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市場調查報告書
商品編碼
1891467

遊戲配件市場規模、佔有率、成長及全球產業分析:按類型、應用和地區劃分的洞察與預測(2024-2032)

Gaming Accessories Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast, 2024-2032

出版日期: | 出版商: Fortune Business Insights Pvt. Ltd. | 英文 140 Pages | 商品交期: 請詢問到貨日

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遊戲配件市場成長驅動因素

隨著遊戲成為各年齡層的核心娛樂方式,全球遊戲配件市場持續快速成長。根據最新的行業評估,預計該市場規模將在2024年達到104.9億美元,2025年增長至114.9億美元,2032年達到224.8億美元。這意味著在預測期內,其複合年增長率將達到10.1%。 2024年,北美將佔全球39.66%的市場佔有率,遊戲配件將成為提升遊戲體驗、沉浸感和效能的關鍵組成部分。

遊戲配件包含耳機、鍵盤、滑鼠、控制器、VR設備和遊戲椅等周邊,旨在提升使用者體驗。 包括戴爾科技、羅技、雷蛇、Turtle Beach、海盜船、森海塞爾、HyperX、酷冷至尊和安克在內的領先廠商不斷創新,致力於打造響應靈敏、符合人體工學且高度可定制的產品。遊戲玩家群正在顯著成長,根據產業分析師估計,全球有超過5億人定期觀看遊戲內容,這推動了對遊戲配件的需求。

市場動態

市場驅動因素

推動市場擴張的關鍵因素是電子競技產業的快速發展。隨著競技遊戲在全球日益普及,對高效能配件的需求也隨之激增,例如配備高精度感應器的遊戲滑鼠、高速機械鍵盤和專業遊戲手把。職業玩家每年在遊戲配件上的花費約為425美元,與美國家庭的平均遊戲支出大致相同。

此外,AR/VR 整合、觸覺回饋和 AI 驅動的個人化等技術創新正在顯著推動市場發展。發展中國家可支配所得的成長也進一步加速了高端配件的普及。

市場限制因子

市場成長的主要障礙之一是頂級遊戲配件的高昂價格。雖然高性能頭戴式顯示器、VR 套件和機械式鍵盤性能卓越,但注重預算的用戶往往會放棄購買。對遊戲週邊(尤其是中國製造的周邊)徵收的互惠關稅也推高了價格,並影響了供應鏈。

市場機會

行動遊戲的日益普及為製造商創造了巨大的機會。隨著智慧型手機不斷發展以支援主機級圖形效能,消費者對便攜式控制器、遊戲手把、緊湊型頭戴式顯示器和專為行動遊戲設計的藍牙配件的需求也日益增長。 這種轉變正在將市場拓展到主機和PC用戶之外,創造了創新驅動的機會。

市場趨勢

一個顯著的趨勢是向無線配件的轉變,無線配件具有低延遲和長電池續航時間的優點。從無線RGB鍵盤到藍牙耳機,遊戲玩家傾向於選擇既能簡化線材管理又能保持效能的裝置。永續發展趨勢也在重塑市場,具有環保意識的消費者更青睞採用環保材料和節能設計的產品。

細分市場概覽

依產品類型

2024年,具有跨平台相容性的遊戲手把和控制器將佔市場主導地位。預計遊戲椅將實現最快成長,這主要得益於人體工學的改進和家庭串流媒體的興起。

按裝置

2024年,PC細分市場將引領市場,因為桌上型電腦和筆記型電腦遊戲玩家將繼續投資高品質的周邊。 然而,由於雲端遊戲和多功能遊戲主機系統的興起,預計遊戲主機將呈現最高的成長率。

