Report Summary
Eternity Insights has published a new study on Global Gaming Peripheral Market focusing on key segments and regions. This in-depth research report highlights the market and competitive intelligence across the key segments of the market. The report also considers the impact of COVID-19 on the global Gaming Peripheral Market.
The report considers 2020-2023 as historic period, 2024 as base year, and 2025-2035 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.
Gaming Peripheral Market report is based on robust research methodology designed using blend of research ap-proaches developed using secondary/desk research and validated through primary research and expert insights. Eternity Insights also uses paid databases such as FACIVA, Hoovers, and other benchmarking and forecasting tools to provide accurate statistical analysis of supply and demand trends.
Global Gaming Peripheral Market Size, 2020-2035 (USD Million)

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Global Gaming Peripheral Market Segmentation:
Gaming Peripheral Market, By Device
- Input Device
- Controller
- Gamepads
- Gaming Mice
- Headsets
- Joysticks
- Keyboards
- Steering Wheel
- Web Camera
- Others
- Output Device
- AR/VR Headsets
- Gaming Headsets
- Head-mounted Display
- Printer
- Speakers
- TFT and CRT Monitor
- Others (Graphics Card, Digital Camera, etc.)
Gaming Peripheral Market, By Platform
- Gaming Consoles
- PC (Desktop/Laptop)
Gaming Peripheral Market, By Connectivity
Gaming Peripheral Market, By Distribution Channel
Gaming Peripheral Market, By End-User
- Individual
- Enterprises
- Commercial
- Game Parlors
- Theme Parks/Amusement Centers

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Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global Gaming Peripheral market in terms of demand generation. The Gaming Peripheral market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for Gaming Peripheral market for below listed coun-tries across each region.
North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).
Global Gaming Peripheral Market Taxonomy:

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Global Gaming Peripheral Market Competitive Landscape
The global Gaming Peripheral market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details
- Company Overview
- Financial Analysis
- Product Portfolio Analysis
- Strategic Overview
- SWOT Analysis
List of Companies Profiled in the report:
- Alienware
- Anker Innovations Limited
- Cooler Master Technology, Inc.
- Corsair Components, Inc.
- Eastern Times Technology Co., Ltd. (Redragon)
- Gamdias
- Guillemot Corporation S.A
- HyperX
- Kingston Technology Company, Inc.
- Logitech International S.A
- Mad Catz
- Razer, Inc.
- GIGA-BYTE Technology Co., Ltd.
- Sades
- Sennheiser Electronic GmbH & Co. KG
- Other Players of Specific Interest can be added based on the requirement
Market Segmentation
Report Attributes |
Details |
The market size value in 2024 |
USD XX.XX Million |
CAGR (2025 - 2035) |
XX.XX % |
The Revenue forecast in 2035 |
USD XX.XX Million |
Base year for estimation |
2024 |
Historical data |
2020-2023 |
Forecast period |
2025-2035 |
Quantitative units |
- Revenue in USD Million
- CAGR from 2025 to 2035
|
Report coverage |
Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
Segments covered |
By Device Outlook, End-User Outlook, Regional Outlook |
By Device Outlook |
Input Device, Output Device |
By End-User Outlook |
Online, Offline |
Regional scope |
North America, Europe, Asia Pacific, Latin America, Middle East & Africa |
Country scope |
U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey |
Key companies profiled |
Alienware, Anker Innovations Limited, Cooler Master Technology, Inc., Corsair Components, Inc., Eastern Times Technology Co., Ltd. (Redragon), Gamdias, Guillemot Corporation S.A, HyperX, Kingston Technology Company, Inc., Logitech International S.A, Mad Catz, Razer, Inc., GIGA-BYTE Technology Co., Ltd., Sades, Sennheiser Electronic GmbH & Co. KG |
Customization Available |
Yes, the report can be tailored to meet your specific requirements. |
