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市场调查报告书
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1891467

游戏配件市场规模、占有率、成长及全球产业分析:按类型、应用和地区划分的洞察与预测(2024-2032)

Gaming Accessories Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast, 2024-2032

出版日期: | 出版商: Fortune Business Insights Pvt. Ltd. | 英文 140 Pages | 商品交期: 请询问到货日

价格

游戏配件市场成长驱动因素

随着游戏成为各年龄层的核心娱乐方式,全球游戏配件市场持续快速成长。根据最新的行业评估,预计该市场规模将在2024年达到104.9亿美元,2025年增长至114.9亿美元,2032年达到224.8亿美元。这意味着在预测期内,其复合年增长率将达到10.1%。 2024年,北美将占全球39.66%的市场占有率,游戏配件将成为提升游戏体验、沉浸感和效能的关键组成部分。

游戏配件包含耳机、键盘、滑鼠、控制器、VR设备和游戏椅等周边,旨在提升使用者体验。 包括戴尔科技、罗技、雷蛇、Turtle Beach、海盗船、森海塞尔、HyperX、酷冷至尊和安克在内的领先厂商不断创新,致力于打造响应灵敏、符合人体工学且高度可定制的产品。游戏玩家群正在显着成长,根据产业分析师估计,全球有超过5亿人定期观看游戏内容,这推动了对游戏配件的需求。

市场动态

市场驱动因素

推动市场扩张的关键因素是电子竞技产业的快速发展。随着竞技游戏在全球日益普及,对高效能配件的需求也随之激增,例如配备高精度感应器的游戏滑鼠、高速机械键盘和专业游戏手把。职业玩家每年在游戏配件上的花费约为425美元,与美国家庭的平均游戏支出大致相同。

此外,AR/VR 整合、触觉回馈和 AI 驱动的个人化等技术创新正在显着推动市场发展。发展中国家可支配所得的成长也进一步加速了高端配件的普及。

市场限制因子

市场成长的主要障碍之一是顶级游戏配件的高昂价格。虽然高性能头戴式显示器、VR 套件和机械式键盘性能卓越,但注重预算的用户往往会放弃购买。对游戏週边(尤其是中国製造的周边)征收的互惠关税也推高了价格,并影响了供应链。

市场机会

行动游戏的日益普及为製造商创造了巨大的机会。随着智慧型手机不断发展以支援主机级图形效能,消费者对便携式控制器、游戏手把、紧凑型头戴式显示器和专为行动游戏设计的蓝牙配件的需求也日益增长。 这种转变正在将市场拓展到主机和PC用户之外,创造了创新驱动的机会。

市场趋势

一个显着的趋势是向无线配件的转变,无线配件具有低延迟和长电池续航时间的优点。从无线RGB键盘到蓝牙耳机,游戏玩家倾向于选择既能简化线材管理又能保持效能的装置。永续发展趋势也在重塑市场,具有环保意识的消费者更青睐采用环保材料和节能设计的产品。

细分市场概览

依产品类型

2024年,具有跨平台相容性的游戏手把和控制器将占市场主导地位。预计游戏椅将实现最快成长,这主要得益于人体工学的改进和家庭串流媒体的兴起。

按装置

2024年,PC细分市场将引领市场,因为桌上型电脑和笔记型电脑游戏玩家将继续投资高品质的周边。 然而,由于云端游戏和多功能游戏主机系统的兴起,预计游戏主机将呈现最高的成长率。

依连接方式

2024 年的需求主要由有线配件主导,尤其是在追求无延迟游戏体验的竞技玩家中。随着技术进步降低延迟、提高电池效率和连接性,无线设备预计将成长最快。

按分销管道

专卖店在 2024 年发挥了主导作用,提供沉浸式店内演示和专家建议。受网红行销、全球可及性和频繁的产品折扣的推动,预计线上通路将成长最快。

按最终使用者

休閒游戏玩家在 2024 年仍是最大的消费群体,他们购买各种类别的产品,用于娱乐和休閒。 由于内容创作者和主播对高品质麦克风、摄影机、灯光和符合人体工学的设备有着极高的需求,预计他们将实现最高的复合年增长率。

