시장보고서
상품코드
2078110

게임 주변기기 시장(2026-2030년)

Global Gaming Peripheral Market 2026-2030

발행일: | 리서치사: 구분자 TechNavio | 페이지 정보: 영문 314 Pages | 배송안내 : 즉시배송

    
    
    




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세계의 게임 주변기기 시장은 2025년부터 2030년까지 91억 2,580만 달러 증가하고, 예측 기간 동안 CAGR은 11.3%에 달할 것으로 예측됩니다.

세계 게임 주변기기 시장에 관한 본 보고서에서는 종합적인 분석, 시장 규모 및 전망, 동향, 성장 요인, 과제는 물론, 약 25개 업체를 대상으로 한 업체 분석을 제공하고 있습니다.

본 보고서에서는 현재의 시장 상황, 최신 시장 동향 및 촉진요인, 그리고 전반적인 시장 환경에 대한 최신 분석을 제공합니다. 이 시장의 성장을 주도하고 있는 요인은 프로 e스포츠 대회 및 체계화된 게임 생태계의 세계적 확대, 일반 소비자들 사이에서 저지연 무선 연결 방식에 대한 수요의 급증, 그리고 고성능 클라우드 통합형 비디오 게임 생태계의 상업적 성숙도 향상입니다.

본 조사는 업계 주요 관계자들로부터 얻은 정보를 포함한 1차 정보와 2차 정보를 객관적으로 종합하여 실시되었습니다. 본 보고서에는 주요 기업에 대한 분석 외에도 종합적인 시장 규모 데이터, 지역별 분석을 포함한 부문별 데이터, 그리고 공급업체 현황이 수록되어 있습니다. 또한, 과거 데이터와 예측 데이터도 포함되어 있습니다.

시장 범위
기준 연도 2025년
종료 연도 2030년
조사 기간 2026-2030년
성장 모멘텀 가속
2026년 전년 대비 10.2%
CAGR 11.3%
증가액 91억 2,580만 달러

본 조사에서는 홀 효과 센서를 탑재한 자기 스위치 아키텍처가 구조적으로 널리 보급되어 있다는 점이 향후 몇 년간 전 세계 게임 주변기기 시장의 성장을 견인할 주요 요인 중 하나라고 파악하고 있습니다. 또한, 전용 유기 발광 다이오드(OLED) 액세서리 디스플레이의 보급과, 첨단 능동형 소음 제거 기능을 갖춘 오디오 하드웨어 전문 분야에서의 적극적인 수직 확장으로 인해 시장에서는 상당한 수요가 예상됩니다.

목차

제1장 주요 요약

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 정성 분석

제7장 Five Forces 분석

제8장 시장 세분화 : 유형별

제9장 시장 세분화 : 기술별

제10장 시장 세분화 : 디바이스별

제11장 시장 세분화 : 유통 채널별

제12장 고객 상황

제13장 지역별 상황

제14장 촉진요인, 과제, 기회

제15장 경쟁 구도

제16장 경쟁 분석

제17장 부록

KSM 26.07.09

The global gaming peripheral market is forecasted to grow by USD 9125.8 mn during 2025-2030, accelerating at a CAGR of 11.3% during the forecast period. The report on the global gaming peripheral market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by global expansion of professional esports tournaments and organized competitive gaming ecosystems, surging demand for low latency wireless connectivity formats among mainstream consumers, broad commercial maturation of high performance cloud integrated video game ecosystems.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202610.2%
CAGR11.3%
Incremental Value$9125.8 mn

Technavio's global gaming peripheral market is segmented as below:

By Type

  • Controllers
  • Headsets
  • Keyboards
  • Gaming mice
  • Others

By Technology

  • Wired
  • Wireless

By Device

  • PC gaming peripherals
  • Gaming console peripherals

By Distribution Channel

  • Online retail
  • Offline retail

Geography

  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Australia
    • Indonesia
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • UAE
    • Turkey
    • South Africa
  • Rest of World (ROW)

This study identifies the widespread structural penetration of magnetic switch architectures featuring hall effect sensors as one of the prime reasons driving the global gaming peripheral market growth during the next few years. Also, pervasive implementation of dedicated organic light emitting diode accessory displays and aggressive vertical expansion of specialized advanced active noise cancellation audio hardware will lead to sizable demand in the market.

