Global Gaming Peripherals Market by Size, by Type, by Application, by Region, History and Forecast 2020-2031

Summary

Gaming Peripherals are hardware devices, such as mice, keyboards, headsets, surfaces and controllers, used to play games in conjunction.

According to APO Research, The global Gaming Peripherals market is projected to grow from US$ million in 2025 to US$ million by 2031, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The US & Canada market for Gaming Peripherals is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

Asia-Pacific market for Gaming Peripherals is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

The China market for Gaming Peripherals is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

Europe market for Gaming Peripherals is estimated to increase from $ million in 2025 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.

The major global companies of Gaming Peripherals include Razer, Logitech G (ASTRO), Turtle Beach, Corsair, Sennheiser, Plantronics, SteelSeries, Mad Catz and ROCCAT, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.

Report Includes

This report presents an overview of global market for Gaming Peripherals, market size. Analyses of the global market trends, with historic market revenue data for 2020 - 2024, estimates for 2025, and projections of CAGR through 2031.

This report researches the key producers of Gaming Peripherals, also provides the revenue of main regions and countries. Of the upcoming market potential for Gaming Peripherals, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Gaming Peripherals revenue, market share and industry ranking of main manufacturers, data from 2020 to 2025. Identification of the major stakeholders in the global Gaming Peripherals market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2020 to 2031. Evaluation and forecast the market size for Gaming Peripherals revenue, projected growth trends, production technology, application and end-user industry.

Gaming Peripherals Segment by Company

Razer
Logitech G (ASTRO)
Turtle Beach
Corsair
Sennheiser
Plantronics
SteelSeries
Mad Catz
ROCCAT
QPAD
Thrustmaster
HyperX
Tt eSPORTS
Cooler Master
ZOWIE
Sharkoon
Trust
Microsoft

Gaming Peripherals Segment by Type

Gaming Mouse
Gaming Keyboards
Headset
Controllers
Others

Gaming Peripherals Segment by Application

Personal
Commercial

Gaming Peripherals Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving, production, value, consumption, growth rate (CAGR), market share, historical and forecast.
2. To present the key manufacturers, capacity, production, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Gaming Peripherals market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Gaming Peripherals and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Gaming Peripherals.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. Revenue of Gaming Peripherals in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Analysis key trends, drivers, challenges, and opportunities within the global Gaming Peripherals industry.
Chapter 3: Detailed analysis of Gaming Peripherals companies' competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Gaming Peripheralsrevenue, gross margin, and recent development, etc.
Chapter 7: North America (US & Canada) by type, by application and by country, revenue for each segment.
Chapter 8: Europe by type, by application and by country, revenue for each segment.
Chapter 9: China by type, and by application, revenue for each segment.
Chapter 10: Asia (excluding China) by type, by application and by region, revenue for each segment.
Chapter 11: South America, Middle East & Africa by type, by application and by country, revenue for each segment.
Chapter 12: Concluding Insights of the report.