依連接方式

2024 年的需求主要由有線配件主導,尤其是在追求無延遲遊戲體驗的競技玩家中。隨著技術進步降低延遲、提高電池效率和連接性,無線設備預計將成長最快。

按分銷管道

專賣店在 2024 年發揮了主導作用,提供沉浸式店內演示和專家建議。受網紅行銷、全球可及性和頻繁的產品折扣的推動,預計線上通路將成長最快。

按最終使用者

休閒遊戲玩家在 2024 年仍是最大的消費群體,他們購買各種類別的產品,用於娛樂和休閒。 由於內容創作者和主播對高品質麥克風、攝影機、燈光和符合人體工學的設備有著極高的需求,預計他們將實現最高的複合年增長率。

區域洞察

北美將在2024年佔最大的市場佔有率,作為成熟且技術先進的遊戲中心,其對VR系統、高階頭戴裝置和客製化控制器的需求將持續旺盛。

亞太地區預計將實現最快的成長,這得益於智慧型手機的普及、不斷壯大的中產階級以及行動遊戲配件使用率的提高。

歐洲將成為成長速度第二快的地區,這主要得益於德國、英國和法國強大的遊戲社群。

詳細元件清單

目錄

第一章:引言

第二章:摘要整理

第三章:市場動態

  • 宏觀與微觀經濟指標
  • 驅動因素、限制因素、機會與趨勢
  • 生成式人工智慧的影響
  • 互惠關稅對遊戲配件市場的影響

第四章:競爭格局

  • 主要公司採用的商業策略
  • 主要公司的綜合SWOT分析
  • 全球遊戲配件主要公司(前3-5名)的市佔率和排名(2024)

第五章 全球遊戲配件市場規模估算與預測(按細分市場劃分,2019-2032 年)

  • 主要發現
  • 依產品類型劃分
    • 遊戲手把/控制器
    • 遊戲鍵盤和滑鼠
    • 遊戲耳機
    • 遊戲椅
    • VR 設備
    • 其他(遊戲包、散熱風扇等)
  • 依裝置劃分
    • PC(桌上型電腦和筆記型電腦)
    • 遊戲主機
    • 智慧型手機
  • 依連線類型劃分
    • 有線
    • 無線
  • 依分銷管道劃分
    • 專賣店商店
    • 線上
    • 百貨公司
    • 其他(遊戲中心、電競實驗室等)
  • 依最終用戶劃分
    • 休閒玩家
    • 職業玩家
    • 內容創作者和主播
    • 電競組織
  • 按地區劃分
    • 北美
    • 南美
    • 歐洲
    • 中東和非洲
    • 亞太地區

第六章 北美遊戲配件市場規模估算與預測(按細分市場劃分,2019-2032 年)

  • 依國家劃分
    • 美國
    • 加拿大
    • 墨西哥

第六章第七章:南美遊戲配件市場規模估算與預測(按細分市場劃分,2019-2032 年)

  • 依國家劃分
    • 巴西
    • 阿根廷
    • 其他南美國家

第八章:歐洲遊戲配件市場規模估算與預測(按細分市場劃分,2019-2032 年)

  • 依國家劃分
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 俄羅斯
    • 比荷盧經濟聯盟
    • 北歐國家
    • 歐洲其他地區

第九章:中東與非洲遊戲配件市場規模估算與預測(按細分市場劃分, 2019-2032)

  • 依國家劃分
    • 土耳其
    • 以色列
    • 海灣合作委員會
    • 北非
    • 南非
    • 中東和非洲其他地區

第十章:亞太地區遊戲配件市場規模估算與預測(按細分市場劃分,2019-2032)

  • 依國家劃分
    • 中國
    • 日本
    • 印度
    • 韓國
    • 東協
    • 大洋洲
    • 其他亞太地區

第十一章:十大公司簡介

  • 戴爾科技
  • 羅技國際SA
  • 雷蛇公司 (Razer Inc.)
  • 瘋貓全球有限公司 (Mad Catz Global Limited)
  • 海龜比奇公司 (Turtle Beach Corporation)
  • 海盜船遊戲公司 (Corsair Gaming Inc.)
  • 酷冷至尊有限公司 (Cooler Master Co. Ltd)
  • 森海塞爾電子有限公司 (Sennheiser electronic GmbH & Co. KG)
  • HyperX
  • 安克 (Anker)

第十二章:要點

Product Code: FBI110577

Growth Factors of gaming accessories Market

The global gaming accessories market continues to expand rapidly as gaming becomes a core entertainment medium across all demographics. According to the latest industry assessment, the market was valued at USD 10.49 billion in 2024, is expected to increase to USD 11.49 billion in 2025, and is projected to reach USD 22.48 billion by 2032, reflecting a strong CAGR of 10.1% over the forecast period. With North America securing 39.66% of the global share in 2024, gaming accessories have become essential components for enhanced gameplay, immersion, and performance.

