Product Code: SR112024A5878
The global gaming accessories market size reached US$ 10.1 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 19.6 Billion by 2032, exhibiting a growth rate (CAGR) of 7.4% during 2024-2032.
Gaming accessories refer to a particular group of hardware used independently or in video game consoles to enrich the overall experience of the gameplay. These accessories provide information to the computer for handling and processing game data and then delivering it to the operator. Gaming accessories that are designed specifically for video games primarily constitute external devices apart from the original hardware and software of the gaming system. Some of the major advantages provided by these accessories include improved reflexes, enhanced accuracy, and better operation of the game. Some of the most common gaming accessories include controllers, headsets, joysticks, virtual reality (VR) goggles, mice, keyboards, and web cameras. These accessories are versatile and compatible with multiple devices, such as desktops, laptops, smartphones and gaming consoles.
Gaming Accessories Market Trends:
The market is primarily driven by significant growth in the interactive entertainment industry. This can be attributed to the increasing popularity of video games and their proliferation across numerous social platforms. In addition to this, continual innovations in gaming fostering high graphic needs are also fueling the demand for advanced gaming accessories across the globe. The advent of innovative technologies, such as virtual reality (VR), augmented reality (AR) and artificial intelligence (AI) and console gaming, are also providing a boost to the market. The market is further driven by the ongoing development of e-sports leagues, along with the growing number of individuals choosing gaming as a profession. Moreover, the extensive research and development (R&D) activities conducted by major market players are creating a positive outlook for the market. Some of the other factors contributing to the market growth include the increasing penetration of high-speed internet, the rising number of smart device users, rapid urbanization, and inflating disposable incomes of the masses.
Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global gaming accessories market report, along with forecasts at the global, regional and country level from 2024-2032. Our report has categorized the market based on component, device type, connectivity type, and sales channel.
Breakup by Component:
Headsets
Mice
Controller
Keyboard
Others
Breakup by Device Type:
PC
Gaming Console
Breakup by Connectivity Type:
Wired
Wireless
Breakup by Sales Channel:
Online
Offline
Breakup by Region:
North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
Competitive Landscape:
The competitive landscape of the industry has also been examined along with the profiles of the key players being Anker Innovations Technology Co. Ltd., Cooler Master Technology Inc., Corsair Gaming Inc., Dell Technologies Inc., HP Inc., Logitech international S.A., Mad Catz Global Limited, Nintendo Co. Ltd, Razer Inc., Samsung Electronics Co. Ltd., Sennheiser electronic GmbH & Co. KG, Sony Group Corporation and Turtle Beach Corporation.
Key Questions Answered in This Report:
- How has the global gaming accessories market performed so far and how will it perform in the coming years?
- What has been the impact of COVID-19 on the global gaming accessories market?
- What are the key regional markets?
- What is the breakup of the market based on the component?
- What is the breakup of the market based on the device type?
- What is the breakup of the market based on the connectivity type?
- What is the breakup of the market based on the sales channel?
- What are the various stages in the value chain of the industry?
- What are the key driving factors and challenges in the industry?
- What is the structure of the global gaming accessories market and who are the key players?
- What is the degree of competition in the industry?
Table of Contents
1 Preface
2 Scope and Methodology
- 2.1 Objectives of the Study
- 2.2 Stakeholders
- 2.3 Data Sources
- 2.3.1 Primary Sources
- 2.3.2 Secondary Sources
- 2.4 Market Estimation
- 2.4.1 Bottom-Up Approach
- 2.4.2 Top-Down Approach
- 2.5 Forecasting Methodology
3 Executive Summary
4 Introduction
- 4.1 Overview
- 4.2 Key Industry Trends
