Report

Global Gaming Peripheral Market, By Device (Input, Output), By Platform (Gaming Consoles, PC), By Connectivity (Wired, Wireless), By Distribution Channel (Online, Offline), By End User (Individual, Enterprise, Commercial) Forecast till 2027

  • Publish Date: Mar,2022
  • Report ID: QI036
  • Page : 237
  • Report Type : PDF (Email)
Chapter 1. Research Framework
1.1 Research Objective
1.2 Product Overview
1.3 Market Segmentation
Chapter 2. Research Methodology
2.1 Qualitative Research
2.1.1 Primary & Secondary Sources
2.2 Quantitative Research
2.2.1 Primary & Secondary Sources
2.3 Breakdown of Primary Research Respondents, By Region
2.4 Assumption for the Study
2.5 Market Size Estimation
2.6. Data Triangulation
Chapter 3. Executive Summary: Global Gaming Peripheral Market
Chapter 4. Global Gaming Peripheral Market Overview
4.1. Video Game System Timeline
Chapter 5. Global Gaming Peripheral Market Overview
5.1. Demographic Study
5.1.1. By Age
5.1.1.1. 18 to 24
5.1.1.2. 25-32 Years
5.1.1.3. 33-40 Years
5.1.1.4. More than 41 Years
5.1.2. By Gender
5.1.2.1. Male
5.1.2.2. Female
5.1.3. By Type of Gamers
5.1.3.1. Casual Gamers
5.1.3.2. Core Gamers
5.1.3.3. Mass Market
5.2. Industry Value Chain Analysis
5.2.1. Development and Design
5.2.2. Manufacturing and Production
5.2.3. Storage and Warehousing
5.2.4. Retail
5.2.5. Customers
5.3. Industry Outlook
5.3.1. No. of Gamers, Country wise
5.3.2. Gaming Console Revenue and Unit Shipments
5.4. PESTLE Analysis
5.5. Porter's Five Forces Analysis
5.5.1. Bargaining Power of Suppliers
5.5.2. Bargaining Power of Buyers
5.5.3. Threat of Substitutes
5.5.4. Threat of New Entrants
5.5.5. Degree of Competition
5.6. Market Dynamics and Trends
5.6.1. Growth Drivers
5.6.2. Restraints
5.6.3. Challenges
5.6.4. Key Trends
5.7. Covid-19 Impact Assessment on Market Growth Trend
5.8. Market Growth and Outlook
5.8.1. Market Revenue Estimates and Forecast (US$ Mn), 2017 - 2027
5.8.2. Market Volume Estimates and Forecast (Mn Units), 2017 - 2027
5.8.3. Pricing Analysis
5.9. Technological Landscape
5.10. Regulatory Framework
5.11. Licensing Route
5.12. Competition Dashboard
5.12.1. Market Concentration Rate
5.12.2. Company Market Share Analysis (Value %), 2020
5.12.3. Competitor Mapping
Chapter 6. Global Gaming Peripheral Market Analysis, By Device
6.1. Key Insights
6.2. Market Size and Forecast, 2017 - 2027 (US$ Mn and Mn Units)
6.2.1. Input Device
6.2.1.1. Controller
6.2.1.2. Gamepads
6.2.1.3. Gaming Mice
6.2.1.4. Headsets
6.2.1.5. Joysticks
6.2.1.6. Keyboards
6.2.1.7. Steering Wheel
6.2.1.8. Web Camera
6.2.1.9. Others
6.2.2. Output Device
6.2.2.1. AR/VR Headsets
6.2.2.2. Gaming Headsets
6.2.2.3. Head-mounted Display
6.2.2.4. Printer
6.2.2.5. Speakers
6.2.2.6. TFT and CRT Monitor
6.2.2.7. Others (Graphics Card, Digital Camera etc.)
Chapter 7. Global Gaming Peripheral Market Analysis, By Platform
7.1. Key Insights
7.2. Market Size and Forecast, 2017 - 2027 (US$ Mn and Mn Units)
7.2.1. Gaming Consoles
7.2.2. PC (Desktop/Laptop)
Chapter 8. Global Gaming Peripheral Market Analysis, By Connectivity
8.1. Key Insights
8.2. Market Size and Forecast, 2017 - 2027 (US$ Mn and Mn Units)
8.2.1. Wired
8.2.2. Wireless
8.2.2.1. Bluetooth
8.2.2.2. Wi-Fi
8.2.2.3. Others
Chapter 9. Global Gaming Peripheral Market Analysis, By Distribution Channel
9.1. Key Insights
9.2. Market Size and Forecast, 2017 - 2027 (US$ Mn and Mn Units)
