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2023452

게이밍 액세서리 시장 분석 및 예측(-2035년) : 종류별, 제품별, 기술별, 구성요소별, 용도별, 최종사용자별, 기능별, 설치 형태별, 솔루션별

Gaming Accessories Market Analysis and Forecast to 2035: Type, Product, Technology, Component, Application, End User, Functionality, Installation Type, Solutions

발행일: | 리서치사: 구분자 Global Insight Services | 페이지 정보: 영문 350 Pages | 배송안내 : 3-5일 (영업일 기준)

    
    
    



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세계의 게이밍 액세서리 시장은 2025년 116억 달러에서 2035년까지 286억 달러로 성장할 것으로 예상되며, CAGR은 9.4%에 달할 것으로 예측됩니다. 2025년 전 세계 게이머 수가 30억 명을 넘어설 것으로 예상되며, 전 세계 게임 활동의 50% 이상이 모바일 게임으로 이루어질 것으로 예상됨에 따라 게이밍 액세서리 시장이 뒷받침되고 있습니다. e스포츠 시청자 수가 6억 명을 넘어섰고, 연결성 향상과 크로스 플랫폼 지원으로 무선 게이밍 액세서리의 보급이 빠르게 진행되고 있습니다. 아시아태평양이 가장 큰 게임 사용자 기반을 차지하는 반면, 북미와 유럽은 고급 액세서리에 대한 지출에서 주도적인 역할을 하고 있습니다.

게이밍 액세서리 시장의 제품별 부문은 컨트롤러, 헤드셋, 키보드, 마우스, 게이밍 의자, VR 액세서리, 레이싱 휠, 게임 패드, 웹캠 등이 있습니다. 이 중 헤드셋은 명확한 커뮤니케이션과 몰입감 있는 오디오가 필수적인 온라인 멀티플레이어 게임, e스포츠, 스트리밍의 강력한 수요에 힘입어 주요 하위 부문으로 부상하고 있습니다. 키보드와 마우스도 PC 게임에서의 중요성으로 인해 큰 비중을 차지하고 있지만, 게이밍 의자와 VR 액세서리는 편안함과 몰입감에 대한 수요 증가에 힘입어 급성장하는 프리미엄 카테고리로 부상하고 있습니다.

최종사용자층에는 프로게이머, 캐주얼 게이머, 게이머 카페 등이 포함됩니다. 이 중 캐주얼 게이머는 가장 빠르게 성장하는 하위 부문이며, 모바일 게임의 급속한 확장, 저렴한 인터넷 연결, 그리고 쉽게 즐길 수 있는 크로스 플랫폼 게임의 인기에 힘입어 가장 빠르게 성장하고 있는 부문입니다. 프로게이머는 고사양, 고성능 액세서리에 대한 고부가가치 수요를 주도하고 있으며, 게이머 카페는 공유 게임 환경의 안정적인 수요를 뒷받침하고 있습니다.

지역별 개요

2025년 기준, 북미는 고도로 발달한 게임 생태계와 강력한 소비자 구매력을 바탕으로 게이밍 액세서리 시장을 선도하는 지역으로 세계 시장 점유율의 대부분을 차지했습니다. 이 지역은 PC 및 콘솔 게임의 광범위한 보급과 더불어 성숙한 e스포츠 산업과 첨단 디지털 인프라의 혜택을 누리고 있습니다. 주요 게이밍 하드웨어 제조사의 존재와 기계식 키보드, 무선 헤드셋, 고성능 마우스와 같은 프리미엄 주변기기의 조기 도입은 그 우위를 더욱 확고히 하고 있습니다.

아시아태평양은 중국, 인도, 일본, 한국 등의 국가에서 게이머 인구의 급속한 증가와 스마트폰 보급률 증가에 힘입어 예측 기간 동안 게이밍 액세서리 시장에서 가장 빠른 성장을 보일 것으로 예상됩니다. 이 지역은 모바일 게임의 지배적 지위와 e스포츠 참여 증가에 힘입어 전 세계 게이머 수에서 가장 큰 점유율을 차지하고 있습니다. 가처분 소득의 증가, 인터넷 연결 환경의 확대, 그리고 저렴한 가격의 게이밍 주변기기의 보급이 시장 성장을 가속화하고 있습니다.

