시장보고서
상품코드
1954943

게이밍 액세서리 시장 규모, 점유율, 성장 및 세계 산업 분석 : 유형별, 용도별, 지역별 인사이트와 예측(2026-2034년)

Gaming Accessories Market Size, Share, Growth and Global Industry Analysis By Type & Application, Regional Insights and Forecast to 2026-2034

발행일: | 리서치사: 구분자 Fortune Business Insights Pvt. Ltd. | 페이지 정보: 영문 140 Pages | 배송안내 : 문의

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

게이밍 액세서리 시장 성장요인

세계 게이밍 액세서리 시장은 기술 혁신, e스포츠의 부상, 프로 및 캐주얼 게임의 인기 상승에 힘입어 괄목할 만한 성장을 거듭하고 있습니다. 2025년에는 114억 9,000만 달러로 평가되며, 2026년 126억 달러에서 2034년까지 261억 7,000만 달러로 성장하여 CAGR 9.57%를 나타낼 것으로 예측됩니다. 2025년에는 북미가 39.66%의 점유율로 시장을 주도했으며, 이 지역의 강력한 게임 문화와 첨단 기술 인프라가 눈에 띕니다.

게이밍 액세서리는 게임 패드/컨트롤러, 키보드, 마우스, 헤드셋, 게이밍 의자, VR 기기 등 게임 경험을 향상시키기 위해 고안된 장치를 포함합니다. 시장의 주요 업체로는 델 테크놀러지스, 로지텍, 레이저, 매드캣츠, 터틀비치, 커세어 게이밍, 쿨러마스터, 젠하이저, 하이퍼X, 앵커 등이 있으며, 이들 업체는 혁신, 인체공학, 몰입감 있는 기능에 중점을 두고 있습니다.

생성형 AI의 영향

생성형 AI(GenAI)는 AI 통합형 의자, 스마트 키보드, 지능형 주변기기를 구현함으로써 게이밍 액세서리를 혁신하고 있습니다. AI는 사용자의 취향을 학습하고, 접근성을 개선하고, 인터랙티브한 기능을 제공하여 사용자 경험을 향상시킵니다. 이를 통해 게임 애호가와 프로 플레이어는 더욱 몰입감 있는 게임 플레이를 즐길 수 있으며, 2025년부터 2034년까지 AI 지원 액세서리의 인기가 높아질 것으로 예상됩니다.

상호 관세의 영향

특히 중국산 게이밍 액세서리에 대한 상호 관세는 가격 상승, 공급망 혼란, 전략적 생산기지 이전을 초래하고 있습니다. 베트남이나 캄보디아 등으로의 생산 이전도 비슷한 관세가 부과되기 때문에 비용절감 효과는 제한적입니다. 이러한 요인은 게임 하드웨어 산업 전반의 가격 책정 및 세계 유통 전략에 영향을 미치고 있습니다.

시장 역학

촉진요인

e스포츠 산업과 프로게임의 급속한 성장이 고성능 게이밍 액세서리에 대한 수요를 견인하고 있습니다. 경쟁 게이머는 초정밀 광학 센서가 장착된 게이밍 마우스, 최소 작동 거리의 기계식 키보드, 텔레스코픽 패들이 장착된 프로 컨트롤러 등 정밀한 장치를 필요로 합니다. 또한, 가처분 소득의 증가와 온라인 게임 커뮤니티의 확장은 전체 시장의 성장을 촉진하고 있습니다.

억제요인

하이엔드 게이밍 액세서리는 여전히 고가이며, 예산 중심의 소비자층에서 보급을 제한하고 있습니다. VR 헤드셋, 기계식 키보드와 같은 고급 기능은 뛰어난 성능을 제공하지만, 가격이 주요 장벽으로 작용하고 있습니다.

기회

모바일 게임의 급격한 성장은 큰 기회를 제공합니다. 스마트폰의 고성능화에 따라 휴대용 컨트롤러, 게이밍 그립, 소형 액세서리 등 모바일 주변기기에 대한 수요가 증가하면서 혁신과 제품 다양화의 여지가 생기고 있습니다.