9.2.1. Online
9.2.2. Offline
Chapter 10. Global Gaming Peripheral Market Analysis, By End User
10.1. Key Insights
10.2. Market Size and Forecast, 2017 - 2027 (US$ Mn and Mn Units)
10.2.1. Individual
10.2.2. Enterprises
10.2.3. Commercial
10.2.3.1. Game Parlors
10.2.3.2. Theme Parks/ Amusement Centers
Chapter 11. Global Gaming Peripheral Market Analysis, By Region
11.1. Key Insights
11.2. Market Size and Forecast, 2017 - 2027 (US$ Mn and Mn Units)
11.2.1. North America
11.2.1.1. The U.S.
11.2.1.2. Canada
11.2.1.3. Mexico
11.2.2. Europe
11.2.2.1. Western Europe
11.2.2.1.1. The UK
11.2.2.1.2. Germany
11.2.2.1.3. France
11.2.2.1.4. Italy
11.2.2.1.5. Spain
11.2.2.1.6. Rest of Western Europe
11.2.2.2. Eastern Europe
11.2.2.2.1. Poland
11.2.2.2.2. Russia
11.2.2.2.3. Rest of Eastern Europe
11.2.3. Asia Pacific
11.2.3.1. China
11.2.3.2. India
11.2.3.3. Japan
11.2.3.4. Australia & New Zealand
11.2.3.5. ASEAN
11.2.3.6. Rest of Asia Pacific
11.2.4. Middle East & Africa (MEA)
11.2.4.1. UAE
11.2.4.2. Saudi Arabia
11.2.4.3. South Africa
11.2.4.4. Rest of MEA
11.2.5. South America
11.2.5.1. Brazil
11.2.5.2. Argentina
11.2.5.3. Rest of South America
Chapter 12. North America Gaming Peripheral Market Analysis
12.1. Key Insights
12.2. Market Size and Forecast, 2017 - 2027 (US$ Mn and Mn Units)
12.2.1. By Device
12.2.2. By Platform
12.2.3. By Connectivity
12.2.4. By Distribution Channel
12.2.5. By End User
12.2.6. By Country
Chapter 13. Europe Gaming Peripheral Market Analysis
13.1. Key Insights
13.2. Market Size and Forecast, 2017 - 2027 (US$ Mn and Mn Units)
13.2.1. By Device
13.2.2. By Platform
13.2.3. By Connectivity
13.2.4. By Distribution Channel
13.2.5. By End User
13.2.6. By Country
Chapter 14. Asia Pacific Gaming Peripheral Market Analysis
14.1. Key Insights
14.2. Market Size and Forecast, 2017 - 2027 (US$ Mn and Mn Units)
14.2.1. By Device
14.2.2. By Platform
14.2.3. By Connectivity
14.2.4. By Distribution Channel
14.2.5. By End User
14.2.6. By Country
Chapter 15. Middle East and Africa (MEA) Gaming Peripheral Market Analysis
15.1. Key Insights
15.2. Market Size and Forecast, 2017 - 2027 (US$ Mn and Mn Units)
15.2.1. By Device
15.2.2. By Platform
15.2.3. By Connectivity
15.2.4. By Distribution Channel
15.2.5. By End User
15.2.6. By Country
Chapter 16. South America Gaming Peripheral Market Analysis
16.1. Key Insights
16.2. Market Size and Forecast, 2017 - 2027 (US$ Mn and Mn Units)
16.2.1. By Device
16.2.2. By Platform
16.2.3. By Connectivity
16.2.4. By Distribution Channel
16.2.5. By End User
16.2.6. By Country
Chapter 17. Company Profile (Company Overview, Financial Matrix, Key Product landscape, Key Personnel, Key Competitors, Contact Address, and Business Strategy Outlook)
17.1. Alienware
17.2. Anker Innovations Limited
17.3. Cooler Master Technology, Inc.
17.4. Corsair Components, Inc.
17.5. Eastern Times Technology Co., Ltd. (Redragon)
17.6. Gamdias
17.7. Guillemot Corporation S.A
17.8. HyperX
17.9. Kingston Technology Company, Inc.
17.10. Logitech International S.A
17.11. Mad Catz
17.12. Razer, Inc.
17.13. Reddragon
17.14. ROCCAT STUDIOS
17.15. Sades
17.16. Sennheiser Electronic GmbH & Co. KG
17.17. Sharkoon Technologies
17.18. Shenzhen Rapoo Technology Co., Ltd.
17.19. SteelSeries
17.20. Thermaltake Technology Co., Ltd.
17.21. Turtle Beach Corporation
17.22. Other Prominent Players