Germany), Plantronics (United States), SteelSeries (Denmark), Mad Catz (United States) , ROCCAT (Germany) are heavily investing in R&D to develop new products and improve existing ones. This strategic emphasis on innovation is driving significant advancements in product formulation and the introduction of sustainable and eco-friendly products.
Moreover, these established industry leaders are actively pursuing acquisitions of smaller companies to expand their regional presence and enhance their market share. These acquisitions not only help in diversifying their product portfolios but also provide access to new technologies and markets. This consolidation trend is a critical factor in the growth of the consumer goods industry, as it enables larger companies to streamline operations, reduce costs, and increase their competitive edge.
In addition to R&D and acquisitions, there is a notable shift towards green investments among key players in the consumer goods industry. Companies are increasingly committing resources to sustainable practices and the development of environmentally friendly products. This green investment is in response to growing consumer demand for sustainable solutions and stringent environmental regulations. By prioritizing sustainability, these companies are not only contributing to environmental protection but also positioning themselves as leaders in the green movement, thereby fueling market growth.
Research Methodology
The research methodology for the consumer goods industry involves several key steps to ensure comprehensive and actionable insights. First, the research objectives are clearly defined, focusing on aspects like consumer behavior, market opportunities, competitive dynamics, or regulatory impacts. A thorough literature review follows, drawing from academic journals, industry reports, government publications, and market analyses to establish a knowledge base and identify research gaps. Data collection encompasses both primary methods, such as surveys, interviews, and focus groups with consumers and industry experts, and secondary methods, including analysis of market reports, government data, and industry publications. Quantitative data is analyzed using statistical tools to identify patterns and market segments, while qualitative data from interviews and focus groups is examined to extract key themes and insights.
The market is then segmented based on demographics, psychographics, geography, and purchasing behavior, and competitive analysis is conducted to evaluate key players' strategies and strengths. Trend analysis identifies current and emerging industry trends. Findings are compiled into a detailed report with data visualizations and strategic recommendations. The research is validated and refined through cross-checking and expert feedback, and a framework for continuous monitoring is established to keep the research current and relevant. 
 

Gaming Peripherals - Table of Contents

Chapter 1: Market Preface
  • 1.1 Global Gaming Peripherals Market Landscape
  • 1.2 Scope of the Study
  • 1.3 Relevant Findings & Stakeholder Advantages

Chapter 2: Strategic Overview
  • 2.1 Global Gaming Peripherals Market Outlook
  • 2.2 Total Addressable Market versus Serviceable Market
  • 2.3 Market Rivalry Projection

Chapter 3 : Global Gaming Peripherals Market Business Environment & Changing Dynamics
  • 3.1 Growth Drivers
    • 3.1.1 The Growing Gaming Consumers among the Developing Countries
  • 3.2 Available Opportunities
    • 3.2.1 The Growing Gaming Consumers among the Developing Countries
  • 3.3 Influencing Trends
    • 3.3.1 Focus on wireless and ergonomic devices
    • 3.3.2 rise in VR and AR gaming peripherals
  • 3.4 Challenges
    • 3.4.1 High competition
    • 3.4.2 Consumer preferences
    • 3.4.3 Technological advancements
  • 3.5 Regional Dynamics

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Chapter 4 : Global Gaming Peripherals Industry Factors Assessment
  • 4.1 Current Scenario
  • 4.2 PEST Analysis
  • 4.3 Business Environment - PORTER 5-Forces Analysis
    • 4.3.1 Supplier Leverage
    • 4.3.2 Bargaining Power of Buyers
    • 4.3.3 Threat of Substitutes
    • 4.3.4 Threat from New Entrant
    • 4.3.5 Market Competition Level
  • 4.4 Roadmap of Gaming Peripherals Market
  • 4.5 Impact of Macro-Economic Factors
  • 4.6 Market Entry Strategies
  • 4.7 Political and Regulatory Landscape
  • 4.8 Supply Chain Analysis
  • 4.9 Impact of Tariff War