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1 Market Overview
1.1 Product Definition
1.2 Market Analysis by Type
1.2.1 Global Gaming Peripherals Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Gaming Mouse
1.2.3 Gaming Keyboards
1.2.4 Headset
1.2.5 Controllers
1.2.6 Others
1.3 Market Analysis by Application
1.3.1 Global Gaming Peripherals Market Size Growth Rate by Application: 2020 VS 2024 VS 2031
1.3.2 Personal
1.3.3 Commercial
1.4 Global Market Growth Prospects
1.5 Global Gaming Peripherals Growth Trends by Region
1.5.1 Global Gaming Peripherals Market Size by Region: 2020 VS 2024 VS 2031
1.5.2 Gaming Peripherals Market Size by Region (2020-2025)
1.5.3 Gaming Peripherals Market Size by Region (2026-2031)
1.6 Assumptions and Limitations
1.7 Study Goals and Objectives
1.8 Years Considered
2 Global Gaming Peripherals Market Dynamics
2.1 Gaming Peripherals Industry Trends
2.2 Gaming Peripherals Industry Drivers
2.3 Gaming Peripherals Industry Opportunities and Challenges
2.4 Gaming Peripherals Industry Restraints
3 Competitive Landscape by Company
3.1 Global Gaming Peripherals Revenue by Company (2020-2025)
3.2 Global Gaming Peripherals Players Revenue Ranking, 2023 VS 2024 VS 2025
3.3 Global Gaming Peripherals Key Company Head office and Area Served
3.4 Global Gaming Peripherals Company, Product Type & Application
3.5 Global Gaming Peripherals Company Establishment Date
3.6 Market Competitive Analysis
3.6.1 Global Gaming Peripherals Market CR5 and HHI
3.6.2 Global Top 5 and 10 Gaming Peripherals Players Market Share by Revenue in 2024
3.6.3 2024 Gaming Peripherals Tier 1, Tier 2, and Tier 3
4 Gaming Peripherals Market by Type
4.1 Global Gaming Peripherals Market Size by Type (2020 VS 2024 VS 2031)
4.2 Global Gaming Peripherals Market Size by Type (2020-2031)
4.3 Global Gaming Peripherals Market Size Share by Type (2020-2031)
5 Gaming Peripherals Market by Application
5.1 Global Gaming Peripherals Market Size by Application (2020 VS 2024 VS 2031)
5.2 Global Gaming Peripherals Market Size by Application (2020-2031)
5.3 Global Gaming Peripherals Market Size Share by Application (2020-2031)
6 Company Profiles
6.1 Razer
6.1.1 Razer Comapny Information
6.1.2 Razer Business Overview
6.1.3 Razer Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.1.4 Razer Gaming Peripherals Product Portfolio
6.1.5 Razer Recent Developments
6.2 Logitech G (ASTRO)
6.2.1 Logitech G (ASTRO) Comapny Information
6.2.2 Logitech G (ASTRO) Business Overview
6.2.3 Logitech G (ASTRO) Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.2.4 Logitech G (ASTRO) Gaming Peripherals Product Portfolio
6.2.5 Logitech G (ASTRO) Recent Developments
6.3 Turtle Beach
6.3.1 Turtle Beach Comapny Information
6.3.2 Turtle Beach Business Overview
6.3.3 Turtle Beach Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.3.4 Turtle Beach Gaming Peripherals Product Portfolio
6.3.5 Turtle Beach Recent Developments
6.4 Corsair
6.4.1 Corsair Comapny Information
6.4.2 Corsair Business Overview
6.4.3 Corsair Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.4.4 Corsair Gaming Peripherals Product Portfolio
6.4.5 Corsair Recent Developments
6.5 Sennheiser
6.5.1 Sennheiser Comapny Information
6.5.2 Sennheiser Business Overview
6.5.3 Sennheiser Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.5.4 Sennheiser Gaming Peripherals Product Portfolio
6.5.5 Sennheiser Recent Developments
6.6 Plantronics
6.6.1 Plantronics Comapny Information
6.6.2 Plantronics Business Overview
6.6.3 Plantronics Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.6.4 Plantronics Gaming Peripherals Product Portfolio
6.6.5 Plantronics Recent Developments
6.7 SteelSeries
6.7.1 SteelSeries Comapny Information
6.7.2 SteelSeries Business Overview
6.7.3 SteelSeries Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.7.4 SteelSeries Gaming Peripherals Product Portfolio
6.7.5 SteelSeries Recent Developments
6.8 Mad Catz
6.8.1 Mad Catz Comapny Information
6.8.2 Mad Catz Business Overview