Gaming accessories include peripherals such as headsets, keyboards, mice, controllers, VR devices, and gaming chairs, designed to elevate user experience. Major players-Dell Technologies, Logitech, Razer, Turtle Beach, Corsair, Sennheiser, HyperX, Cooler Master, Anker, and others-continue to innovate with designs that deliver responsiveness, ergonomic support, and advanced customization. The upward trajectory of gaming audiences is notable; industry analysts report that over 500 million viewers worldwide regularly follow gaming content, significantly driving accessory demand.

Market Dynamics

Market Drivers

A critical force behind market expansion is the rapid rise of the eSports industry. As competitive gaming gains global traction, the demand for high-performance accessories-gaming mice with precision sensors, mechanical keyboards with fast actuation, and pro-level controllers-continues to surge. Professional gamers make annual expenditures of around USD 425, aligning closely with average U.S. household spend on gaming-related purchases.

Additionally, technological innovation such as AR/VR integration, haptic feedback, and AI-driven personalization contributes significantly to market momentum. The increase in disposable income across developing countries further accelerates the adoption of premium accessories.

Market Restraints

One of the primary barriers to market growth is the high pricing of top-tier gaming accessories. While advanced headsets, VR kits, or mechanical keyboards offer superior performance, budget-conscious users often refrain from making such purchases. The presence of reciprocal tariffs on gaming peripherals, particularly those produced in China, also elevates pricing and affects supply chains.

Market Opportunities

The rising popularity of mobile gaming presents major opportunities for manufacturers. As smartphones evolve to support console-level graphics, consumers increasingly seek portable controllers, gaming grips, compact headsets, and Bluetooth accessories tailored for mobile gameplay. This shift expands the market beyond console and PC users, creating innovation-led opportunities.

Market Trends

A defining trend is the transition to wireless accessories that offer low latency and long battery life. From wireless RGB keyboards to Bluetooth-enabled headsets, gamers prefer setups that eliminate clutter while maintaining performance. Sustainability trends are also reshaping the market-eco-friendly materials and energy-efficient product designs resonate strongly with environmentally conscious consumers.

Segmentation Overview

By Product Type

Gamepads/controllers dominated the market in 2024 due to their cross-platform compatibility. Gaming chairs are projected to grow fastest, driven by ergonomic enhancements and increased home streaming setups.

By Device Type

The PC segment led the market in 2024 as desktop and laptop gamers continue investing in high-quality peripherals. Gaming consoles, however, are expected to witness the highest growth due to cloud-gaming adoption and multifunctional console systems.

By Connectivity

Wired accessories dominated 2024 demand, especially among competitive gamers seeking lag-free performance. Wireless devices are forecast to grow fastest as technology improves latency, battery efficiency, and connectivity.

By Distribution Channel

Specialty stores led in 2024, offering immersive in-store demos and expert guidance. The online segment is expected to grow most rapidly due to influencer marketing, global accessibility, and frequent product discounts.

By End-User

Casual gamers remained the largest consumer base in 2024, purchasing across categories for entertainment and comfort. Content creators and streamers will record the highest CAGR, driven by the need for high-quality microphones, cameras, lighting, and ergonomic setups.

Regional Insights

North America, valued at the largest share in 2024, remains a mature and technologically advanced gaming hub, with high demand for VR systems, premium headsets, and customized controllers.