Key Benefits to the stakeholders
- Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
- Provision of market value (USD Billion) and volume (Tons) data for each segment and sub-segment
- Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
- Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
- Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
- Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
- The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
- Includes an in-depth analysis of the market of various perspectives through Porter’s five forces analysis
- Provides insight into the market through Value Chain
- Market dynamics scenario, along with growth opportunities of the market in the years to come
Table Of Contents
Table of Contents
1 Study Coverage
1.1 Gaming Peripheral Product
1.2 Market Segments
1.3 Key Manufacturers Covered
1.4 Market by Type
1.4.1 Global Gaming Peripheral Market Size Growth Rate by Product
1.4.2 Headsets
1.4.3 Mouse
1.4.4 Mousepads
1.4.5 Keyboards
1.4.6 Controllers
1.4.7 Other
1.5 Market by End User
1.5.1 Global Gaming Peripheral Market Size Growth Rate by End User
1.5.2 Distribution Channels
1.5.3 Third-Party Retail Channels
1.5.4 Direct Channels
1.6 Study Objectives
1.7 Years Considered
2 Executive Summary
2.1 Global Gaming Peripheral Market Size
2.1.1 Global Gaming Peripheral Revenue 2017-2027
2.1.2 Global Gaming Peripheral Sales 2017-2027
2.2 Gaming Peripheral Growth Rate by Regions
2.2.1 Global Gaming Peripheral Sales by Regions
2.2.2 Global Gaming Peripheral Revenue by Regions
3 Breakdown Data by Manufacturers
3.1 Gaming Peripheral Sales by Manufacturers
3.1.1 Gaming Peripheral Sales by Manufacturers
3.1.2 Gaming Peripheral Sales Market Share by Manufacturers
3.1.3 Global Gaming Peripheral Market Concentration Ratio (CR5 and HHI)
3.2 Gaming Peripheral Revenue by Manufacturers
3.2.1 Gaming Peripheral Revenue by Manufacturers (2017-2020)
3.2.2 Gaming Peripheral Revenue Share by Manufacturers (2017-2020)
3.3 Gaming Peripheral Price by Manufacturers
3.4 Gaming Peripheral Manufacturing Base Distribution, Product Types
3.4.1 Gaming Peripheral Manufacturers Manufacturing Base Distribution, Headquarters
3.4.2 Manufacturers Gaming Peripheral Product Type
3.4.3 Date of International Manufacturers Enter into Gaming Peripheral Market
3.5 Manufacturers Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Product
4.1 Global Gaming Peripheral Sales by Product
4.2 Global Gaming Peripheral Revenue by Product
4.3 Gaming Peripheral Price by Product
5 Breakdown Data by End User
5.1 Overview
5.2 Global Gaming Peripheral Breakdown Data by End User
6 North America
6.1 North America Gaming Peripheral by Countries
6.1.1 North America Gaming Peripheral Sales by Countries
6.1.2 North America Gaming Peripheral Revenue by Countries
6.1.3 United States
6.1.4 Canada
6.1.5 Mexico
6.2 North America Gaming Peripheral by Product
6.3 North America Gaming Peripheral by End User
7 Europe
7.1 Europe Gaming Peripheral by Countries
7.1.1 Europe Gaming Peripheral Sales by Countries
7.1.2 Europe Gaming Peripheral Revenue by Countries
7.1.3 Germany
7.1.4 France
7.1.5 UK
7.1.6 Italy
7.1.7 Russia
7.2 Europe Gaming Peripheral by Product
7.3 Europe Gaming Peripheral by End User
8 Asia Pacific
8.1 Asia Pacific Gaming Peripheral by Countries
8.1.1 Asia Pacific Gaming Peripheral Sales by Countries
8.1.2 Asia Pacific Gaming Peripheral Revenue by Countries
8.1.3 China
8.1.4 Japan
8.1.5 Korea
8.1.6 India
8.1.7 Australia
8.1.8 Indonesia
8.1.9 Malaysia
8.1.10 Philippines
8.1.11 Thailand
8.1.12 Vietnam
8.1.13 Singapore
8.2 Asia Pacific Gaming Peripheral by Product
8.3 Asia Pacific Gaming Peripheral by End User
9 Central & South America
9.1 Central & South America Gaming Peripheral by Countries
9.1.1 Central & South America Gaming Peripheral Sales by Countries
9.1.2 Central & South America Gaming Peripheral Revenue by Countries
9.1.3 Brazil
9.2 Central & South America Gaming Peripheral by Product
9.3 Central & South America Gaming Peripheral by End User
10 Middle East and Africa
10.1 Middle East and Africa Gaming Peripheral by Countries
10.1.1 Middle East and Africa Gaming Peripheral Sales by Countries