6.8.3 Mad Catz Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.8.4 Mad Catz Gaming Peripherals Product Portfolio
6.8.5 Mad Catz Recent Developments
6.9 ROCCAT
6.9.1 ROCCAT Comapny Information
6.9.2 ROCCAT Business Overview
6.9.3 ROCCAT Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.9.4 ROCCAT Gaming Peripherals Product Portfolio
6.9.5 ROCCAT Recent Developments
6.10 QPAD
6.10.1 QPAD Comapny Information
6.10.2 QPAD Business Overview
6.10.3 QPAD Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.10.4 QPAD Gaming Peripherals Product Portfolio
6.10.5 QPAD Recent Developments
6.11 Thrustmaster
6.11.1 Thrustmaster Comapny Information
6.11.2 Thrustmaster Business Overview
6.11.3 Thrustmaster Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.11.4 Thrustmaster Gaming Peripherals Product Portfolio
6.11.5 Thrustmaster Recent Developments
6.12 HyperX
6.12.1 HyperX Comapny Information
6.12.2 HyperX Business Overview
6.12.3 HyperX Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.12.4 HyperX Gaming Peripherals Product Portfolio
6.12.5 HyperX Recent Developments
6.13 Tt eSPORTS
6.13.1 Tt eSPORTS Comapny Information
6.13.2 Tt eSPORTS Business Overview
6.13.3 Tt eSPORTS Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.13.4 Tt eSPORTS Gaming Peripherals Product Portfolio
6.13.5 Tt eSPORTS Recent Developments
6.14 Cooler Master
6.14.1 Cooler Master Comapny Information
6.14.2 Cooler Master Business Overview
6.14.3 Cooler Master Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.14.4 Cooler Master Gaming Peripherals Product Portfolio
6.14.5 Cooler Master Recent Developments
6.15 ZOWIE
6.15.1 ZOWIE Comapny Information
6.15.2 ZOWIE Business Overview
6.15.3 ZOWIE Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.15.4 ZOWIE Gaming Peripherals Product Portfolio
6.15.5 ZOWIE Recent Developments
6.16 Sharkoon
6.16.1 Sharkoon Comapny Information
6.16.2 Sharkoon Business Overview
6.16.3 Sharkoon Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.16.4 Sharkoon Gaming Peripherals Product Portfolio
6.16.5 Sharkoon Recent Developments
6.17 Trust
6.17.1 Trust Comapny Information
6.17.2 Trust Business Overview
6.17.3 Trust Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.17.4 Trust Gaming Peripherals Product Portfolio
6.17.5 Trust Recent Developments
6.18 Microsoft
6.18.1 Microsoft Comapny Information
6.18.2 Microsoft Business Overview
6.18.3 Microsoft Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2020-2025)
6.18.4 Microsoft Gaming Peripherals Product Portfolio
6.18.5 Microsoft Recent Developments
7 North America
7.1 North America Gaming Peripherals Market Size (2020-2031)
7.2 North America Gaming Peripherals Market Size by Type
7.2.1 North America Gaming Peripherals Market Size by Type (2020-2025)
7.2.2 North America Gaming Peripherals Market Size by Type (2026-2031)
7.2.3 North America Gaming Peripherals Market Share by Type (2020-2031)
7.3 North America Gaming Peripherals Market Size by Application
7.3.1 North America Gaming Peripherals Market Size by Application (2020-2025)
7.3.2 North America Gaming Peripherals Market Size by Application (2026-2031)
7.3.3 North America Gaming Peripherals Market Share by Application (2020-2031)
7.4 North America Gaming Peripherals Market Size by Country
7.4.1 North America Gaming Peripherals Market Size by Country (2020 VS 2024 VS 2031)
7.4.2 North America Gaming Peripherals Market Size by Country (2020-2025)
7.4.3 North America Gaming Peripherals Market Size by Country (2026-2031)
7.4.4 North America Gaming Peripherals Market Share by Country (2020-2031)
7.4.5 United States
7.4.6 Canada
7.4.7 Mexico
8 Europe
8.1 Europe Gaming Peripherals Market Size (2020-2031)
8.2 Europe Gaming Peripherals Market Size by Type
8.2.1 Europe Gaming Peripherals Market Size by Type (2020-2025)
8.2.2 Europe Gaming Peripherals Market Size by Type (2026-2031)
8.2.3 Europe Gaming Peripherals Market Share by Type (2020-2031)
8.3 Europe Gaming Peripherals Market Size by Application