주요 동향 및 촉진요인

전 세계 게이머 인구의 급속한 증가:

전 세계 게이머 인구의 급속한 증가는 게이밍 액세서리 시장의 주요 촉진요인으로, 2025년에는 게이머 수가 30억 명을 넘어설 것으로 예상됩니다. 이러한 성장은 스마트폰 보급률의 증가, 저렴한 가격의 인터넷 접근성, 그리고 무료(F2P) 및 크로스 플랫폼 게임 모델의 광범위한 인기에 힘입어 성장세를 보이고 있습니다. 모바일 게임은 이러한 확장에 주요한 역할을 하고 있으며, 모든 연령대와 소득 수준의 사용자가 게임에 쉽게 접근할 수 있도록 하고 있습니다. 또한, 온라인 멀티플레이어 게임과 소셜 게임 플랫폼의 등장으로 사용자 참여가 크게 증가하면서 전 세계적으로 게임 액세서리에 대한 강력하고 지속적인 수요가 발생하고 있습니다.

증강현실(AR)과 가상현실(VR)의 통합:

AR 및 VR 기술을 게임 액세서리에 통합하여 몰입감 넘치는 인터랙티브 환경을 제공함으로써 게임 경험을 혁신적으로 변화시키고 있습니다. 개발자와 액세서리 제조업체가 협력하여 AR 및 VR 게임 플레이를 향상시키는 주변기기를 개발함에 따라 이러한 추세는 더욱 탄력을 받고 있습니다. VR 헤드셋, 모션 컨트롤러, 햅틱 피드백 장치 등의 제품은 점점 더 정교해지고 있으며, 게이머들에게 더욱 몰입감 있고 현실적인 경험을 제공하고 있습니다. AR 및 VR 기술이 계속 발전함에 따라 게이밍 액세서리 시장의 괄목할만한 성장을 견인할 것으로 예상됩니다.

목차

제1장 주요 요약

제2장 시장 개요

제3장 시장 역학

제4장 부문 분석

제5장 지역별 분석

제6장 시장 전략

제7장 경쟁 정보

제8장 기업 개요

제9장 Global Insight Services에 대해

KSM 26.05.18

The global gaming accessories market is projected to grow from $11.6 billion in 2025 to $28.6 billion by 2035, at a compound annual growth rate (CAGR) of 9.4%. The gaming accessories market is supported by over 3 billion global gamers in 2025, with more than 50% of global gaming activity coming from mobile gaming. The eSports audience has surpassed 600 million viewers, while wireless gaming accessories are experiencing rapid adoption due to improved connectivity and cross-platform compatibility. Asia-Pacific accounts for the largest gaming user base, while North America and Europe lead in premium accessory spending.

The type segment of the gaming accessories market includes controllers, headsets, keyboards, mice, chairs, VR accessories, racing wheels, gamepads, webcams, and others. Among these, headsets are the leading subsegment, driven by strong demand from online multiplayer gaming, eSports, and streaming, where clear communication and immersive audio are essential. Keyboards and mice also hold significant share due to their importance in PC gaming, while gaming chairs and VR accessories are emerging as fast-growing premium categories supported by rising demand for comfort and immersive experiences.

Market Segmentation
TypeControllers, Headsets, Keyboards, Mice, Chairs, Virtual Reality Accessories, Racing Wheels, Gamepads, Webcams, Others
ProductWired Accessories, Wireless Accessories, Bluetooth Accessories, USB Accessories, Others
TechnologyHaptic Feedback, Motion Sensing, Voice Recognition, Augmented Reality, Virtual Reality, Artificial Intelligence, Cloud Gaming, Others
ComponentSensors, Microcontrollers, Batteries, Displays, Speakers, Others
ApplicationPC Gaming, Console Gaming, Mobile Gaming, eSports, Simulation Games, Others
End UserProfessional Gamers, Casual Gamers, Gaming Cafes, Others
FunctionalityErgonomic, Customizable, RGB Lighting, Noise Cancelling, Others
Installation TypePlug and Play, Driver Installation, Others
SolutionsGaming Optimization, Streaming Support, Latency Reduction, Others

The end user segment includes professional gamers, casual gamers, gaming cafes, and others. Among these, casual gamers are the fastest-growing subsegment, fueled by the rapid expansion of mobile gaming, affordable internet access, and the popularity of easy-to-play and cross-platform games. Professional gamers drive high-value demand for advanced, performance-focused accessories, while gaming cafes support steady demand in shared gaming environments.