Asia Pacific is projected to experience the fastest growth owing to smartphone penetration, a rising middle-class population, and increased adoption of mobile gaming accessories.

Europe ranks as the second fastest-growing region, supported by strong gaming communities in Germany, the U.K., and France.

Conclusion

Growing from USD 10.49 billion in 2024 to USD 22.48 billion by 2032, the gaming accessories market is set for robust expansion. Technological innovation, mobile gaming growth, and the booming global eSports sector will continue to drive demand. Brands that integrate AI, sustainability, and cross-platform functionality are best positioned for long-term success.

TTRIBUTE DETAILS

Segmentation By Product Type

  • Gamepads/Controllers
  • Gaming Keyboards and Mice
  • Gaming Headsets
  • Gaming Chairs
  • VR Devices
  • Others (Gaming Bags, Cooling Fans, etc.)

By Device Type

  • PC (Desktop and Laptop)
  • Gaming Consoles
  • Smartphones

By Connectivity Type

  • Wired
  • Wireless

By Distribution Channel

  • Specialty Stores
  • Online
  • Departmental Stores
  • Others (Gaming Arcades, eSports Lab, etc.)

By End-User

  • Casual Gamers
  • Professional Gamers
  • Content Creators and Streamers
  • eSports Organizations

By Region

  • North America (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • U.S. (By End-User)
    • Canada (By End-User)
    • Mexico (By End-User)
  • South America (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • Brazil (By End-User)
    • Argentina (By End-User)
    • Rest of South America
  • Europe (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • U.K. (By End-User)
    • Germany (By End-User)
    • France (By End-User)
    • Italy (By End-User)
    • Spain (By End-User)
    • Russia (By End-User)
    • Benelux (By End-User)
    • Nordics (By End-User)
    • Rest of Europe
  • Middle East & Africa (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • Turkey (By End-User)
    • Israel (By End-User)
    • GCC (By End-User)
    • North Africa (By End-User)
    • South Africa (By End-User)
    • Rest of the Middle East & Africa
  • Asia Pacific (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • China (By End-User)
    • Japan (By End-User)
    • India (By End-User)
    • South Korea (By End-User)
    • ASEAN (By End-User)
    • Oceania (By End-User)
    • Rest of Asia Pacific

Companies Profiled in the Report Dell Technologies (U.S.)

Logitech International SA (Switzerland)

Razer Inc. (Singapore)

Mad Catz Global Limited (China)

Turtle Beach Corporation (U.S.)

Corsair Gaming Inc. (U.S.)

Cooler Master Co., Ltd (Taiwan)

Sennheiser Electronic GmbH & Co. KG (Germany)

HyperX (U.S.)

Anker (U.S.)

Table of Content

1. Introduction

  • 1.1. Definition, By Segment
  • 1.2. Research Methodology/Approach
  • 1.3. Data Sources

2. Executive Summary

3. Market Dynamics

  • 3.1. Macro and Micro Economic Indicators
  • 3.2. Drivers, Restraints, Opportunities and Trends
  • 3.3. Impact of Generative AI
  • 3.4. Impact of Reciprocal Tariffs on Gaming Accessories Market

4. Competition Landscape

  • 4.1. Business Strategies Adopted by Key Players
  • 4.2. Consolidated SWOT Analysis of Key Players
  • 4.3. Global Gaming Accessories Key Players (Top 3 - 5) Market Share/Ranking, 2024

5. Global Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 5.1. Key Findings
  • 5.2. By Product Type (USD)
    • 5.2.1. Gamepads/Controllers
    • 5.2.2. Gaming Keyboards and Mice
    • 5.2.3. Gaming Headsets
    • 5.2.4. Gaming Chairs
    • 5.2.5. VR Devices
    • 5.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 5.3. By Device Type (USD)
    • 5.3.1. PC (Desktop and Laptop)
    • 5.3.2. Gaming Consoles
    • 5.3.3. Smartphones
  • 5.4. By Connectivity Type (USD)
    • 5.4.1. Wired
    • 5.4.2. Wireless
  • 5.5. By Distribution Channel (USD)
    • 5.5.1. Specialty Stores
    • 5.5.2. Online
    • 5.5.3. Departmental Stores
    • 5.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 5.6. By End-User (USD)
    • 5.6.1. Casual Gamers
    • 5.6.2. Professional Gamers
    • 5.6.3. Content Creators and Streamers
    • 5.6.4. eSports Organizations
  • 5.7. By Region (USD)
    • 5.7.1. North America
    • 5.7.2. South America
    • 5.7.3. Europe
    • 5.7.4. Middle East & Africa
    • 5.7.5. Asia Pacific

