2026-2030年全球遊戲周邊設備市場
市場調查報告書
商品編碼
2078110

2026-2030年全球遊戲周邊設備市場

Global Gaming Peripheral Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 314 Pages | 訂單完成後即時交付

價格
簡介目錄

全球遊戲周邊設備市場預計將在 2025 年至 2030 年間成長至 91.258 億美元,預測期內複合年成長率為 11.3%。

這份關於全球遊戲周邊設備市場的報告提供了全面的分析,包括市場規模和預測、趨勢、成長要素、挑戰以及涵蓋約 25 家供應商的供應商分析。

本報告對當前市場狀況、最新市場趨勢和促進因素以及整體市場環境進行了最新分析。推動該市場成長的因素包括:職業電競賽事和有組織的競技遊戲生態系統的全球擴張、消費者對低延遲無線連接方式需求的激增,以及高性能雲端整合電玩生態系統的商業性化日趨成熟。

本研究客觀地結合了一手和二手訊息,包括來自主要行業相關人員的信息。報告內容涵蓋主要公司分析、全面的市場規模資料、細分市場數據及區域分析,以及供應商格局。此外,報告還包含歷史數據和預測數據。

市場範圍
基準年 2025
年末 2030
調查期 2026-2030
成長勢頭 加速度
2026 年同比比較 10.2%
複合年成長率 11.3%
增量 91.258億美元

本研究指出,採用霍爾效應感測器的磁性開關架構的廣泛應用,將是未來幾年全球遊戲周邊設備市場成長的主要驅動力之一。此外,有機發光二極體OLED配件顯示器的普及以及具備先進主動降噪功能的專用音訊硬體的快速垂直擴張,預計也將帶來顯著的市場需求。

目錄

第1章執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 干擾因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 市場展望,2025-2030年

第5章 市場規模與表現

  • 2020-2024年全球遊戲周邊設備市場
  • 按類型分類的細分市場分析,2020-2024 年
  • 2020-2024年基於技術的細分市場分析
  • 基於設備的細分市場分析,2020-2024 年
  • 通路細分分析,2020-2024 年
  • 區域區隔市場分析,2020-2024 年
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:全球遊戲周邊設備市場
  • 地緣政治衝突的影響:全球遊戲周邊設備市場

第7章:五力分析

第8章 市場區隔:依類型

  • 比較:按類型
  • 控制器
  • 耳機
  • 鍵盤
  • 遊戲滑鼠
  • 其他
  • 市場機會:按類型分類

第9章 市場區隔:依技術分類

  • 比較:按技術
  • 有線
  • 無線的
  • 市場機會:依技術分類

第10章 市場區隔:依設備

  • 比較:按設備
  • 電腦遊戲周邊設備
  • 遊戲機周邊設備
  • 市場機會:依設備分類

第11章 市場區隔:按分銷管道

  • 比較:按分銷管道
  • 線上零售
  • 線下零售
  • 市場機會:依分銷管道分類

第12章 客戶狀況

第13章 區域情勢

  • 區域細分
  • 區域比較
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 亞太地區
    • 中國
    • 日本
    • 韓國
    • 印度
    • 澳洲
    • 印尼
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 南美洲
    • 巴西
    • 阿根廷
    • 智利
  • 中東和非洲
    • 沙烏地阿拉伯
    • UAE
    • 土耳其
    • 南非
    • 以色列
  • 市場機會:按地區分類

第14章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第15章 競爭格局

  • 概述
  • 競爭格局
  • 中斷狀況
  • 產業風險

第16章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • Acer Inc.
  • Alienware Corp.
  • ASUSTeK Computer Inc.
  • Cooler Master Technology Inc.
  • Corsair Gaming Inc.
  • Glorious LLC
  • HP Inc.
  • Lenovo Group Ltd.
  • Logitech International SA
  • Mad Catz Global Ltd.
  • Micro Star International Co Ltd
  • Razer Inc.
  • ROCCAT GmbH
  • Thrustmaster
  • Turtle Beach Corp.

第17章附錄

簡介目錄
Product Code: IRTNTR43394

The global gaming peripheral market is forecasted to grow by USD 9125.8 mn during 2025-2030, accelerating at a CAGR of 11.3% during the forecast period. The report on the global gaming peripheral market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by global expansion of professional esports tournaments and organized competitive gaming ecosystems, surging demand for low latency wireless connectivity formats among mainstream consumers, broad commercial maturation of high performance cloud integrated video game ecosystems.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202610.2%
CAGR11.3%
Incremental Value$9125.8 mn

Technavio's global gaming peripheral market is segmented as below:

By Type

  • Controllers
  • Headsets
  • Keyboards
  • Gaming mice
  • Others

By Technology

  • Wired
  • Wireless

By Device

  • PC gaming peripherals
  • Gaming console peripherals

By Distribution Channel

  • Online retail
  • Offline retail

Geography

  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Australia
    • Indonesia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • UAE
    • Turkey
    • South Africa
  • Rest of World (ROW)

This study identifies the widespread structural penetration of magnetic switch architectures featuring hall effect sensors as one of the prime reasons driving the global gaming peripheral market growth during the next few years. Also, pervasive implementation of dedicated organic light emitting diode accessory displays and aggressive vertical expansion of specialized advanced active noise cancellation audio hardware will lead to sizable demand in the market.