시장 동향

  • 무선 기술 및 지속가능성 : 긴 수명의 배터리가 장착된 무선 액세서리는 끊김 없는 게임 플레이를 가능하게 합니다. 기기 간 동기화되는 RGB 조명은 연동된 게이밍 생태계를 구축합니다. 지속가능하고 친환경적인 소재는 의식이 높은 소비자들이 점점 더 선호하고 있습니다.
  • 인체공학적 디자인 : 허리 지지대, 조절 가능한 팔걸이, 통기성 소재를 갖춘 게이밍 의자는 특히 가정용 게이머와 스트리머들 사이에서 인기를 끌고 있습니다.

부문 분석

  • 제품 유형별 : 2026년에는 게임패드/컨트롤러가 32.88%의 점유율로 1위를 차지했지만, 게이밍 의자가 가장 높은 CAGR로 성장할 것으로 예측됩니다.
  • 기기별 : 고품질 게임 경험을 바탕으로 PC 기기가 2026년 45.07%의 점유율로 시장을 주도했습니다. 게임기는 3D 게임, 무선 기능, 다기능성으로 인해 가장 높은 CAGR을 보이고 있습니다.
  • 연결 방식별 : 유선 액세서리는 2026년 59.30%의 점유율로 선두를 유지하며, 경쟁 게이밍에서 낮은 지연 시간을 제공할 것입니다. 무선 디바이스는 편리함과 스마트한 기능으로 인해 더욱 빠른 성장이 예상됩니다.
  • 유통 채널별 : 전문점은 몰입감 있는 쇼핑 경험을 제공하며 2026년 41.04%의 점유율로 1위를 유지했습니다. 온라인 채널은 편의성과 세계한 도달 범위로 인해 가장 높은 성장이 예상됩니다.
  • 최종사용자별 : 캐주얼 게이머가 액세서리 구매의 대부분을 차지하지만, 트렌드 채택과 고품질 스트리밍 환경에 대한 수요로 인해 컨텐츠 제작자 및 스트리머가 가장 높은 CAGR을 보일 것으로 예상됩니다.

지역별 전망

  • 북미 : 2025년 최대 시장(45억 6,000만 달러)이 될 것이며, 2026년에는 36억 5,000만 달러가 될 것으로 예측됩니다. 미국은 첨단 주변기기와 몰입형 게임 경험에서 선도적인 위치에 있습니다.
  • 아시아태평양 : 일본, 중국, 인도는 2026년 각각 9,300만 달러, 1억 5,200만 달러, 0.57억 달러로 가장 높은 CAGR을 기록할 것으로 예측됩니다. 모바일 게임과 가처분 소득의 증가가 성장을 주도하고 있습니다.
  • 유럽 : 특히 독일, 영국, 프랑스에서 견조한 성장이 예상됩니다. 기술에 정통한 소비자층의 지지를 받고 있습니다.
  • 남미 : 신흥 시장으로 젊은 층의 게임 플랫폼 참여가 증가하고 있습니다.
  • 중동 및 아프리카 : 인터넷 보급, 게임카페, 도시형 오락시설의 확대로 완만한 성장이 예상됩니다.

투자자들의 관심은 무선-AI 지원 친환경 게이밍 액세서리, 틈새 브랜드 인수, 게임 관련 스타트업 지원 등에 집중되고 있습니다. SuperGaming의 1,500만 달러 조달을 비롯한 ETF 및 자금 조달 라운드는 이 분야에 대한 투자자들의 지속적인 관심을 보여주고 있습니다.

목차

제1장 소개

제2장 주요 요약

제3장 시장 역학

제4장 경쟁 구도

제5장 세계의 게이밍 액세서리 시장 규모(추정치·예측치) : 부문별(2021-2034년)

제6장 북미의 게이밍 액세서리 시장 분석 : 인사이트와 예측(2021-2034년)

제7장 남미의 게이밍 액세서리 시장 분석 : 인사이트와 예측(2021-2034년)

제8장 유럽의 게이밍 액세서리 시장 분석 : 인사이트와 예측(2021-2034년)

제9장 중동 및 아프리카의 게이밍 액세서리 시장 분석 : 인사이트와 예측(2021-2034년)

제10장 아시아태평양의 게이밍 액세서리 시장 분석 : 인사이트와 예측(2021-2034년)

제11장 주요 10개사 기업 개요

제12장 주요 포인트

KSM 26.04.01

Growth Factors of gaming accessories Market

The global gaming accessories market is experiencing significant growth, driven by technological innovation, the rise of eSports, and the increasing popularity of professional and casual gaming. Valued at USD 11.49 billion in 2025, the market is projected to grow from USD 12.6 billion in 2026 to USD 26.17 billion by 2034, reflecting a CAGR of 9.57%. North America dominated the market in 2025 with a 39.66% share, highlighting its strong gaming culture and advanced technological infrastructure.

