Gaming Accessories Market Size is projected to reach USD 24.38 Billion by 2030, growing at a CAGR of 12.2%: Straits Research

The global gaming accessories market size was valued at USD 8.65 billion in 2021. It is projected to reach USD 24.38 billion by 2030, growing at a CAGR of 12.2% during the forecast period (2022-2030). North America is the most significant shareholder in the global gaming accessories market and is expected to grow at a CAGR of 10.5% during the forecast period.


New York, United States, March 14, 2023 (GLOBE NEWSWIRE) -- A gaming accessory is a piece of hardware that either improves the gaming experience or is required to use a video game system. Video game peripherals include webcams, joysticks, controllers, and headphones. The controller, used to play games, is the most widely used accessory for video gaming systems. Gaming is one of the world's fastest-growing entertainment industries, and several recent online gaming tournaments have necessitated state-of-the-art infrastructure.


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Rising Demand for E-Sports Gaming Drives the Global Market

The entire e-sports industry is predicted to grow during the forecast period. The bulk of e-sports spectators and competitors are millennials. To draw these players, e-sports producers are customizing the gameplay and making the game available on various platforms, including consoles, PCs, and mobile devices. Due to the recent expansion of the e-sports industry, big businesses like Logitech, Razer, and Steel Series have witnessed a marked increase in demand for their products. As the predicted global e-sports viewership grows, this trend might persist. This market growth, which Montgolfier credits to a concomitant rise in e-sports participation, has allowed many companies, especially HyperX, Razer, and Steel Series, to increase their sales.

Growing Demand for Console Segment Creates Tremendous Opportunities

Home consoles such as those produced by Sony, Microsoft, and Nintendo account for the vast majority of sales in this industry. Along with its PS5 next-generation console, Sony unveiled a whole line of accessories, including a new controller, headset, controller stand, and media remote. The market for gaming accessories will expand over the forecast period due to the rising demand for gaming consoles. The market is also driven by the release of new game content with demanding graphic specifications. The move from console gaming to on-demand visual entertainment has already started. Microsoft revealed that Xbox Series X would be released (the successor of its range-topping Xbox One X gaming console). In addition to offering a 4K gaming experience at up to an astounding 120 frames per second, support for gameplay with variable refresh rate, and compatibility with 8K monitors, it will be far more potent in terms of hardware.


Report Scope

Report Metric Details
Market Size USD 24.38 billion by 2030
CAGR 12.2% (2022-2030)
Historical Data 2019-2020
Base Year 2021
Forecast Period 2022-2030
Forecast Units Value (USD Billion)
Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
Segments Covered Product Type, Device Type
Geographies Covered North America, Europe, Asia-Pacific, LAME and Rest of the World
Key Companies Profiled/Vendors Alienware (Dell), Logitech International SA, Razer 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, and Microsoft Corporation.
Key Market Opportunities Growing Demand for Console Segment
Key Market Drivers Rising Demand for E-Sports Gaming

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Regional Analysis

North America is the most significant shareholder in the global gaming accessories market and is expected to grow at a CAGR of 10.5% during the forecast period. The increase in internet speed has also been a significant factor in the growth of online gaming in the US. According to Ookla's Q2 2020 Speed Test US Market Report, the nation's download speed over mobile increased 15.8% to 29 Mbps between Q2 2019 and Q2 2020. Additionally, the government's initiatives to speed up the rollout of 5G across the country help to reduce latency lag and offer a seamless gaming experience. Several prominent vendors, including Microsoft, who get the majority of their income from the US, focus on capitalizing on the expanding video game consumption, thereby offering new products.

Europe is expected to grow at a CAGR of 13.8%, generating USD 7.23 billion during the forecast period. In anticipation of the launch of the German gaming industry in 2021, Relax will provide its game library on the operator's new Loewen Play Fun online casino site alongside titles from the supplier's third-party studio partners. Using games across many end-user industries presents numerous opportunities for the nation's suppliers. For instance, Level Ex, a digital health startup creating medical video games to enhance doctors' and surgeons' clinical skills, was recently acquired by Munich-based Brainlab, a provider of digital medical technology. Additionally, companies like Crytek have been inspired to enter the industry thanks to customer demand for VR/AR devices. Certain video games were produced by the corporation with VR technology in mind. CRYENGINE is a 3D game development platform renowned for supporting virtual reality. Crytek and Google worked together to provide the engine to the Android ecosystem.

