Gaming Peripherals Market

Global Gaming Peripherals Market

  • ICT-SE-4621
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  • 354 Pages
  • 06-07-2023
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Raksha Sharma

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Gaming Peripherals Market Outlook

The Global Gaming Peripherals Market was valued at USD 5,975.4 Million in 2022 and is projected to reach USD 11,463.5 Million by 2031, expanding at a CAGR of 7.9% during the forecast period. Factors such as increasing demand for pc gaming, rising e-sports participation & popularity, and technological advancements in gaming are boosting the growth of the market.

Gaming Peripherals comprise headsets, gamepads, joysticks, tablet pens, gaming mice, keyboards, and other devices that are used to enhance the gaming experience on a computer or console.

Gaming Peripherals Market Outlook

Gaming Peripherals are meant to provide comfort, match the demands and preferences of gamers, and provide them with the tools they need to better their gaming abilities. They have specialized controls, sensors, and software that allow gamers to have more precision and control.

Gaming Peripherals Market Dynamics

Increasing Demand for PC Gaming

Rising demand for PC gaming is expected to boost the global gaming peripherals market in the coming years. According to Corsair Gaming, Inc., one of the leading gaming peripheral manufacturers, around 524 million PC gamers were registered in 2019, globally, including competitive, and casual PC gamers.

Additionally, nearly 94 million gamers spent over $1,000 on gaming PC systems. These gamers, comprising committed and competitive PC gamers, represented nearly $30 billion of the global gaming PC gear market. As a result, demand from consumers for video games, gaming consoles, gaming peripherals, and other connected devices is growing.

Rising E-Sports Participation and Popularity

Rising participation and popularity of e-sports and the growing number of hardcore or casual gamers are projected to drive the global gaming peripheral market during the forecast period.

Hardcore gamers are people who play video games for extended periods of time and use high-tech accessories and peripherals for gaming. Gaming keyboards and gaming mice are in high demand, due to the rise of e-sports and virtual gaming, which enhances the user experience.

High Pricing of Gaming Peripherals

High cost associated with gaming peripheral devices such as gaming keyboards mice, and joysticks is expected to hinder the growth of the gaming peripheral market during the forecast period. High-performance components are in high demand, as PC gaming becomes popular.

Manufacturers are availing the benefits of the market trend and raising prices to increase profits. Rising demand frequently results in price inflation, which is expected to restrain the market in the coming years.

Growing Demand for AR and VR

Factors such as the introduction of virtual reality, high-definition displays, and augmented reality are anticipated to create opportunities in the global gaming peripherals market in the coming years.

Several companies are looking at AR and VR to deliver immersive experiences for gamers, while other companies want to use the technology as a promotional tool for their games and brands. Demand for technologically advanced gaming peripherals is increasing rapidly, which is expected to create massive opportunities in the gaming peripherals market in the coming years.

Scope of Gaming Peripherals Market Report

The report on the global Gaming Peripherals Market includes an assessment of the market, trends, segments, and regional markets. Overview and dynamics have also been included in the report.

Attributes

Details

Report Title

Gaming Peripherals Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast

Base Year

2022

Historic Data

2016 – 2021

Forecast Period

2023 – 2031

Segmentation

by Product Type (Keyboard, Mouse, Controller, and Headset), by Connectivity (Wired and Wireless), by Device Used (PC/Laptop, TV/Consumer Game Console, and Mobile), by End-use (Personal and Commercial), by Sales Channel (Online and Offline)

Regional Scope

North America, Europe, Asia Pacific, Latin America, and Middle East & Africa

Report Coverage

Company Share, Market Analysis and Size, Competitive Landscape, Growth Factors, and Trends, and Revenue Forecast

Key Players Covered

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, Kuro Gaming

Gaming Peripherals Market Segment Insights:

Based on product type, the global gaming peripherals market is segmented into keyboards, mice, controllers, and headsets. The gaming keyboards segment held a significant market share in 2022. The need for interactive gaming keyboards and the growing gaming industry is raising the demand for mid-priced gaming keyboards.