区域洞察

北美将在2024年占最大的市场占有率,作为成熟且技术先进的游戏中心,其对VR系统、高阶头戴装置和客製化控制器的需求将持续旺盛。

亚太地区预计将实现最快的成长,这得益于智慧型手机的普及、不断壮大的中产阶级以及行动游戏配件使用率的提高。

欧洲将成为成长速度第二快的地区,这主要得益于德国、英国和法国强大的游戏社群。

详细元件清单

目录

第一章:引言

第二章:摘要整理

第三章:市场动态

  • 宏观与微观经济指标
  • 驱动因素、限制因素、机会与趋势
  • 生成式人工智慧的影响
  • 互惠关税对游戏配件市场的影响

第四章:竞争格局

  • 主要公司采用的商业策略
  • 主要公司的综合SWOT分析
  • 全球游戏配件主要公司(前3-5名)的市占率和排名(2024)

第五章 全球游戏配件市场规模估算与预测(按细分市场划分,2019-2032 年)

  • 主要发现
  • 依产品类型划分
    • 游戏手把/控制器
    • 游戏键盘和滑鼠
    • 游戏耳机
    • 游戏椅
    • VR 设备
    • 其他(游戏包、散热风扇等)
  • 依装置划分
    • PC(桌上型电脑和笔记型电脑)
    • 游戏主机
    • 智慧型手机
  • 依连线类型划分
    • 有线
    • 无线
  • 依分销管道划分
    • 专卖店商店
    • 线上
    • 百货公司
    • 其他(游戏中心、电竞实验室等)
  • 依最终用户划分
    • 休閒玩家
    • 职业玩家
    • 内容创作者和主播
    • 电竞组织
  • 按地区划分
    • 北美
    • 南美
    • 欧洲
    • 中东和非洲
    • 亚太地区

第六章 北美游戏配件市场规模估算与预测(按细分市场划分,2019-2032 年)

  • 依国家划分
    • 美国
    • 加拿大
    • 墨西哥

第六章第七章:南美游戏配件市场规模估算与预测(按细分市场划分,2019-2032 年)

  • 依国家划分
    • 巴西
    • 阿根廷
    • 其他南美国家

第八章:欧洲游戏配件市场规模估算与预测(按细分市场划分,2019-2032 年)

  • 依国家划分
    • 英国
    • 德国
    • 法国
    • 义大利
    • 西班牙
    • 俄罗斯
    • 比荷卢经济联盟
    • 北欧国家
    • 欧洲其他地区

第九章:中东与非洲游戏配件市场规模估算与预测(按细分市场划分, 2019-2032)

  • 依国家划分
    • 土耳其
    • 以色列
    • 海湾合作委员会
    • 北非
    • 南非
    • 中东和非洲其他地区

第十章:亚太地区游戏配件市场规模估算与预测(按细分市场划分,2019-2032)

  • 依国家划分
    • 中国
    • 日本
    • 印度
    • 韩国
    • 东协
    • 大洋洲
    • 其他亚太地区

第十一章:十大公司简介

  • 戴尔科技
  • 罗技国际SA
  • 雷蛇公司 (Razer Inc.)
  • 疯猫全球有限公司 (Mad Catz Global Limited)
  • 海龟比奇公司 (Turtle Beach Corporation)
  • 海盗船游戏公司 (Corsair Gaming Inc.)
  • 酷冷至尊有限公司 (Cooler Master Co. Ltd)
  • 森海塞尔电子有限公司 (Sennheiser electronic GmbH & Co. KG)
  • HyperX
  • 安克 (Anker)

第十二章:要点

Product Code: FBI110577

Growth Factors of gaming accessories Market

The global gaming accessories market continues to expand rapidly as gaming becomes a core entertainment medium across all demographics. According to the latest industry assessment, the market was valued at USD 10.49 billion in 2024, is expected to increase to USD 11.49 billion in 2025, and is projected to reach USD 22.48 billion by 2032, reflecting a strong CAGR of 10.1% over the forecast period. With North America securing 39.66% of the global share in 2024, gaming accessories have become essential components for enhanced gameplay, immersion, and performance.

Gaming accessories include peripherals such as headsets, keyboards, mice, controllers, VR devices, and gaming chairs, designed to elevate user experience. Major players-Dell Technologies, Logitech, Razer, Turtle Beach, Corsair, Sennheiser, HyperX, Cooler Master, Anker, and others-continue to innovate with designs that deliver responsiveness, ergonomic support, and advanced customization. The upward trajectory of gaming audiences is notable; industry analysts report that over 500 million viewers worldwide regularly follow gaming content, significantly driving accessory demand.

