Gaming Accessories Market Research Report - Global Forecast till 2027

Global Gaming Accessories Market Research Report: By Product (Gamepads, Keyboards, Mice, Headsets, Surfaces, Controllers/ Joysticks, Virtual Reality [VR] Devices, Cooling Fans, Web Camera and others), By Device Type (PC [Desktop and Laptop], Smartphones and Gaming Consoles), By End-Use (Casual Gaming and Professional Gaming), by Region (North America, Europe, Asia-Pacific, Middle East & Africa, Central & South America) - Forecast till 2027

ID: MRFR/SEM/7137-HCR | February, 2021 | Region : Global

Market Synopsis


The Global Gaming Accessories Market size was valued at USD 2.14 Billion in 2018 and is expected to reach USD 4.04 Billion by the end of the forecast period at a compound annual growth rate (CAGR) of 9.68%.


The interactive entertainment industry is growing remarkably and is continuously innovating new platforms to reach out to gamers across the world. Gaming accessories comprise all other devices than hardware and software that are used in a gaming system; this includes controllers, gamepads, keyboards, cameras, virtual reality headsets and more. In recent years, the increasing adoption of smartphones has accelerated the demand for gaming accessories across the globe. In addition to this, technologies such as virtual reality (VR) and artificial intelligence (AI) have also fueled the growth of the global gaming accessories market. However, high costs of gaming peripherals such as DPI mouse and anti-ghost switches might act as a restraining factor to the growth of the global gaming accessories market.


Key Developments



  • In August 2019, Dell launched two keyboards to its line of Alienware gaming accessories—the new Alienware AW510K and AW310K keyboards. The company has also launched three new mice—the wireless AW310M, the wired RGB AW510M, and both wired and wireless AW610M.



  • In June 2019, Turtle Beach acquired Roccat, which manufactures mice, keyboards, mousepads, and headsets, for USD 19.2 million. Through this acquisition, Turtle Beach is expecting to compete with major gaming accessory giants Logitech and Razer.



  • In May 2019, Razer partnered with Disney's Lucasfilm to launch Stormtrooper-themed gaming accessories to celebrate Star Wars Day. The new series of accessories include a wireless mouse, a mechanical keyboard, and a mouse pad.



  • In May 2019, HyperX launched the latest lineup of its premium gaming gear comprising HyperX Alloy Origins mechanical keyboard, HyperX Cloud Alpha S headset, and HyperX Fury DDR4 and DDR4 RGB memory.



  • In April 2018, Razer launched its entry-level gaming mouse—the Razer Abyssus Essential. The Abyssus Essential features a 7,200 DPI optical sensor and the standard two-button/scroll wheel layout.



  • In February 2018, Microsoft launched the Sea of Thieves gaming accessories package for Xbox. The package includes a Seagate Special Edition 2TB Game Drive for Xbox, Controller Gear Special Edition Sea of Thieves Xbox Pro Charging Stand, and an Xbox One Controller Stand V2.0.


Segmentation


The Global Gaming Accessories Market has been segmented on the basis of Product, Device Type, End-Use, and Region.


By product, the global gaming accessories market has been segmented into gamepads, keyboards, mice, headsets, surfaces, controllers/ joysticks, virtual reality (VR) devices, cooling fans, web camera, and others.


Based on device type, the global gaming accessories market has been segmented into PC (desktop and laptop), smartphones, and gaming consoles.


On the basis of end-users, the global gaming accessories market has been bifurcated into casual gaming and professional gaming.


By region, the global gaming accessories market has been segmented into North America, Europe, Asia-Pacific, the Middle East & Africa, and Central & South America.


Regional Analysis


The Global Market for Gaming Accessories is estimated to grow at a staggering rate during the forecast period from 2019 to 2025. The geographic analysis of the gaming accessories market has been conducted for North America, Europe, Asia-Pacific, the Middle East & Africa, and Central & South America.