Gaming Peripherals Market Products

Based on connectivity, the gaming peripherals market is segmented into wired and wireless. The wireless segment held a substantial market share in 2022, owing to the availability of wired gaming peripherals at low cost and low maintenance.

Wired gaming peripherals are highly adopted by youths, due to the availability of wired gaming peripherals based on consumer preferences. Moreover, the easy availability of high-speed internet and compatible gaming hardware is bolstering the market growth.


Based on device used, the gaming peripherals market is segmented into PC/laptop, TV/consumer game console, and mobile. The PC/laptop segment is projected to expand at a significant CAGR during the forecast period. Computers are constantly adapting into efficient and reliable devices, due to changes in technology and growing consumer needs, along with the latest developments in tablet innovation, online technology, and the Internet of Things.

Based on end-use, the gaming peripherals market is segmented into personal and commercial. The commercial segment is projected to expand at a substantial CAGR during the forecast period. Factors such as the rising number of e-sports tournaments and competitive events boost the demand for gaming peripherals in the gaming industry, which is driving the commercial segment.

Based on sales channels, the gaming peripherals market is segmented into online and offline. The offline segment held a significant share of the market in 2022. Offline stores employ skilled and knowledgeable employees who assist in suggesting compatible peripherals and addressing the concerns and queries of customers.

Region Outlook

On the basis of region, the Global Gaming Peripherals Market is segmented into North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa. The market in North America is growing, due to the rising popularity of virtual games in the region. Growing popularity of virtual games and esports has increased the demand for the development of special gaming keyboards and gamepads that are customized to meet the requirements of gamers and provide superior ergonomics to gamers.

Gaming Peripherals Market Region

Key Benefits for Industry Participants & Stakeholders

  • In-depth Analysis of the Global Gaming Peripherals Market

  • Historical, Current, and Projected Market Size in terms of Value.

  • Potential & Niche Segments and Regions Exhibiting Promising Growth Covered

  • Industry Drivers, Restraints and Opportunities Covered in the Study

  • Recent Industry Trends and Developments

  • Competitive Landscape & Strategies of Key Players

  • Neutral Perspective on Global Gaming Peripherals Market Performance

Segments

By Product Type

  • Keyboard
  • Mouse
  • Controller
  • Headset

By Connectivity

  • Wired
  • Wireless

By Device Used

  • PC/Laptop
  • TV/Consumer Game Console
  • Mobile

By End Use

  • Personal
  • Commercial

By Sales Channel

  • Online
  • Offline

By Region

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

By Key Players

  • 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
  • Kuro Gaming

Competitive Landscape

  • Top players in the market 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. The players are adopting key strategies such as acquisition, collaborations, and geographical expansion where potential opportunities for the Global Gaming Peripherals Market.