Market Dynamics

Market Drivers

A critical force behind market expansion is the rapid rise of the eSports industry. As competitive gaming gains global traction, the demand for high-performance accessories-gaming mice with precision sensors, mechanical keyboards with fast actuation, and pro-level controllers-continues to surge. Professional gamers make annual expenditures of around USD 425, aligning closely with average U.S. household spend on gaming-related purchases.

Additionally, technological innovation such as AR/VR integration, haptic feedback, and AI-driven personalization contributes significantly to market momentum. The increase in disposable income across developing countries further accelerates the adoption of premium accessories.

Market Restraints

One of the primary barriers to market growth is the high pricing of top-tier gaming accessories. While advanced headsets, VR kits, or mechanical keyboards offer superior performance, budget-conscious users often refrain from making such purchases. The presence of reciprocal tariffs on gaming peripherals, particularly those produced in China, also elevates pricing and affects supply chains.

Market Opportunities

The rising popularity of mobile gaming presents major opportunities for manufacturers. As smartphones evolve to support console-level graphics, consumers increasingly seek portable controllers, gaming grips, compact headsets, and Bluetooth accessories tailored for mobile gameplay. This shift expands the market beyond console and PC users, creating innovation-led opportunities.

Market Trends

A defining trend is the transition to wireless accessories that offer low latency and long battery life. From wireless RGB keyboards to Bluetooth-enabled headsets, gamers prefer setups that eliminate clutter while maintaining performance. Sustainability trends are also reshaping the market-eco-friendly materials and energy-efficient product designs resonate strongly with environmentally conscious consumers.

Segmentation Overview

By Product Type

Gamepads/controllers dominated the market in 2024 due to their cross-platform compatibility. Gaming chairs are projected to grow fastest, driven by ergonomic enhancements and increased home streaming setups.

By Device Type

The PC segment led the market in 2024 as desktop and laptop gamers continue investing in high-quality peripherals. Gaming consoles, however, are expected to witness the highest growth due to cloud-gaming adoption and multifunctional console systems.

By Connectivity

Wired accessories dominated 2024 demand, especially among competitive gamers seeking lag-free performance. Wireless devices are forecast to grow fastest as technology improves latency, battery efficiency, and connectivity.

By Distribution Channel

Specialty stores led in 2024, offering immersive in-store demos and expert guidance. The online segment is expected to grow most rapidly due to influencer marketing, global accessibility, and frequent product discounts.

By End-User

Casual gamers remained the largest consumer base in 2024, purchasing across categories for entertainment and comfort. Content creators and streamers will record the highest CAGR, driven by the need for high-quality microphones, cameras, lighting, and ergonomic setups.

Regional Insights

North America, valued at the largest share in 2024, remains a mature and technologically advanced gaming hub, with high demand for VR systems, premium headsets, and customized controllers.

Asia Pacific is projected to experience the fastest growth owing to smartphone penetration, a rising middle-class population, and increased adoption of mobile gaming accessories.

Europe ranks as the second fastest-growing region, supported by strong gaming communities in Germany, the U.K., and France.

Conclusion

Growing from USD 10.49 billion in 2024 to USD 22.48 billion by 2032, the gaming accessories market is set for robust expansion. Technological innovation, mobile gaming growth, and the booming global eSports sector will continue to drive demand. Brands that integrate AI, sustainability, and cross-platform functionality are best positioned for long-term success.

TTRIBUTE DETAILS

Segmentation By Product Type

  • Gamepads/Controllers
  • Gaming Keyboards and Mice
  • Gaming Headsets
  • Gaming Chairs
  • VR Devices
  • Others (Gaming Bags, Cooling Fans, etc.)

By Device Type

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

By Connectivity Type

  • Wired
  • Wireless

By Distribution Channel

  • Specialty Stores
  • Online
  • Departmental Stores
  • Others (Gaming Arcades, eSports Lab, etc.)