6. North America Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 6.1. Key Findings
  • 6.2. By Product Type (USD)
    • 6.2.1. Gamepads/Controllers
    • 6.2.2. Gaming Keyboards and Mice
    • 6.2.3. Gaming Headsets
    • 6.2.4. Gaming Chairs
    • 6.2.5. VR Devices
    • 6.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 6.3. By Device Type (USD)
    • 6.3.1. PC (Desktop and Laptop)
    • 6.3.2. Gaming Consoles
    • 6.3.3. Smartphones
  • 6.4. By Connectivity Type (USD)
    • 6.4.1. Wired
    • 6.4.2. Wireless
  • 6.5. By Distribution Channel (USD)
    • 6.5.1. Specialty Stores
    • 6.5.2. Online
    • 6.5.3. Departmental Stores
    • 6.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 6.6. By End-User (USD)
    • 6.6.1. Casual Gamers
    • 6.6.2. Professional Gamers
    • 6.6.3. Content Creators and Streamers
    • 6.6.4. eSports Organizations
  • 6.7. By Country (USD)
    • 6.7.1. U.S.
      • 6.7.1.1. By End-User
    • 6.7.2. Canada
      • 6.7.2.1. By End-User
    • 6.7.3. Mexico
      • 6.7.3.1. By End-User

7. South America Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 7.1. Key Findings
  • 7.2. By Product Type (USD)
    • 7.2.1. Gamepads/Controllers
    • 7.2.2. Gaming Keyboards and Mice
    • 7.2.3. Gaming Headsets
    • 7.2.4. Gaming Chairs
    • 7.2.5. VR Devices
    • 7.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 7.3. By Device Type (USD)
    • 7.3.1. PC (Desktop and Laptop)
    • 7.3.2. Gaming Consoles
    • 7.3.3. Smartphones
  • 7.4. By Connectivity Type (USD)
    • 7.4.1. Wired
    • 7.4.2. Wireless
  • 7.5. By Distribution Channel (USD)
    • 7.5.1. Specialty Stores
    • 7.5.2. Online
    • 7.5.3. Departmental Stores
    • 7.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 7.6. By End-User (USD)
    • 7.6.1. Casual Gamers
    • 7.6.2. Professional Gamers
    • 7.6.3. Content Creators and Streamers
    • 7.6.4. eSports Organizations
  • 7.7. By Country (USD)
    • 7.7.1. Brazil
      • 7.7.1.1. By End-User
    • 7.7.2. Argentina
      • 7.7.2.1. By End-User
    • 7.7.3. Rest of South America