In Southeast Asia, community importance is a vital prerequisite for developers. India's gaming user base grew dramatically in 2020 due to the availability of competitively priced smartphones, which have increased year over year for the past five years, the adoption of high-speed 4G internet, and the lowest data tariffs in the world. The largest segment of India's gaming sector was mobile gaming. China is one of the most powerful Asia-Pacific countries, with rising technology usage. This country is home to one of the fastest internet networks and significant corporations like Tencent and NetEase. China has planned to roll out a natural name verification system for video games that is almost complete. KT unveiled intentions to work with cloud gaming specialist Unitus to provide its gaming service—aptly titled 5G Streaming Game—exclusively to its 5G users in South Korea.

Key Highlights

  • The global gaming accessories market size is projected to reach USD 24.38 billion by 2030, growing at a CAGR of 12.2% during the forecast period (2022-2030).
  • Based on product type, the global gaming accessories market is bifurcated into gamepads/joysticks, gaming keyboards, gaming mice, gaming headsets, and virtual reality devices. The gaming headsets segment is the highest contributor to the market and is expected to grow at a CAGR of 11.2% during the forecast period.
  • Based on device type, the global gaming accessories market is bifurcated into pc (desktop and laptop), gaming consoles, and smartphones. The gaming consoles segment owns the highest market share and is expected to grow at a CAGR of 12.3% during the forecast period.
  • North America is the most significant shareholder in the global gaming accessories market and is expected to grow at a CAGR of 10.5% during the forecast period.

Competitive Players

  1. Alienware (Dell)
  2. Logitech International SA
  3. Razer Inc.
  4. Mad Catz Global Limited
  5. Turtle Beach Corporation
  6. Corsair Gaming Inc.
  7. Cooler Master Co. Ltd
  8. Sennheiser electronic GmbH & Co. KG
  9. HyperX
  10. Anker
  11. Reddragon (Eastern Times Technology Co. Ltd)
  12. Nintendo Co. Ltd
  13. Sony Corporation
  14. SteelSeries
  15. Microsoft Corporation


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Global Gaming Accessories Market: Segmentation

By Product Type

  • Gamepads/Joysticks
  • Gaming Keyboards
  • Gaming Mice
  • Gaming Headsets
  • Virtual Reality Devices