Chapter 5: Gaming Peripherals : Competition Benchmarking & Performance Evaluation
  • 5.1 Global Gaming Peripherals Market Concentration Ratio
    • 5.1.1 CR4, CR8 and HH Index
    • 5.1.2 % Market Share - Top 3
    • 5.1.3 Market Holding by Top 5
  • 5.2 Market Position of Manufacturers by Gaming Peripherals Revenue 2023
  • 5.3 Global Gaming Peripherals Sales Volume by Manufacturers (2023)
  • 5.4 BCG Matrix
  • 5.4 Market Entropy
  • 5.5 FPNV Positioning Matrix
  • 5.6 Heat Map Analysis
Chapter 6: Global Gaming Peripherals Market: Company Profiles
  • 6.1 Razer Inc. (United States)
    • 6.1.1 Razer Inc. (United States) Company Overview
    • 6.1.2 Razer Inc. (United States) Product/Service Portfolio & Specifications
    • 6.1.3 Razer Inc. (United States) Key Financial Metrics
    • 6.1.4 Razer Inc. (United States) SWOT Analysis
    • 6.1.5 Razer Inc. (United States) Development Activities
  • 6.2 Logitech G (ASTRO) (United States)
  • 6.3 Turtle Beach Corporation (United States)
  • 6.4 Microsoft (United States)
  • 6.5 Corsair Components
  • 6.6 Inc. (United States)
  • 6.7 Sennheiser Electronic GmbH & Co. KG (Germany)
  • 6.8 Plantronics (United States)
  • 6.9 SteelSeries (Denmark)
  • 6.10 Mad Catz (United States)
  • 6.11 ROCCAT (Germany)
  • 6.12

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Chapter 7 : Global Gaming Peripherals by Type & Application (2019-2031)
  • 7.1 Global Gaming Peripherals Market Revenue Analysis (USD Million) by Type (2019-2023)
    • 7.1.1 Keyboards
    • 7.1.2 Mice
    • 7.1.3 Headsets
    • 7.1.4 Controllers
    • 7.1.5 Gaming Chairs
  • 7.2 Global Gaming Peripherals Market Revenue Analysis (USD Million) by Application (2019-2023)
    • 7.2.1 Gaming
    • 7.2.2 E-sports
    • 7.2.3 Consumer Electronics
    • 7.2.4 Retail
  • 7.3 Global Gaming Peripherals Market Revenue Analysis (USD Million) by Type (2023-2031)
  • 7.4 Global Gaming Peripherals Market Revenue Analysis (USD Million) by Application (2023-2031)