10.1.2 Middle East and Africa Gaming Peripheral Revenue by Countries
10.1.3 GCC Countries
10.1.4 Turkey
10.1.5 Egypt
10.1.6 South Africa
10.2 Middle East and Africa Gaming Peripheral by Product
10.3 Middle East and Africa Gaming Peripheral by End User
11 Company Profiles
11.1 Razer
11.1.1 Razer Company Details
11.1.2 Company Business Overview
11.1.3 Razer Gaming Peripheral Sales, Revenue and Gross Margin (2017-2020)
11.1.4 Razer Gaming Peripheral Products Offered
11.1.5 Razer Recent Development
11.2 Logitech G (Astro)
11.2.1 Logitech G (Astro) Company Details
11.2.2 Company Business Overview
11.2.3 Logitech G (Astro) Gaming Peripheral Sales, Revenue and Gross Margin (2017-2020)
11.2.4 Logitech G (Astro) Gaming Peripheral Products Offered
11.2.5 Logitech G (Astro) Recent Development
11.3 Turtle Beach
11.3.1 Turtle Beach Company Details
11.3.2 Company Business Overview
11.3.3 Turtle Beach Gaming Peripheral Sales, Revenue and Gross Margin (2017-2020)
11.3.4 Turtle Beach Gaming Peripheral Products Offered
11.3.5 Turtle Beach Recent Development
11.4 Corsair
11.4.1 Corsair Company Details
11.4.2 Company Business Overview
11.4.3 Corsair Gaming Peripheral Sales, Revenue and Gross Margin (2017-2020)
11.4.4 Corsair Gaming Peripheral Products Offered
11.4.5 Corsair Recent Development
11.5 Sennheiser
11.5.1 Sennheiser Company Details
11.5.2 Company Business Overview
11.5.3 Sennheiser Gaming Peripheral Sales, Revenue and Gross Margin (2017-2020)
11.5.4 Sennheiser Gaming Peripheral Products Offered
11.5.5 Sennheiser Recent Development
11.6 Plantronics
11.6.1 Plantronics Company Details
11.6.2 Company Business Overview
11.6.3 Plantronics Gaming Peripheral Sales, Revenue and Gross Margin (2017-2020)
11.6.4 Plantronics Gaming Peripheral Products Offered
11.6.5 Plantronics Recent Development
11.7 SteelSeries
11.7.1 SteelSeries Company Details
11.7.2 Company Business Overview
11.7.3 SteelSeries Gaming Peripheral Sales, Revenue and Gross Margin (2017-2020)
11.7.4 SteelSeries Gaming Peripheral Products Offered
11.7.5 SteelSeries Recent Development
11.8 Mad Catz
11.8.1 Mad Catz Company Details
11.8.2 Company Business Overview
11.8.3 Mad Catz Gaming Peripheral Sales, Revenue and Gross Margin (2017-2020)
11.8.4 Mad Catz Gaming Peripheral Products Offered
11.8.5 Mad Catz Recent Development
11.9 Roccat
11.9.1 Roccat Company Details
11.9.2 Company Business Overview
11.9.3 Roccat Gaming Peripheral Sales, Revenue and Gross Margin (2017-2020)
11.9.4 Roccat Gaming Peripheral Products Offered
11.9.5 Roccat Recent Development
11.10 QPAD
11.10.1 QPAD Company Details
11.10.2 Company Business Overview
11.10.3 QPAD Gaming Peripheral Sales, Revenue and Gross Margin (2017-2020)
11.10.4 QPAD Gaming Peripheral Products Offered
11.10.5 QPAD Recent Development
11.11 Thrustmaster
11.12 HyperX
11.13 Tt eSPORTS
11.14 Cooler Master
11.15 ZOWIE
11.16 Sharkoon
11.17 Trust
12 Future Forecast
12.1 Gaming Peripheral Market Forecast by Regions
12.1.1 Global Gaming Peripheral Sales Forecast by Regions 2021-2027
12.1.2 Global Gaming Peripheral Revenue Forecast by Regions 2021-2027
12.2 Gaming Peripheral Market Forecast by Product
12.2.1 Global Gaming Peripheral Sales Forecast by Product 2021-2027
12.2.2 Global Gaming Peripheral Revenue Forecast by Product 2021-2027
12.3 Gaming Peripheral Market Forecast by End User
12.4 North America Gaming Peripheral Forecast
12.5 Europe Gaming Peripheral Forecast
12.6 Asia Pacific Gaming Peripheral Forecast
12.7 Central & South America Gaming Peripheral Forecast
12.8 Middle East and Africa Gaming Peripheral Forecast
13 Market Opportunities, Challenges, Risks and Influences Factors Analysis
13.1 Market Opportunities and Drivers
13.2 Market Challenges
13.3 Market Risks/Restraints
13.4 Macroscopic Indicators
14 Value Chain and Sales Channels Analysis
14.1 Value Chain Analysis
14.2 Gaming Peripheral Customers
14.3 Sales Channels Analysis
14.3.1 Sales Channels
14.3.2 Distributors
15 Research Findings and Conclusion
16 Appendix
16.1 Research Methodology
16.1.1 Methodology/Research Approach
16.1.2 Data Source
16.2 Author Details
16.3 Disclaimer