5 Global Gaming Accessories Market
- 5.1 Market Overview
- 5.2 Market Performance
- 5.3 Impact of COVID-19
- 5.4 Market Forecast
6 Market Breakup by Component
- 6.1 Headsets
- 6.1.1 Market Trends
- 6.1.2 Market Forecast
- 6.2 Mice
- 6.2.1 Market Trends
- 6.2.2 Market Forecast
- 6.3 Controller
- 6.3.1 Market Trends
- 6.3.2 Market Forecast
- 6.4 Keyboard
- 6.4.1 Market Trends
- 6.4.2 Market Forecast
- 6.5 Others
- 6.5.1 Market Trends
- 6.5.2 Market Forecast
7 Market Breakup by Device Type
- 7.1 PC
- 7.1.1 Market Trends
- 7.1.2 Market Forecast
- 7.2 Gaming Console
- 7.2.1 Market Trends
- 7.2.2 Market Forecast
8 Market Breakup by Connectivity Type
- 8.1 Wired
- 8.1.1 Market Trends
- 8.1.2 Market Forecast
- 8.2 Wireless
- 8.2.1 Market Trends
- 8.2.2 Market Forecast
9 Market Breakup by Sales Channel
- 9.1 Online
- 9.1.1 Market Trends
- 9.1.2 Market Forecast
- 9.2 Offline
- 9.2.1 Market Trends
- 9.2.2 Market Forecast
10 Market Breakup by Region
- 10.1 North America
- 10.1.1 United States
- 10.1.1.1 Market Trends
- 10.1.1.2 Market Forecast
- 10.1.2 Canada
- 10.1.2.1 Market Trends
- 10.1.2.2 Market Forecast
- 10.2 Asia-Pacific
- 10.2.1 China
- 10.2.1.1 Market Trends
- 10.2.1.2 Market Forecast
- 10.2.2 Japan
- 10.2.2.1 Market Trends
- 10.2.2.2 Market Forecast
- 10.2.3 India
- 10.2.3.1 Market Trends
- 10.2.3.2 Market Forecast
- 10.2.4 South Korea
- 10.2.4.1 Market Trends
- 10.2.4.2 Market Forecast
- 10.2.5 Australia
- 10.2.5.1 Market Trends
- 10.2.5.2 Market Forecast
- 10.2.6 Indonesia
- 10.2.6.1 Market Trends
- 10.2.6.2 Market Forecast
- 10.2.7 Others
- 10.2.7.1 Market Trends
- 10.2.7.2 Market Forecast
- 10.3 Europe
- 10.3.1 Germany
- 10.3.1.1 Market Trends
- 10.3.1.2 Market Forecast
- 10.3.2 France
- 10.3.2.1 Market Trends
- 10.3.2.2 Market Forecast
- 10.3.3 United Kingdom
- 10.3.3.1 Market Trends
- 10.3.3.2 Market Forecast
- 10.3.4 Italy
- 10.3.4.1 Market Trends
- 10.3.4.2 Market Forecast
- 10.3.5 Spain
- 10.3.5.1 Market Trends
- 10.3.5.2 Market Forecast
- 10.3.6 Russia
- 10.3.6.1 Market Trends
- 10.3.6.2 Market Forecast
- 10.3.7 Others
- 10.3.7.1 Market Trends
- 10.3.7.2 Market Forecast
- 10.4 Latin America
- 10.4.1 Brazil
- 10.4.1.1 Market Trends
- 10.4.1.2 Market Forecast
- 10.4.2 Mexico
- 10.4.2.1 Market Trends
- 10.4.2.2 Market Forecast
- 10.4.3 Others
- 10.4.3.1 Market Trends
- 10.4.3.2 Market Forecast
- 10.5 Middle East and Africa
- 10.5.1 Market Trends
- 10.5.2 Market Breakup by Country
- 10.5.3 Market Forecast
11 SWOT Analysis
- 11.1 Overview
- 11.2 Strengths
- 11.3 Weaknesses
- 11.4 Opportunities
- 11.5 Threats
12 Value Chain Analysis
13 Porters Five Forces Analysis
- 13.1 Overview
- 13.2 Bargaining Power of Buyers
- 13.3 Bargaining Power of Suppliers
- 13.4 Degree of Competition
- 13.5 Threat of New Entrants
- 13.6 Threat of Substitutes
14 Price Analysis
15 Competitive Landscape
- 15.1 Market Structure
- 15.2 Key Players
- 15.3 Profiles of Key Players
- 15.3.1 Anker Innovations Technology Co. Ltd.
- 15.3.1.1 Company Overview
- 15.3.1.2 Product Portfolio
- 15.3.2 Cooler Master Technology Inc.
- 15.3.2.1 Company Overview
- 15.3.2.2 Product Portfolio
- 15.3.3 Corsair Gaming Inc.
- 15.3.3.1 Company Overview
- 15.3.3.2 Product Portfolio
- 15.3.3.3 Financials
- 15.3.4 Dell Technologies Inc.
- 15.3.4.1 Company Overview
- 15.3.4.2 Product Portfolio
- 15.3.4.3 Financials
- 15.3.4.4 SWOT Analysis
- 15.3.5 HP Inc.
- 15.3.5.1 Company Overview
- 15.3.5.2 Product Portfolio
- 15.3.5.3 Financials
- 15.3.5.4 SWOT Analysis
- 15.3.6 Logitech international S.A.
- 15.3.6.1 Company Overview
- 15.3.6.2 Product Portfolio
- 15.3.7 Mad Catz Global Limited
- 15.3.7.1 Company Overview
- 15.3.7.2 Product Portfolio
- 15.3.8 Nintendo Co. Ltd
- 15.3.8.1 Company Overview
- 15.3.8.2 Product Portfolio
- 15.3.8.3 Financials
- 15.3.8.4 SWOT Analysis
- 15.3.9 Razer Inc.
- 15.3.9.1 Company Overview
- 15.3.9.2 Product Portfolio
- 15.3.10 Samsung Electronics Co. Ltd.
- 15.3.10.1 Company Overview
- 15.3.10.2 Product Portfolio
- 15.3.10.3 Financials
- 15.3.10.4 SWOT Analysis
- 15.3.11 Sennheiser electronic GmbH & Co. KG
- 15.3.11.1 Company Overview
- 15.3.11.2 Product Portfolio
- 15.3.12 Sony Group Corporation
- 15.3.12.1 Company Overview
- 15.3.12.2 Product Portfolio
- 15.3.12.3 Financials
- 15.3.12.4 SWOT Analysis
- 15.3.13 Turtle Beach Corporation
- 15.3.13.1 Company Overview
- 15.3.13.2 Product Portfolio
- 15.3.13.3 Financials