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Gaming Peripheral Market by Technology, Type, and Geography - Forecast and Analysis 2021-2025

  • Published: Mar 2021
  • Pages: 142
  • SKU: IRTNTR43394
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The market share is expected to increase by USD 3.36 billion from 2020 to 2025, and the market’s growth momentum will accelerate at a CAGR of 6.88%.

This market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers market segmentations by Technology (Wired and Wireless), Type (Controllers, Headsets, Keyboards, Gaming mice, and Mouse pads), and Geographic (North America, APAC, Europe, South America, MEA, North America, APAC, Europe, South America, and MEA). The market report also offers information on several market vendors, including Corsair Components Inc., GN Store Nord AS, Kingston Technology Co. Inc., Logitech International SA, Microsoft Corp., Razer Inc., Sennheiser electronic GmbH and Co. KG, Sony Corp., SteelSeries ApS, and Turtle Beach Corp. among others.

What will the Market Size be During the Forecast Period?

Download the Free Report Sample to Unlock the Market Size for the Forecast Period and Other Important Statistics

 

Market: Key Drivers, Trends, and Challenges

Based on our research output, there has been a positive impact on the market growth during and post COVID-19 era. The rising popularity of e-sports is notably driving the market growth, although factors such as easy availability of counterfeit products may impede market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the  industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

Key Gaming Peripheral Market Driver

Rising popularity of e-sports is a key driving factor impacting the global gaming peripheral market growth. E-sports require the use of electronic systems or gaming peripherals, which facilitates e-sports competition. E-sports refer to organized multiplayer video game competition, which involves professional players. The International, the League of Legends World Championship, and FPS are some of the tournaments that provide live broadcasts of the competition to the audience. E-sports tournaments attract people worldwide to play competitive video games for big money prizes. It also attracts millions of people to watch the game live and over the web. Many e-sports companies operating in the market are focusing on expanding their product portfolio. Also, some of the e-sport vendors are also organizing competitions. For instance, in August 2019, Millennial Esports launched its new e-sport competition. These factors can increase the demand for e-sports and influence the sales of gaming peripherals during the forecast period.

Key Gaming Peripheral??????? Market Trend

Rising popularity of multiplayer video games will be key trend impacting the global gaming peripheral market growth. Multiplayer video games allow players to interact, which is usually absent in single-player games. Gamers can play video games over the network or dial-up connections. Most of the multiplayer games connect players together through a multiplayer server. Most of the online games support around 50 players playing simultaneously. The multiplayer gaming mode may have a split-screen, where players play at the same time on one system or on different systems. The systems are connected to the Internet game server. Human contestants in multiplayer games work in tandem with the human partner to achieve common goals. Therefore, the use of gaming peripherals has increased in multiplayer video games. The growing popularity of multiplayer games is leading to the adoption of various gaming peripherals, thus having significant positive impacts on the global gaming peripherals market.

Key Gaming Peripheral??????? Market Challenge

Easy availability of counterfeit products will be a major challenge negatively impacting the global gaming peripheral market growth. Game developers, product and product accessories developers, artists, animators, and motion capture artists often take several years to develop a single video game and its products. However, piracy continues to be a significant threat to the gaming industry. Companies such as Microsoft often update the end-user license agreement, which helps identify the users running unauthorized or counterfeit software. Companies are trying ways to disable the unauthorized use of software or hardware peripheral devices. Pirated peripheral devices are the modified controllers that are used to gain the tactical advantage of the services. Counterfeit gaming products put a huge toll on innovations and affect the growth of the gaming industry.

 

This market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2021-2025.

Parent Market Analysis

Technavio categorizes the global gaming peripheral market as a part of the global interactive home entertainment market within the global media and entertainment market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the market during the forecast period.

Who are the Major Market Vendors?

The report analyzes the global interactive home entertainment market within the global media and entertainment market’s competitive landscape and offers information on several market vendors, including:

 

  • Corsair Components Inc.
  • GN Store Nord AS
  • Kingston Technology Co. Inc.
  • Logitech International SA
  • Microsoft Corp.
  • Razer Inc.
  • Sennheiser electronic GmbH and Co. KG
  • Sony Corp.
  • SteelSeries ApS
  • Turtle Beach Corp.

 

This statistical study of the market encompasses successful business strategies deployed by the key vendors. The market is fragmented and the vendors are deploying various organic and inorganic growth strategies to compete in the market.

Product Insights and News

  • GN Store Nord AS - The company offers gaming peripheral under its brand Gabra. It mainly offers gaming headsets.

To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

The market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

Market Value Chain Analysis

Our report provides extensive information on the value chain analysis for the market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chain is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.