As per MRFR analysis, North America dominated the global gaming accessories market in 2018 and is estimated to maintain its dominance during the forecast period 2019–2025. The gaming community is one of the fastest-growing entertainment industries in the US. The region has also registered various online gaming tournaments that require state-of-the-art devices to operate efficiently. This has encouraged gamers to purchase the latest gaming peripherals, thus contributing to the growth of gaming accessories in the North American market. On the contrary, the market for gaming accessories in Asia-Pacific is estimated to witness the fastest growth during the forecast period 2019–2025. The growing demand for VR gaming in China and South Korea and increasing awareness of e-sports have accelerated the demand for gaming accessories in Asia-Pacific.


Global Gaming Accessories Market, USD Billion  Gaming Accessories Market


Source: MRFR Analysis


Competitive Landscape


The manufacturers in the global gaming accessories market are primarily focused on improving their portfolio of gaming accessories to stay competitive in the market. To accomplish this, these companies have invested a significant share of their revenues in research and development. In addition to this, companies focus on developing reflexive and comfortable accessories that can be efficiently used in games requiring fast movements and high sensitivity. As a part of their market development strategy, these companies also focus on inorganic growth approaches such as acquisitions, partnerships, joint ventures, and collaborations to expand their geographic presence and gain competitive advantage in the global gaming accessories market.


Key Players


MRFR has identified a few companies as Prominent Players in the Global Gaming Accessories Market. These include Alienware (US), Logitech International SA (Switzerland), Razer Inc. (US), Mad Catz (US), Turtle Beach (US), Corsair (US), Cooler Master (China), Sennheiser (Germany), HyperX (US), Anker (China), Reddragon (US), SADES Technological Corporation (China), Plantronics (US), Google Inc. (US), and Nintendo Co., Ltd (Japan). These companies are analyzed on the basis of their geographic presence, origin, product portfolio, key developments, and expertise in laser projection technology. Apart from the aforementioned players, Oculus VR, LLC (US), HP Inc. (US), Xiaomi Corporation (China), Dell Inc. (US), AsusTek Computer Inc. (Taiwan), Acer Inc. (Taiwan), Sony Corporation (Japan), SteelSeries (Denmark), and Nvidia Corporation (US) have a significant presence in the global gaming accessories market.


