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Global Gaming Accessory Market by Type (Gamepads, Keyboards, Mice, Headset, Joysticks, Virtual Reality Devices, Cooling Fans, Web Camera, Others), By Application (Brand Stores, Hypermarkets/Supermarkets, Specialty Stores, Online Sales, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028

  • Report ID: CG-9819
  • Author: Up Market Research
  • Rating: 4.7
  • Total Reviews: 67
  • No. Of Pages: 236
  • Format:
  • Pub. Date: 2021-04-04
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Up Market Research published a new report titled “Gaming Accessory Market research report which is segmented by Types (Gamepads, Keyboards, Mice, Headset, Joysticks, Virtual Reality Devices, Cooling Fans, Web Camera, Others), By Applications (Brand Stores, Hypermarkets/Supermarkets, Specialty Stores, Online Sales, Others), By Players/Companies Alienware, Anker, AsusTek Computer Inc, Cooler Master Co. Ltd, Corsair Gaming, Inc, Google Inc, SteelSeries, Kingston Technology Corporation, Logitech International SA, Turtle Beach Corporation, Nintendo Co. Ltd, Nvidia Corporation, Oculus VR, LLC, Plantronics, Razer Inc., Sony Corporation, Xiaomi Corporation, Sennheiser electronic GmbH & Co. KG”. As per the study the market is expected to grow at a CAGR of XX% in the forecast period.


Report Scope

Report AttributesReport Details
Report TitleGaming Accessory Market Research Report
By TypeGamepads, Keyboards, Mice, Headset, Joysticks, Virtual Reality Devices, Cooling Fans, Web Camera, Others
By ApplicationBrand Stores, Hypermarkets/Supermarkets, Specialty Stores, Online Sales, Others
By CompaniesAlienware, Anker, AsusTek Computer Inc, Cooler Master Co. Ltd, Corsair Gaming, Inc, Google Inc, SteelSeries, Kingston Technology Corporation, Logitech International SA, Turtle Beach Corporation, Nintendo Co. Ltd, Nvidia Corporation, Oculus VR, LLC, Plantronics, Razer Inc., Sony Corporation, Xiaomi Corporation, Sennheiser electronic GmbH & Co. KG
Regions CoveredNorth America, Europe, APAC, Latin America, MEA
Base Year2020
Historical Year2018 to 2019 (Data from 2010 can be provided as per availability)
Forecast Year2028
Number of Pages236
Number of Tables & Figures166
Customization AvailableYes, the report can be customized as per your need.

The report covers comprehensive data on emerging trends, market drivers, growth opportunities, and restraints that can change the market dynamics of the industry. It provides an in-depth analysis of the market segments which include products, applications, and competitor analysis.


Global Gaming Accessory Industry Outlook

Global Gaming Accessory Market Report Segments:

The market is segmented by Type Gamepads, Keyboards, Mice, Headset, Joysticks, Virtual Reality Devices, Cooling Fans, Web Camera, Others and By Application Brand Stores, Hypermarkets/Supermarkets, Specialty Stores, Online Sales, Others.


Some of the companies that are profiled in this report are:

  1. Alienware
  2. Anker
  3. AsusTek Computer Inc
  4. Cooler Master Co. Ltd
  5. Corsair Gaming, Inc
  6. Google Inc
  7. SteelSeries
  8. Kingston Technology Corporation
  9. Logitech International SA
  10. Turtle Beach Corporation
  11. Nintendo Co. Ltd
  12. Nvidia Corporation
  13. Oculus VR, LLC
  14. Plantronics
  15. Razer Inc.
  16. Sony Corporation
  17. Xiaomi Corporation
  18. Sennheiser electronic GmbH & Co. KG

Gaming Accessory Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report.