8. Europe Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 8.1. Key Findings
  • 8.2. By Product Type (USD)
    • 8.2.1. Gamepads/Controllers
    • 8.2.2. Gaming Keyboards and Mice
    • 8.2.3. Gaming Headsets
    • 8.2.4. Gaming Chairs
    • 8.2.5. VR Devices
    • 8.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 8.3. By Device Type (USD)
    • 8.3.1. PC (Desktop and Laptop)
    • 8.3.2. Gaming Consoles
    • 8.3.3. Smartphones
  • 8.4. By Connectivity Type (USD)
    • 8.4.1. Wired
    • 8.4.2. Wireless
  • 8.5. By Distribution Channel (USD)
    • 8.5.1. Specialty Stores
    • 8.5.2. Online
    • 8.5.3. Departmental Stores
    • 8.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 8.6. By End-User (USD)
    • 8.6.1. Casual Gamers
    • 8.6.2. Professional Gamers
    • 8.6.3. Content Creators and Streamers
    • 8.6.4. eSports Organizations
  • 8.7. By Country (USD)
    • 8.7.1. U.K.
      • 8.7.1.1. By End-User
    • 8.7.2. Germany
      • 8.7.2.1. By End-User
    • 8.7.3. France
      • 8.7.3.1. By End-User
    • 8.7.4. Italy
      • 8.7.4.1. By End-User
    • 8.7.5. Spain
      • 8.7.5.1. By End-User
    • 8.7.6. Russia
      • 8.7.6.1. By End-User
    • 8.7.7. Benelux
      • 8.7.7.1. By End-User
    • 8.7.8. Nordics
      • 8.7.8.1. By End-User
    • 8.7.9. Rest of Europe

9. Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 9.1. Key Findings
  • 9.2. By Product Type (USD)
    • 9.2.1. Gamepads/Controllers
    • 9.2.2. Gaming Keyboards and Mice
    • 9.2.3. Gaming Headsets
    • 9.2.4. Gaming Chairs
    • 9.2.5. VR Devices
    • 9.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 9.3. By Device Type (USD)
    • 9.3.1. PC (Desktop and Laptop)
    • 9.3.2. Gaming Consoles
    • 9.3.3. Smartphones
  • 9.4. By Connectivity Type (USD)
    • 9.4.1. Wired
    • 9.4.2. Wireless
  • 9.5. By Distribution Channel (USD)
    • 9.5.1. Specialty Stores
    • 9.5.2. Online
    • 9.5.3. Departmental Stores
    • 9.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 9.6. By End-User (USD)
    • 9.6.1. Casual Gamers
    • 9.6.2. Professional Gamers
    • 9.6.3. Content Creators and Streamers
    • 9.6.4. eSports Organizations
  • 9.7. By Country (USD)
    • 9.7.1. Turkey
      • 9.7.1.1. By End-User
    • 9.7.2. Israel
      • 9.7.2.1. By End-User
    • 9.7.3. GCC
      • 9.7.3.1. By End-User
    • 9.7.4. North Africa
      • 9.7.4.1. By End-User
    • 9.7.5. South Africa
      • 9.7.5.1. By End-User
    • 9.7.6. Rest of Middle East & Africa

10. Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2019-2032

  • 10.1. Key Findings
  • 10.2. By Product Type (USD)
    • 10.2.1. Gamepads/Controllers
    • 10.2.2. Gaming Keyboards and Mice
    • 10.2.3. Gaming Headsets
    • 10.2.4. Gaming Chairs
    • 10.2.5. VR Devices
    • 10.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 10.3. By Device Type (USD)
    • 10.3.1. PC (Desktop and Laptop)
    • 10.3.2. Gaming Consoles
    • 10.3.3. Smartphones
  • 10.4. By Connectivity Type (USD)
    • 10.4.1. Wired
    • 10.4.2. Wireless
  • 10.5. By Distribution Channel (USD)
    • 10.5.1. Specialty Stores
    • 10.5.2. Online
    • 10.5.3. Departmental Stores
    • 10.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 10.6. By End-User (USD)
    • 10.6.1. Casual Gamers
    • 10.6.2. Professional Gamers
    • 10.6.3. Content Creators and Streamers
    • 10.6.4. eSports Organizations
  • 10.7. By Country (USD)
    • 10.7.1. China
      • 10.7.1.1. By End-User
    • 10.7.2. Japan
      • 10.7.2.1. By End-User
    • 10.7.3. India
      • 10.7.3.1. By End-User
    • 10.7.4. South Korea
      • 10.7.4.1. By End-User
    • 10.7.5. ASEAN
      • 10.7.5.1. By End-User
    • 10.7.6. Oceania
      • 10.7.6.1. By End-User
    • 10.7.7. Rest of Asia Pacific

11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)