The value chain of the global interactive home entertainment market within the global media and entertainment market includes the following core components:

  • Inputs
  • Inbound logistics
  • Operations
  • Outbound logistics
  • Marketing and sales
  • Service
  • Support activities
  • Innovation

The report has further elucidated on other innovative approaches being followed by manufacturers to ensure a sustainable market presence.

 

Which are the Key Regions for Market?

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36% of the market’s growth will originate from APAC during the forecast period.China is the key market for market in APAC. Market growth in this region will be faster than the growth of the market in regions.

Chinese players are more inclined toward role-playing games, and most of the e-sports gaming tournaments also focus on role-playing games. This will increase the sales of gaming peripherals during the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.

COVID Impact and Recovery Analysis

Countries in APAC, such as India and Australia, were severely affected by the COVID-19 pandemic. To limit the spread of the pandemic, governing bodies across APAC imposed lockdowns for several weeks in the first half of 2020. Amid the lockdowns, schools and colleges were closed, which provided a boost to the gaming peripheral segment in APAC, as most students and youth engaged in PC and console-based gaming. Moreover, as a large number of individuals were stranded at home amid the lockdowns, the adoption of gaming peripherals witnessed growth, with an increased number of people engaging in casual gaming. Therefore, the gaming peripheral market in APAC witnessed growth in 2020 and is expected to continue growing during the forecast period.

What are the Revenue-generating Technology Segments in the Market?

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The market share growth by the wired segment will be significant during the forecast period. 

Besides the above-mentioned factors, the post COVID-19 impact has brought forth a slowdown in or fast tracked the demand for the service or product. This report provides an accurate prediction of the contribution of all the segments to the growth of the market size and actionable market insights on post COVID-19 impact on each segment.

 

Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 6.88%

Market growth 2021-2025

$ 3365.4 million

Market structure

Fragmented

YoY growth (%)

4.77

Regional analysis

North America, APAC, Europe, South America, MEA, North America, APAC, Europe, South America, and MEA

Performing market contribution

APAC at 36%

Key consumer countries

US, China, Japan, Germany, and UK

Competitive landscape

Leading companies, Competitive strategies, Consumer engagement scope

Key companies profiled

Corsair Components Inc., GN Store Nord AS, Kingston Technology Co. Inc., Logitech International SA, Microsoft Corp., Razer Inc., Sennheiser electronic GmbH and Co. KG, Sony Corp., SteelSeries ApS, and Turtle Beach Corp.

Market dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

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What are the Key Data Covered in this Market Report?

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will drive market growth during the next five years
  • Precise estimation of the market size and its contribution to the parent market
  • Accurate predictions on upcoming trends and changes in consumer behavior
  • The growth of the industry across North America, APAC, Europe, South America, MEA, North America, APAC, Europe, South America, and MEA
  • A thorough analysis of the market’s competitive landscape and detailed information on vendors
  • Comprehensive details of factors that will challenge the growth of market vendors

We can help! Our analysts can customize this report to meet your requirements. Get in touch

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1 Executive Summary

2 Market Landscape

  • 2.1 Market ecosystem
    • Exhibit 01: Parent market
    • Exhibit 02: Market characteristics
  • 2.2 Value chain analysis
    • Exhibit 03: Value chain analysis: Interactive home entertainment

3 Market Sizing

  • 3.1 Market definition
    • Exhibit 04: Offerings of vendors included in the market definition
  • 3.2 Market segment analysis
    • Exhibit 05: Market segments
  • 3.3 Market size 2020
    • 3.4 Market outlook: Forecast for 2020 - 2025
      • Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ million)
      • Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)

    4 Five Forces Analysis

    • 4.1 Five forces summary
      • Exhibit 08: Five forces analysis 2020 & 2025
    • 4.2 Bargaining power of buyers
      • Exhibit 09: Bargaining power of buyers
    • 4.3 Bargaining power of suppliers
      • Exhibit 10: Bargaining power of suppliers
    • 4.4 Threat of new entrants
      • Exhibit 11: Threat of new entrants
    • 4.5 Threat of substitutes
      • Exhibit 12: Threat of substitutes
    • 4.6 Threat of rivalry
      • Exhibit 13: Threat of rivalry
    • 4.7 Market condition
      • Exhibit 14: Market condition - Five forces 2020

    5 Market Segmentation by Technology

    • 5.1 Market segments
      • Exhibit 15: Technology - Market share 2020-2025 (%)
    • 5.2 Comparison by Technology
      • Exhibit 16: Comparison by Technology
    • 5.3 Wired - Market size and forecast 2020-2025
      • Exhibit 17: Wired - Market size and forecast 2020-2025 ($ million)
      • Exhibit 18: Wired - Year-over-year growth 2020-2025 (%)
    • 5.4 Wireless - Market size and forecast 2020-2025
      • Exhibit 19: Wireless - Market size and forecast 2020-2025 ($ million)
      • Exhibit 20: Wireless - Year-over-year growth 2020-2025 (%)
    • 5.5 Market opportunity by Technology
      • Exhibit 21: Market opportunity by Technology