Gaming Peripherals Market Key Players

Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Gaming Peripherals Market Overview
   4.1 Introduction
      4.1.1 Market Taxonomy
      4.1.2 Market Definition
      4.1.3 Macro-Economic Factors Impacting the Market Growth
   4.2 Gaming Peripherals Market Dynamics
      4.2.1 Market Drivers
      4.2.2 Market Restraints
      4.2.3 Market Opportunity
   4.3 Gaming Peripherals Market - Supply Chain Analysis
      4.3.1 List of Key Suppliers
      4.3.2 List of Key Distributors
      4.3.3 List of Key Consumers
   4.4 Key Forces Shaping the Gaming Peripherals Market
      4.4.1 Bargaining Power of Suppliers
      4.4.2 Bargaining Power of Buyers
      4.4.3 Threat of Substitution
      4.4.4 Threat of New Entrants
      4.4.5 Competitive Rivalry
   4.5 Global Gaming Peripherals Market Size & Forecast, 2016-2031
      4.5.1 Gaming Peripherals Market Size and Y-o-Y Growth
      4.5.2 Gaming Peripherals Market Absolute $ Opportunity
Chapter 5 Global Gaming Peripherals Market Analysis and Forecast By Product Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities By Product Type
      5.1.2 Basis Point Share (BPS) Analysis By Product Type
      5.1.3 Absolute $ Opportunity Assessment By Product Type
   5.2 Gaming Peripherals Market Size Forecast By Product Type
      5.2.1 Keyboard
      5.2.2 Mouse
      5.2.3 Controller
      5.2.4 Headset
   5.3 Market Attractiveness Analysis By Product Type
Chapter 6 Global Gaming Peripherals Market Analysis and Forecast By Connectivity
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities By Connectivity
      6.1.2 Basis Point Share (BPS) Analysis By Connectivity
      6.1.3 Absolute $ Opportunity Assessment By Connectivity
   6.2 Gaming Peripherals Market Size Forecast By Connectivity
      6.2.1 Wired
      6.2.2 Wireless
   6.3 Market Attractiveness Analysis By Connectivity
Chapter 7 Global Gaming Peripherals Market Analysis and Forecast By Device Used
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities By Device Used
      7.1.2 Basis Point Share (BPS) Analysis By Device Used
      7.1.3 Absolute $ Opportunity Assessment By Device Used
   7.2 Gaming Peripherals Market Size Forecast By Device Used
      7.2.1 PC/Laptop
      7.2.2 TV/Consumer Game Console
      7.2.3 Mobile
   7.3 Market Attractiveness Analysis By Device Used
Chapter 8 Global Gaming Peripherals Market Analysis and Forecast By End Use
   8.1 Introduction
      8.1.1 Key Market Trends & Growth Opportunities By End Use
      8.1.2 Basis Point Share (BPS) Analysis By End Use
      8.1.3 Absolute $ Opportunity Assessment By End Use
   8.2 Gaming Peripherals Market Size Forecast By End Use
      8.2.1 Personal
      8.2.2 Commercial
   8.3 Market Attractiveness Analysis By End Use
Chapter 9 Global Gaming Peripherals Market Analysis and Forecast By Sales Channel
   9.1 Introduction
      9.1.1 Key Market Trends & Growth Opportunities By Sales Channel
      9.1.2 Basis Point Share (BPS) Analysis By Sales Channel
      9.1.3 Absolute $ Opportunity Assessment By Sales Channel
   9.2 Gaming Peripherals Market Size Forecast By Sales Channel
      9.2.1 Online
      9.2.2 Offline
   9.3 Market Attractiveness Analysis By Sales Channel
Chapter 10 Global Gaming Peripherals Market Analysis and Forecast by Region
   10.1 Introduction
      10.1.1 Key Market Trends & Growth Opportunities by Region
      10.1.2 Basis Point Share (BPS) Analysis by Region
      10.1.3 Absolute $ Opportunity Assessment by Region
   10.2 Gaming Peripherals Market Size Forecast by Region
      10.2.1 North America
      10.2.2 Europe
      10.2.3 Asia Pacific
      10.2.4 Latin America
      10.2.5 Middle East & Africa (MEA)
   10.3 Market Attractiveness Analysis by Region
Chapter 11 Coronavirus Disease (COVID-19) Impact
   11.1 Introduction
   11.2 Current & Future Impact Analysis
   11.3 Economic Impact Analysis
   11.4 Government Policies
   11.5 Investment Scenario
Chapter 12 North America Gaming Peripherals Analysis and Forecast
   12.1 Introduction
   12.2 North America Gaming Peripherals Market Size Forecast by Country
      12.2.1 U.S.
      12.2.2 Canada
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 North America Gaming Peripherals Market Size Forecast By Product Type
      12.6.1 Keyboard
      12.6.2 Mouse
      12.6.3 Controller
      12.6.4 Headset
   12.7 Basis Point Share (BPS) Analysis By Product Type
   12.8 Absolute $ Opportunity Assessment By Product Type
   12.9 Market Attractiveness Analysis By Product Type
   12.10 North America Gaming Peripherals Market Size Forecast By Connectivity
      12.10.1 Wired
      12.10.2 Wireless
   12.11 Basis Point Share (BPS) Analysis By Connectivity
