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Global Gaming Peripheral Market to reach USD 9.5 Billion by 2028.

Global Gaming Peripheral Market Size study, By Product (Headsets, Keyboard, Mice, Controller and others), By Device (PC and Gaming Consoles), By Type (Wired and Wireless) and Regional Forecasts 2022-2028

Product Code: OIRGSF-24331046
Publish Date: 15-09-2022
Page: 200

Global Gaming Peripheral Market is valued at approximately USD 4.3 Billion in 2021 and is anticipated to grow with a healthy growth rate of more than 10.4% over the forecast period 2022-2028. Gaming Peripheral include auxiliary devices such as headsets, gamepads, joysticks, and others which are connected to a personal computer (PC) or laptop for gaming experience. The increasing prevalence of virtual gaming in the past few years has propelled the development of gaming accessories. The growing popularity of e-sports and the growing number of gamers worldwide are likely to increase market demand. Videogames and e-sports have also led to the creation of controllers and specific gaming keyboards that can be modified and give better ergonomics to the user, which will fuel market expansion. The growing demand for realistic and comprehensive gaming experiences has necessitated the development of peripheral devices, high-quality video game consoles, and body sensors. The trend of online gaming has had a far-reaching influence on the market in recent years, with the introduction of new games and formats for a wide audience. For example, Nintendo has dominated the market with its Switch console series since its debut in 2017. Furthermore, access to a broad variety of game creation has created a trend in which games are produced based on the gamer’s preferences, hobbies, and platforms. However, high cost of gaming Peripheral impedes the growth of the market over the forecast period of 2022-2028.

The key regions considered for the Global Gaming Peripheral Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. North America dominated the space in terms of revenue, owing to presence of various market players such as Microsoft Corporation, CORSAIR, Mad Catz, and others. Asia Pacific is expected to grow significantly during the forecast period, owing to increasing number of gamers, in the region.

Major market players included in this report are:
Cooler Master Technology Inc.

CORSAIR

Logitech

Mad Catz

Plantronics Inc.

Rapoo Corporation

Razer Inc.

Redragon USA

SteelSeries

Turtle Beach

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and Application offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Product:
Headsets

Keyboard

Controller

Mice

Others

By Device:
PC
Gaming Consoles

By Type:
Wired
Wireless
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2018, 2019, 2020
Base year – 2021
Forecast period – 2022 to 2028