    6 Market Segmentation by Type

    • 6.1 Market segments
      • Exhibit 22: Type - Market share 2020-2025 (%)
    • 6.2 Comparison by Type
      • Exhibit 23: Comparison by Type
    • 6.3 Controllers - Market size and forecast 2020-2025
      • Exhibit 24: Controllers - Market size and forecast 2020-2025 ($ million)
      • Exhibit 25: Controllers - Year-over-year growth 2020-2025 (%)
    • 6.4 Headsets - Market size and forecast 2020-2025
      • Exhibit 26: Headsets - Market size and forecast 2020-2025 ($ million)
      • Exhibit 27: Headsets - Year-over-year growth 2020-2025 (%)
    • 6.5 Keyboards - Market size and forecast 2020-2025
      • Exhibit 28: Keyboards - Market size and forecast 2020-2025 ($ million)
      • Exhibit 29: Keyboards - Year-over-year growth 2020-2025 (%)
    • 6.6 Gaming mice - Market size and forecast 2020-2025
      • Exhibit 30: Gaming mice - Market size and forecast 2020-2025 ($ million)
      • Exhibit 31: Gaming mice - Year-over-year growth 2020-2025 (%)
    • 6.7 Mouse pads - Market size and forecast 2020-2025
      • Exhibit 32: Mouse pads - Market size and forecast 2020-2025 ($ million)
      • Exhibit 33: Mouse pads - Year-over-year growth 2020-2025 (%)
    • 6.8 Market opportunity by Type
      • Exhibit 34: Market opportunity by Type

    7 Customer landscape

    8 Geographic Landscape

    • 8.1 Geographic segmentation
      • Exhibit 36: Market share by geography 2020-2025 (%)
    • 8.2 Geographic comparison
      • Exhibit 37: Geographic comparison
    • 8.3 North America - Market size and forecast 2020-2025
      • Exhibit 38: North America - Market size and forecast 2020-2025 ($ million)
      • Exhibit 39: North America - Year-over-year growth 2020-2025 (%)
    • 8.4 APAC - Market size and forecast 2020-2025
      • Exhibit 40: APAC - Market size and forecast 2020-2025 ($ million)
      • Exhibit 41: APAC - Year-over-year growth 2020-2025 (%)
    • 8.5 Europe - Market size and forecast 2020-2025
      • Exhibit 42: Europe - Market size and forecast 2020-2025 ($ million)
      • Exhibit 43: Europe - Year-over-year growth 2020-2025 (%)
    • 8.6 South America - Market size and forecast 2020-2025
      • Exhibit 44: South America - Market size and forecast 2020-2025 ($ million)
      • Exhibit 45: South America - Year-over-year growth 2020-2025 (%)
    • 8.7 MEA - Market size and forecast 2020-2025
      • Exhibit 46: MEA - Market size and forecast 2020-2025 ($ million)
      • Exhibit 47: MEA - Year-over-year growth 2020-2025 (%)
    • 8.8 Key leading countries
      • Exhibit 48: Key leading countries
    • 8.9 Market opportunity by geography
      • Exhibit 49: Market opportunity by geography ($ million)

    9 Drivers, Challenges, and Trends

    • 9.1 Market drivers
      • 9.2 Market challenges
        • 9.3 Market trends

          10 Vendor Landscape

          • 10.1 Competitive scenario
            • 10.2 Vendor landscape
              • Exhibit 51: Vendor landscape
            • 10.3 Landscape disruption
              • Exhibit 52: Landscape disruption
            • 10.4 Industry risks
              • Exhibit 53: Industry risks