   12.12 Absolute $ Opportunity Assessment By Connectivity
   12.13 Market Attractiveness Analysis By Connectivity
   12.14 North America Gaming Peripherals Market Size Forecast By Device Used
      12.14.1 PC/Laptop
      12.14.2 TV/Consumer Game Console
      12.14.3 Mobile
   12.15 Basis Point Share (BPS) Analysis By Device Used
   12.16 Absolute $ Opportunity Assessment By Device Used
   12.17 Market Attractiveness Analysis By Device Used
   12.18 North America Gaming Peripherals Market Size Forecast By End Use
      12.18.1 Personal
      12.18.2 Commercial
   12.19 Basis Point Share (BPS) Analysis By End Use
   12.20 Absolute $ Opportunity Assessment By End Use
   12.21 Market Attractiveness Analysis By End Use
   12.22 North America Gaming Peripherals Market Size Forecast By Sales Channel
      12.22.1 Online
      12.22.2 Offline
   12.23 Basis Point Share (BPS) Analysis By Sales Channel
   12.24 Absolute $ Opportunity Assessment By Sales Channel
   12.25 Market Attractiveness Analysis By Sales Channel
Chapter 13 Europe Gaming Peripherals Analysis and Forecast
   13.1 Introduction
   13.2 Europe Gaming Peripherals Market Size Forecast by Country
      13.2.1 Germany
      13.2.2 France
      13.2.3 Italy
      13.2.4 U.K.
      13.2.5 Spain
      13.2.6 Russia
      13.2.7 Rest of Europe
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Europe Gaming Peripherals Market Size Forecast By Product Type
      13.6.1 Keyboard
      13.6.2 Mouse
      13.6.3 Controller
      13.6.4 Headset
   13.7 Basis Point Share (BPS) Analysis By Product Type
   13.8 Absolute $ Opportunity Assessment By Product Type
   13.9 Market Attractiveness Analysis By Product Type
   13.10 Europe Gaming Peripherals Market Size Forecast By Connectivity
      13.10.1 Wired
      13.10.2 Wireless
   13.11 Basis Point Share (BPS) Analysis By Connectivity
   13.12 Absolute $ Opportunity Assessment By Connectivity
   13.13 Market Attractiveness Analysis By Connectivity
   13.14 Europe Gaming Peripherals Market Size Forecast By Device Used
      13.14.1 PC/Laptop
      13.14.2 TV/Consumer Game Console
      13.14.3 Mobile
   13.15 Basis Point Share (BPS) Analysis By Device Used
   13.16 Absolute $ Opportunity Assessment By Device Used
   13.17 Market Attractiveness Analysis By Device Used
   13.18 Europe Gaming Peripherals Market Size Forecast By End Use
      13.18.1 Personal
      13.18.2 Commercial
   13.19 Basis Point Share (BPS) Analysis By End Use
   13.20 Absolute $ Opportunity Assessment By End Use
   13.21 Market Attractiveness Analysis By End Use
   13.22 Europe Gaming Peripherals Market Size Forecast By Sales Channel
      13.22.1 Online
      13.22.2 Offline
   13.23 Basis Point Share (BPS) Analysis By Sales Channel
   13.24 Absolute $ Opportunity Assessment By Sales Channel
   13.25 Market Attractiveness Analysis By Sales Channel
Chapter 14 Asia Pacific Gaming Peripherals Analysis and Forecast
   14.1 Introduction
   14.2 Asia Pacific Gaming Peripherals Market Size Forecast by Country
      14.2.1 China
      14.2.2 Japan
      14.2.3 South Korea
      14.2.4 India
      14.2.5 Australia
      14.2.6 South East Asia (SEA)
      14.2.7 Rest of Asia Pacific (APAC)
   14.3 Basis Point Share (BPS) Analysis by Country
   14.4 Absolute $ Opportunity Assessment by Country
   14.5 Market Attractiveness Analysis by Country
   14.6 Asia Pacific Gaming Peripherals Market Size Forecast By Product Type
      14.6.1 Keyboard
      14.6.2 Mouse
      14.6.3 Controller
      14.6.4 Headset
   14.7 Basis Point Share (BPS) Analysis By Product Type
   14.8 Absolute $ Opportunity Assessment By Product Type
   14.9 Market Attractiveness Analysis By Product Type
   14.10 Asia Pacific Gaming Peripherals Market Size Forecast By Connectivity
      14.10.1 Wired
      14.10.2 Wireless
   14.11 Basis Point Share (BPS) Analysis By Connectivity
   14.12 Absolute $ Opportunity Assessment By Connectivity
   14.13 Market Attractiveness Analysis By Connectivity
   14.14 Asia Pacific Gaming Peripherals Market Size Forecast By Device Used
      14.14.1 PC/Laptop
      14.14.2 TV/Consumer Game Console
      14.14.3 Mobile
   14.15 Basis Point Share (BPS) Analysis By Device Used
   14.16 Absolute $ Opportunity Assessment By Device Used
   14.17 Market Attractiveness Analysis By Device Used
   14.18 Asia Pacific Gaming Peripherals Market Size Forecast By End Use
      14.18.1 Personal
      14.18.2 Commercial
   14.19 Basis Point Share (BPS) Analysis By End Use
   14.20 Absolute $ Opportunity Assessment By End Use
   14.21 Market Attractiveness Analysis By End Use
   14.22 Asia Pacific Gaming Peripherals Market Size Forecast By Sales Channel
      14.22.1 Online
      14.22.2 Offline
   14.23 Basis Point Share (BPS) Analysis By Sales Channel