By End-User

  • Casual Gamers
  • Professional Gamers
  • Content Creators and Streamers
  • eSports Organizations

By Region

  • North America (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • U.S. (By End-User)
    • Canada (By End-User)
    • Mexico (By End-User)
  • South America (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • Brazil (By End-User)
    • Argentina (By End-User)
    • Rest of South America
  • Europe (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • U.K. (By End-User)
    • Germany (By End-User)
    • France (By End-User)
    • Italy (By End-User)
    • Spain (By End-User)
    • Russia (By End-User)
    • Benelux (By End-User)
    • Nordics (By End-User)
    • Rest of Europe
  • Middle East & Africa (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • Turkey (By End-User)
    • Israel (By End-User)
    • GCC (By End-User)
    • North Africa (By End-User)
    • South Africa (By End-User)
    • Rest of the Middle East & Africa
  • Asia Pacific (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • China (By End-User)
    • Japan (By End-User)
    • India (By End-User)
    • South Korea (By End-User)
    • ASEAN (By End-User)
    • Oceania (By End-User)
    • Rest of Asia Pacific

Companies Profiled in the Report Dell Technologies (U.S.)

Logitech International SA (Switzerland)

Razer Inc. (Singapore)

Mad Catz Global Limited (China)

Turtle Beach Corporation (U.S.)

Corsair Gaming Inc. (U.S.)

Cooler Master Co., Ltd (Taiwan)

Sennheiser Electronic GmbH & Co. KG (Germany)

HyperX (U.S.)

Anker (U.S.)

Table of Content

1. Introduction

  • 1.1. Definition, By Segment
  • 1.2. Research Methodology/Approach
  • 1.3. Data Sources

2. Executive Summary

3. Market Dynamics

  • 3.1. Macro and Micro Economic Indicators
  • 3.2. Drivers, Restraints, Opportunities and Trends
  • 3.3. Impact of Generative AI
  • 3.4. Impact of Reciprocal Tariffs on Gaming Accessories Market

4. Competition Landscape

  • 4.1. Business Strategies Adopted by Key Players
  • 4.2. Consolidated SWOT Analysis of Key Players
  • 4.3. Global Gaming Accessories Key Players (Top 3 - 5) Market Share/Ranking, 2024

5. Global Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 5.1. Key Findings
  • 5.2. By Product Type (USD)
    • 5.2.1. Gamepads/Controllers
    • 5.2.2. Gaming Keyboards and Mice
    • 5.2.3. Gaming Headsets
    • 5.2.4. Gaming Chairs
    • 5.2.5. VR Devices
    • 5.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 5.3. By Device Type (USD)
    • 5.3.1. PC (Desktop and Laptop)
    • 5.3.2. Gaming Consoles
    • 5.3.3. Smartphones
  • 5.4. By Connectivity Type (USD)
    • 5.4.1. Wired
    • 5.4.2. Wireless
  • 5.5. By Distribution Channel (USD)
    • 5.5.1. Specialty Stores
    • 5.5.2. Online
    • 5.5.3. Departmental Stores
    • 5.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 5.6. By End-User (USD)
    • 5.6.1. Casual Gamers
    • 5.6.2. Professional Gamers
    • 5.6.3. Content Creators and Streamers
    • 5.6.4. eSports Organizations
  • 5.7. By Region (USD)
    • 5.7.1. North America
    • 5.7.2. South America
    • 5.7.3. Europe
    • 5.7.4. Middle East & Africa
    • 5.7.5. Asia Pacific

6. North America Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 6.1. Key Findings
  • 6.2. By Product Type (USD)
    • 6.2.1. Gamepads/Controllers
    • 6.2.2. Gaming Keyboards and Mice
    • 6.2.3. Gaming Headsets
    • 6.2.4. Gaming Chairs
    • 6.2.5. VR Devices
    • 6.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 6.3. By Device Type (USD)
    • 6.3.1. PC (Desktop and Laptop)
    • 6.3.2. Gaming Consoles
    • 6.3.3. Smartphones
  • 6.4. By Connectivity Type (USD)
    • 6.4.1. Wired
    • 6.4.2. Wireless
  • 6.5. By Distribution Channel (USD)
    • 6.5.1. Specialty Stores
    • 6.5.2. Online
    • 6.5.3. Departmental Stores
    • 6.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 6.6. By End-User (USD)
    • 6.6.1. Casual Gamers
    • 6.6.2. Professional Gamers
    • 6.6.3. Content Creators and Streamers
    • 6.6.4. eSports Organizations
  • 6.7. By Country (USD)
    • 6.7.1. U.S.
      • 6.7.1.1. By End-User
    • 6.7.2. Canada
      • 6.7.2.1. By End-User
    • 6.7.3. Mexico
      • 6.7.3.1. By End-User