Intended Audience



  • Raw Material and Manufacturing Equipment Suppliers

  • Middleware and Firmware Providers

  • Research Organizations and Consultancies

  • Government and Regulating Authorities

  • Gaming Accessories Manufacturer

  • Organizations, Forums, and Alliance

  • System Integrators

  • Analysts, Technology Experts, and Strategic Business Planners

  • End Users

Table of Contents

1 Executive Summary

2 Scope of the Report

2.1 Market Definition

2.2 Scope of the Study

2.3 Research Objectives

2.4 Markets Structure

3 Market Insights

4 Research Methodology

5 Market Dynamics

5.1 Introduction

5.2 Drivers

5.3 Restraints

5.4 Opportunities

5.5 Challenges

6 Market Factor Analysis

6.1 Porter’s Five Forces Analysis

6.1.1 Threat of New Entrants

6.1.2 Bargaining Power of Buyers

6.1.3 Threat of Substitutes

6.1.4 Intensity of Rivalry

6.1.5 Bargaining Power of Suppliers

6.2 Value Chain/Supply Chain of Global Gaming Accessories Market

7 Global Gaming Accessories Market, by Product

7.1 Introduction

7.2 Gamepads

7.2.1 Market Estimates & Forecast, 2020-2027

7.3 Keyboards

7.3.1 Market Estimates & Forecast, 2020-2027

7.4 Mice

7.4.1 Market Estimates & Forecast, 2020-2027

7.5 Headsets

7.5.1 Market Estimates & Forecast, 2020-2027

7.6 Surfaces

7.6.1 Market Estimates & Forecast, 2020-2027

7.7 Controllers/ Joysticks

7.7.1 Market Estimates & Forecast, 2020-2027

7.8 Virtual Reality (VR) Devices

7.8.1 Market Estimates & Forecast, 2020-2027

7.9 Cooling Fans

7.9.1 Market Estimates & Forecast, 2020-2027

7.10 Web Camera

7.10.1 Market Estimates & Forecast, 2020-2027

7.11 Others

7.11.1 Market Estimates & Forecast, 2020-2027

8 Global Gaming Accessories Market, by Device Type

8.1 Introduction

8.2 PC (Desktop and Laptop)

8.2.1 Market Estimates & Forecast, 2020-2027

8.3 Smartphones

8.3.1 Market Estimates & Forecast, 2020-2027

8.4 Gaming Consoles

8.4.1 Market Estimates & Forecast, 2020-2027

9 Global Gaming Accessories Market, by End Use

9.1 Introduction

9.1.1 Market Estimates & Forecast, 2020-2027

9.2 Casual Gaming

9.3 Professional Gaming

9.3.1 Market Estimates & Forecast, 2020-2027

10 Global Gaming Accessories Market, by Region

10.1 Introduction

10.2 North America

10.2.1 Market Estimates & Forecast, by Country, 2020-2027

10.2.2 Market Estimates & Forecast, by Product, 2020-2027

10.2.3 Market Estimates & Forecast, by Device Type, 2020-2027

10.2.4 Market Estimates & Forecast, by End Use, 2020-2027

10.2.5 US

10.2.5.1 Market Estimates & Forecast, by Product, 2020-2027

10.2.5.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.2.5.3 Market Estimates & Forecast, by End Use, 2020-2027

10.2.6 Mexico

10.2.6.1 Market Estimates & Forecast, by Product, 2020-2027

10.2.6.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.2.6.3 Market Estimates & Forecast, by End Use, 2020-2027

10.2.7 Canada

10.2.7.1 Market Estimates & Forecast, by Product, 2020-2027

10.2.7.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.2.7.3 Market Estimates & Forecast, by End Use, 2020-2027

10.3 Europe

10.3.1 Market Estimates & Forecast, by Country, 2020-2027

10.3.2 Market Estimates & Forecast, by Product, 2020-2027

10.3.3 Market Estimates & Forecast, by Device Type, 2020-2027

10.3.4 Market Estimates & Forecast, by End Use, 2020-2027

10.3.5 Germany

10.3.5.1 Market Estimates & Forecast, by Product, 2020-2027

10.3.5.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.3.5.3 Market Estimates & Forecast, by End Use, 2020-2027

10.3.6 France

10.3.6.1 Market Estimates & Forecast, by Product, 2020-2027

10.3.6.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.3.6.3 Market Estimates & Forecast, by End Use, 2020-2027

10.3.7 Spain

10.3.7.1 Market Estimates & Forecast, by Product, 2020-2027

10.3.7.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.3.7.3 Market Estimates & Forecast, by End Use, 2020-2027

10.3.8 UK

10.3.8.1 Market Estimates & Forecast, by Product, 2020-2027

10.3.8.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.3.8.3 Market Estimates & Forecast, by End Use, 2020-2027

10.3.9 Rest of Europe

10.3.9.1 Market Estimates & Forecast, by Product, 2020-2027

10.3.9.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.3.9.3 Market Estimates & Forecast, by End Use, 2020-2027

10.4 Asia-Pacific

10.4.1 Market Estimates & Forecast, by Country, 2020-2027

10.4.2 Market Estimates & Forecast, by Product, 2020-2027

10.4.3 Market Estimates & Forecast, by Device Type, 2020-2027

10.4.4 Market Estimates & Forecast, by End Use, 2020-2027

10.4.5 China

10.4.5.1 Market Estimates & Forecast, by Product, 2020-2027

10.4.5.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.4.5.3 Market Estimates & Forecast, by End Use, 2020-2027

10.4.6 India

10.4.6.1 Market Estimates & Forecast, by Product, 2020-2027

10.4.6.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.4.6.3 Market Estimates & Forecast, by End Use, 2020-2027