The report on the global gaming peripheral market covers the following areas:

  • Global gaming peripheral market sizing
  • Global gaming peripheral market forecast
  • Global gaming peripheral market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global gaming peripheral market vendors that include Acer Inc., Alienware Corp., ASUSTeK Computer Inc., Cooler Master Technology Inc., Corsair Gaming Inc., Glorious LLC, HP Inc., Lenovo Group Ltd., Logitech International SA, Mad Catz Global Ltd., Micro Star International Co Ltd, Performance Designed Products, Razer Inc., Redragon, ROCCAT GmbH, SteelSeries ApS, Thrustmaster, Turtle Beach Corp.. Also, the global gaming peripheral market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Technology
    • Executive Summary - Chart on Market Segmentation by Device
    • Executive Summary - Chart on Market Segmentation by Distribution Channel
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Gaming Peripheral Market 2020 - 2024
    • Historic Market Size - Data Table on Global Gaming Peripheral Market 2020 - 2024 ($ million)
  • 5.2 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.3 Technology segment analysis 2020 - 2024
    • Historic Market Size - Technology Segment 2020 - 2024 ($ million)
  • 5.4 Device segment analysis 2020 - 2024
    • Historic Market Size - Device Segment 2020 - 2024 ($ million)
  • 5.5 Distribution Channel segment analysis 2020 - 2024
    • Historic Market Size - Distribution Channel Segment 2020 - 2024 ($ million)
  • 5.6 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.7 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on global gaming peripheral market
  • 6.2 Impact of geopolitical conflicts on global gaming peripheral market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Type

  • 8.1 Market segments
  • 8.2 Comparison by Type
  • 8.3 Controllers - Market size and forecast 2025-2030
  • 8.4 Headsets - Market size and forecast 2025-2030
  • 8.5 Keyboards - Market size and forecast 2025-2030
  • 8.6 Gaming mice - Market size and forecast 2025-2030
  • 8.7 Others - Market size and forecast 2025-2030
  • 8.8 Market opportunity by Type
    • Market opportunity by Type ($ million)

9 Market Segmentation by Technology

  • 9.1 Market segments
  • 9.2 Comparison by Technology
  • 9.3 Wired - Market size and forecast 2025-2030
  • 9.4 Wireless - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Technology
    • Market opportunity by Technology ($ million)

10 Market Segmentation by Device

  • 10.1 Market segments
  • 10.2 Comparison by Device
  • 10.3 PC gaming peripherals - Market size and forecast 2025-2030
  • 10.4 Gaming console peripherals - Market size and forecast 2025-2030
  • 10.5 Market opportunity by Device
    • Market opportunity by Device ($ million)

11 Market Segmentation by Distribution Channel

  • 11.1 Market segments
  • 11.2 Comparison by Distribution Channel
  • 11.3 Online retail - Market size and forecast 2025-2030
  • 11.4 Offline retail - Market size and forecast 2025-2030
  • 11.5 Market opportunity by Distribution Channel
    • Market opportunity by Distribution Channel ($ million)

12 Customer Landscape

  • 12.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

13 Geographic Landscape

  • 13.1 Geographic segmentation
  • 13.2 Geographic comparison
  • 13.3 North America - Market size and forecast 2025-2030
    • 13.3.1 US - Market size and forecast 2025-2030
    • 13.3.2 Canada - Market size and forecast 2025-2030
    • 13.3.3 Mexico - Market size and forecast 2025-2030
  • 13.4 APAC - Market size and forecast 2025-2030
    • 13.4.1 China - Market size and forecast 2025-2030
    • 13.4.2 Japan - Market size and forecast 2025-2030
    • 13.4.3 South Korea - Market size and forecast 2025-2030
    • 13.4.4 India - Market size and forecast 2025-2030
    • 13.4.5 Australia - Market size and forecast 2025-2030
    • 13.4.6 Indonesia - Market size and forecast 2025-2030
  • 13.5 Europe - Market size and forecast 2025-2030
    • 13.5.1 Germany - Market size and forecast 2025-2030
    • 13.5.2 UK - Market size and forecast 2025-2030
    • 13.5.3 France - Market size and forecast 2025-2030
    • 13.5.4 Italy - Market size and forecast 2025-2030
    • 13.5.5 Spain - Market size and forecast 2025-2030
    • 13.5.6 The Netherlands - Market size and forecast 2025-2030
  • 13.6 South America - Market size and forecast 2025-2030
    • 13.6.1 Brazil - Market size and forecast 2025-2030
    • 13.6.2 Argentina - Market size and forecast 2025-2030
    • 13.6.3 Chile - Market size and forecast 2025-2030
  • 13.7 Middle East and Africa - Market size and forecast 2025-2030
    • 13.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 13.7.2 UAE - Market size and forecast 2025-2030
    • 13.7.3 Turkey - Market size and forecast 2025-2030
    • 13.7.4 South Africa - Market size and forecast 2025-2030
    • 13.7.5 Israel - Market size and forecast 2025-2030
  • 13.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