   14.24 Absolute $ Opportunity Assessment By Sales Channel
   14.25 Market Attractiveness Analysis By Sales Channel
Chapter 15 Latin America Gaming Peripherals Analysis and Forecast
   15.1 Introduction
   15.2 Latin America Gaming Peripherals Market Size Forecast by Country
      15.2.1 Brazil
      15.2.2 Mexico
      15.2.3 Rest of Latin America (LATAM)
   15.3 Basis Point Share (BPS) Analysis by Country
   15.4 Absolute $ Opportunity Assessment by Country
   15.5 Market Attractiveness Analysis by Country
   15.6 Latin America Gaming Peripherals Market Size Forecast By Product Type
      15.6.1 Keyboard
      15.6.2 Mouse
      15.6.3 Controller
      15.6.4 Headset
   15.7 Basis Point Share (BPS) Analysis By Product Type
   15.8 Absolute $ Opportunity Assessment By Product Type
   15.9 Market Attractiveness Analysis By Product Type
   15.10 Latin America Gaming Peripherals Market Size Forecast By Connectivity
      15.10.1 Wired
      15.10.2 Wireless
   15.11 Basis Point Share (BPS) Analysis By Connectivity
   15.12 Absolute $ Opportunity Assessment By Connectivity
   15.13 Market Attractiveness Analysis By Connectivity
   15.14 Latin America Gaming Peripherals Market Size Forecast By Device Used
      15.14.1 PC/Laptop
      15.14.2 TV/Consumer Game Console
      15.14.3 Mobile
   15.15 Basis Point Share (BPS) Analysis By Device Used
   15.16 Absolute $ Opportunity Assessment By Device Used
   15.17 Market Attractiveness Analysis By Device Used
   15.18 Latin America Gaming Peripherals Market Size Forecast By End Use
      15.18.1 Personal
      15.18.2 Commercial
   15.19 Basis Point Share (BPS) Analysis By End Use
   15.20 Absolute $ Opportunity Assessment By End Use
   15.21 Market Attractiveness Analysis By End Use
   15.22 Latin America Gaming Peripherals Market Size Forecast By Sales Channel
      15.22.1 Online
      15.22.2 Offline
   15.23 Basis Point Share (BPS) Analysis By Sales Channel
   15.24 Absolute $ Opportunity Assessment By Sales Channel
   15.25 Market Attractiveness Analysis By Sales Channel
Chapter 16 Middle East & Africa (MEA) Gaming Peripherals Analysis and Forecast
   16.1 Introduction
   16.2 Middle East & Africa (MEA) Gaming Peripherals Market Size Forecast by Country
      16.2.1 Saudi Arabia
      16.2.2 South Africa
      16.2.3 UAE
      16.2.4 Rest of Middle East & Africa (MEA)
   16.3 Basis Point Share (BPS) Analysis by Country
   16.4 Absolute $ Opportunity Assessment by Country
   16.5 Market Attractiveness Analysis by Country
   16.6 Middle East & Africa (MEA) Gaming Peripherals Market Size Forecast By Product Type
      16.6.1 Keyboard
      16.6.2 Mouse
      16.6.3 Controller
      16.6.4 Headset
   16.7 Basis Point Share (BPS) Analysis By Product Type
   16.8 Absolute $ Opportunity Assessment By Product Type
   16.9 Market Attractiveness Analysis By Product Type
   16.10 Middle East & Africa (MEA) Gaming Peripherals Market Size Forecast By Connectivity
      16.10.1 Wired
      16.10.2 Wireless
   16.11 Basis Point Share (BPS) Analysis By Connectivity
   16.12 Absolute $ Opportunity Assessment By Connectivity
   16.13 Market Attractiveness Analysis By Connectivity
   16.14 Middle East & Africa (MEA) Gaming Peripherals Market Size Forecast By Device Used
      16.14.1 PC/Laptop
      16.14.2 TV/Consumer Game Console
      16.14.3 Mobile
   16.15 Basis Point Share (BPS) Analysis By Device Used
   16.16 Absolute $ Opportunity Assessment By Device Used
   16.17 Market Attractiveness Analysis By Device Used
   16.18 Middle East & Africa (MEA) Gaming Peripherals Market Size Forecast By End Use
      16.18.1 Personal
      16.18.2 Commercial
   16.19 Basis Point Share (BPS) Analysis By End Use
   16.20 Absolute $ Opportunity Assessment By End Use
   16.21 Market Attractiveness Analysis By End Use
   16.22 Middle East & Africa (MEA) Gaming Peripherals Market Size Forecast By Sales Channel
      16.22.1 Online
      16.22.2 Offline
   16.23 Basis Point Share (BPS) Analysis By Sales Channel
   16.24 Absolute $ Opportunity Assessment By Sales Channel
   16.25 Market Attractiveness Analysis By Sales Channel
Chapter 17 Competition Landscape
   17.1 Gaming Peripherals Market: Competitive Dashboard
   17.2 Global Gaming Peripherals Market: Market Share Analysis, 2022
   17.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
      17.3.1 Logitech
      17.3.2 Razer Inc.
      17.3.3 Corsair Gaming, Inc.
      17.3.4 HP Development Company
      17.3.5 Turtle Beach
      17.3.6 SteelSeries
      17.3.7 Lenovo
      17.3.8 ASUSTeK Computer Inc.
      17.3.9 Dell Inc.
      17.3.10 Mad Catz Global Limited
      17.3.11 A4TECH
      17.3.12 Sony Group Corporation
      17.3.13 Rapoo
      17.3.14 NEWMEN
      17.3.15 Kuro Gaming