Gaming accessories include devices such as gamepads/controllers, keyboards, mice, headsets, gaming chairs, and VR equipment, designed to enhance the gaming experience. Major players in the market include Dell Technologies, Logitech, Razer, Mad Catz, Turtle Beach, Corsair Gaming, Cooler Master, Sennheiser, HyperX, and Anker, who focus on innovation, ergonomics, and immersive features for users.

Impact of Generative AI

Generative AI (GenAI) is transforming gaming accessories by enabling AI-integrated chairs, smart keyboards, and intelligent peripherals. AI enhances user experience by learning preferences, improving accessibility, and providing interactive features. This allows gaming enthusiasts and professional players to enjoy more immersive gameplay, making AI-enabled accessories increasingly popular in 2025-2034.

Impact of Reciprocal Tariffs

Reciprocal tariffs, particularly on Chinese-manufactured gaming accessories, have led to higher prices, supply chain disruptions, and strategic production shifts. Relocating production to countries like Vietnam or Cambodia only partially mitigates costs due to similar tariff impositions. This factor influences pricing and global distribution strategies across the gaming hardware industry.

Market Dynamics

Drivers

The rapid growth of the eSports industry and professional gaming is fueling demand for high-performance gaming accessories. Competitive gamers require precision devices, such as gaming mice with extreme optical sensors, mechanical keyboards with minimal actuation distance, and professional controllers with retractable paddles. Additionally, the rise in disposable income and the expansion of online gaming communities boosts overall market growth.

Restraints

High-end gaming accessories remain expensive, limiting adoption among budget-conscious consumers. While advanced features such as VR headsets and mechanical keyboards offer superior performance, price remains a key barrier.

Opportunities

The surge in mobile gaming presents significant opportunities. As smartphones become more powerful, demand grows for mobile-oriented peripherals such as portable controllers, gaming grips, and compact accessories, creating room for innovation and product diversification.

Market Trends

  • Wireless Technology & Sustainability: Wireless accessories with longer battery life enhance uninterrupted gameplay. RGB lighting, synchronized across devices, builds a connected gaming ecosystem. Sustainable, eco-friendly materials are increasingly preferred by conscious consumers.
  • Ergonomic Design: Gaming chairs with lumbar support, adjustable armrests, and breathable materials are gaining popularity, particularly among home gamers and streamers.

Segmentation Analysis

  • By Product Type: Gamepads/controllers dominated with 32.88% share in 2026, while gaming chairs are expected to grow at the highest CAGR.
  • By Device Type: PC devices led the market with 45.07% share in 2026, driven by high-quality gaming experiences. Gaming consoles show the highest CAGR due to 3D gaming, wireless capabilities, and multifunctional usage.
  • By Connectivity Type: Wired accessories led with 59.30% share in 2026, offering low latency for competitive gaming. Wireless devices are projected to grow faster due to convenience and smart features.
  • By Distribution Channel: Specialty stores led with 41.04% share in 2026, providing an immersive shopping experience. Online channels are expected to witness the highest growth due to convenience and global reach.
  • By End-User: Casual gamers dominate accessory purchases, while content creators and streamers are projected to show the highest CAGR, driven by trend adoption and high-quality streaming setups.

Regional Outlook

  • North America: Largest market in 2025 (USD 4.56B) and projected at USD 3.65B in 2026. The U.S. leads in advanced peripherals and immersive gaming experiences.
  • Asia Pacific: Highest CAGR, with Japan, China, and India projected at USD 0.93B, 1.52B, and 0.57B in 2026, fueled by mobile gaming and growing disposable incomes.
  • Europe: Strong growth, particularly in Germany, the U.K., and France, supported by a technology-savvy consumer base.
  • South America: Emerging market with increasing younger demographic engagement in gaming platforms.
  • Middle East & Africa: Moderate growth driven by expanding internet access, gaming cafes, and urban entertainment hubs.