14 Drivers, Challenges, and Opportunity

  • 14.1 Market drivers
    • Global expansion of professional esports tournaments and organized competitive gaming ecosystems
    • Surging demand for low latency wireless connectivity formats among mainstream consumers
    • Broad commercial maturation of high performance cloud integrated video game ecosystems
  • 14.2 Market challenges
    • Rapid technological obsolescence pressuring manufacturing pipelines and compressing product lifecycle margins
    • Intense price competition fueled by high proliferation of low cost substitutes
    • Software integration complexity and cross platform firmware instability in fragmented operating ecosystems
  • 14.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 14.4 Market opportunities
    • Widespread structural penetration of magnetic switch architectures featuring hall effect sensors
    • Pervasive implementation of dedicated organic light emitting diode accessory displays
    • Aggressive vertical expansion of specialized advanced active noise cancellation audio hardware

15 Competitive Landscape

  • 15.1 Overview
  • 15.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 15.3 Landscape disruption
    • Overview on factors of disruption
  • 15.4 Industry risks
    • Impact of key risks on business

16 Competitive Analysis

  • 16.1 Companies profiled
    • Companies covered
  • 16.2 Company ranking index
    • Company ranking index
  • 16.3 Market positioning of companies
    • Matrix on companies position and classification
  • 16.4 Acer Inc.
    • Acer Inc. - Overview
    • Acer Inc. - Business segments
    • Acer Inc. - Key offerings
    • Acer Inc. - Segment focus
    • SWOT
  • 16.5 Alienware Corp.
    • Alienware Corp. - Overview
    • Alienware Corp. - Product / Service
    • Alienware Corp. - Key offerings
    • SWOT
  • 16.6 ASUSTeK Computer Inc.
    • ASUSTeK Computer Inc. - Overview
    • ASUSTeK Computer Inc. - Business segments
    • ASUSTeK Computer Inc. - Key offerings
    • ASUSTeK Computer Inc. - Segment focus
    • SWOT
  • 16.7 Cooler Master Technology Inc.
    • Cooler Master Technology Inc. - Overview
    • Cooler Master Technology Inc. - Product / Service
    • Cooler Master Technology Inc. - Key offerings
    • SWOT
  • 16.8 Corsair Gaming Inc.
    • Corsair Gaming Inc. - Overview
    • Corsair Gaming Inc. - Business segments
    • Corsair Gaming Inc. - Key offerings
    • Corsair Gaming Inc. - Segment focus
    • SWOT
  • 16.9 Glorious LLC
    • Glorious LLC - Overview
    • Glorious LLC - Product / Service
    • Glorious LLC - Key offerings
    • SWOT
  • 16.10 HP Inc.
    • HP Inc. - Overview
    • HP Inc. - Business segments
    • HP Inc. - Key news
    • HP Inc. - Key offerings
    • HP Inc. - Segment focus
    • SWOT
  • 16.11 Lenovo Group Ltd.
    • Lenovo Group Ltd. - Overview
    • Lenovo Group Ltd. - Business segments
    • Lenovo Group Ltd. - Key offerings
    • Lenovo Group Ltd. - Segment focus
    • SWOT
  • 16.12 Logitech International SA
    • Logitech International SA - Overview
    • Logitech International SA - Product / Service
    • Logitech International SA - Key offerings
    • SWOT
  • 16.13 Mad Catz Global Ltd.
    • Mad Catz Global Ltd. - Overview
    • Mad Catz Global Ltd. - Product / Service
    • Mad Catz Global Ltd. - Key offerings
    • SWOT
  • 16.14 Micro Star International Co Ltd
    • Micro Star International Co Ltd - Overview
    • Micro Star International Co Ltd - Product / Service
    • Micro Star International Co Ltd - Key offerings
    • SWOT
  • 16.15 Razer Inc.
    • Razer Inc. - Overview
    • Razer Inc. - Product / Service
    • Razer Inc. - Key offerings
    • SWOT
  • 16.16 ROCCAT GmbH
    • ROCCAT GmbH - Overview
    • ROCCAT GmbH - Product / Service
    • ROCCAT GmbH - Key offerings
    • SWOT
  • 16.17 Thrustmaster
    • Thrustmaster - Overview
    • Thrustmaster - Product / Service
    • Thrustmaster - Key offerings
    • SWOT
  • 16.18 Turtle Beach Corp.
    • Turtle Beach Corp. - Overview
    • Turtle Beach Corp. - Product / Service
    • Turtle Beach Corp. - Key offerings
    • SWOT

17 Appendix

  • 17.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 17.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 17.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 17.4 Research methodology
    • Research methodology
  • 17.5 Data procurement
    • Information sources
  • 17.6 Data validation
    • Data validation
  • 17.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 17.8 Data synthesis
    • Data synthesis
  • 17.9 360 degree market analysis
    • 360 degree market analysis
  • 17.10 List of abbreviations
    • List of abbreviations
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