Gaming Accessories Market Size, Share & Trends Analysis Report By Product (Gaming Chairs, Controllers, Headsets and Audio Equipment), By Platform, By Distribution Channel, By Region, And Segment Forecasts, 2024 - 2030

Gaming Accessories Market Size, Share & Trends Analysis Report By Product (Gaming Chairs, Controllers, Headsets and Audio Equipment), By Platform, By Distribution Channel, By Region, And Segment Forecasts, 2024 - 2030


Gaming Accessories Market Growth & Trends

The global gaming accessories market is expected to reach USD 10.07 billion by 2030 and is anticipated to grow at a CAGR of 6.3% from 2024 to 2030, according to a new report by Grand View Research, Inc. In recent years, the global market has experienced a notable surge, marking a significant shift in consumer preferences and technological advancements. This upswing can be attributed to various factors, including the growing popularity of gaming as a mainstream form of entertainment, the continuous evolution of gaming technology, and the increasing disposable income of consumers worldwide.

Gaming is no longer confined to a niche audience; it has evolved into a widespread cultural phenomenon. The rise of esports, online multiplayer games, and streaming platforms has contributed to the increasing number of gamers across different age groups and demographics. As a result, the demand for high-quality gaming accessories has skyrocketed, ranging from gaming mice and keyboards to virtual reality (VR) headsets.

The technological advancements in the gaming industry have played a pivotal role in shaping the landscape of gaming accessories. With the introduction of cutting-edge gaming consoles, powerful graphics cards, and immersive gaming experiences, consumers are now seeking accessories that complement and enhance their gaming setups. It has led to a surge in demand for accessories such as mechanical keyboards with customizable RGB lighting, high-precision gaming mice, and advanced audio peripherals that deliver an immersive sound experience.

The global market has benefited from the growing mobile gaming trend. Mobile gaming has become a dominant force in the gaming industry with the widespread adoption of smartphones and tablets. As a result, there is an increased demand for portable gaming accessories, such as controllers and headphones designed specifically for mobile devices. Expanding the gaming ecosystem to mobile platforms has opened opportunities for accessory manufacturers to cater to a diverse and ever-expanding consumer base.

The rise of virtual reality (VR) gaming has also contributed significantly to the growth of the market. VR headsets, motion controllers, and haptic feedback devices have become integral to the immersive VR gaming experience. As VR technology continues to evolve, so does the demand for innovative accessories that provide users with a more realistic and engaging gaming environment. It presents a lucrative market for companies investing in developing cutting-edge VR accessories.

Moreover, the market has witnessed a surge in collaborations and partnerships between accessory manufacturers and gaming companies. This trend has resulted in creation of co-branded products and limited-edition accessories that appeal to the dedicated fan bases of popular games and franchises. These collaborations drive sales and gaming community's excitement and anticipation.