Competitive Landscape

Key players such as Dell, Logitech, Razer, Turtle Beach, Corsair Gaming, and HyperX focus on AI integration, wireless technology, mergers, partnerships, and acquisitions to expand market reach. Notable developments include:

  • August 2025: HP Inc. integrated AI into HyperX and OMEN systems for enhanced user experience.
  • March 2025: PowerA collaborated with Bandai Namco to release special-edition PAC-MAN accessories.
  • January 2025: ASUS ROG launched ROG Phone 9 for high-performance gaming.
  • June 2024: ASUS ROG unveiled Archer ErgoAir Gaming Backpack with multifunctional features.

Investment Analysis

Investors are focusing on wireless, AI-enabled, and eco-friendly gaming accessories, acquiring niche brands, and supporting gaming startups. ETFs and funding rounds, such as SuperGaming's USD 15 million raise, highlight continued investor appetite in the sector.

Conclusion

The global gaming accessories market is expected to grow from USD 11.49B in 2025 to USD 26.17B by 2034, driven by technological advancements, AI integration, eSports growth, and rising mobile gaming adoption. North America dominates in size, while Asia Pacific demonstrates the highest growth potential. Gaming accessories innovations, wireless adoption, ergonomic designs, and eco-friendly initiatives are pivotal to shaping market growth, creating abundant opportunities for manufacturers, investors, and content creators.

Segmentation By Product Type

  • Gamepads/Controllers
  • Gaming Keyboards and Mice
  • Gaming Headsets
  • Gaming Chairs
  • VR Devices
  • Others (Gaming Bags, Cooling Fans, etc.)

By Device Type

  • PC (Desktop and Laptop)
  • Gaming Consoles
  • Smartphones

By Connectivity Type

  • Wired
  • Wireless

By Distribution Channel

  • Specialty Stores
  • Online
  • Departmental Stores
  • Others (Gaming Arcades, eSports Lab, etc.)

By End-User

  • Casual Gamers
  • Professional Gamers
  • Content Creators and Streamers
  • eSports Organizations

By Region

  • North America (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • U.S. (By End-User)
    • Canada (By End-User)
    • Mexico (By End-User)
  • South America (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • Brazil (By End-User)
    • Argentina (By End-User)
    • Rest of South America
  • Europe (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • U.K. (By End-User)
    • Germany (By End-User)
    • France (By End-User)
    • Italy (By End-User)
    • Spain (By End-User)
    • Russia (By End-User)
    • Benelux (By End-User)
    • Nordics (By End-User)
    • Rest of Europe
  • Middle East & Africa (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • Turkey (By End-User)
    • Israel (By End-User)
    • GCC (By End-User)
    • North Africa (By End-User)
    • South Africa (By End-User)
    • Rest of the Middle East & Africa
  • Asia Pacific (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)
    • China (By End-User)
    • Japan (By End-User)
    • India (By End-User)
    • South Korea (By End-User)
    • ASEAN (By End-User)
    • Oceania (By End-User)
    • Rest of Asia Pacific

Companies Profiled in the Report Dell Technologies (U.S.)

Logitech International SA (Switzerland)

Razer Inc. (Singapore)

Mad Catz Global Limited (China)

Turtle Beach Corporation (U.S.)

Corsair Gaming Inc. (U.S.)

Cooler Master Co., Ltd (Taiwan)

Sennheiser Electronic GmbH & Co. KG (Germany)

HyperX (U.S.)

Anker (U.S.)

Table of Content

1. Introduction

  • 1.1. Definition, By Segment
  • 1.2. Research Methodology/Approach
  • 1.3. Data Sources

2. Executive Summary

3. Market Dynamics

  • 3.1. Macro and Micro Economic Indicators
  • 3.2. Drivers, Restraints, Opportunities and Trends
  • 3.3. Impact of Generative AI
  • 3.4. Impact of Reciprocal Tariffs on Gaming Accessories Market

4. Competition Landscape

  • 4.1. Business Strategies Adopted by Key Players
  • 4.2. Consolidated SWOT Analysis of Key Players
  • 4.3. Global Gaming Accessories Key Players (Top 3 - 5) Market Share/Ranking, 2025