By Device Type

  • PC (Desktop and Laptop)
  • Gaming Consoles
  • Smartphones

By Regions

  • North America
  • Europe
  • Asia-Pacific
  • LAMEA


TABLE OF CONTENT

  1. EXECUTIVE SUMMARY
  2. RESEARCH SCOPE & SEGMENTATION
    1. Research Objectives
    2. Market Definition
    3. Limitations & Assumptions
    4. Market Scope & Segmentation
    5. Currency & Pricing Considered
  3. MARKET OPPORTUNITY ASSESSMENT
    1. Emerging Regions / Countries
    2. Emerging Companies
    3. Emerging Applications / End Use
    4. Investment Landscape
    5. New Business Models / Revenue Streams
    6. TAM
  4. MARKET TRENDS
    1. Drivers
    2. Market Warning Factors
    3. Latest Macro Economic Indicators
    4. Geopolitical Impact
    5. Human Factors
    6. Technology Factors
  5. MARKET ASSESSMENT
    1. Porters Five Forces Analysis
    2. Value Chain Analysis
    3. Raw Material Analysis
    4. Sales And Distribution Channel Analysis
    5. Trade Analysis
    6. Average Pricing Analysis
    7. Case Study Analysis
    8. Patent Analysis
    9. M & A Agreements & Collabration Analysis
    10. Export Import Analysis
    11. Cost Structure Analysis
  6. ESG TRENDS
  7. GLOBAL GAMING ACCESSORIES MARKET SIZE ANALYSIS
    1. Global Gaming Accessories Market Introduction
    2. By Product Type
      1. Introduction
        1. Product Type By Value
      2. Gamepads/Joysticks
        1. By Value
      3. Gaming Keyboards
        1. By Value
      4. Gaming Mice
        1. By Value
      5. Gaming Headsets
        1. By Value
      6. Virtual Reality Devices
        1. By Value
    3. By Device Type
      1. Introduction
        1. Device Type By Value
      2. PC (Desktop And Laptop)
        1. By Value
      3. Gaming Consoles
        1. By Value
      4. Smartphones
        1. By Value
  8. NORTH AMERICA MARKET ANALYSIS
    1. Introduction
    2. By Product Type
      1. Introduction
        1. Product Type By Value
      2. Gamepads/Joysticks
        1. By Value
      3. Gaming Keyboards
        1. By Value
      4. Gaming Mice
        1. By Value
      5. Gaming Headsets
        1. By Value
      6. Virtual Reality Devices
        1. By Value
    3. By Device Type
      1. Introduction
        1. Device Type By Value
      2. PC (Desktop And Laptop)
        1. By Value
      3. Gaming Consoles
        1. By Value
      4. Smartphones
        1. By Value
    4. U.S.
      1. By Product Type
        1. Introduction
          1. Product Type By Value
        2. Gamepads/Joysticks
          1. By Value
        3. Gaming Keyboards
          1. By Value
        4. Gaming Mice
          1. By Value
        5. Gaming Headsets
          1. By Value
        6. Virtual Reality Devices
          1. By Value
      2. By Device Type
        1. Introduction
          1. Device Type By Value
        2. PC (Desktop And Laptop)
          1. By Value
        3. Gaming Consoles
          1. By Value
        4. Smartphones
          1. By Value
    5. Canada
  9. EUROPE MARKET ANALYSIS
    1. Introduction
    2. By Product Type
      1. Introduction
        1. Product Type By Value
      2. Gamepads/Joysticks
        1. By Value
      3. Gaming Keyboards
        1. By Value
      4. Gaming Mice
        1. By Value
      5. Gaming Headsets
        1. By Value
      6. Virtual Reality Devices
        1. By Value
    3. By Device Type
      1. Introduction
        1. Device Type By Value
      2. PC (Desktop And Laptop)
        1. By Value
      3. Gaming Consoles
        1. By Value
      4. Smartphones
        1. By Value
    4. U.K.
      1. By Product Type
        1. Introduction
          1. Product Type By Value
        2. Gamepads/Joysticks
          1. By Value
        3. Gaming Keyboards
          1. By Value
        4. Gaming Mice
          1. By Value
        5. Gaming Headsets
          1. By Value
        6. Virtual Reality Devices
          1. By Value
      2. By Device Type
        1. Introduction
          1. Device Type By Value
        2. PC (Desktop And Laptop)
          1. By Value
        3. Gaming Consoles
          1. By Value
        4. Smartphones
          1. By Value
    5. Germany
    6. France
    7. Spain
    8. Italy
    9. Russia
    10. Nordic
    11. Benelux
    12. Rest Of Europe
  10. APAC MARKET ANALYSIS
    1. Introduction
    2. By Product Type
      1. Introduction
        1. Product Type By Value
      2. Gamepads/Joysticks
        1. By Value
      3. Gaming Keyboards
        1. By Value
      4. Gaming Mice
        1. By Value
      5. Gaming Headsets
        1. By Value
      6. Virtual Reality Devices
        1. By Value
    3. By Device Type
      1. Introduction
        1. Device Type By Value
      2. PC (Desktop And Laptop)
        1. By Value
      3. Gaming Consoles
        1. By Value
      4. Smartphones
        1. By Value
    4. China
      1. By Product Type
        1. Introduction
          1. Product Type By Value
        2. Gamepads/Joysticks
          1. By Value