Key Benefits for Industry Participants & Stakeholders:

  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the Gaming Accessory Market

Overview of the regional outlook of the Gaming Accessory Market:

Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa (MEA). North America region is further bifurcated into countries such as U.S., and Canada. The Europe region is further categorized into U.K., France, Germany, Italy, Spain, Russia, and Rest of Europe. Asia Pacific is further segmented into China, Japan, South Korea, India, Australia, South East Asia, and Rest of Asia Pacific. Latin America region is further segmented into Brazil, Mexico, and Rest of Latin America, and the MEA region is further divided into GCC, Turkey, South Africa, and Rest of MEA.


Gaming Accessory Market Overview

Highlights of The Gaming Accessory Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of Gaming Accessory Market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2028.
  5. Developments and trends in the market.
  6. By Type:

                1. Gamepads

                2. Keyboards

                3. Mice

                4. Headset

                5. Joysticks

                6. Virtual Reality Devices

                7. Cooling Fans

                8. Web Camera

                9. Others

       7. By Application:

                1. Brand Stores

                2. Hypermarkets/Supermarkets

                3. Specialty Stores

                4. Online Sales

                5. Others

  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Gaming Accessory Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2028.


How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Gaming Accessory Market Statistics

Reasons to Purchase the Gaming Accessory Market Report:

  • The report includes a plethora of information such as market dynamics scenario and opportunities during the forecast period
  • Segments and sub-segments include quantitative, qualitative, value (USD Million,) and volume (Units Million) data.
  • Regional, sub-regional, and country level data includes the demand and supply forces along with their influence on the market.
  • The competitive landscape comprises share of key players, new developments, and strategies in the last three years.
  • Comprehensive companies offering products, relevant financial information, recent developments, SWOT analysis, and strategies by these players.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Gaming Accessory 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 Accessory Market Dynamics 
      4.2.1 Market Drivers 
      4.2.2 Market Restraints 
      4.2.3 Market Opportunity 
   4.3 Gaming Accessory 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 Accessory 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 Accessory Market Size & Forecast, 2018-2028 
      4.5.1 Gaming Accessory Market Size and Y-o-Y Growth 
      4.5.2 Gaming Accessory Market Absolute $ Opportunity 