5. Global Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2021-2034

  • 5.1. Key Findings
  • 5.2. By Product Type (USD)
    • 5.2.1. Gamepads/Controllers
    • 5.2.2. Gaming Keyboards and Mice
    • 5.2.3. Gaming Headsets
    • 5.2.4. Gaming Chairs
    • 5.2.5. VR Devices
    • 5.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 5.3. By Device Type (USD)
    • 5.3.1. PC (Desktop and Laptop)
    • 5.3.2. Gaming Consoles
    • 5.3.3. Smartphones
  • 5.4. By Connectivity Type (USD)
    • 5.4.1. Wired
    • 5.4.2. Wireless
  • 5.5. By Distribution Channel (USD)
    • 5.5.1. Specialty Stores
    • 5.5.2. Online
    • 5.5.3. Departmental Stores
    • 5.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 5.6. By End-User (USD)
    • 5.6.1. Casual Gamers
    • 5.6.2. Professional Gamers
    • 5.6.3. Content Creators and Streamers
    • 5.6.4. eSports Organizations
  • 5.7. By Region (USD)
    • 5.7.1. North America
    • 5.7.2. South America
    • 5.7.3. Europe
    • 5.7.4. Middle East & Africa
    • 5.7.5. Asia Pacific

6. North America Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2021-2034

  • 6.1. Key Findings
  • 6.2. By Product Type (USD)
    • 6.2.1. Gamepads/Controllers
    • 6.2.2. Gaming Keyboards and Mice
    • 6.2.3. Gaming Headsets
    • 6.2.4. Gaming Chairs
    • 6.2.5. VR Devices
    • 6.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 6.3. By Device Type (USD)
    • 6.3.1. PC (Desktop and Laptop)
    • 6.3.2. Gaming Consoles
    • 6.3.3. Smartphones
  • 6.4. By Connectivity Type (USD)
    • 6.4.1. Wired
    • 6.4.2. Wireless
  • 6.5. By Distribution Channel (USD)
    • 6.5.1. Specialty Stores
    • 6.5.2. Online
    • 6.5.3. Departmental Stores
    • 6.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 6.6. By End-User (USD)
    • 6.6.1. Casual Gamers
    • 6.6.2. Professional Gamers
    • 6.6.3. Content Creators and Streamers
    • 6.6.4. eSports Organizations
  • 6.7. By Country (USD)
    • 6.7.1. U.S.
      • 6.7.1.1. By End-User
    • 6.7.2. Canada
      • 6.7.2.1. By End-User
    • 6.7.3. Mexico
      • 6.7.3.1. By End-User

7. South America Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2021-2034

  • 7.1. Key Findings
  • 7.2. By Product Type (USD)
    • 7.2.1. Gamepads/Controllers
    • 7.2.2. Gaming Keyboards and Mice
    • 7.2.3. Gaming Headsets
    • 7.2.4. Gaming Chairs
    • 7.2.5. VR Devices
    • 7.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 7.3. By Device Type (USD)
    • 7.3.1. PC (Desktop and Laptop)
    • 7.3.2. Gaming Consoles
    • 7.3.3. Smartphones
  • 7.4. By Connectivity Type (USD)
    • 7.4.1. Wired
    • 7.4.2. Wireless
  • 7.5. By Distribution Channel (USD)
    • 7.5.1. Specialty Stores
    • 7.5.2. Online
    • 7.5.3. Departmental Stores
    • 7.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 7.6. By End-User (USD)
    • 7.6.1. Casual Gamers
    • 7.6.2. Professional Gamers
    • 7.6.3. Content Creators and Streamers
    • 7.6.4. eSports Organizations
  • 7.7. By Country (USD)
    • 7.7.1. Brazil
      • 7.7.1.1. By End-User
    • 7.7.2. Argentina
      • 7.7.2.1. By End-User
    • 7.7.3. Rest of South America

8. Europe Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2021-2034

  • 8.1. Key Findings
  • 8.2. By Product Type (USD)
    • 8.2.1. Gamepads/Controllers
    • 8.2.2. Gaming Keyboards and Mice
    • 8.2.3. Gaming Headsets
    • 8.2.4. Gaming Chairs
    • 8.2.5. VR Devices
    • 8.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 8.3. By Device Type (USD)
    • 8.3.1. PC (Desktop and Laptop)
    • 8.3.2. Gaming Consoles
    • 8.3.3. Smartphones
  • 8.4. By Connectivity Type (USD)
    • 8.4.1. Wired
    • 8.4.2. Wireless
  • 8.5. By Distribution Channel (USD)
    • 8.5.1. Specialty Stores
    • 8.5.2. Online
    • 8.5.3. Departmental Stores
    • 8.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 8.6. By End-User (USD)
    • 8.6.1. Casual Gamers
    • 8.6.2. Professional Gamers
    • 8.6.3. Content Creators and Streamers
    • 8.6.4. eSports Organizations
  • 8.7. By Country (USD)
    • 8.7.1. U.K.
      • 8.7.1.1. By End-User
    • 8.7.2. Germany
      • 8.7.2.1. By End-User
    • 8.7.3. France
      • 8.7.3.1. By End-User
    • 8.7.4. Italy
      • 8.7.4.1. By End-User
    • 8.7.5. Spain
      • 8.7.5.1. By End-User
    • 8.7.6. Russia
      • 8.7.6.1. By End-User
    • 8.7.7. Benelux
      • 8.7.7.1. By End-User
    • 8.7.8. Nordics
      • 8.7.8.1. By End-User
    • 8.7.9. Rest of Europe