8.3.1 Europe Gaming Peripherals Market Size by Application (2020-2025)
8.3.2 Europe Gaming Peripherals Market Size by Application (2026-2031)
8.3.3 Europe Gaming Peripherals Market Share by Application (2020-2031)
8.4 Europe Gaming Peripherals Market Size by Country
8.4.1 Europe Gaming Peripherals Market Size by Country (2020 VS 2024 VS 2031)
8.4.2 Europe Gaming Peripherals Market Size by Country (2020-2025)
8.4.3 Europe Gaming Peripherals Market Size by Country (2026-2031)
8.4.4 Europe Gaming Peripherals Market Share by Country (2020-2031)
8.4.5 Germany
8.4.6 France
8.4.7 U.K.
8.4.8 Italy
8.4.9 Russia
8.4.10 Nordic Countries
9 China
9.1 China Gaming Peripherals Market Size (2020-2031)
9.2 China Gaming Peripherals Market Size by Type
9.2.1 China Gaming Peripherals Market Size by Type (2020-2025)
9.2.2 China Gaming Peripherals Market Size by Type (2026-2031)
9.2.3 China Gaming Peripherals Market Share by Type (2020-2031)
9.3 China Gaming Peripherals Market Size by Application
9.3.1 China Gaming Peripherals Market Size by Application (2020-2025)
9.3.2 China Gaming Peripherals Market Size by Application (2026-2031)
9.3.3 China Gaming Peripherals Market Share by Application (2020-2031)
10 Asia (Excluding China)
10.1 Asia Gaming Peripherals Market Size (2020-2031)
10.2 Asia Gaming Peripherals Market Size by Type
10.2.1 Asia Gaming Peripherals Market Size by Type (2020-2025)
10.2.2 Asia Gaming Peripherals Market Size by Type (2026-2031)
10.2.3 Asia Gaming Peripherals Market Share by Type (2020-2031)
10.3 Asia Gaming Peripherals Market Size by Application
10.3.1 Asia Gaming Peripherals Market Size by Application (2020-2025)
10.3.2 Asia Gaming Peripherals Market Size by Application (2026-2031)
10.3.3 Asia Gaming Peripherals Market Share by Application (2020-2031)
10.4 Asia Gaming Peripherals Market Size by Country
10.4.1 Asia Gaming Peripherals Market Size by Country (2020 VS 2024 VS 2031)
10.4.2 Asia Gaming Peripherals Market Size by Country (2020-2025)
10.4.3 Asia Gaming Peripherals Market Size by Country (2026-2031)
10.4.4 Asia Gaming Peripherals Market Share by Country (2020-2031)
10.4.5 Japan
10.4.6 South Korea
10.4.7 Taiwan
10.4.8 Southeast Asia
10.4.9 India
10.4.10 Australia
11 South America, Middle East & Africa
11.1 South America, Middle East & Africa Gaming Peripherals Market Size (2020-2031)
11.2 South America, Middle East & Africa Gaming Peripherals Market Size by Type
11.2.1 South America, Middle East & Africa Gaming Peripherals Market Size by Type (2020-2025)
11.2.2 South America, Middle East & Africa Gaming Peripherals Market Size by Type (2026-2031)
11.2.3 South America, Middle East & Africa Gaming Peripherals Market Share by Type (2020-2031)
11.3 South America, Middle East & Africa Gaming Peripherals Market Size by Application
11.3.1 South America, Middle East & Africa Gaming Peripherals Market Size by Application (2020-2025)
11.3.2 South America, Middle East & Africa Gaming Peripherals Market Size by Application (2026-2031)
11.3.3 South America, Middle East & Africa Gaming Peripherals Market Share by Application (2020-2031)
11.4 South America, Middle East & Africa Gaming Peripherals Market Size by Country
11.4.1 South America, Middle East & Africa Gaming Peripherals Market Size by Country (2020 VS 2024 VS 2031)
11.4.2 South America, Middle East & Africa Gaming Peripherals Market Size by Country (2020-2025)
11.4.3 South America, Middle East & Africa Gaming Peripherals Market Size by Country (2026-2031)
11.4.4 South America, Middle East & Africa Gaming Peripherals Market Share by Country (2020-2031)
11.4.5 Brazil
11.4.6 South Africa
11.4.7 Saudi Arabia
11.4.8 Turkey
11.4.9 Argentina
11.4.9 UAE
11.4.9 Egypt
11.4.9 Chile
12 Concluding Insights
13 Appendix
13.1 Reasons for Doing This Study
13.2 Research Methodology
13.3 Research Process
13.4 Authors List of This Report
13.5 Data Source
13.5.1 Secondary Sources
13.5.2 Primary Sources
13.6 Disclaimer

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