Chapter 5 Global Gaming Accessory Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Gaming Accessory Market Size Forecast by Type
      5.2.1 Gamepads
      5.2.2 Keyboards
      5.2.3 Mice
      5.2.4 Headset
      5.2.5 Joysticks
      5.2.6 Virtual Reality Devices
      5.2.7 Cooling Fans
      5.2.8 Web Camera
      5.2.9 Others
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Gaming Accessory Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Gaming Accessory Market Size Forecast by Applications
      6.2.1 Brand Stores
      6.2.2 Hypermarkets/Supermarkets
      6.2.3 Specialty Stores
      6.2.4 Online Sales
      6.2.5 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Gaming Accessory Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Gaming Accessory Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Gaming Accessory Analysis and Forecast
   9.1 Introduction
   9.2 North America Gaming Accessory Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Gaming Accessory Market Size Forecast by Type
      9.6.1 Gamepads
      9.6.2 Keyboards
      9.6.3 Mice
      9.6.4 Headset
      9.6.5 Joysticks
      9.6.6 Virtual Reality Devices
      9.6.7 Cooling Fans
      9.6.8 Web Camera
      9.6.9 Others
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Gaming Accessory Market Size Forecast by Applications
      9.10.1 Brand Stores
      9.10.2 Hypermarkets/Supermarkets
      9.10.3 Specialty Stores
      9.10.4 Online Sales
      9.10.5 Others
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Gaming Accessory Analysis and Forecast
   10.1 Introduction
   10.2 Europe Gaming Accessory Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Gaming Accessory Market Size Forecast by Type
      10.6.1 Gamepads
      10.6.2 Keyboards
      10.6.3 Mice
      10.6.4 Headset
      10.6.5 Joysticks
      10.6.6 Virtual Reality Devices
      10.6.7 Cooling Fans
      10.6.8 Web Camera
      10.6.9 Others
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Gaming Accessory Market Size Forecast by Applications
      10.10.1 Brand Stores
      10.10.2 Hypermarkets/Supermarkets
      10.10.3 Specialty Stores
      10.10.4 Online Sales
      10.10.5 Others
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Gaming Accessory Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Gaming Accessory Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Gaming Accessory Market Size Forecast by Type
      11.6.1 Gamepads
      11.6.2 Keyboards
      11.6.3 Mice
      11.6.4 Headset
      11.6.5 Joysticks
      11.6.6 Virtual Reality Devices
      11.6.7 Cooling Fans
      11.6.8 Web Camera
      11.6.9 Others
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Gaming Accessory Market Size Forecast by Applications
      11.10.1 Brand Stores
      11.10.2 Hypermarkets/Supermarkets
      11.10.3 Specialty Stores
      11.10.4 Online Sales
      11.10.5 Others
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Gaming Accessory Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Gaming Accessory Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   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 Latin America Gaming Accessory Market Size Forecast by Type
      12.6.1 Gamepads
      12.6.2 Keyboards
      12.6.3 Mice
      12.6.4 Headset
      12.6.5 Joysticks
      12.6.6 Virtual Reality Devices
      12.6.7 Cooling Fans
      12.6.8 Web Camera
      12.6.9 Others
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Gaming Accessory Market Size Forecast by Applications
      12.10.1 Brand Stores
      12.10.2 Hypermarkets/Supermarkets
      12.10.3 Specialty Stores
      12.10.4 Online Sales
      12.10.5 Others
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Gaming Accessory Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Gaming Accessory Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   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 Middle East & Africa (MEA) Gaming Accessory Market Size Forecast by Type
      13.6.1 Gamepads
      13.6.2 Keyboards
      13.6.3 Mice
      13.6.4 Headset
      13.6.5 Joysticks
      13.6.6 Virtual Reality Devices
      13.6.7 Cooling Fans
      13.6.8 Web Camera
      13.6.9 Others
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Gaming Accessory Market Size Forecast by Applications
      13.10.1 Brand Stores
      13.10.2 Hypermarkets/Supermarkets
      13.10.3 Specialty Stores
      13.10.4 Online Sales
      13.10.5 Others
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Gaming Accessory Market: Competitive Dashboard
   14.2 Global Gaming Accessory Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Alienware
      14.3.2 Anker
      14.3.3 AsusTek Computer Inc
      14.3.4 Cooler Master Co. Ltd
      14.3.5 Corsair Gaming, Inc
      14.3.6 Google Inc
      14.3.7 SteelSeries
      14.3.8 Kingston Technology Corporation
      14.3.9 Logitech International SA
      14.3.10 Turtle Beach Corporation
      14.3.11 Nintendo Co. Ltd
      14.3.12 Nvidia Corporation
      14.3.13 Oculus VR, LLC
      14.3.14 Plantronics
      14.3.15 Razer Inc.
      14.3.16 Sony Corporation
      14.3.17 Xiaomi Corporation
      14.3.18 Sennheiser electronic GmbH & Co. KG
Segments Covered in the Report
The global Gaming Accessory market has been segmented based on

By Types
  • Gamepads
  • Keyboards
  • Mice
  • Headset
  • Joysticks
  • Virtual Reality Devices
  • Cooling Fans
  • Web Camera
  • Others
By Applications
  • Brand Stores
  • Hypermarkets/Supermarkets
  • Specialty Stores
  • Online Sales
  • Others
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • Alienware
  • Anker
  • AsusTek Computer Inc
  • Cooler Master Co. Ltd
  • Corsair Gaming, Inc
  • Google Inc
  • SteelSeries
  • Kingston Technology Corporation
  • Logitech International SA
  • Turtle Beach Corporation
  • Nintendo Co. Ltd
  • Nvidia Corporation
  • Oculus VR, LLC
  • Plantronics
  • Razer Inc.
  • Sony Corporation
  • Xiaomi Corporation
  • Sennheiser electronic GmbH & Co. KG

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