9. Middle East & Africa Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2021-2034

  • 9.1. Key Findings
  • 9.2. By Product Type (USD)
    • 9.2.1. Gamepads/Controllers
    • 9.2.2. Gaming Keyboards and Mice
    • 9.2.3. Gaming Headsets
    • 9.2.4. Gaming Chairs
    • 9.2.5. VR Devices
    • 9.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 9.3. By Device Type (USD)
    • 9.3.1. PC (Desktop and Laptop)
    • 9.3.2. Gaming Consoles
    • 9.3.3. Smartphones
  • 9.4. By Connectivity Type (USD)
    • 9.4.1. Wired
    • 9.4.2. Wireless
  • 9.5. By Distribution Channel (USD)
    • 9.5.1. Specialty Stores
    • 9.5.2. Online
    • 9.5.3. Departmental Stores
    • 9.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 9.6. By End-User (USD)
    • 9.6.1. Casual Gamers
    • 9.6.2. Professional Gamers
    • 9.6.3. Content Creators and Streamers
    • 9.6.4. eSports Organizations
  • 9.7. By Country (USD)
    • 9.7.1. Turkey
      • 9.7.1.1. By End-User
    • 9.7.2. Israel
      • 9.7.2.1. By End-User
    • 9.7.3. GCC
      • 9.7.3.1. By End-User
    • 9.7.4. North Africa
      • 9.7.4.1. By End-User
    • 9.7.5. South Africa
      • 9.7.5.1. By End-User
    • 9.7.6. Rest of Middle East & Africa

10. Asia Pacific Gaming Accessories Market Size Estimates and Forecasts, By Segments, 2021-2034

  • 10.1. Key Findings
  • 10.2. By Product Type (USD)
    • 10.2.1. Gamepads/Controllers
    • 10.2.2. Gaming Keyboards and Mice
    • 10.2.3. Gaming Headsets
    • 10.2.4. Gaming Chairs
    • 10.2.5. VR Devices
    • 10.2.6. Others (Gaming Bags, Cooling Fans, etc.)
  • 10.3. By Device Type (USD)
    • 10.3.1. PC (Desktop and Laptop)
    • 10.3.2. Gaming Consoles
    • 10.3.3. Smartphones
  • 10.4. By Connectivity Type (USD)
    • 10.4.1. Wired
    • 10.4.2. Wireless
  • 10.5. By Distribution Channel (USD)
    • 10.5.1. Specialty Stores
    • 10.5.2. Online
    • 10.5.3. Departmental Stores
    • 10.5.4. Others (Gaming Arcades, eSports Lab, etc.)
  • 10.6. By End-User (USD)
    • 10.6.1. Casual Gamers
    • 10.6.2. Professional Gamers
    • 10.6.3. Content Creators and Streamers
    • 10.6.4. eSports Organizations
  • 10.7. By Country (USD)
    • 10.7.1. China
      • 10.7.1.1. By End-User
    • 10.7.2. Japan
      • 10.7.2.1. By End-User
    • 10.7.3. India
      • 10.7.3.1. By End-User
    • 10.7.4. South Korea
      • 10.7.4.1. By End-User
    • 10.7.5. ASEAN
      • 10.7.5.1. By End-User
    • 10.7.6. Oceania
      • 10.7.6.1. By End-User
    • 10.7.7. Rest of Asia Pacific

11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)