  • 11.1. Dell Technologies
    • 11.1.1. Overview
      • 11.1.1.1. Key Management
      • 11.1.1.2. Headquarters
      • 11.1.1.3. Offerings/Business Segments
    • 11.1.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.1.2.1. Employee Size
      • 11.1.2.2. Past and Current Revenue
      • 11.1.2.3. Geographical Share
      • 11.1.2.4. Business Segment Share
      • 11.1.2.5. Recent Developments
  • 11.2. Logitech International SA
    • 11.2.1. Overview
      • 11.2.1.1. Key Management
      • 11.2.1.2. Headquarters
      • 11.2.1.3. Offerings/Business Segments
    • 11.2.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.2.2.1. Employee Size
      • 11.2.2.2. Past and Current Revenue
      • 11.2.2.3. Geographical Share
      • 11.2.2.4. Business Segment Share
      • 11.2.2.5. Recent Developments
  • 11.3. Razer Inc.
    • 11.3.1. Overview
      • 11.3.1.1. Key Management
      • 11.3.1.2. Headquarters
      • 11.3.1.3. Offerings/Business Segments
    • 11.3.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.3.2.1. Employee Size
      • 11.3.2.2. Past and Current Revenue
      • 11.3.2.3. Geographical Share
      • 11.3.2.4. Business Segment Share
      • 11.3.2.5. Recent Developments
  • 11.4. Mad Catz Global Limited
    • 11.4.1. Overview
      • 11.4.1.1. Key Management
      • 11.4.1.2. Headquarters
      • 11.4.1.3. Offerings/Business Segments
    • 11.4.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.4.2.1. Employee Size
      • 11.4.2.2. Past and Current Revenue
      • 11.4.2.3. Geographical Share
      • 11.4.2.4. Business Segment Share
      • 11.4.2.5. Recent Developments
  • 11.5. Turtle Beach Corporation
    • 11.5.1. Overview
      • 11.5.1.1. Key Management
      • 11.5.1.2. Headquarters
      • 11.5.1.3. Offerings/Business Segments
    • 11.5.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.5.2.1. Employee Size
      • 11.5.2.2. Past and Current Revenue
      • 11.5.2.3. Geographical Share
      • 11.5.2.4. Business Segment Share
      • 11.5.2.5. Recent Developments
  • 11.6. Corsair Gaming Inc.
    • 11.6.1. Overview
      • 11.6.1.1. Key Management
      • 11.6.1.2. Headquarters
      • 11.6.1.3. Offerings/Business Segments
    • 11.6.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.6.2.1. Employee Size
      • 11.6.2.2. Past and Current Revenue
      • 11.6.2.3. Geographical Share
      • 11.6.2.4. Business Segment Share
      • 11.6.2.5. Recent Developments
  • 11.7. Cooler Master Co. Ltd
    • 11.7.1. Overview
      • 11.7.1.1. Key Management
      • 11.7.1.2. Headquarters
      • 11.7.1.3. Offerings/Business Segments
    • 11.7.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.7.2.1. Employee Size
      • 11.7.2.2. Past and Current Revenue
      • 11.7.2.3. Geographical Share
      • 11.7.2.4. Business Segment Share
      • 11.7.2.5. Recent Developments
  • 11.8. Sennheiser electronic GmbH & Co. KG
    • 11.8.1. Overview
      • 11.8.1.1. Key Management
      • 11.8.1.2. Headquarters
      • 11.8.1.3. Offerings/Business Segments
    • 11.8.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.8.2.1. Employee Size
      • 11.8.2.2. Past and Current Revenue
      • 11.8.2.3. Geographical Share
      • 11.8.2.4. Business Segment Share
      • 11.8.2.5. Recent Developments
  • 11.9. HyperX
    • 11.9.1. Overview
      • 11.9.1.1. Key Management
      • 11.9.1.2. Headquarters
      • 11.9.1.3. Offerings/Business Segments
    • 11.9.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.9.2.1. Employee Size
      • 11.9.2.2. Past and Current Revenue
      • 11.9.2.3. Geographical Share
      • 11.9.2.4. Business Segment Share
      • 11.9.2.5. Recent Developments
  • 11.10. Anker
    • 11.10.1. Overview
      • 11.10.1.1. Key Management
      • 11.10.1.2. Headquarters
      • 11.10.1.3. Offerings/Business Segments
    • 11.10.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.10.2.1. Employee Size
      • 11.10.2.2. Past and Current Revenue
      • 11.10.2.3. Geographical Share
      • 11.10.2.4. Business Segment Share
      • 11.10.2.5. Recent Developments