7. South America Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 7.1. Key Findings
  • 7.2. By Product Type (USD)
    • 7.2.1. Gamepads/Controllers
    • 7.2.2. Gaming Keyboards and Mice
    • 7.2.3. Gaming Headsets
    • 7.2.4. Gaming Chairs
    • 7.2.5. VR Devices
    • 7.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 7.3. By Device Type (USD)
    • 7.3.1. PC (Desktop and Laptop)
    • 7.3.2. Gaming Consoles
    • 7.3.3. Smartphones
  • 7.4. By Connectivity Type (USD)
    • 7.4.1. Wired
    • 7.4.2. Wireless
  • 7.5. By Distribution Channel (USD)
    • 7.5.1. Specialty Stores
    • 7.5.2. Online
    • 7.5.3. Departmental Stores
    • 7.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 7.6. By End-User (USD)
    • 7.6.1. Casual Gamers
    • 7.6.2. Professional Gamers
    • 7.6.3. Content Creators and Streamers
    • 7.6.4. eSports Organizations
  • 7.7. By Country (USD)
    • 7.7.1. Brazil
      • 7.7.1.1. By End-User
    • 7.7.2. Argentina
      • 7.7.2.1. By End-User
    • 7.7.3. Rest of South America

8. Europe Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 8.1. Key Findings
  • 8.2. By Product Type (USD)
    • 8.2.1. Gamepads/Controllers
    • 8.2.2. Gaming Keyboards and Mice
    • 8.2.3. Gaming Headsets
    • 8.2.4. Gaming Chairs
    • 8.2.5. VR Devices
    • 8.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 8.3. By Device Type (USD)
    • 8.3.1. PC (Desktop and Laptop)
    • 8.3.2. Gaming Consoles
    • 8.3.3. Smartphones
  • 8.4. By Connectivity Type (USD)
    • 8.4.1. Wired
    • 8.4.2. Wireless
  • 8.5. By Distribution Channel (USD)
    • 8.5.1. Specialty Stores
    • 8.5.2. Online
    • 8.5.3. Departmental Stores
    • 8.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 8.6. By End-User (USD)
    • 8.6.1. Casual Gamers
    • 8.6.2. Professional Gamers
    • 8.6.3. Content Creators and Streamers
    • 8.6.4. eSports Organizations
  • 8.7. By Country (USD)
    • 8.7.1. U.K.
      • 8.7.1.1. By End-User
    • 8.7.2. Germany
      • 8.7.2.1. By End-User
    • 8.7.3. France
      • 8.7.3.1. By End-User
    • 8.7.4. Italy
      • 8.7.4.1. By End-User
    • 8.7.5. Spain
      • 8.7.5.1. By End-User
    • 8.7.6. Russia
      • 8.7.6.1. By End-User
    • 8.7.7. Benelux
      • 8.7.7.1. By End-User
    • 8.7.8. Nordics
      • 8.7.8.1. By End-User
    • 8.7.9. Rest of Europe

9. Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 9.1. Key Findings
  • 9.2. By Product Type (USD)
    • 9.2.1. Gamepads/Controllers
    • 9.2.2. Gaming Keyboards and Mice
    • 9.2.3. Gaming Headsets
    • 9.2.4. Gaming Chairs
    • 9.2.5. VR Devices
    • 9.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 9.3. By Device Type (USD)
    • 9.3.1. PC (Desktop and Laptop)
    • 9.3.2. Gaming Consoles
    • 9.3.3. Smartphones
  • 9.4. By Connectivity Type (USD)
    • 9.4.1. Wired
    • 9.4.2. Wireless
  • 9.5. By Distribution Channel (USD)
    • 9.5.1. Specialty Stores
    • 9.5.2. Online
    • 9.5.3. Departmental Stores
    • 9.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 9.6. By End-User (USD)
    • 9.6.1. Casual Gamers
    • 9.6.2. Professional Gamers
    • 9.6.3. Content Creators and Streamers
    • 9.6.4. eSports Organizations
  • 9.7. By Country (USD)
    • 9.7.1. Turkey
      • 9.7.1.1. By End-User
    • 9.7.2. Israel
      • 9.7.2.1. By End-User
    • 9.7.3. GCC
      • 9.7.3.1. By End-User
    • 9.7.4. North Africa
      • 9.7.4.1. By End-User
    • 9.7.5. South Africa
      • 9.7.5.1. By End-User
    • 9.7.6. Rest of Middle East & Africa

10. Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 10.1. Key Findings
  • 10.2. By Product Type (USD)
    • 10.2.1. Gamepads/Controllers
    • 10.2.2. Gaming Keyboards and Mice
    • 10.2.3. Gaming Headsets
    • 10.2.4. Gaming Chairs
    • 10.2.5. VR Devices
    • 10.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 10.3. By Device Type (USD)
    • 10.3.1. PC (Desktop and Laptop)
    • 10.3.2. Gaming Consoles
    • 10.3.3. Smartphones
  • 10.4. By Connectivity Type (USD)
    • 10.4.1. Wired
    • 10.4.2. Wireless
  • 10.5. By Distribution Channel (USD)
    • 10.5.1. Specialty Stores
    • 10.5.2. Online
    • 10.5.3. Departmental Stores
    • 10.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 10.6. By End-User (USD)
    • 10.6.1. Casual Gamers
    • 10.6.2. Professional Gamers
    • 10.6.3. Content Creators and Streamers
    • 10.6.4. eSports Organizations
  • 10.7. By Country (USD)
    • 10.7.1. China
      • 10.7.1.1. By End-User
    • 10.7.2. Japan
      • 10.7.2.1. By End-User
    • 10.7.3. India
      • 10.7.3.1. By End-User
    • 10.7.4. South Korea
      • 10.7.4.1. By End-User
    • 10.7.5. ASEAN
      • 10.7.5.1. By End-User
    • 10.7.6. Oceania
      • 10.7.6.1. By End-User
    • 10.7.7. Rest of Asia Pacific

11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)

  • 11.1. Dell Technologies
    • 11.1.1. Overview
      • 11.1.1.1. Key Management
      • 11.1.1.2. Headquarters
      • 11.1.1.3. Offerings/Business Segments
    • 11.1.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.1.2.1. Employee Size
      • 11.1.2.2. Past and Current Revenue
      • 11.1.2.3. Geographical Share
      • 11.1.2.4. Business Segment Share
      • 11.1.2.5. Recent Developments
  • 11.2. Logitech International SA
    • 11.2.1. Overview
      • 11.2.1.1. Key Management
      • 11.2.1.2. Headquarters
      • 11.2.1.3. Offerings/Business Segments
    • 11.2.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.2.2.1. Employee Size
      • 11.2.2.2. Past and Current Revenue
      • 11.2.2.3. Geographical Share
      • 11.2.2.4. Business Segment Share
      • 11.2.2.5. Recent Developments
  • 11.3. Razer Inc.
    • 11.3.1. Overview
      • 11.3.1.1. Key Management
      • 11.3.1.2. Headquarters
      • 11.3.1.3. Offerings/Business Segments
    • 11.3.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.3.2.1. Employee Size
      • 11.3.2.2. Past and Current Revenue
      • 11.3.2.3. Geographical Share
      • 11.3.2.4. Business Segment Share
      • 11.3.2.5. Recent Developments
  • 11.4. Mad Catz Global Limited
    • 11.4.1. Overview
      • 11.4.1.1. Key Management
      • 11.4.1.2. Headquarters
      • 11.4.1.3. Offerings/Business Segments
    • 11.4.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.4.2.1. Employee Size
      • 11.4.2.2. Past and Current Revenue
      • 11.4.2.3. Geographical Share
      • 11.4.2.4. Business Segment Share
      • 11.4.2.5. Recent Developments
  • 11.5. Turtle Beach Corporation
    • 11.5.1. Overview
      • 11.5.1.1. Key Management
      • 11.5.1.2. Headquarters
      • 11.5.1.3. Offerings/Business Segments
    • 11.5.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.5.2.1. Employee Size
      • 11.5.2.2. Past and Current Revenue
      • 11.5.2.3. Geographical Share
      • 11.5.2.4. Business Segment Share
      • 11.5.2.5. Recent Developments
  • 11.6. Corsair Gaming Inc.
    • 11.6.1. Overview
      • 11.6.1.1. Key Management
      • 11.6.1.2. Headquarters
      • 11.6.1.3. Offerings/Business Segments
    • 11.6.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.6.2.1. Employee Size
      • 11.6.2.2. Past and Current Revenue
      • 11.6.2.3. Geographical Share
      • 11.6.2.4. Business Segment Share
      • 11.6.2.5. Recent Developments
  • 11.7. Cooler Master Co. Ltd
    • 11.7.1. Overview
      • 11.7.1.1. Key Management
      • 11.7.1.2. Headquarters
      • 11.7.1.3. Offerings/Business Segments
    • 11.7.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.7.2.1. Employee Size
      • 11.7.2.2. Past and Current Revenue
      • 11.7.2.3. Geographical Share
      • 11.7.2.4. Business Segment Share
      • 11.7.2.5. Recent Developments
  • 11.8. Sennheiser electronic GmbH & Co. KG
    • 11.8.1. Overview
      • 11.8.1.1. Key Management
      • 11.8.1.2. Headquarters
      • 11.8.1.3. Offerings/Business Segments
    • 11.8.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.8.2.1. Employee Size
      • 11.8.2.2. Past and Current Revenue
      • 11.8.2.3. Geographical Share
      • 11.8.2.4. Business Segment Share
      • 11.8.2.5. Recent Developments
  • 11.9. HyperX
    • 11.9.1. Overview
      • 11.9.1.1. Key Management
      • 11.9.1.2. Headquarters
      • 11.9.1.3. Offerings/Business Segments
    • 11.9.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.9.2.1. Employee Size
      • 11.9.2.2. Past and Current Revenue
      • 11.9.2.3. Geographical Share
      • 11.9.2.4. Business Segment Share
      • 11.9.2.5. Recent Developments
  • 11.10. Anker
    • 11.10.1. Overview
      • 11.10.1.1. Key Management
      • 11.10.1.2. Headquarters
      • 11.10.1.3. Offerings/Business Segments
    • 11.10.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.10.2.1. Employee Size
      • 11.10.2.2. Past and Current Revenue
      • 11.10.2.3. Geographical Share
      • 11.10.2.4. Business Segment Share
      • 11.10.2.5. Recent Developments