Geographical Overview

North America is the leading region in the gaming accessories market in 2025, accounting for a significant global share due to its highly developed gaming ecosystem and strong consumer spending power. The region benefits from widespread adoption of PC and console gaming, along with a mature eSports industry and advanced digital infrastructure. The presence of major gaming hardware manufacturers and early adoption of premium peripherals such as mechanical keyboards, wireless headsets, and high-performance mice further strengthens its dominance.

The Asia-Pacific region is expected to be the fastest-growing market for gaming accessories over the forecast period, driven by rapid expansion of the gaming population and increasing smartphone penetration in countries such as China, India, Japan, and South Korea. The region accounts for the largest share of global gamers, supported by the dominance of mobile gaming and rising eSports participation. Growing disposable income, expanding internet connectivity, and strong adoption of affordable gaming peripherals are accelerating market growth.

Key Trends and Drivers

Rapid Expansion of the Global Gaming Population:

The rapid expansion of the global gaming population is a key driver of the gaming accessories market, with the number of gamers reaching over 3 billion in 2025. This growth is fueled by increasing smartphone penetration, affordable internet access, and the widespread popularity of free-to-play and cross-platform gaming models. Mobile gaming has played a major role in this expansion, making gaming more accessible to users across all age groups and income levels. Additionally, the rise of online multiplayer games and social gaming platforms has significantly increased user engagement, creating strong and continuous demand for gaming accessories worldwide.

Integration of Augmented Reality (AR) and Virtual Reality (VR):

The integration of AR and VR technologies into gaming accessories is transforming the gaming experience by providing immersive and interactive environments. This trend is gaining traction as developers and accessory manufacturers collaborate to create peripherals that enhance AR and VR gameplay. Products such as VR headsets, motion controllers, and haptic feedback devices are becoming increasingly sophisticated, offering gamers a more engaging and realistic experience. As AR and VR technologies continue to evolve, they are expected to drive significant growth in the gaming accessories market.

Research Scope

  • Estimates and forecasts the overall market size across type, application, and region.
  • Provides detailed information and key takeaways on qualitative and quantitative trends, dynamics, business framework, competitive landscape, and company profiling.
  • Identifies factors influencing market growth and challenges, opportunities, drivers, and restraints.
  • Identifies factors that could limit company participation in international markets to help calibrate market share expectations and growth rates.
  • Evaluates key development strategies like acquisitions, product launches, mergers, collaborations, business expansions, agreements, partnerships, and R&D activities.
  • Analyzes smaller market segments strategically, focusing on their potential, growth patterns, and impact on the overall market.
  • Outlines the competitive landscape, assessing business and corporate strategies to monitor and dissect competitive advancements.

Our research scope provides comprehensive market data, insights, and analysis across a variety of critical areas. We cover Local Market Analysis, assessing consumer demographics, purchasing behaviors, and market size within specific regions to identify growth opportunities. Our Local Competition Review offers a detailed evaluation of competitors, including their strengths, weaknesses, and market positioning. We also conduct Local Regulatory Reviews to ensure businesses comply with relevant laws and regulations. Industry Analysis provides an in-depth look at market dynamics, key players, and trends. Additionally, we offer Cross-Segmental Analysis to identify synergies between different market segments, as well as Production-Consumption and Demand-Supply Analysis to optimize supply chain efficiency. Our Import-Export Analysis helps businesses navigate global trade environments by evaluating trade flows and policies. These insights empower clients to make informed strategic decisions, mitigate risks, and capitalize on market opportunities.

TABLE OF CONTENTS

1 Executive Summary

  • 1.1 Market Size and Forecast
  • 1.2 Market Overview
  • 1.3 Market Snapshot
  • 1.4 Regional Snapshot
  • 1.5 Strategic Recommendations
  • 1.6 Analyst Notes

2 Market Highlights

  • 2.1 Key Market Highlights by Type
  • 2.2 Key Market Highlights by Product
  • 2.3 Key Market Highlights by Technology
  • 2.4 Key Market Highlights by Component
  • 2.5 Key Market Highlights by Application
  • 2.6 Key Market Highlights by End User
  • 2.7 Key Market Highlights by Functionality
  • 2.8 Key Market Highlights by Installation Type
  • 2.9 Key Market Highlights by Solutions