Chapter 8 : North America Gaming Peripherals Market Breakdown by Country, Type & Application
  • 8.1 North America Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 8.1.1 United States
    • 8.1.2 Canada
  • 8.2 North America Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 8.2.1 Keyboards
    • 8.2.2 Mice
    • 8.2.3 Headsets
    • 8.2.4 Controllers
    • 8.2.5 Gaming Chairs
  • 8.3 North America Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 8.3.1 Gaming
    • 8.3.2 E-sports
    • 8.3.3 Consumer Electronics
    • 8.3.4 Retail
  • 8.4 North America Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 8.5 North America Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 8.6 North America Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]
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Chapter 9 : LATAM Gaming Peripherals Market Breakdown by Country, Type & Application
  • 9.1 LATAM Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 9.1.1 Brazil
    • 9.1.2 Argentina
    • 9.1.3 Chile
    • 9.1.4 Mexico
    • 9.1.5 Rest of LATAM
  • 9.2 LATAM Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 9.2.1 Keyboards
    • 9.2.2 Mice
    • 9.2.3 Headsets
    • 9.2.4 Controllers
    • 9.2.5 Gaming Chairs
  • 9.3 LATAM Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 9.3.1 Gaming
    • 9.3.2 E-sports
    • 9.3.3 Consumer Electronics
    • 9.3.4 Retail
  • 9.4 LATAM Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 9.5 LATAM Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 9.6 LATAM Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]
Chapter 10 : West Europe Gaming Peripherals Market Breakdown by Country, Type & Application
  • 10.1 West Europe Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 10.1.1 Germany
    • 10.1.2 France
    • 10.1.3 Benelux
    • 10.1.4 Switzerland
    • 10.1.5 Rest of West Europe
  • 10.2 West Europe Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 10.2.1 Keyboards
    • 10.2.2 Mice
    • 10.2.3 Headsets
    • 10.2.4 Controllers
    • 10.2.5 Gaming Chairs
  • 10.3 West Europe Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 10.3.1 Gaming
    • 10.3.2 E-sports
    • 10.3.3 Consumer Electronics
    • 10.3.4 Retail
  • 10.4 West Europe Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 10.5 West Europe Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 10.6 West Europe Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]
Chapter 11 : Central & Eastern Europe Gaming Peripherals Market Breakdown by Country, Type & Application
  • 11.1 Central & Eastern Europe Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 11.1.1 Bulgaria
    • 11.1.2 Poland
    • 11.1.3 Hungary
    • 11.1.4 Romania
    • 11.1.5 Rest of CEE
  • 11.2 Central & Eastern Europe Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 11.2.1 Keyboards
    • 11.2.2 Mice
    • 11.2.3 Headsets
    • 11.2.4 Controllers
    • 11.2.5 Gaming Chairs
  • 11.3 Central & Eastern Europe Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 11.3.1 Gaming
    • 11.3.2 E-sports
    • 11.3.3 Consumer Electronics
    • 11.3.4 Retail
  • 11.4 Central & Eastern Europe Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 11.5 Central & Eastern Europe Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 11.6 Central & Eastern Europe Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]
Chapter 12 : Northern Europe Gaming Peripherals Market Breakdown by Country, Type & Application
  • 12.1 Northern Europe Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 12.1.1 The United Kingdom
    • 12.1.2 Sweden
    • 12.1.3 Norway
    • 12.1.4 Baltics
    • 12.1.5 Ireland
    • 12.1.6 Rest of Northern Europe
  • 12.2 Northern Europe Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 12.2.1 Keyboards
    • 12.2.2 Mice
    • 12.2.3 Headsets
    • 12.2.4 Controllers
    • 12.2.5 Gaming Chairs
  • 12.3 Northern Europe Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 12.3.1 Gaming
    • 12.3.2 E-sports
    • 12.3.3 Consumer Electronics
    • 12.3.4 Retail
  • 12.4 Northern Europe Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 12.5 Northern Europe Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 12.6 Northern Europe Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]
Chapter 13 : Southern Europe Gaming Peripherals Market Breakdown by Country, Type & Application
  • 13.1 Southern Europe Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 13.1.1 Spain
    • 13.1.2 Italy
    • 13.1.3 Portugal
    • 13.1.4 Greece
    • 13.1.5 Rest of Southern Europe
  • 13.2 Southern Europe Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 13.2.1 Keyboards
    • 13.2.2 Mice
    • 13.2.3 Headsets
    • 13.2.4 Controllers
    • 13.2.5 Gaming Chairs
  • 13.3 Southern Europe Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 13.3.1 Gaming
    • 13.3.2 E-sports
    • 13.3.3 Consumer Electronics
    • 13.3.4 Retail
  • 13.4 Southern Europe Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 13.5 Southern Europe Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 13.6 Southern Europe Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]
Chapter 14 : East Asia Gaming Peripherals Market Breakdown by Country, Type & Application
  • 14.1 East Asia Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 14.1.1 China
    • 14.1.2 Japan
    • 14.1.3 South Korea
    • 14.1.4 Taiwan
    • 14.1.5 Others
  • 14.2 East Asia Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 14.2.1 Keyboards
    • 14.2.2 Mice
    • 14.2.3 Headsets
    • 14.2.4 Controllers
    • 14.2.5 Gaming Chairs
  • 14.3 East Asia Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 14.3.1 Gaming
    • 14.3.2 E-sports
    • 14.3.3 Consumer Electronics
    • 14.3.4 Retail
  • 14.4 East Asia Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 14.5 East Asia Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 14.6 East Asia Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]
Chapter 15 : Southeast Asia Gaming Peripherals Market Breakdown by Country, Type & Application
  • 15.1 Southeast Asia Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 15.1.1 Vietnam
    • 15.1.2 Singapore
    • 15.1.3 Thailand
    • 15.1.4 Malaysia
    • 15.1.5 Indonesia
    • 15.1.6 Philippines
    • 15.1.7 Rest of SEA Countries
  • 15.2 Southeast Asia Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 15.2.1 Keyboards
    • 15.2.2 Mice
    • 15.2.3 Headsets
    • 15.2.4 Controllers
    • 15.2.5 Gaming Chairs
  • 15.3 Southeast Asia Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 15.3.1 Gaming
    • 15.3.2 E-sports
    • 15.3.3 Consumer Electronics
    • 15.3.4 Retail
  • 15.4 Southeast Asia Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 15.5 Southeast Asia Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 15.6 Southeast Asia Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]
Chapter 16 : South Asia Gaming Peripherals Market Breakdown by Country, Type & Application
  • 16.1 South Asia Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 16.1.1 India
    • 16.1.2 Bangladesh
    • 16.1.3 Others
  • 16.2 South Asia Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 16.2.1 Keyboards
    • 16.2.2 Mice
    • 16.2.3 Headsets
    • 16.2.4 Controllers
    • 16.2.5 Gaming Chairs
  • 16.3 South Asia Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 16.3.1 Gaming
    • 16.3.2 E-sports
    • 16.3.3 Consumer Electronics
    • 16.3.4 Retail
  • 16.4 South Asia Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 16.5 South Asia Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 16.6 South Asia Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]
Chapter 17 : Central Asia Gaming Peripherals Market Breakdown by Country, Type & Application
  • 17.1 Central Asia Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 17.1.1 Kazakhstan
    • 17.1.2 Tajikistan
    • 17.1.3 Others
  • 17.2 Central Asia Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 17.2.1 Keyboards
    • 17.2.2 Mice
    • 17.2.3 Headsets
    • 17.2.4 Controllers
    • 17.2.5 Gaming Chairs
  • 17.3 Central Asia Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 17.3.1 Gaming
    • 17.3.2 E-sports
    • 17.3.3 Consumer Electronics
    • 17.3.4 Retail
  • 17.4 Central Asia Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 17.5 Central Asia Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 17.6 Central Asia Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]
Chapter 18 : Oceania Gaming Peripherals Market Breakdown by Country, Type & Application
  • 18.1 Oceania Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 18.1.1 Australia
    • 18.1.2 New Zealand
    • 18.1.3 Others
  • 18.2 Oceania Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 18.2.1 Keyboards
    • 18.2.2 Mice
    • 18.2.3 Headsets
    • 18.2.4 Controllers
    • 18.2.5 Gaming Chairs
  • 18.3 Oceania Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 18.3.1 Gaming
    • 18.3.2 E-sports
    • 18.3.3 Consumer Electronics
    • 18.3.4 Retail
  • 18.4 Oceania Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 18.5 Oceania Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 18.6 Oceania Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]
Chapter 19 : MEA Gaming Peripherals Market Breakdown by Country, Type & Application
  • 19.1 MEA Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2019-2023]
    • 19.1.1 Turkey
    • 19.1.2 South Africa
    • 19.1.3 Egypt
    • 19.1.4 UAE
    • 19.1.5 Saudi Arabia
    • 19.1.6 Israel
    • 19.1.7 Rest of MEA
  • 19.2 MEA Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2019-2023]
    • 19.2.1 Keyboards
    • 19.2.2 Mice
    • 19.2.3 Headsets
    • 19.2.4 Controllers
    • 19.2.5 Gaming Chairs
  • 19.3 MEA Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2019-2023]
    • 19.3.1 Gaming
    • 19.3.2 E-sports
    • 19.3.3 Consumer Electronics
    • 19.3.4 Retail
  • 19.4 MEA Gaming Peripherals Market by Country (USD Million) & Sales Volume (Units) [2024-2031]
  • 19.5 MEA Gaming Peripherals Market by Type (USD Million) & Sales Volume (Units) [2024-2031]
  • 19.6 MEA Gaming Peripherals Market by Application (USD Million) & Sales Volume (Units) [2024-2031]

