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Global Gaming Accessories Market Segmentation 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

Published: January, 2022
ID: 10264
Pages: 150
Formats: report pdf report excel report power bi report ppt

Global Gaming Accessories Market Size (2021 – 2026)

The global gaming accessories market was valued to be USD 3.14 billion in 2020 and is determined to reach USD 4.04 billion by 2025 with a compound annual growth rate (CAGR) of about 10% over the conjecture period 2020-2025.

Major gaming console makers like Nintendo and Microsoft have realized the potential of AR and are leading the charge. AR can free players from "their world" and bring them into the real world to play. For example, Human Pac-Man is a game that allows users to wear glasses and chase themselves in real life, just looking like Pac-Man characters. These developments help in the development of gaming accessories to provide an enhanced gaming experience for gamers.

Recent Developments:

  • In August 2019, Dell launched its two keyboards to support the Alienware gaming accessories line, which are named as the new Alienware AW510K and AW310K keyboards. The company also launched three new mice: the wireless AW310M, the wired AW510M RGB, and the wired and wireless AW610M.
  • In June 2019, Turtle Beach completed the purchase of Roccat that makes keyboards, mouse pads, mice and headphones, for about $ 19.2 million. With this purchase, Turtle Beach aims to compete in the gaming accessory business along with 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 includes a wireless mouse, a mechanical keyboard and a mouse pad.
  • In May 2019, HyperX launched the latest line of its premium gaming gear including the 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, namely the Razer Abyssus Essential. The Abyssus Essential features a 7200 DPI optical sensor and the standard two button / scroll wheel design.
  • In February 2018, Microsoft released the Sea of Thieves Game Accessory Pack for Xbox. The bundle includes a Seagate Special Edition 2TB Xbox game unit, Sea of Thieves Special Edition Controller Gear Xbox Pro charging dock, and Xbox One V2.0 console.

Market growth and trends:

The console segment will experience significant growth in future

  • Home consoles predominantly dominate the market, with various players such as Sony, Microsoft and Nintendo dominating the market. Sony is a dominant player in this industry with the sales of about 70,600 3D gaming consoles in North America alone. The rising call for gaming consoles is supposed to drive the expansion of the gaming accessories business over the outlook period.
  • The launch of new game content with high graphics requirements is driving the market. Console games are moving to on-demand visual content, and that transition has already started. Microsoft has announced the launch of the Xbox Series X (the successor to its high-end Xbox One X gaming console). It will include much more powerful hardware, adding 4K gaming experience of up to 120fps, support for games with varying refresh rates, support for 8K displays.
  • Regarding innovation, in September 2019, NEOGEO Arcade Stick Pro merged the game console and controller into a single part where the controller also comes with 'start / select' buttons, turbo switch and ports for HDMI and USB.
  • Plus, social channels make game content easier to access than ever. As per the recent studies, 78% of gaming console users implement Facebook for gaming-related activities and 69% use Instagram. Greater accessibility will drive market growth.
  • By reducing the boundaries between fantasy and reality, virtual reality helps create more realistic and immersive game worlds for today's technology-obsessed gamers. Oculus, in the US, sees its future in standalone wireless headsets that double as game consoles. These standalone VR headsets from Quest are 80% media and 20% gaming, where Oculus Quest is firmly in focus. in games.

Market Drivers and Restraints:

The interactive entertainment industry is experiencing remarkable growth and continually innovates new platforms to reach gamers around the world. Gaming accessories involve devices other than hardware and software, which comprises controllers, keyboards, cameras, virtual reality headsets, and more. In the last few years, the rising implementation of smartphones has promoted the demand for gaming accessories across the globe. In addition, technologies like virtual reality (VR) and artificial intelligence (AI) have also improved the expansion of the global gaming accessories business. However, the high costs of gaming peripherals like the DPI mouse and anti-ghosting switches could act as a brake on the growth of the global gaming accessories market.

GLOBAL GAMING ACCESSORIES MARKET REPORT COVERAGE:

REPORT METRIC

DETAILS

Market Size Available

2020 – 2026

Base Year

2020

Forecast Period

2022 - 2027

CAGR

10%

Segments Covered

By Product, Device Type, End Use, and Region

Various Analyses Covered

Global, Regional & Country Level Analysis, Segment-Level Analysis, DROC, PESTLE Analysis, Porter’s Five Forces Analysis, Competitive Landscape, Analyst Overview on Investment Opportunities

Regions Covered

North America, Europe, APAC, Latin America, Middle East & Africa

Market Leaders Profiled

Alienware (US), Logitech International SA (Switzerland), Razer Inc. (US), Mad Catz (US), Turtle Beach (US), Corsair (US) , Cooler Master (China), Sennheiser (Germany), HyperX (USA), Anker (China), Reddragon (USA), SADES Technological Corporation (China), Plantronics (USA), Google Inc. (USA) and Nintendo Co., Ltd (Japan),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 (United States) and Others.

 

Global Gaming Accessories Market segmentation:

The global gaming accessories market has been segmented by product, device type, end use, and region.

Global Gaming Accessories Market By Product:

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

Global Gaming Accessories Market By Device Type:

 the global gaming accessories market has been segmented into PCs (desktops and laptops), smartphones, and game consoles.

Global Gaming Accessories Market By End-use:

 the global game accessories market has been divided into casual games and professional games.

Global Gaming Accessories Market By Region:

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

The North American gaming accessories market is expected to grow at an astonishing rate during the forecast period from 2020 to 2025.

Key market players:

Alienware (US), Logitech International SA (Switzerland), Razer Inc. (US), Mad Catz (US), Turtle Beach (US), Corsair (US) , Cooler Master (China), Sennheiser (Germany), HyperX (USA), Anker (China), Reddragon (USA), SADES Technological Corporation (China), Plantronics (USA), Google Inc. (USA) and Nintendo Co., Ltd (Japan). These companies are analyzed based on their geographic presence, origin, product portfolio, key developments, and expertise in laser projection technology.

In addition to the above-mentioned 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 (United States) have a significant presence in the global gaming accessories market.

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