        3. Gaming Keyboards
          1. By Value
        4. Gaming Mice
          1. By Value
        5. Gaming Headsets
          1. By Value
        6. Virtual Reality Devices
          1. By Value
      2. By Device Type
        1. Introduction
          1. Device Type By Value
        2. PC (Desktop And Laptop)
          1. By Value
        3. Gaming Consoles
          1. By Value
        4. Smartphones
          1. By Value
    5. Korea
    6. Japan
    7. India
    8. Australia
    9. Taiwan
    10. South East Asia
    11. Rest Of Asia-Pacific
  11. MIDDLE EAST AND AFRICA MARKET ANALYSIS
    1. Introduction
    2. By Product Type
      1. Introduction
        1. Product Type By Value
      2. Gamepads/Joysticks
        1. By Value
      3. Gaming Keyboards
        1. By Value
      4. Gaming Mice
        1. By Value
      5. Gaming Headsets
        1. By Value
      6. Virtual Reality Devices
        1. By Value
    3. By Device Type
      1. Introduction
        1. Device Type By Value
      2. PC (Desktop And Laptop)
        1. By Value
      3. Gaming Consoles
        1. By Value
      4. Smartphones
        1. By Value
    4. UAE
      1. By Product Type
        1. Introduction
          1. Product Type By Value
        2. Gamepads/Joysticks
          1. By Value
        3. Gaming Keyboards
          1. By Value
        4. Gaming Mice
          1. By Value
        5. Gaming Headsets
          1. By Value
        6. Virtual Reality Devices
          1. By Value
      2. By Device Type
        1. Introduction
          1. Device Type By Value
        2. PC (Desktop And Laptop)
          1. By Value
        3. Gaming Consoles
          1. By Value
        4. Smartphones
          1. By Value
    5. Turkey
    6. Saudi Arabia
    7. South Africa
    8. Egypt
    9. Nigeria
    10. Rest Of MEA
  12. LATAM MARKET ANALYSIS
    1. Introduction
    2. By Product Type
      1. Introduction
        1. Product Type By Value
      2. Gamepads/Joysticks
        1. By Value
      3. Gaming Keyboards
        1. By Value
      4. Gaming Mice
        1. By Value
      5. Gaming Headsets
        1. By Value
      6. Virtual Reality Devices
        1. By Value
    3. By Device Type
      1. Introduction
        1. Device Type By Value
      2. PC (Desktop And Laptop)
        1. By Value
      3. Gaming Consoles
        1. By Value
      4. Smartphones
        1. By Value
    4. Brazil
      1. By Product Type
        1. Introduction
          1. Product Type By Value
        2. Gamepads/Joysticks
          1. By Value
        3. Gaming Keyboards
          1. By Value
        4. Gaming Mice
          1. By Value
        5. Gaming Headsets
          1. By Value
        6. Virtual Reality Devices
          1. By Value
      2. By Device Type
        1. Introduction
          1. Device Type By Value
        2. PC (Desktop And Laptop)
          1. By Value
        3. Gaming Consoles
          1. By Value
        4. Smartphones
          1. By Value
    5. Mexico
    6. Argentina
    7. Chile
    8. Colombia
    9. Rest Of LATAM
  13. COMPETITIVE ASSESSMENT
    1. Adoption Matrix
    2. Gaming Accessories Market Share By Manufacturers
    3. Gaming Accessories Market Ranking By Revenue For Manufacturers
    4. Average Price By Manufacturers
    5. Vendor Footprint Analysis
  14. MARKET PLAYERS ASSESSMENT
    1. Alienware (Dell)
      1. Overview
      2. Business Information
      3. Revenue
      4. ASP
      5. Gross Margin
      6. Swot Analysis
      7. Recent Developmments
    2. Logitech International SA
    3. Razer Inc.
    4. Mad Catz Global Limited
    5. Turtle Beach Corporation
    6. Corsair Gaming Inc.
    7. Cooler Master Co. Ltd
    8. Sennheiser Electronic GmbH & Co. KG
    9. HyperX
    10. Anker
    11. Reddragon (Eastern Times Technology Co. Ltd)
    12. Nintendo Co. Ltd
    13. Sony Corporation
    14. SteelSeries
    15. Microsoft Corporation
  15. RESEARCH METHODOLOGY
    1. Research Data
      1. Secondary Data
        1. Major Secondary Sources
        2. Key Data From Secondary Sources
      2. Primary Data
        1. Key Data From Primary Sources
        2. Breakdown Of Primaries
      3. Secondary And Primary Research
        1. Key Industry Insights
    2. Market Size Estimation
      1. Bottom-Up Approach
      2. Top-Down Approach
      3. Market Projection
    3. Research Assumptions
      1. Assumptions
    4. Limitations
    5. Risk Assessment
  16. APPENDIX
    1. Discussion Guide
    2. Customization Options
    3. Related Reports
  17. DISCLAIMER


Table of Content @ https://straitsresearch.com/report/gaming-accessories-market/toc


Market News

  • In September 2022, Logitech changed the game by introducing new Creator Solutions, including the Blue Sona XLR Microphone and the Litra Beam Desktop Key Light.
  • In September 2022, Logitech G Launched the First-Ever Gaming Grade Earbud: Logitech G FITS.


News Media

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