According to a recent market study published by Growth Market Reports, titled, “Gaming Peripherals Market” by product type, by connectivity, by device used, by end-use, and by sales channel: Size, Share, Trends and Opportunity Analysis, 2016-2031”, the market was valued at USD 5,975.4 Million in 2022 and is expected to grow at a growth rate of 7.9% by the year 2031.

As per Growth Market Reports industry analysts Shubham Khairnar and Vineet Pandey “Gaming Peripherals Market is anticipated to witness significant growth during the forecast period 2023-2031. Factors such as the increasing demand for PC Gaming among consumers, and rising e-sports participation & popularity are boosting the growth of the market.

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Gaming peripherals refer to the input and output devices that are included with the computer to increase its utility when playing games. These accessories make it easy for players to play games on consoles, laptops, or cell phones. These devices are not designed to perform basic tasks. The primary function of these peripherals is to provide a comfortable experience to the user while playing a game. The term, ‘peripherals’, means that the devices are not a core part of the personal computer. These peripherals are added outside of the computer to provide more features during the play.

Key factors that are anticipated to fuel the demand for the global gaming peripherals market during the forecast period. Rising e-sports participation & popularity and technological advancements in gaming are driving the market. Conversely, regulatory restrictions to curb addiction to PC games are hampering the growth of the market. Potential for cloud gaming to bring in new opportunities for market players.

The value chain concept disaggregates a firm into the various activities it performs. Conceptualizing from the firm level, this concept has been applied to industries as a whole. The resulting unified merchant-embedded computing value chain comprises activities such as strategy, defining scope, user documentation, marketing, implementation, training; certification, maintenance; support, subscription, licensing, and operations. Developers, outsourcing companies, resellers, marketing companies, and license issuers have different profit margins that vary depending on the material, product, sizes, and prices, offered by the company.

The primary, as well as secondary research methodology, is used for keen observation and study of the global gaming peripherals market. The primary research methodology involves commercial agreements made with the primary respondents as well as consulting partners to extract critical information pertaining to the syndicated as well as consulting projects. Primary interviews were conducted with the stakeholders across industry verticals at regular intervals in line with the ongoing studies and to keep ourselves abreast with the latest market trends & developments. Validation of the estimated market size, and current & future trends done by the key opinion leaders (KOLs). These KOLs are the CXO level people from leading companies in the industry and possess experience of around 10-20 years in the industry. On the other hand, the secondary research methodology involves exhaustive desk research undertaken to understand the prevailing market trends & dynamics, market competition, customer insights, and other KPIs. Company websites, their SEC filings, annual reports, broker & financial reports, and investor presentations are scanned for understanding the competitive scenario, details and developments, and the overall competitive landscape. Regional government and statistical databases were analyzed for macro & microanalysis. Research publications and paid data are referred to obtain and validate the market estimations, budget, expenditure, and other statistical insights.

The COVID-19 pandemic has highlighted economic disparities in the global demand in the crises of global interdependence and governance challenges. Epidemics are isolated concerns for businesses and prospects for emerging patterns and vulnerabilities.  According to the current pandemic situation, strict measures are required for monitoring the situation, which in turn, affects businesses causing unanticipated short and long-term effects. Consequently, epidemics and pandemics are problems for individual markets and an enhancement of existing dynamics and limitations. In the long term, COVID-19 can serve as another opportunity for manufacturers to reconsider their commitment to the supply chain in regions prone to outbreaks and to reconfigure themselves regionally. In the current scenario, COVID-19 is hampering the production process of several manufacturing industries and businesses. Moreover, trade barriers are further reducing the demand-supply of various products and services. However, the reduction in outdoor activities and social distancing has created lucrative opportunities for the market.

Key Takeaways from the Study

  • The key players include Logitech, Razer Inc., Corsair Gaming, Inc., HP Development Company, Turtle Beach, SteelSeries, Lenovo, ASUSTeK Computer Inc., Dell Inc., Mad Catz Global Limited., A4TECH, Sony Group Corporation, Rapoo, NEWMEN, and Kuro Gaming.

  • Based on product type, the global gaming peripherals market is segmented into keyboards, mice, controllers, and headsets. The mice segment held a significant market share in 2022, owing to increasing demand for gaming mice from professional gamers & gaming enthusiasts and the rising popularity of PC games & e-sports tournaments are driving the market.

  • Based on connectivity, the gaming peripherals market is segmented into wired and wireless. The wireless segment held a significant market share in 2022, owing to continuous development by key market players such as Corsair, Razor, Logitech, and others, to provide high battery life and improved functionality to the peripherals is expected to boost the demand for wireless gaming peripherals.

  • Based on device used, the gaming peripherals market is segmented into PC/laptop, TV/consumer game console, and mobile. The TV/consumer game console segment held a significant market share in 2022. Factors such as rapid technological advancements and innovations such as advanced audio-visual systems are fueling the demand for gaming consoles globally.

  • Based on end-use, the gaming peripherals market is segmented into personal and commercial. The personal segment is projected to expand at a substantial CAGR during the forecast period. The rising number of gamers across the world indicates a positive trend in the gaming industry. According to the study, more than 3 billion gamers exist globally.

  • Based on sales channel, the gaming peripherals market is segmented into online and offline. The online segment is expected to grow at a rapid pace, owing to the growing popularity of online retailers such as Amazon, Flipkart, and eBay, as well as the increased use of smartphones and other similar devices.

  • The demand for gaming peripherals in Asia Pacific is expected to increase significantly during the forecast period, owing to the rising gaming industry in the region. Emerging economies, including China, India, Japan, and South Korea, are significant contributors to the market growth in this region. Factors such as rising disposable income, technological advancement, and the popularity of e-sports are driving the market.

Report Scope

Report Metric

Details

Market Value in 2022

USD 5,975.4 Million

Market Growth Rate (from 2023 to 2031)

7.9%

Historical Data

2016 - 2021

Base Year

2022

Forecast Period

2023 - 2031

Units Considered

Value (USD Million)

Market Segments

By Product Type, By Connectivity, By Device Used, By End Use, By Sales Channel, and By Region

Key Companies Profiled

Logitech, Razer Inc., Corsair Gaming, Inc., HP Development Company, Turtle Beach, SteelSeries, Lenovo, ASUSTeK Computer Inc., Dell Inc., Mad Catz Global Limited., A4TECH, Sony Group Corporation, Rapoo, NEWMEN, and Kuro Gaming

Customization Scope

Report customization available on request

Pricing and Purchase Options

Avail tailor-made purchase options to meet your research requirements.

Target Audience:

  • Supply-side: Manufacturers

  • Demand Side: Individual and Enterprises

  • Regulatory Side: Concerned government authorities, and other regulatory bodies.

  • Associations and Industry Bodies: World Gaming Industry Associations, International Esports Federation and others.