Gaming Peripheral Market Size to Reach USD 3.36 Billion Globally by 2025 at 6.88% CAGR |Technavio

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NEW YORK, June 13, 2022 /PRNewswire/ -- The gaming peripheral market size is expected to grow by USD 3.36 billion from 2020 to 2025, progressing at a CAGR of 6.88% as per the latest market report by Technavio. The rising popularity of multiplayer video games will be a 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 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 their human partners 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.

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Gaming Peripheral Market: Segmentation Analysis

Technavio report extensively covers market segmentation by technology (wired and wireless), type (controllers, headsets, keyboards, gaming mice, and mousepads), and geography (North America, APAC, Europe, South America, MEA). 

 Technology Landscape
  • The gaming market segmentation by technology is classified as wired and wireless.
  • The market share growth in the wired segment will be significant for revenue generation. 
  • Casual gamers do not prefer spending more on gaming peripherals. Considering the ongoing costs of peripherals and their deployment rate, an average wired gaming peripheral is around 40-45% less in terms of price than the average wireless gaming peripheral. Due to these reasons, casual gamers prefer wired gaming peripherals.
Geography Landscape
  • The gaming market segmentation by Geography is classified into North America, APAC, Europe, South America, MEA
  • 36% of the market's growth will originate from APAC during the forecast period. China is the key market for the 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 e-sports gaming tournaments also focus on role-playing games. This will increase the sales of gaming peripherals during the forecast period.

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Companies Covered:

The market is fragmented and the vendors are deploying various organic and inorganic growth strategies to compete in the market. 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.
  • For vendor offerings - Download a sample now!

Get ready to achieve excellent business outcomes from this exclusive Gaming Peripheral Market report by Technavio. The report will include highlights of the overall market which includes frequently asked questions such as -

  • What are historical revenue figures and estimated revenue figures as well as CAGR during the forecast timeframe?
  • What is the current trend taking place in the market space?
  • Which are business tactics that will influence competitive scenarios along with defining the growth potential of the market?
  • What are market drivers, restraints, and challenges impacting demand & growth of the market?
  • Which regions & segments will garner massive revenue and emerge as market leaders in upcoming years?

The competitive scenario provided in the Gaming Peripheral Market report analyzes, evaluates, and positions companies based on various performance indicators. Some of the factors considered for this analysis include the financial performance of companies over the past few years, growth strategies, product innovations, new product launches, investments, growth in market share, etc. Don't wait, Make a strategic approach & boost your business goals with our Gaming Peripheral Market Forecast Report - Buy Now!

Related Reports:
  •  The mobile gaming market size is predicted to surge to USD 66.43 billion from 2021 to 2026 at an accelerating CAGR of 12.26%. Download a sample now!
  • The cloud gaming market share is expected to increase by USD 5.73 billion from 2021 to 2026, at a CAGR of 31.13%. Download a sample now!

Gaming Peripheral 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

USD 3.36 billion

Market structure

Fragmented

YoY growth (%)

4.77

Performing market contribution

APAC at 36%

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

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 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.

Table of Content
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
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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
About Us

Technavio is a leading global technology research and advisory company. Their research and analysis focuses on emerging market trends and provides actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio's report library consists of more than 17,000 reports, covering 800 technologies spanning 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio's comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

Contact

Technavio Research
Jesse Maida
Media & Marketing Executive
US: +1 844 364 1100
UK: +44 203 893 3200
Email: media@technavio.com
Website: www.technavio.com/

SOURCE Technavio

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