Global Gaming Peripherals Market 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), and by Region (North America, Europe, Asia Pacific, Latin America, Middle East, and Africa), 2023-2031
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 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.
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.
Key Benefits for Industry Participants & Stakeholders
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In-depth Analysis of the Global Gaming Peripherals Market
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Historical, Current, and Projected Market Size in terms of Value.
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Potential & Niche Segments and Regions Exhibiting Promising Growth Covered
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Industry Drivers, Restraints and Opportunities Covered in the Study
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Recent Industry Trends and Developments
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Competitive Landscape & Strategies of Key Players
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Neutral Perspective on Global Gaming Peripherals Market Performance
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