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FAQ Section

Some frequently asked questions about this report!

Additional company profiles can be provided on request. For a discussion related to above findings, click Speak to Analyst.

Factors such as competitive strength and market positioning are key areas considered while selecting top companies to be profiled.

Technological advancements in gaming and increasing demand for pc gaming are some of the factors expected to drive market growth during the forecast period.

According to this growth market report, the Global Gaming Peripherals Market is likely to register a CAGR of 7.9% during the forecast period 2023-2031, with an anticipated valuation of USD 11,463.5 Million by the end of 2031.

Individuals and Enterprises are the major end-user of gaming peripherals.

Factors such as technological advancement and the Russia-Ukraine war are analyzed in the final report.

The pandemic had a positive impact on the Global Gaming Peripherals Market. The demand for gaming peripherals has increased as more people stayed at home and engaged in gaming activities for entertainment and socializing. This has boosted the sale of gaming keyboards, mice, headsets, and controllers, especially in regions where lockdowns and social distancing measures are enforced.

In addition to market size (in USD Million), Company Market Share (in % for base year 2022), and Value have been provided in the report.

The base year considered for the Global Gaming Peripherals Market report is 2022. The complete analysis period is 2016 to 2031, wherein, 2016-2021 are the historic years, and forecast is provided from 2023 to 2031.