Global Game Accessory Market
DUBLIN, Jan. 03, 2023 (GLOBE NEWSWIRE) — The Game Accessories Market: Global Industry Trends, Shares, Sizes, Growth, Opportunities and Forecasts 2022-2027 Report Added of ResearchAndMarkets.com Recruitment.
The global gaming accessories market will reach a value of USD 8.32 billion in 2021. Looking to the future, the publisher expects the market to reach a value of US$14.42 billion by 2027 and show a CAGR of 9.6% between 2021 and 2027. doing.
report attribute |
detail |
page number |
145 |
Forecast period |
2021-2027 |
Estimated market value in 2021 (USD) |
$8.32 billion |
Projected market value to 2027 (USD) |
$14.42 billion |
compound annual growth rate |
9.6% |
Target area |
global |
With the uncertainty of COVID-19 in mind, we are continuously tracking and assessing the direct and indirect impact of the pandemic on various end-use sectors. These insights are included in the report as key market contributors.
Gaming accessories refer to a specific group of hardware used alone or with video game consoles to enrich the overall gameplay experience. These accessories provide information to the computer to process and process game data and deliver it to the operator.
Gaming accessories designed specifically for video games primarily constitute external devices separate from the original hardware and software of the gaming system. Some of the major benefits provided by these accessories include improved reflexes, increased accuracy, and enhanced game playability.
The most common gaming accessories include controllers, headsets, joysticks, virtual reality (VR) goggles, mice, keyboards and webcams. These accessories are versatile and compatible with multiple devices such as desktops, laptops, smartphones and game consoles.
Game Accessories Market Trends:
The market is primarily driven by significant growth in the interactive entertainment industry. This may be due to the growing popularity of video games and their prevalence on numerous social platforms.
In addition to this, the constant innovation in gaming driving high graphics needs is also driving demand for advanced gaming accessories around the world. The emergence of innovative technologies such as virtual reality (VR), augmented reality (AR), artificial intelligence (AI), and console gaming are also boosting the market.
The market is further driven by the ongoing development of esports leagues and the increasing number of individuals choosing gaming as a profession.
Additionally, extensive research and development (R&D) activities conducted by key market players are creating a positive outlook for the market. Other factors contributing to the market growth include increasing penetration of high-speed internet, increasing number of smart device users, rapid urbanization, and swelling disposable income of the masses.
Competitive environment:
The competitive landscape of the industry is also studied along with profiles of key players such as Anker Innovations Technology Co. Ltd., Cooler Master Technology Inc., Corsair Gaming Inc., Dell Technologies Inc., HP Inc., Logitech international SA. , Mad Catz Global Limited, Nintendo Co. Ltd, Razer Inc., Samsung Electronics Co. Ltd, Sennheiser electronic GmbH & Co. KG, Sony Group Corporation, Turtle Beach Corporation.
Key questions answered in this report:
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How has the global gaming accessories market fared so far, and what will it look like in the next few years?
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What impact has COVID-19 had on the global gaming accessories market?
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What are your major regional markets?
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What is the market breakdown based on components?
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What is the market breakdown based on device type?
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What is the market breakdown based on connection type?
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What is market segmentation by sales channels?
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What are the different stages of the industry value chain?
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What are the key industry drivers and challenges?
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What are the structure and key players of the global gaming accessories market?
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How competitive is the industry?
Main topics:
1.First of all
2 Scope and methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Major Industry Trends
5 Global Gaming Accessories Market
5.1 Market Overview
5.2 Market performance
5.3 Impact of COVID-19
5.4 Market forecast
6 Market Breakdown by Component
6.1 Headset
6.1.1 Market trends
6.1.2 Market Forecast
6.2 Mouse
6.2.1 Market trends
6.2.2 Market Forecast
6.3 Controller
6.3.1 Market trends
6.3.2 Market Forecast
6.4 Keyboard
6.4.1 Market trends
6.4.2 Market Forecast
6.5 Miscellaneous
6.5.1 Market trends
6.5.2 Market Forecast
7 Market Breakdown by Device Type
7.1 Computer
7.1.1 Market trends
7.1.2 Market Forecast
7.2 Game Console
7.2.1 Market trends
7.2.2 Market Forecast
8 Market Breakdown by Connectivity Type
8.1 Wired
8.1.1 Market trends
8.1.2 Market Forecast
8.2 Wireless
8.2.1 Market trends
8.2.2 Market forecast
9 Market Breakdown by Sales Channel
9.1 Online
9.1.1 Market trends
9.1.2 Market Forecast
9.2 Offline
9.2.1 Market trends
9.2.2 Market Forecast
10 Market Breakdown by Region
11 SWOT Analysis
12 Value Chain Analysis
13 Porters Five Forces Analysis
14 Price Analysis
15 Competitive environment
15.1 Market structure
15.2 Major Players
15.3 Key Player Profiles
15.3.1 Anchor Innovations Technology Co., Ltd.
15.3.1.1 Company Profile
15.3.1.2 Product Portfolio
15.3.2 Cooler Master Technology Co., Ltd.
15.3.2.1 Company Profile
15.3.2.2 Product Portfolio
15.3.3 Corsair Gaming Ltd.
15.3.3.1 Company Profile
15.3.3.2 Product Portfolio
15.3.3.3 Finance
15.3.4 Dell Technologies Ltd.
15.3.4.1 Company Profile
15.3.4.2 Product Portfolio
15.3.4.3 Finance
15.3.4.4 SWOT Analysis
15.3.5 HP Corporation
15.3.5.1 Company Profile
15.3.5.2 Product Portfolio
15.3.5.3 Finance
15.3.5.4 SWOT Analysis
15.3.6 Logitech International SA
15.3.6.1 Company Profile
15.3.6.2 Product Portfolio
15.3.7 Mad Cats Global Limited
15.3.7.1 Company Profile
15.3.7.2 Product Portfolio
15.3.8 Nintendo Co., Ltd.
15.3.8.1 Company Profile
15.3.8.2 Product Portfolio
15.3.8.3 Finance
15.3.8.4 SWOT Analysis
15.3.9 Razer Inc.
15.3.9.1 Company Profile
15.3.9.2 Product Portfolio
15.3.10 Samsung Electronics Co., Ltd.
15.3.10.1 Company Profile
15.3.10.2 Product Portfolio
15.3.10.3 Finance
15.3.10.4 SWOT analysis
15.3.11 Sennheiser electronic GmbH & Co. KG
15.3.11.1 Company Profile
15.3.11.2 Product Portfolio
15.3.12 Sony Group Corporation
15.3.12.1 Company Profile
15.3.12.2 Product Portfolio
15.3.12.3 Finance
15.3.12.4 SWOT analysis
15.3.13 Turtle Beach Corporation
15.3.13.1 Company Profile
15.3.13.2 Product Portfolio
15.3.13.3 Finance
For more information on this report, please visit https://www.researchandmarkets.com/r/vhhc80.
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