10.4.7 Japan

10.4.7.1 Market Estimates & Forecast, by Product, 2020-2027

10.4.7.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.4.7.3 Market Estimates & Forecast, by End Use, 2020-2027

10.4.8 South Korea

10.4.8.1 Market Estimates & Forecast, by Product, 2020-2027

10.4.8.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.4.8.3 Market Estimates & Forecast, by End Use, 2020-2027

10.4.9 Rest of Asia-Pacific

10.4.9.1 Market Estimates & Forecast, by Product, 2020-2027

10.4.9.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.4.9.3 Market Estimates & Forecast, by End Use, 2020-2027

10.5 Middle East & Africa

10.5.1 Market Estimates & Forecast, by Country, 2020-2027

10.5.2 Market Estimates & Forecast, by Product, 2020-2027

10.5.3 Market Estimates & Forecast, by Device Type, 2020-2027

10.5.4 Market Estimates & Forecast, by End Use, 2020-2027

10.5.5 UAE

10.5.5.1 Market Estimates & Forecast, by Product, 2020-2027

10.5.5.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.5.5.3 Market Estimates & Forecast, by End Use, 2020-2027

10.5.6 Saudi Arabia

10.5.6.1 Market Estimates & Forecast, by Product, 2020-2027

10.5.6.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.5.6.3 Market Estimates & Forecast, by End Use, 2020-2027

10.5.7 Rest of Middle East & Africa

10.5.7.1 Market Estimates & Forecast, by Product, 2020-2027

10.5.7.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.5.7.3 Market Estimates & Forecast, by End Use, 2020-2027

10.6 Central & South America

10.6.1 Market Estimates & Forecast, by Country, 2020-2027

10.6.2 Market Estimates & Forecast, by Product, 2020-2027

10.6.3 Market Estimates & Forecast, by Device Type, 2020-2027

10.6.4 Market Estimates & Forecast, by End Use, 2020-2027

10.6.5 Argentina

10.6.5.1 Market Estimates & Forecast, by Product, 2020-2027

10.6.5.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.6.5.3 Market Estimates & Forecast, by End Use, 2020-2027

10.6.6 Brazil

10.6.6.1 Market Estimates & Forecast, by Product, 2020-2027

10.6.6.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.6.6.3 Market Estimates & Forecast, by End Use, 2020-2027