3 Market Dynamics

  • 3.1 Macroeconomic Analysis
  • 3.2 Market Trends
  • 3.3 Market Drivers
  • 3.4 Market Opportunities
  • 3.5 Market Restraints
  • 3.6 CAGR Growth Analysis
  • 3.7 Impact Analysis
  • 3.8 Emerging Markets
  • 3.9 Technology Roadmap
  • 3.10 Strategic Frameworks
    • 3.10.1 PORTER's 5 Forces Model
    • 3.10.2 ANSOFF Matrix
    • 3.10.3 4P's Model
    • 3.10.4 PESTEL Analysis

4 Segment Analysis

  • 4.1 Market Size & Forecast by Type (2020-2035)
    • 4.1.1 Controllers
    • 4.1.2 Headsets
    • 4.1.3 Keyboards
    • 4.1.4 Mice
    • 4.1.5 Chairs
    • 4.1.6 Virtual Reality Accessories
    • 4.1.7 Racing Wheels
    • 4.1.8 Gamepads
    • 4.1.9 Webcams
    • 4.1.10 Others
  • 4.2 Market Size & Forecast by Product (2020-2035)
    • 4.2.1 Wired Accessories
    • 4.2.2 Wireless Accessories
    • 4.2.3 Bluetooth Accessories
    • 4.2.4 USB Accessories
    • 4.2.5 Others
  • 4.3 Market Size & Forecast by Technology (2020-2035)
    • 4.3.1 Haptic Feedback
    • 4.3.2 Motion Sensing
    • 4.3.3 Voice Recognition
    • 4.3.4 Augmented Reality
    • 4.3.5 Virtual Reality
    • 4.3.6 Artificial Intelligence
    • 4.3.7 Cloud Gaming
    • 4.3.8 Others
  • 4.4 Market Size & Forecast by Component (2020-2035)
    • 4.4.1 Sensors
    • 4.4.2 Microcontrollers
    • 4.4.3 Batteries
    • 4.4.4 Displays
    • 4.4.5 Speakers
    • 4.4.6 Others
  • 4.5 Market Size & Forecast by Application (2020-2035)
    • 4.5.1 PC Gaming
    • 4.5.2 Console Gaming
    • 4.5.3 Mobile Gaming
    • 4.5.4 eSports
    • 4.5.5 Simulation Games
    • 4.5.6 Others
  • 4.6 Market Size & Forecast by End User (2020-2035)
    • 4.6.1 Professional Gamers
    • 4.6.2 Casual Gamers
    • 4.6.3 Gaming Cafes
    • 4.6.4 Others
  • 4.7 Market Size & Forecast by Functionality (2020-2035)
    • 4.7.1 Ergonomic
    • 4.7.2 Customizable
    • 4.7.3 RGB Lighting
    • 4.7.4 Noise Cancelling
    • 4.7.5 Others
  • 4.8 Market Size & Forecast by Installation Type (2020-2035)
    • 4.8.1 Plug and Play
    • 4.8.2 Driver Installation
    • 4.8.3 Others
  • 4.9 Market Size & Forecast by Solutions (2020-2035)
    • 4.9.1 Gaming Optimization
    • 4.9.2 Streaming Support
    • 4.9.3 Latency Reduction
    • 4.9.4 Others