The report on the global gaming peripheral market covers the following areas:

  • Global gaming peripheral market sizing
  • Global gaming peripheral market forecast
  • Global gaming peripheral market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global gaming peripheral market vendors that include Acer Inc., Alienware Corp., ASUSTeK Computer Inc., Cooler Master Technology Inc., Corsair Gaming Inc., Glorious LLC, HP Inc., Lenovo Group Ltd., Logitech International SA, Mad Catz Global Ltd., Micro Star International Co Ltd, Performance Designed Products, Razer Inc., Redragon, ROCCAT GmbH, SteelSeries ApS, Thrustmaster, Turtle Beach Corp.. Also, the global gaming peripheral market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Technology
    • Executive Summary - Chart on Market Segmentation by Device
    • Executive Summary - Chart on Market Segmentation by Distribution Channel
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Gaming Peripheral Market 2020 - 2024
    • Historic Market Size - Data Table on Global Gaming Peripheral Market 2020 - 2024 ($ million)
  • 5.2 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.3 Technology segment analysis 2020 - 2024
    • Historic Market Size - Technology Segment 2020 - 2024 ($ million)
  • 5.4 Device segment analysis 2020 - 2024
    • Historic Market Size - Device Segment 2020 - 2024 ($ million)
  • 5.5 Distribution Channel segment analysis 2020 - 2024
    • Historic Market Size - Distribution Channel Segment 2020 - 2024 ($ million)
  • 5.6 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.7 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on global gaming peripheral market
  • 6.2 Impact of geopolitical conflicts on global gaming peripheral market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Type

  • 8.1 Market segments
  • 8.2 Comparison by Type
  • 8.3 Controllers - Market size and forecast 2025-2030
  • 8.4 Headsets - Market size and forecast 2025-2030
  • 8.5 Keyboards - Market size and forecast 2025-2030
  • 8.6 Gaming mice - Market size and forecast 2025-2030
  • 8.7 Others - Market size and forecast 2025-2030
  • 8.8 Market opportunity by Type
    • Market opportunity by Type ($ million)

9 Market Segmentation by Technology

  • 9.1 Market segments
  • 9.2 Comparison by Technology
  • 9.3 Wired - Market size and forecast 2025-2030
  • 9.4 Wireless - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Technology
    • Market opportunity by Technology ($ million)

10 Market Segmentation by Device

  • 10.1 Market segments
  • 10.2 Comparison by Device
  • 10.3 PC gaming peripherals - Market size and forecast 2025-2030
  • 10.4 Gaming console peripherals - Market size and forecast 2025-2030
  • 10.5 Market opportunity by Device
    • Market opportunity by Device ($ million)

11 Market Segmentation by Distribution Channel

  • 11.1 Market segments
  • 11.2 Comparison by Distribution Channel
  • 11.3 Online retail - Market size and forecast 2025-2030
  • 11.4 Offline retail - Market size and forecast 2025-2030
  • 11.5 Market opportunity by Distribution Channel
    • Market opportunity by Distribution Channel ($ million)

12 Customer Landscape

  • 12.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

13 Geographic Landscape

  • 13.1 Geographic segmentation
  • 13.2 Geographic comparison
  • 13.3 North America - Market size and forecast 2025-2030
    • 13.3.1 US - Market size and forecast 2025-2030
    • 13.3.2 Canada - Market size and forecast 2025-2030
    • 13.3.3 Mexico - Market size and forecast 2025-2030
  • 13.4 APAC - Market size and forecast 2025-2030
    • 13.4.1 China - Market size and forecast 2025-2030
    • 13.4.2 Japan - Market size and forecast 2025-2030
    • 13.4.3 South Korea - Market size and forecast 2025-2030
    • 13.4.4 India - Market size and forecast 2025-2030
    • 13.4.5 Australia - Market size and forecast 2025-2030
    • 13.4.6 Indonesia - Market size and forecast 2025-2030
  • 13.5 Europe - Market size and forecast 2025-2030
    • 13.5.1 Germany - Market size and forecast 2025-2030
    • 13.5.2 UK - Market size and forecast 2025-2030
    • 13.5.3 France - Market size and forecast 2025-2030
    • 13.5.4 Italy - Market size and forecast 2025-2030
    • 13.5.5 Spain - Market size and forecast 2025-2030
    • 13.5.6 The Netherlands - Market size and forecast 2025-2030
  • 13.6 South America - Market size and forecast 2025-2030
    • 13.6.1 Brazil - Market size and forecast 2025-2030
    • 13.6.2 Argentina - Market size and forecast 2025-2030
    • 13.6.3 Chile - Market size and forecast 2025-2030
  • 13.7 Middle East and Africa - Market size and forecast 2025-2030
    • 13.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 13.7.2 UAE - Market size and forecast 2025-2030
    • 13.7.3 Turkey - Market size and forecast 2025-2030
    • 13.7.4 South Africa - Market size and forecast 2025-2030
    • 13.7.5 Israel - Market size and forecast 2025-2030
  • 13.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