Gaming Accessories Market Report Highlights
  • The market continues to experience rapid technological advancements, with companies focusing on integrating cutting-edge features such as advanced sensors, haptic feedback, and customizable RGB lighting into their products. This innovation aims to enhance the overall gaming experience
  • With the rise of esports, there is a heightened demand for gaming accessories that cater to the specific needs of professional and competitive gamers. Esports-grade peripherals with features like low-latency connectivity, high-precision sensors, and customizable settings are gaining popularity
  • Brands collaborate with game developers, esports teams, or popular gaming franchises to create co-branded and limited-edition accessories. These collaborations generate excitement within the gaming community and contribute to unique and collectible offerings
  • With the continued development of virtual reality gaming, there is a focus on innovations in VR accessories. It includes VR headsets, motion controllers, and haptic feedback devices that aim to provide a more immersive gaming experience
  • While traditional retail channels remain significant, there is a notable shift towards online platforms and direct-to-consumer sales. E-commerce has become a leading channel for purchasing gaming accessories, offering convenience and a wide selection of products
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Chapter 1. Methodology and Scope
1.1. Market Segmentation & Scope
1.2. Market Definition
1.3. Information Procurement
1.3.1. Purchased Database
1.3.2. GVR’s Internal Database
1.3.3. Secondary Sources & Third-Party Perspectives
1.3.4. Primary Research
1.4. Information Analysis
1.4.1. Data Analysis Models
1.5. Market Formulation & Data Visualization
1.6. Data Validation & Publishing
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segmental Outlook
2.3. Regional Outlook
Chapter 3. Gaming Accessories Market Variables & Trends
3.1. Market Lineage Outlook
3.2. Industry Value Chain Analysis
3.2.1. Suppliers Outlook
3.2.2. Technology Trends
3.3. Market Dynamics
3.3.1. Market Driver Analysis
3.3.2. Market Restraint Analysis
3.3.3. Industry Challenges
3.3.4. Industry Opportunities
3.4. Industry Analysis Tools
3.4.1. Industry Analysis - Porter’s
3.4.1.1. Supplier Power
3.4.1.2. Buyer Power
3.4.1.3. Substitution Threat
3.4.1.4. Threat from New Entrant
3.4.1.5. Competitive Rivalry
3.5. Market Entry Strategies
Chapter 4. Consumer Behavior Analysis
4.1. Demographic Analysis
4.2. Consumer Trends and Preferences
4.3. Factors Affecting Buying Decision
4.4. Consumer Service Provider Adoption
4.5. Observations & Recommendations
Chapter 5. Gaming Accessories Market: Product Analysis & Estimates
5.1. Product Movement Analysis & Market Share, 2023 & 2030
5.1.1. Gaming Chairs
5.1.1.1. Gaming chairs market estimates and forecast, 2018 - 2030 (USD Million)
5.1.2. Controllers
5.1.2.1. Gaming controllers market estimates and forecasts, 2018 - 2030 (USD Million)
5.1.3. Headsets and Audio Equipment
5.1.3.1. Gaming headsets and audio equipment market estimates and forecasts, 2018 - 2030 (USD Million)
5.1.4. Keyboards and Mouse
5.1.4.1. Gaming keyboards and mouse market estimates and forecasts, 2018 - 2030 (USD Million)
5.1.5. Other
5.1.5.1. Other gaming accessories market estimates and forecasts, 2018 - 2030 (USD Million)
Chapter 6. Gaming Accessories Market: Platform Analysis & Estimates
6.1. Platform Movement Analysis & Market Share, 2023 & 2030
6.1.1. Mobile
6.1.1.1. Mobile gaming accessories market estimates and forecasts, 2018 - 2030 (USD Million)
6.1.2. Console
6.1.2.1. Console gaming accessories market estimates and forecasts, 2018 - 2030 (USD Million)
6.1.3. PC Gaming
6.1.3.1. PC gaming accessories market estimates and forecasts, 2018 - 2030 (USD Million)
Chapter 7. Gaming Accessories Market: Distribution Channel Analysis & Estimates
7.1. Distribution Channel Movement Analysis & Market Share, 2023 & 2030
7.1.1. Specialty Stores
7.1.1.1. Gaming accessories market estimates and forecasts, through specialty stores, 2018 - 2030 (USD Million)
7.1.2. Online
7.1.2.1. Gaming accessories market estimates and forecasts, through online sales channel, 2018 - 2030 (USD Million)
7.1.3. Departmental Stores
7.1.3.1. Gaming accessories market estimates and forecasts, through departmental stores, 2018 - 2030 (USD Million)
7.1.4. Others
7.1.4.1. Gaming accessories market estimates and forecasts, through other sales channels, 2018 - 2030 (USD Million)
Chapter 8. Gaming Accessories Market: Regional Estimates & Trend Analysis
8.1. Gaming Accessories Market: Regional Outlook
8.2. North America
8.2.1. Market estimates and forecasts, by product 2018 - 2030 (USD Million)
8.2.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.2.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.2.4. U.S.
8.2.4.1. Market estimates and forecasts, by product 2018 - 2030 (USD Million)
8.2.4.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.2.4.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.2.5. Canada
8.2.5.1. Market estimates and forecasts, by product 2018 - 2030 (USD Million)
8.2.5.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.2.5.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.2.6. Mexico
8.2.6.1. Market estimates and forecasts, by product 2018 - 2030 (USD Million)
8.2.6.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.2.6.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.3. Europe
8.3.1. Market estimates and forecasts, by product 2018 - 2030 (USD Million)
8.3.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.3.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.3.4. UK
8.3.4.1. Market estimates and forecasts, by product 2018 - 2030 (USD Million)
8.3.4.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.3.4.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.3.5. Germany
8.3.5.1. Market estimates and forecasts, by product 2018 - 2030 (USD Million)
8.3.5.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.3.5.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.3.6. France
8.3.6.1. Market estimates and forecasts, by product 2018 - 2030 (USD Million)
8.3.6.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.3.6.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.3.7. Italy
8.3.7.1. Market estimates and forecasts, by product, 2018 - 2030 (USD Million)
8.3.7.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.3.7.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.4. Asia Pacific
8.4.1. Market estimates and forecasts, by product, 2018 - 2030 (USD Million)
8.4.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.4.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.4.4. China
8.4.4.1. Market estimates and forecasts, by product, 2018 - 2030 (USD Million)
8.4.4.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.4.4.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.4.5. India
8.4.5.1. Market estimates and forecasts, by product, 2018 - 2030 (USD Million)
8.4.5.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.4.5.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.4.6. Japan
8.4.6.1. Market estimates and forecasts, by product, 2018 - 2030 (USD Million)
8.4.6.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.4.6.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.5. Central & South America
8.5.1. Market estimates and forecasts, by product, 2018 - 2030 (USD Million)
8.5.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.5.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.5.4. Brazil
8.5.4.1. Market estimates and forecasts, by product, 2018 - 2030 (USD Million)
8.5.4.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.5.4.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.6. Middle East & Africa
8.6.1. Market estimates and forecasts, by product, 2018 - 2030 (USD Million)
8.6.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.6.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
8.6.4. South Africa
8.6.4.1. Market estimates and forecasts, by product, 2018 - 2030 (USD Million)
8.6.4.2. Market estimates and forecasts, by platform, 2018 - 2030 (USD Million)
8.6.4.3. Market estimates and forecasts, by distribution channel, 2018 - 2030 (USD Million)
Chapter 9. Gaming Accessories Market: Competitive Landscape
9.1. Recent Developments & Impact Analysis, By Key Market Participants
9.2. Company Categorization
9.3. Participant’s Overview
9.4. Financial Performance
9.5. Service Provider Benchmarking
9.6. Company Market Share Analysis, 2023 (Value % Share)
9.7. Company Heat Map Analysis
9.8. Strategy Mapping
9.8.1. Partnerships
9.8.2. Service Provider Launches
9.9. List of key companies analyzed in this section includes:
9.9.1. Logitech G
9.9.2. Razer Inc.
9.9.3. Corsair
9.9.4. SteelSeries
9.9.5. HyperX
9.9.6. Thrustmaster
9.9.7. Turtle Beach
9.9.8. ASUS
9.9.9. Xbox
9.9.10. Micro-Star INT'L CO., LTD

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