5 Regional Analysis

  • 5.1 Global Market Overview
  • 5.2 North America Market Size (2020-2035)
    • 5.2.1 United States
      • 5.2.1.1 Type
      • 5.2.1.2 Product
      • 5.2.1.3 Technology
      • 5.2.1.4 Component
      • 5.2.1.5 Application
      • 5.2.1.6 End User
      • 5.2.1.7 Functionality
      • 5.2.1.8 Installation Type
      • 5.2.1.9 Solutions
    • 5.2.2 Canada
      • 5.2.2.1 Type
      • 5.2.2.2 Product
      • 5.2.2.3 Technology
      • 5.2.2.4 Component
      • 5.2.2.5 Application
      • 5.2.2.6 End User
      • 5.2.2.7 Functionality
      • 5.2.2.8 Installation Type
      • 5.2.2.9 Solutions
    • 5.2.3 Mexico
      • 5.2.3.1 Type
      • 5.2.3.2 Product
      • 5.2.3.3 Technology
      • 5.2.3.4 Component
      • 5.2.3.5 Application
      • 5.2.3.6 End User
      • 5.2.3.7 Functionality
      • 5.2.3.8 Installation Type
      • 5.2.3.9 Solutions
  • 5.3 Latin America Market Size (2020-2035)
    • 5.3.1 Brazil
      • 5.3.1.1 Type
      • 5.3.1.2 Product
      • 5.3.1.3 Technology
      • 5.3.1.4 Component
      • 5.3.1.5 Application
      • 5.3.1.6 End User
      • 5.3.1.7 Functionality
      • 5.3.1.8 Installation Type
      • 5.3.1.9 Solutions
    • 5.3.2 Argentina
      • 5.3.2.1 Type
      • 5.3.2.2 Product
      • 5.3.2.3 Technology
      • 5.3.2.4 Component
      • 5.3.2.5 Application
      • 5.3.2.6 End User
      • 5.3.2.7 Functionality
      • 5.3.2.8 Installation Type
      • 5.3.2.9 Solutions
    • 5.3.3 Rest of Latin America
      • 5.3.3.1 Type
      • 5.3.3.2 Product
      • 5.3.3.3 Technology
      • 5.3.3.4 Component
      • 5.3.3.5 Application
      • 5.3.3.6 End User
      • 5.3.3.7 Functionality
      • 5.3.3.8 Installation Type
      • 5.3.3.9 Solutions
  • 5.4 Asia-Pacific Market Size (2020-2035)
    • 5.4.1 China
      • 5.4.1.1 Type
      • 5.4.1.2 Product
      • 5.4.1.3 Technology
      • 5.4.1.4 Component
      • 5.4.1.5 Application
      • 5.4.1.6 End User
      • 5.4.1.7 Functionality
      • 5.4.1.8 Installation Type
      • 5.4.1.9 Solutions
    • 5.4.2 India
      • 5.4.2.1 Type
      • 5.4.2.2 Product
      • 5.4.2.3 Technology
      • 5.4.2.4 Component
      • 5.4.2.5 Application
      • 5.4.2.6 End User
      • 5.4.2.7 Functionality
      • 5.4.2.8 Installation Type
      • 5.4.2.9 Solutions
    • 5.4.3 South Korea
      • 5.4.3.1 Type
      • 5.4.3.2 Product
      • 5.4.3.3 Technology
      • 5.4.3.4 Component
      • 5.4.3.5 Application
      • 5.4.3.6 End User
      • 5.4.3.7 Functionality
      • 5.4.3.8 Installation Type
      • 5.4.3.9 Solutions
    • 5.4.4 Japan
      • 5.4.4.1 Type
      • 5.4.4.2 Product
      • 5.4.4.3 Technology
      • 5.4.4.4 Component
      • 5.4.4.5 Application
      • 5.4.4.6 End User
      • 5.4.4.7 Functionality
      • 5.4.4.8 Installation Type
      • 5.4.4.9 Solutions
    • 5.4.5 Australia
      • 5.4.5.1 Type
      • 5.4.5.2 Product
      • 5.5.5.3 Technology
      • 5.4.5.4 Component
      • 5.4.5.5 Application
      • 5.4.5.6 End User
      • 5.4.5.7 Functionality
      • 5.4.5.8 Installation Type
      • 5.4.5.9 Solutions
    • 5.4.6 Taiwan
      • 5.4.6.1 Type
      • 5.4.6.2 Product
      • 5.4.6.3 Technology
      • 5.4.6.4 Component
      • 5.4.6.5 Application
      • 5.4.6.6 End User
      • 5.4.6.7 Functionality
      • 5.4.6.8 Installation Type