            11 Vendor Analysis

            • 11.1 Vendors covered
              • Exhibit 54: Vendors covered
            • 11.2 Market positioning of vendors
              • Exhibit 55: Market positioning of vendors
            • 11.3 Corsair Components Inc.
              • Exhibit 56: Corsair Components Inc. - Overview
              • Exhibit 57: Corsair Components Inc. - Product and service
              • Exhibit 58: Corsair Components Inc. – Key news
              • Exhibit 59: Corsair Components Inc. - Key offerings
            • 11.4 GN Store Nord AS
              • Exhibit 60: GN Store Nord AS - Overview
              • Exhibit 61: GN Store Nord AS - Business segments
              • Exhibit 62: GN Store Nord AS – Key news
              • Exhibit 63: GN Store Nord AS - Key offerings
              • Exhibit 64: GN Store Nord AS - Segment focus
            • 11.5 Kingston Technology Co. Inc.
              • Exhibit 65: Kingston Technology Co. Inc. - Overview
              • Exhibit 66: Kingston Technology Co. Inc. - Product and service
              • Exhibit 67: Kingston Technology Co. Inc. - Key news
              • Exhibit 68: Kingston Technology Co. Inc. - Key offerings
            • 11.6 Logitech International SA
              • Exhibit 69: Logitech International SA - Overview
              • Exhibit 70: Logitech International SA - Business segments
              • Exhibit 71: Logitech International SA - Key news
              • Exhibit 72: Logitech International SA - Key offerings
            • 11.7 Microsoft Corp.
              • Exhibit 73: Microsoft Corp. - Overview
              • Exhibit 74: Microsoft Corp. - Business segments
              • Exhibit 75: Microsoft Corp. - Key news
              • Exhibit 76: Microsoft Corp. - Key offerings
              • Exhibit 77: Microsoft Corp. - Segment focus
            • 11.8 Razer Inc.
              • Exhibit 78: Razer Inc. - Overview
              • Exhibit 79: Razer Inc. - Business segments
              • Exhibit 80: Razer Inc. - Key news
              • Exhibit 81: Razer Inc. - Key offerings
              • Exhibit 82: Razer Inc. - Segment focus
            • 11.9 Sennheiser electronic GmbH and Co. KG
              • Exhibit 83: Sennheiser electronic GmbH and Co. KG - Overview
              • Exhibit 84: Sennheiser electronic GmbH and Co. KG - Product and service
              • Exhibit 85: Sennheiser electronic GmbH and Co. KG - Key offerings
            • 11.10 Sony Corp.
              • Exhibit 86: Sony Corp. - Overview
              • Exhibit 87: Sony Corp. - Business segments
              • Exhibit 88: Sony Corp. - Key news
              • Exhibit 89: Sony Corp. - Key offerings
              • Exhibit 90: Sony Corp. - Segment focus
            • 11.11 SteelSeries ApS
              • Exhibit 91: SteelSeries ApS - Overview
              • Exhibit 92: SteelSeries ApS - Product and service
              • Exhibit 93: SteelSeries ApS - Key news
              • Exhibit 94: SteelSeries ApS - Key offerings
            • 11.12 Turtle Beach Corp.
              • Exhibit 95: Turtle Beach Corp. - Overview
              • Exhibit 96: Turtle Beach Corp. - Business segments
              • Exhibit 97: Turtle Beach Corp. - Key news
              • Exhibit 98: Turtle Beach Corp. - Key offerings
              • Exhibit 99: Turtle Beach Corp. - Segment focus

            12 Appendix

            • 12.1 Scope of the report
              • 12.2 Currency conversion rates for US$
                • Exhibit 100: Currency conversion rates for US$
              • 12.3 Research methodology
                • Exhibit 101: Research Methodology
                • Exhibit 102: Validation techniques employed for market sizing
                • Exhibit 103: Information sources
              • 12.4 List of abbreviations
                • Exhibit 104: List of abbreviations

              Research Framework

              Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.

              TechnavioINFORMATION SOURCES

              Primary sources

              • Manufacturers and suppliers
              • Channel partners
              • Industry experts
              • Strategic decision makers

              Secondary sources

              • Industry journals and periodicals
              • Government data
              • Financial reports of key industry players
              • Historical data
              • Press releases
              Technavio

              TechnavioDATA ANALYSIS

              Data Synthesis

              • Collation of data
              • Estimation of key figures
              • Analysis of derived insights

              Data Validation

              • Triangulation with data models
              • Reference against proprietary databases
              • Corroboration with industry experts
              Technavio

              TechnavioREPORT WRITING

              Qualitative

              • Market drivers
              • Market challenges
              • Market trends
              • Five forces analysis

              Quantitative

              • Market size and forecast
              • Market segmentation
              • Geographical insights
              • Competitive landscape
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              The gaming peripheral market market growth will increase by $3365.4 million during 2021-2025.
              The gaming peripheral market market is expected to grow at a CAGR of 6.88% during 2021-2025.
              Technavio has segmented the gaming peripheral market market by technology (Wired and Wireless) ,type (Controllers, Headsets, Keyboards, Gaming mice, and Mouse pads) , and geographic (North America, APAC, Europe, South America, and MEA).
              Corsair Components Inc., GN Store Nord AS, Kingston Technology Co. Inc., Logitech International SA, Microsoft Corp., Razer Inc., Sennheiser electronic GmbH and Co. KG, Sony Corp., SteelSeries ApS, Turtle Beach Corp. are a few of the key vendors in the gaming peripheral market market.
              APAC will register the highest growth rate of 35.66% among the other regions. Therefore, the gaming peripheral market market in APAC is expected to garner significant business opportunities for the vendors during the forecast period.
              The key factors driving the gaming peripheral market market growth are:
              • Rising popularity of e-sports
              • Rising popularity of multiplayer video games
              The gaming peripheral market market vendors should focus on grabbing business opportunities from the wired segment as it accounted for the largest market share in the base year.
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