10.6.7 Rest of Central & South America

10.6.7.1 Market Estimates & Forecast, by Product, 2020-2027

10.6.7.2 Market Estimates & Forecast, by Device Type, 2020-2027

10.6.7.3 Market Estimates & Forecast, by End Use, 2020-2027

11 Competitive Landscape

12 Company Profiles

12.1 Alienware

12.1.1 Company Overview

12.1.2 Product/Business Segment Overview

12.1.3 Financial Updates

12.1.4 Key Developments

12.1.5 SWOT Analysis

12.1.6 Key Strategies

12.2 Logitech International SA

12.2.1 Company Overview

12.2.2 Product/Business Segment Overview

12.2.3 Financial Updates

12.2.4 Key Developments

12.2.5 SWOT Analysis

12.2.6 Key Strategies

12.3 Razer Inc.

12.3.1 Company Overview

12.3.2 Product/Business Segment Overview

12.3.3 Financial Updates

12.3.4 Key Developments

12.3.5 SWOT Analysis

12.3.6 Key Strategies

12.4 Mad Catz

12.4.1 Company Overview

12.4.2 Product/Business Segment Overview

12.4.3 Financial Updates

12.4.4 Key Developments

12.4.5 SWOT Analysis

12.4.6 Key Strategies

12.5 Turtle Beach

12.5.1 Company Overview

12.5.2 Product/Business Segment Overview

12.5.3 Financial Updates

12.5.4 Key Developments

12.5.5 SWOT Analysis

12.5.6 Key Strategies

12.6 Corsair

12.6.1 Company Overview

12.6.2 Product/Business Segment Overview

12.6.3 Financial Updates

12.6.4 Key Developments

12.6.5 SWOT Analysis

12.6.6 Key Strategies

12.7 Cooler Master

12.7.1 Company Overview

12.7.2 Product/Business Segment Overview

12.7.3 Financial Updates

12.7.4 Key Developments

12.7.5 SWOT Analysis

12.7.6 Key Strategies

12.8 Sennheiser

12.8.1 Company Overview

12.8.2 Product/Business Segment Overview

12.8.3 Financial Updates

12.8.4 Key Developments

12.8.5 SWOT Analysis

12.8.6 Key Strategies

12.9 HyperX

12.9.1 Company Overview

12.9.2 Product/Business Segment Overview

12.9.3 Financial Updates

12.9.4 Key Developments

12.9.5 SWOT Analysis

12.9.6 Key Strategies

12.10 Anker

12.10.1 Company Overview

12.10.2 Product/Business Segment Overview

12.10.3 Financial Updates

12.10.4 Key Developments

12.10.5 SWOT Analysis

12.10.6 Key Strategies

12.11 Reddragon

12.11.1 Company Overview

12.11.2 Product/Business Segment Overview

12.11.3 Financial Updates

12.11.4 Key Developments

12.11.5 SWOT Analysis

12.11.6 Key Strategies

12.12 Nintendo Co., Ltd

12.12.1 Company Overview

12.12.2 Product/Business Segment Overview

12.12.3 Financial Updates

12.12.4 Key Developments

12.12.5 SWOT Analysis

12.12.6 Key Strategies

12.13 Sony Corporation

12.13.1 Company Overview

12.13.2 Product/Business Segment Overview

12.13.3 Financial Updates

12.13.4 Key Developments

12.13.5 SWOT Analysis

12.13.6 Key Strategies

12.14 SteelSeries

12.14.1 Company Overview

12.14.2 Product/Business Segment Overview

12.14.3 Financial Updates

12.14.4 Key Developments

12.14.5 SWOT Analysis

12.14.6 Key Strategies

12.15 Nvidia Corporation

12.15.1 Company Overview

12.15.2 Product/Business Segment Overview

12.15.3 Financial Updates

12.15.4 Key Developments

12.15.5 SWOT Analysis

12.15.6 Key Strategies

13 Conclusion


LIST OF TABLES

Table 1 Global Gaming Accessories Market, by Product, 2020-2027

Table 2 Global Gaming Accessories Market, by Device Type, 2020-2027

Table 3 Global Gaming Accessories Market, by Region, 2020-2027

Table 4 North America: Gaming Accessories Market, by Country, 2020-2027

Table 5 North America: Gaming Accessories, Market, by Product, 2020-2027

Table 6 North America: Gaming Accessories Market, by Device Type, 2020-2027

Table 7 US: Gaming Accessories, Market, by Product, 2020-2027

Table 8 US: Gaming Accessories Market, by Device Type, 2020-2027

Table 9 Canada: Gaming Accessories, Market, by Product, 2020-2027

Table 10 Canada: Gaming Accessories Market, by Device Type, 2020-2027

Table 11 Mexico: Gaming Accessories, Market, by Product, 2020-2027

Table 12 Mexico: Gaming Accessories Market, by Device Type, 2020-2027

Table 13 Europe: Gaming Accessories Market, by Country, 2020-2027