Target Audience of the Global Gaming Peripheral Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2028 (USD Billion)
1.2.1. Gaming Peripheral Market, by Region, 2020-2028 (USD Billion)
1.2.2. Gaming Peripheral Market, by Product, 2020-2028 (USD Billion)
1.2.3. Gaming Peripheral Market, by Device, 2020-2028 (USD Billion)
1.2.4. Gaming Peripheral Market, by Type, 2020-2028 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Gaming Peripheral Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Gaming Peripheral Market Dynamics
3.1. Gaming Peripheral Market Impact Analysis (2020-2028)
3.1.1. Market Drivers
3.1.1.1. Growing popularity of virtual gaming in recent years
3.1.1.2. The growing popularity of e-sports and the growing number of gamers worldwide
3.1.1.3. Technological innovations and product launches
3.1.2. Market Challenges
3.1.2.1. Higher cost of gaming Peripheral
3.1.3. Market Opportunities
3.1.3.1. Growing demand for augmented reality and virtual reality
3.1.3.2. Rise in demand for gaming Peripherals due to COVID-19
Chapter 4. Global Gaming Peripheral Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model (2018-2028)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
4.5. Top investment opportunity
4.6. Top winning strategies
Chapter 5. Risk Assessment: COVID-19 Impact
5.1.1. Assessment of the overall impact of COVID-19 on the industry
5.1.2. Pre COVID-19 and post COVID-19 market scenario
Chapter 6. Global Gaming Peripheral Market, by Product
6.1. Market Snapshot
6.2. Global Gaming Peripheral Market by Product, Performance – Potential Analysis
6.3. Global Gaming Peripheral Market Estimates & Forecasts by Product, 2018-2028 (USD Billion)
6.4. Gaming Peripheral Market, Sub Segment Analysis
6.4.1. Headsets
6.4.2. Keyboard
6.4.3. Controller
6.4.4. Mice
6.4.5. Others
Chapter 7. Global Gaming Peripheral Market, by Device
7.1. Market Snapshot
7.2. Global Gaming Peripheral Market by Device, Performance – Potential Analysis
7.3. Global Gaming Peripheral Market Estimates & Forecasts by Device, 2018-2028 (USD Billion)
7.4. Gaming Peripheral Market, Sub Segment Analysis
7.4.1. PC
7.4.2. Gaming Consoles
Chapter 8. Global Gaming Peripheral Market, by Type
8.1. Market Snapshot
8.2. Global Gaming Peripheral Market by Type, Performance – Potential Analysis
8.3. Global Gaming Peripheral Market Estimates & Forecasts by Type, 2018-2028 (USD Billion)
8.4. Gaming Peripheral Market, Sub Segment Analysis
8.4.1. Wired
8.4.2. Wireless
Chapter 9. Global Gaming Peripheral Market, Regional Analysis
9.1. Gaming Peripheral Market, Regional Market Snapshot
9.2. North America Gaming Peripheral Market
9.2.1. U.S. Gaming Peripheral Market
9.2.1.1. Product breakdown estimates & forecasts, 2018-2028
9.2.1.2. Device breakdown estimates & forecasts, 2018-2028
9.2.1.3. Type breakdown estimates & forecasts, 2018-2028
9.2.2. Canada Gaming Peripheral Market
9.3. Europe Gaming Peripheral Market Snapshot
9.3.1. U.K. Gaming Peripheral Market
9.3.2. Germany Gaming Peripheral Market
9.3.3. France Gaming Peripheral Market
9.3.4. Spain Gaming Peripheral Market
9.3.5. Italy Gaming Peripheral Market
9.3.6. Rest of Europe Gaming Peripheral Market
9.4. Asia-Pacific Gaming Peripheral Market Snapshot
9.4.1. China Gaming Peripheral Market
9.4.2. India Gaming Peripheral Market
9.4.3. Japan Gaming Peripheral Market
9.4.4. Australia Gaming Peripheral Market
9.4.5. South Korea Gaming Peripheral Market
9.4.6. Rest of Asia Pacific Gaming Peripheral Market
9.5. Latin America Gaming Peripheral Market Snapshot
9.5.1. Brazil Gaming Peripheral Market
9.5.2. Mexico Gaming Peripheral Market
9.6. Rest of The World Gaming Peripheral Market

Chapter 10. Competitive Intelligence
10.1. Top Market Strategies
10.2. Company Profiles
10.2.1. Cooler Master Technology Inc.
10.2.1.1. Key Information
10.2.1.2. Overview
10.2.1.3. Financial (Subject to Data Availability)
10.2.1.4. Product Summary
10.2.1.5. Recent Developments
10.2.2. CORSAIR
10.2.3. Logitech
10.2.4. Mad Catz
10.2.5. Plantronics Inc.
10.2.6. Rapoo Corporation
10.2.7. Razer Inc.
10.2.8. Redragon USA
10.2.9. SteelSeries
10.2.10. Turtle Beach
Chapter 11. Research Process
11.1. Research Process
11.1.1. Data Mining
11.1.2. Analysis
11.1.3. Market Estimation
11.1.4. Validation
11.1.5. Publishing
11.2. Research Attributes
11.3. Research Assumption

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Data Collection:
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Market Size Estimation:
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Market driving trends and favorable economic conditions
Restraints and challenges that are expected to be encountered during the forecast period.
Anticipated opportunities for growth and development
Technological advancements and projected developments in the market
Consumer spending trends and dynamics
Shifts in consumer preferences and behaviors.
The current state of raw materials and trends in supply versus pricing
Regulatory landscape and expected changes or developments.
The existing capacity in the market and any expected additions or expansions up to the end of the forecast period.
To assess the market impact of these parameters, we assign weights to each one and utilize weighted average analysis. This process allows us to quantify their influence on the market and derive an expected growth rate for the forecasted period. By considering these various factors and applying a weighted analysis approach, we strive to provide accurate and reliable market forecasts.
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