12. Key Takeaways

List of Tables

  • Table 1: Global Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 2: Global Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 3: Global Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 4: Global Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 5: Global Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 6: Global Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 7: Global Gaming Accessories Market Size Estimates and Forecasts, By Region, 2019 - 2032
  • Table 8: North America Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 9: North America Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 10: North America Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 11: North America Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 12: North America Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 13: North America Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 14: North America Gaming Accessories Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 15: U.S. Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 16: Canada Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 17: Mexico Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 18: South America Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 19: South America Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 20: South America Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 21: South America Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 22: South America Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 23: South America Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 24: South America Gaming Accessories Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 25: Brazil Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 26: Argentina Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 27: Europe Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 28: Europe Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 29: Europe Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 30: Europe Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 31: Europe Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 32: Europe Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 33: Europe Gaming Accessories Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 34: U.K. Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 35: Germany Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 36: France Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 37: Italy Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 38: Spain Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 39: Russia Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 40: Benelux Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 41: Nordics Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 42: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 43: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 44: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 45: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 46: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 47: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 48: Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 49: Turkey Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 50: Israel Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 51: GCC Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 52: North Africa Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 53: South Africa Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 54: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, 2019 - 2032
  • Table 55: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Product Type, 2019 - 2032
  • Table 56: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Device Type, 2019 - 2032
  • Table 57: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Connectivity Type, 2019 - 2032
  • Table 58: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Distribution Channel, 2019 - 2032
  • Table 59: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 60: Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Country, 2019 - 2032
  • Table 61: China Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 62: Japan Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 63: India Pacific Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 64: South Korea Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 65: ASEAN Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032
  • Table 66: Oceania Asia Gaming Accessories Market Size Estimates and Forecasts, By End-User, 2019 - 2032

List of Figures

  • Figure 1: Global Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 2: Global Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 3: Global Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 4: Global Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 5: Global Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 6: Global Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 7: Global Gaming Accessories Market Revenue Share (%), By Region, 2024 and 2032
  • Figure 8: North America Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 9: North America Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 10: North America Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 11: North America Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 12: North America Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 13: North America Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 14: North America Gaming Accessories Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 15: South America Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 16: South America Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 17: South America Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 18: South America Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 19: South America Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 20: South America Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 21: South America Gaming Accessories Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 22: Europe Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 23: Europe Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 24: Europe Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 25: Europe Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 26: Europe Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 27: Europe Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 28: Europe Gaming Accessories Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 29: Middle East & Africa Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 30: Middle East & Africa Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 31: Middle East & Africa Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 32: Middle East & Africa Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 33: Middle East & Africa Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 34: Middle East & Africa Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 35: Middle East & Africa Gaming Accessories Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 36: Asia Pacific Gaming Accessories Market Revenue Share (%), 2024 and 2032
  • Figure 37: Asia Pacific Gaming Accessories Market Revenue Share (%), By Product Type, 2024 and 2032
  • Figure 38: Asia Pacific Gaming Accessories Market Revenue Share (%), By Device Type, 2024 and 2032
  • Figure 39: Asia Pacific Gaming Accessories Market Revenue Share (%), By Connectivity Type, 2024 and 2032
  • Figure 40: Asia Pacific Gaming Accessories Market Revenue Share (%), By Distribution Channel, 2024 and 2032
  • Figure 41: Asia Pacific Gaming Accessories Market Revenue Share (%), By End-User, 2024 and 2032
  • Figure 42: Asia Pacific Gaming Accessories Market Revenue Share (%), By Country, 2024 and 2032
  • Figure 43: Global Gaming Accessories Key Players' Market Share/Ranking (%), 2024