12. Key Takeaways

List of Tables

  • Table 1: Global Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 2: Global Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 3: Global Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 4: Global Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 5: Global Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 6: Global Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 7: Global Gaming Accessories Market Size Estimates and Forecasts, By Region, 2019 - 2032
  • Table 8: North America Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 9: North America Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 10: North America Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 11: North America Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 12: North America Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 13: North America Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 14: North America Gaming Accessories Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 15: U.S. Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 16: Canada Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 17: Mexico Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 18: South America Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 19: South America Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 20: South America Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 21: South America Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 22: South America Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 23: South America Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 24: South America Gaming Accessories Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 25: Brazil Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 26: Argentina Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 27: Europe Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 28: Europe Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 29: Europe Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 30: Europe Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 31: Europe Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 32: Europe Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 33: Europe Gaming Accessories Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 34: U.K. Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 35: Germany Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 36: France Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 37: Italy Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 38: Spain Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 39: Russia Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 40: Benelux Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 41: Nordics Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 42: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 43: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 44: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 45: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 46: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 47: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 48: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 49: Turkey Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 50: Israel Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 51: GCC Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 52: North Africa Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 53: South Africa Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 54: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 55: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 56: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 57: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 58: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 59: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 60: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 61: China Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 62: Japan Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 63: India Pacific Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 64: South Korea Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 65: ASEAN Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 66: Oceania Asia Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032

List of Figures

  • Figure 1: Global Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 2: Global Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 3: Global Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 4: Global Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 5: Global Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 6: Global Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 7: Global Gaming Accessories Market Revenue Share (%), By Region, 2024 and 2032
  • Figure 8: North America Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 9: North America Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 10: North America Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 11: North America Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 12: North America Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 13: North America Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 14: North America Gaming Accessories Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 15: South America Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 16: South America Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 17: South America Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 18: South America Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 19: South America Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 20: South America Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 21: South America Gaming Accessories Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 22: Europe Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 23: Europe Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 24: Europe Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 25: Europe Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 26: Europe Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 27: Europe Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 28: Europe Gaming Accessories Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 29: Middle East & Africa Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 30: Middle East & Africa Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 31: Middle East & Africa Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 32: Middle East & Africa Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 33: Middle East & Africa Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 34: Middle East & Africa Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 35: Middle East & Africa Gaming Accessories Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 36: Asia Pacific Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 37: Asia Pacific Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 38: Asia Pacific Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 39: Asia Pacific Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 40: Asia Pacific Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 41: Asia Pacific Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 42: Asia Pacific Gaming Accessories Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 43: Global Gaming Accessories Key Players' Market Share/Ranking (%), 2024