Table 14 Europe: Gaming Accessories Market, by Product, 2020-2027

Table 15 Europe: Gaming Accessories Market, by Device Type, 2020-2027

Table 16 Germany: Gaming Accessories Market, by Product, 2020-2027

Table 17 Germany: Gaming Accessories Market, by Device Type, 2020-2027

Table 18 France: Gaming Accessories Market, by Product, 2020-2027

Table 19 France: Gaming Accessories Market, by Device Type, 2020-2027

Table 20 Spain: Gaming Accessories Market, by Product, 2020-2027

Table 21 Spain: Gaming Accessories Market, by Device Type, 2020-2027

Table 22 UK: Gaming Accessories Market, by Product, 2020-2027

Table 23 UK: Gaming Accessories Market, by Device Type, 2020-2027

Table 24 Rest of Europe: Gaming Accessories Market, by Product, 2020-2027

Table 25 Rest of Europe: Gaming Accessories Market, by Device Type, 2020-2027

Table 26 Asia-Pacific: Gaming Accessories Market, by Country, 2020-2027

Table 27 Asia-Pacific: Gaming Accessories Market, by Product, 2020-2027

Table 28 Asia-Pacific: Gaming Accessories Market, by Device Type, 2020-2027

Table 29 China: Gaming Accessories Market, by Product, 2020-2027

Table 30 China: Gaming Accessories Market, by Device Type, 2020-2027

Table 31 Japan: Gaming Accessories Market, by Product, 2020-2027

Table 32 Japan: Gaming Accessories Market, by Device Type, 2020-2027

Table 33 India: Gaming Accessories Market, by Product, 2020-2027

Table 34 India: Gaming Accessories Market, by Device Type, 2020-2027

Table 35 South Korea: Gaming Accessories Market, by Product, 2020-2027

Table 36 South Korea: Gaming Accessories Market, by Device Type, 2020-2027

Table 37 Rest of Asia-Pacific: Gaming Accessories Market, by Product, 2020-2027

Table 38 Rest of Asia-Pacific: Gaming Accessories Market, by Device Type, 2020-2027

Table 39 Middle East & Africa: Gaming Accessories Market, by Country, 2020-2027

Table 40 Middle East & Africa: Gaming Accessories Market, by Product, 2020-2027

Table 41 Middle East & Africa: Gaming Accessories Market, by Device Type, 2020-2027

Table 42 UAE: Gaming Accessories Market, by Product, 2020-2027

Table 43 UAE: Gaming Accessories Market, by Device Type, 2020-2027

Table 44 Saudi Arabia: Gaming Accessories Market, by Product, 2020-2027

Table 45 Saudi Arabia: Gaming Accessories Market, by Device Type, 2020-2027

Table 46 Rest of Middle East & Africa: Gaming Accessories Market, by Product, 2020-2027

Table 47 Rest of Middle East & Africa: Gaming Accessories Market, by Device Type, 2020-2027

Table 48 Central & South America: Gaming Accessories Market, by Country, 2020-2027

Table 49 Central & South America: Gaming Accessories Market, by Product, 2020-2027

Table 50 Central & South America: Gaming Accessories Market, by Device Type, 2020-2027

Table 51 Middle East & Africa: Gaming Accessories Market, by Country, 2020-2027

Table 52 Middle East & Africa: Gaming Accessories Market, by Product, 2020-2027

Table 53 Middle East & Africa: Gaming Accessories Market, by Device Type, 2020-2027


LIST OF FIGURES

FIGURE 1 Global Gaming Accessories Market Segmentation

FIGURE 2 Forecast Methodology

FIGURE 3 Porter’s Five Forces Analysis of the Global Gaming Accessories Market

FIGURE 4 Value Chain of the Global Gaming Accessories Market

FIGURE 5 Share of the Global Gaming Accessories Market in 2020, by Country (in %)

FIGURE 6 Global Gaming Accessories Market, 2020-2027

FIGURE 7 Sub-Segments of Product

FIGURE 8 Global Gaming Accessories Market Size, by Product, 2020

FIGURE 9 Share of the Global Gaming Accessories Market, by Product, 2020-2027

FIGURE 10 Sub-Segments of Device Type

FIGURE 11 Global Gaming Accessories Market Size, by Device Type, 2020

FIGURE 12 Share of the Global Gaming Accessories Market, by Device Type, 2020-2027

FIGURE 13 Sub-Segments of End Use

FIGURE 14 Global Gaming Accessories Market Size, by End Use, 2020

FIGURE 15 Share of the Global Gaming Accessories Market, by End Use, 2020-2027