      • 5.4.6.9 Solutions
    • 5.4.7 Rest of APAC
      • 5.4.7.1 Type
      • 5.4.7.2 Product
      • 5.4.7.3 Technology
      • 5.4.7.4 Component
      • 5.4.7.5 Application
      • 5.4.7.6 End User
      • 5.4.7.7 Functionality
      • 5.4.7.8 Installation Type
      • 5.4.7.9 Solutions
  • 5.5 Europe Market Size (2020-2035)
    • 5.5.1 Germany
      • 5.5.1.1 Type
      • 5.5.1.2 Product
      • 5.5.1.3 Technology
      • 5.5.1.4 Component
      • 5.5.1.5 Application
      • 5.5.1.6 End User
      • 5.5.1.7 Functionality
      • 5.5.1.8 Installation Type
      • 5.5.1.9 Solutions
    • 5.5.2 France
      • 5.5.2.1 Type
      • 5.5.2.2 Product
      • 5.5.2.3 Technology
      • 5.5.2.4 Component
      • 5.5.2.5 Application
      • 5.5.2.6 End User
      • 5.5.2.7 Functionality
      • 5.5.2.8 Installation Type
      • 5.5.2.9 Solutions
    • 5.5.3 United Kingdom
      • 5.5.3.1 Type
      • 5.5.3.2 Product
      • 5.5.3.3 Technology
      • 5.5.3.4 Component
      • 5.5.3.5 Application
      • 5.5.3.6 End User
      • 5.5.3.7 Functionality
      • 5.5.3.8 Installation Type
      • 5.5.3.9 Solutions
    • 5.5.4 Spain
      • 5.5.4.1 Type
      • 5.5.4.2 Product
      • 5.5.4.3 Technology
      • 5.5.4.4 Component
      • 5.5.4.5 Application
      • 5.5.4.6 End User
      • 5.5.4.7 Functionality
      • 5.5.4.8 Installation Type
      • 5.5.4.9 Solutions
    • 5.5.5 Italy
      • 5.5.5.1 Type
      • 5.5.5.2 Product
      • 5.5.5.3 Technology
      • 5.5.5.4 Component
      • 5.5.5.5 Application
      • 5.5.5.6 End User
      • 5.5.5.7 Functionality
      • 5.5.5.8 Installation Type
      • 5.5.5.9 Solutions
    • 5.5.6 Rest of Europe
      • 5.5.6.1 Type
      • 5.5.6.2 Product
      • 5.5.6.3 Technology
      • 5.5.6.4 Component
      • 5.5.6.5 Application
      • 5.5.6.6 End User
      • 5.5.6.7 Functionality
      • 5.5.6.8 Installation Type
      • 5.5.6.9 Solutions
  • 5.6 Middle East & Africa Market Size (2020-2035)
    • 5.6.1 Saudi Arabia
      • 5.6.1.1 Type
      • 5.6.1.2 Product
      • 5.6.1.3 Technology
      • 5.6.1.4 Component
      • 5.6.1.5 Application
      • 5.6.1.6 End User
      • 5.6.1.7 Functionality
      • 5.6.1.8 Installation Type
      • 5.6.1.9 Solutions
    • 5.6.2 United Arab Emirates
      • 5.6.2.1 Type
      • 5.6.2.2 Product
      • 5.6.2.3 Technology
      • 5.6.2.4 Component
      • 5.6.2.5 Application
      • 5.6.2.6 End User
      • 5.6.2.7 Functionality
      • 5.6.2.8 Installation Type
      • 5.6.2.9 Solutions
    • 5.6.3 South Africa
      • 5.6.3.1 Type
      • 5.6.3.2 Product
      • 5.6.3.3 Technology
      • 5.6.3.4 Component
      • 5.6.3.5 Application
      • 5.6.3.6 End User
      • 5.6.3.7 Functionality
      • 5.6.3.8 Installation Type
      • 5.6.3.9 Solutions
    • 5.6.4 Sub-Saharan Africa
      • 5.6.4.1 Type
      • 5.6.4.2 Product
      • 5.6.4.3 Technology
      • 5.6.4.4 Component
      • 5.6.4.5 Application
      • 5.6.4.6 End User
      • 5.6.4.7 Functionality
      • 5.6.4.8 Installation Type
      • 5.6.4.9 Solutions
    • 5.6.5 Rest of MEA
      • 5.6.5.1 Type
      • 5.6.5.2 Product
      • 5.6.5.3 Technology
      • 5.6.5.4 Component
      • 5.6.5.5 Application
      • 5.6.5.6 End User
      • 5.6.5.7 Functionality
      • 5.6.5.8 Installation Type
      • 5.6.5.9 Solutions