  • 11.1. Dell Technologies
    • 11.1.1. Overview
      • 11.1.1.1. Key Management
      • 11.1.1.2. Headquarters
      • 11.1.1.3. Offerings/Business Segments
    • 11.1.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.1.2.1. Employee Size
      • 11.1.2.2. Past and Current Revenue
      • 11.1.2.3. Geographical Share
      • 11.1.2.4. Business Segment Share
      • 11.1.2.5. Recent Developments
  • 11.2. Logitech International SA
    • 11.2.1. Overview
      • 11.2.1.1. Key Management
      • 11.2.1.2. Headquarters
      • 11.2.1.3. Offerings/Business Segments
    • 11.2.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.2.2.1. Employee Size
      • 11.2.2.2. Past and Current Revenue
      • 11.2.2.3. Geographical Share
      • 11.2.2.4. Business Segment Share
      • 11.2.2.5. Recent Developments
  • 11.3. Razer Inc.
    • 11.3.1. Overview
      • 11.3.1.1. Key Management
      • 11.3.1.2. Headquarters
      • 11.3.1.3. Offerings/Business Segments
    • 11.3.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.3.2.1. Employee Size
      • 11.3.2.2. Past and Current Revenue
      • 11.3.2.3. Geographical Share
      • 11.3.2.4. Business Segment Share
      • 11.3.2.5. Recent Developments
  • 11.4. Mad Catz Global Limited
    • 11.4.1. Overview
      • 11.4.1.1. Key Management
      • 11.4.1.2. Headquarters
      • 11.4.1.3. Offerings/Business Segments
    • 11.4.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.4.2.1. Employee Size
      • 11.4.2.2. Past and Current Revenue
      • 11.4.2.3. Geographical Share
      • 11.4.2.4. Business Segment Share
      • 11.4.2.5. Recent Developments
  • 11.5. Turtle Beach Corporation
    • 11.5.1. Overview
      • 11.5.1.1. Key Management
      • 11.5.1.2. Headquarters
      • 11.5.1.3. Offerings/Business Segments
    • 11.5.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.5.2.1. Employee Size
      • 11.5.2.2. Past and Current Revenue
      • 11.5.2.3. Geographical Share
      • 11.5.2.4. Business Segment Share
      • 11.5.2.5. Recent Developments
  • 11.6. Corsair Gaming Inc.
    • 11.6.1. Overview
      • 11.6.1.1. Key Management
      • 11.6.1.2. Headquarters
      • 11.6.1.3. Offerings/Business Segments
    • 11.6.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.6.2.1. Employee Size
      • 11.6.2.2. Past and Current Revenue
      • 11.6.2.3. Geographical Share
      • 11.6.2.4. Business Segment Share
      • 11.6.2.5. Recent Developments
  • 11.7. Cooler Master Co. Ltd
    • 11.7.1. Overview
      • 11.7.1.1. Key Management
      • 11.7.1.2. Headquarters
      • 11.7.1.3. Offerings/Business Segments
    • 11.7.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.7.2.1. Employee Size
      • 11.7.2.2. Past and Current Revenue
      • 11.7.2.3. Geographical Share
      • 11.7.2.4. Business Segment Share
      • 11.7.2.5. Recent Developments
  • 11.8. Sennheiser electronic GmbH & Co. KG
    • 11.8.1. Overview
      • 11.8.1.1. Key Management
      • 11.8.1.2. Headquarters
      • 11.8.1.3. Offerings/Business Segments
    • 11.8.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.8.2.1. Employee Size
      • 11.8.2.2. Past and Current Revenue
      • 11.8.2.3. Geographical Share
      • 11.8.2.4. Business Segment Share
      • 11.8.2.5. Recent Developments
  • 11.9. HyperX
    • 11.9.1. Overview
      • 11.9.1.1. Key Management
      • 11.9.1.2. Headquarters
      • 11.9.1.3. Offerings/Business Segments
    • 11.9.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.9.2.1. Employee Size
      • 11.9.2.2. Past and Current Revenue
      • 11.9.2.3. Geographical Share
      • 11.9.2.4. Business Segment Share
      • 11.9.2.5. Recent Developments
  • 11.10. Anker
    • 11.10.1. Overview
      • 11.10.1.1. Key Management
      • 11.10.1.2. Headquarters
      • 11.10.1.3. Offerings/Business Segments
    • 11.10.2. Key Details (Key details are consolidated data and not product/service specific)
      • 11.10.2.1. Employee Size
      • 11.10.2.2. Past and Current Revenue
      • 11.10.2.3. Geographical Share
      • 11.10.2.4. Business Segment Share
      • 11.10.2.5. Recent Developments

12. Key Takeaways

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