14 Drivers, Challenges, and Opportunity

  • 14.1 Market drivers
    • Global expansion of professional esports tournaments and organized competitive gaming ecosystems
    • Surging demand for low latency wireless connectivity formats among mainstream consumers
    • Broad commercial maturation of high performance cloud integrated video game ecosystems
  • 14.2 Market challenges
    • Rapid technological obsolescence pressuring manufacturing pipelines and compressing product lifecycle margins
    • Intense price competition fueled by high proliferation of low cost substitutes
    • Software integration complexity and cross platform firmware instability in fragmented operating ecosystems
  • 14.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 14.4 Market opportunities
    • Widespread structural penetration of magnetic switch architectures featuring hall effect sensors
    • Pervasive implementation of dedicated organic light emitting diode accessory displays
    • Aggressive vertical expansion of specialized advanced active noise cancellation audio hardware

15 Competitive Landscape

  • 15.1 Overview
  • 15.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 15.3 Landscape disruption
    • Overview on factors of disruption
  • 15.4 Industry risks
    • Impact of key risks on business

16 Competitive Analysis

  • 16.1 Companies profiled
    • Companies covered
  • 16.2 Company ranking index
    • Company ranking index
  • 16.3 Market positioning of companies
    • Matrix on companies position and classification
  • 16.4 Acer Inc.
    • Acer Inc. - Overview
    • Acer Inc. - Business segments
    • Acer Inc. - Key offerings
    • Acer Inc. - Segment focus
    • SWOT
  • 16.5 Alienware Corp.
    • Alienware Corp. - Overview
    • Alienware Corp. - Product / Service
    • Alienware Corp. - Key offerings
    • SWOT
  • 16.6 ASUSTeK Computer Inc.
    • ASUSTeK Computer Inc. - Overview
    • ASUSTeK Computer Inc. - Business segments
    • ASUSTeK Computer Inc. - Key offerings
    • ASUSTeK Computer Inc. - Segment focus
    • SWOT
  • 16.7 Cooler Master Technology Inc.
    • Cooler Master Technology Inc. - Overview
    • Cooler Master Technology Inc. - Product / Service
    • Cooler Master Technology Inc. - Key offerings
    • SWOT
  • 16.8 Corsair Gaming Inc.
    • Corsair Gaming Inc. - Overview
    • Corsair Gaming Inc. - Business segments
    • Corsair Gaming Inc. - Key offerings
    • Corsair Gaming Inc. - Segment focus
    • SWOT
  • 16.9 Glorious LLC
    • Glorious LLC - Overview
    • Glorious LLC - Product / Service
    • Glorious LLC - Key offerings
    • SWOT
  • 16.10 HP Inc.
    • HP Inc. - Overview
    • HP Inc. - Business segments
    • HP Inc. - Key news
    • HP Inc. - Key offerings
    • HP Inc. - Segment focus
    • SWOT
  • 16.11 Lenovo Group Ltd.
    • Lenovo Group Ltd. - Overview
    • Lenovo Group Ltd. - Business segments
    • Lenovo Group Ltd. - Key offerings
    • Lenovo Group Ltd. - Segment focus
    • SWOT
  • 16.12 Logitech International SA
    • Logitech International SA - Overview
    • Logitech International SA - Product / Service
    • Logitech International SA - Key offerings
    • SWOT
  • 16.13 Mad Catz Global Ltd.
    • Mad Catz Global Ltd. - Overview
    • Mad Catz Global Ltd. - Product / Service
    • Mad Catz Global Ltd. - Key offerings
    • SWOT
  • 16.14 Micro Star International Co Ltd
    • Micro Star International Co Ltd - Overview
    • Micro Star International Co Ltd - Product / Service
    • Micro Star International Co Ltd - Key offerings
    • SWOT
  • 16.15 Razer Inc.
    • Razer Inc. - Overview
    • Razer Inc. - Product / Service
    • Razer Inc. - Key offerings
    • SWOT
  • 16.16 ROCCAT GmbH
    • ROCCAT GmbH - Overview
    • ROCCAT GmbH - Product / Service
    • ROCCAT GmbH - Key offerings
    • SWOT
  • 16.17 Thrustmaster
    • Thrustmaster - Overview
    • Thrustmaster - Product / Service
    • Thrustmaster - Key offerings
    • SWOT
  • 16.18 Turtle Beach Corp.
    • Turtle Beach Corp. - Overview
    • Turtle Beach Corp. - Product / Service
    • Turtle Beach Corp. - Key offerings
    • SWOT

17 Appendix

  • 17.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 17.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 17.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 17.4 Research methodology
    • Research methodology
  • 17.5 Data procurement
    • Information sources
  • 17.6 Data validation
    • Data validation
  • 17.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 17.8 Data synthesis
    • Data synthesis
  • 17.9 360 degree market analysis
    • 360 degree market analysis
  • 17.10 List of abbreviations
    • List of abbreviations