Chapter 20: Research Findings & Conclusion
  • 20.1 Key Findings
  • 20.2 Conclusion

Chapter 21: Methodology and Data Source
  • 21.1 Research Methodology & Approach
    • 21.1.1 Research Program/Design
    • 21.1.2 Market Size Estimation
    • 21.1.3 Market Breakdown and Data Triangulation
  • 21.2 Data Source
    • 21.2.1 Secondary Sources
    • 21.2.2 Primary Sources

Chapter 22: Appendix & Disclaimer
  • 22.1 Acronyms & bibliography
  • 22.2 Disclaimer

Frequently Asked Questions (FAQ):

The Gaming Peripherals market is expected to see value worth 5.0 Billion in 2023.

The Gaming Peripherals Market is predicted to grow at a CAGR of 10.00%.

Some of the prominent trends that are influencing and driving the growth of Global Gaming Peripherals Market are Focus On Wireless And Ergonomic Devices, Rise In VR And AR Gaming Peripherals

  • The Growing Gaming Consumers Among The Developing Countries

Business transformation in Gaming Peripherals Market has taken hold due to the confluence of several important triggers, some of them are High Competition, Consumer Preferences, Technological Advancements.

The market opportunity is clear from the flow of investment into Global Gaming Peripherals Market, some of them are The Growing Gaming Consumers Among The Developing Countries.

New entrants, including competitors from unrelated industries along with players such as Razer Inc. (United States), Logitech G (ASTRO) (United States) , Turtle Beach Corporation (United States) , Microsoft (United States), Corsair Components, Inc. (United States) , Sennheiser electronic GmbH & Co. KG (Germany), Plantronics (United States), SteelSeries (Denmark), Mad Catz (United States) , ROCCAT (Germany), Instituting a robust process in Global Gaming Peripherals Market.

The Global Gaming Peripherals Market Study is Broken down by applications such as Gaming, E-sports, Consumer electronics, Retail.

The Global Gaming Peripherals Market Study is segmented by Keyboards, Mice, Headsets, Controllers, Gaming chairs.

The Global Gaming Peripherals Market Study includes regional breakdown as North America, LATAM, West Europe,Central & Eastern Europe, Northern Europe, Southern Europe, East Asia, Southeast Asia, South Asia, Central Asia, Oceania, MEA

The Gaming Peripherals Market is studied from 2019 - 2031.

The gaming is becoming so popular worldwide owing to the augmented reality, virtual reality, high definition displays, among others. The gaming peripherals is any external devices that offer input and output for the gaming platform. These devices include gaming mouse, gaming keyboards, headset, controllers, and others.__