6 Market Strategy

  • 6.1 Demand-Supply Gap Analysis
  • 6.2 Trade & Logistics Constraints
  • 6.3 Price-Cost-Margin Trends
  • 6.4 Market Penetration
  • 6.5 Consumer Analysis
  • 6.6 Regulatory Snapshot

7 Competitive Intelligence

  • 7.1 Market Positioning
  • 7.2 Market Share
  • 7.3 Competition Benchmarking
  • 7.4 Top Company Strategies

8 Company Profiles

  • 8.1 Logitech
    • 8.1.1 Overview
    • 8.1.2 Product Summary
    • 8.1.3 Financial Performance
    • 8.1.4 SWOT Analysis
  • 8.2 Razer
    • 8.2.1 Overview
    • 8.2.2 Product Summary
    • 8.2.3 Financial Performance
    • 8.2.4 SWOT Analysis
  • 8.3 Corsair
    • 8.3.1 Overview
    • 8.3.2 Product Summary
    • 8.3.3 Financial Performance
    • 8.3.4 SWOT Analysis
  • 8.4 SteelSeries
    • 8.4.1 Overview
    • 8.4.2 Product Summary
    • 8.4.3 Financial Performance
    • 8.4.4 SWOT Analysis
  • 8.5 Turtle Beach
    • 8.5.1 Overview
    • 8.5.2 Product Summary
    • 8.5.3 Financial Performance
    • 8.5.4 SWOT Analysis
  • 8.6 ASUS
    • 8.6.1 Overview
    • 8.6.2 Product Summary
    • 8.6.3 Financial Performance
    • 8.6.4 SWOT Analysis
  • 8.7 MSI
    • 8.7.1 Overview
    • 8.7.2 Product Summary
    • 8.7.3 Financial Performance
    • 8.7.4 SWOT Analysis
  • 8.8 Cooler Master
    • 8.8.1 Overview
    • 8.8.2 Product Summary
    • 8.8.3 Financial Performance
    • 8.8.4 SWOT Analysis
  • 8.9 Thrustmaster
    • 8.9.1 Overview
    • 8.9.2 Product Summary
    • 8.9.3 Financial Performance
    • 8.9.4 SWOT Analysis
  • 8.10 Mad Catz
    • 8.10.1 Overview
    • 8.10.2 Product Summary
    • 8.10.3 Financial Performance
    • 8.10.4 SWOT Analysis
  • 8.11 Astro Gaming
    • 8.11.1 Overview
    • 8.11.2 Product Summary
    • 8.11.3 Financial Performance
    • 8.11.4 SWOT Analysis
  • 8.12 Redragon
    • 8.12.1 Overview
    • 8.12.2 Product Summary
    • 8.12.3 Financial Performance
    • 8.12.4 SWOT Analysis
  • 8.13 NZXT
    • 8.13.1 Overview
    • 8.13.2 Product Summary
    • 8.13.3 Financial Performance
    • 8.13.4 SWOT Analysis
  • 8.14 Glorious
    • 8.14.1 Overview
    • 8.14.2 Product Summary
    • 8.14.3 Financial Performance
    • 8.14.4 SWOT Analysis
  • 8.15 Endgame Gear
    • 8.15.1 Overview
    • 8.15.2 Product Summary
    • 8.15.3 Financial Performance
    • 8.15.4 SWOT Analysis
  • 8.16 Scuf Gaming
    • 8.16.1 Overview
    • 8.16.2 Product Summary
    • 8.16.3 Financial Performance
    • 8.16.4 SWOT Analysis
  • 8.17 Fanatec
    • 8.17.1 Overview
    • 8.17.2 Product Summary
    • 8.17.3 Financial Performance
    • 8.17.4 SWOT Analysis
  • 8.18 HyperX
    • 8.18.1 Overview
    • 8.18.2 Product Summary
    • 8.18.3 Financial Performance
    • 8.18.4 SWOT Analysis
  • 8.19 BenQ Zowie
    • 8.19.1 Overview
    • 8.19.2 Product Summary
    • 8.19.3 Financial Performance
    • 8.19.4 SWOT Analysis
  • 8.20 Trust Gaming
    • 8.20.1 Overview
    • 8.20.2 Product Summary
    • 8.20.3 Financial Performance
    • 8.20.4 SWOT Analysis

9 About Us

  • 9.1 About Us
  • 9.2 Research Methodology
  • 9.3 Research Workflow
  • 9.4 Consulting Services
  • 9.5 Our Clients
  • 9.6 Client Testimonials
  • 9.7 Contact Us
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