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Global Peripherals Gaming Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 9/1/2022
  • NO OF PAGES
  • 289
  • CATEGORY
  • Others
The Peripherals Gaming market report is a perfect foundation for people looking out for a comprehensive study and analysis of the Peripherals Gaming market. On the basis of historic growth analysis and current scenario of Peripherals Gaming market place, the report intends to offer actionable insights on global market growth projections. Authenticated data presented in report is based on findings of extensive primary and secondary research. Insights drawn from data serve as excellent tools that facilitate deeper understanding of multiple aspects of global Peripherals Gaming market. This further helps user with their developmental strategy.

This report examines all the key factors influencing growth of global Peripherals Gaming market, including demand-supply scenario, pricing structure, profit margins, production and value chain analysis. Regional assessment of global Peripherals Gaming market unlocks a plethora of untapped opportunities in regional and domestic market places. Detailed company profiling enables users to evaluate company shares analysis, emerging product lines, scope of NPD in new markets, pricing strategies, innovation possibilities and much more.

Global Peripherals Gaming Market: Major Players
Sennheiser Electronic
SteelSeries
Kingston Technology
ROCCAT STUDIOS
Turtle Beach Corporation
Sharkoon Technologies
Thermaltake Technology Co.
Logitech
Guillemot Corporation S.A
Razer Inc.
Madcatz
Corsair Components, Inc.

Global Peripherals Gaming Market: Types
Gaming Monitors
Gaming Furniture
Gaming Mouse
Gaming Keyboards
Gaming Headset
Gaming Streaming Equipment
Gaming Equipment (gaming clothing accessories, etc)

Global Peripherals Gaming Market: Applications
Individual
Enterprises
Commercial

Global Peripherals Gaming Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global Peripherals Gaming market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.


Key Points:
Define, describe and forecast Peripherals Gaming product market by type, application, end user and region.
Provide enterprise external environment analysis and PEST analysis.
Provide strategies for company to deal with the impact of COVID-19.
Provide market dynamic analysis, including market driving factors, market development constraints.
Provide market entry strategy analysis for new players or players who are ready to enter the market, including market segment definition, client analysis, distribution model, product messaging and positioning, and price strategy analysis.
Keep up with international market trends and provide analysis of the impact of the COVID-19 epidemic on major regions of the world.
Analyze the market opportunities of stakeholders and provide market leaders with details of the competitive landscape.

Years considered for this report:
Historical Years: 2016-2021
Base Year: 2021
Estimated Year: 2022
Forecast Period: 2022-2030
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035


1 Peripherals Gaming Market Definition and Overview
1.1 Objectives of the Study
1.2 Overview of Peripherals Gaming
1.3 Peripherals Gaming Market Scope and Market Size Estimation
1.4 Market Segmentation
1.4.1 Types of Peripherals Gaming
1.4.2 Applications of Peripherals Gaming
1.5 Market Exchange Rate

2 Research Method and Logic
2.1 Methodology
2.2 Research Data Source

3 Market Competition Analysis
3.1 Sennheiser Electronic Market Performance Analysis
3.1.1 Sennheiser Electronic Basic Information
3.1.2 Product and Service Analysis
3.1.3 Strategies for Company to Deal with the Impact of COVID-19
3.1.4 Sennheiser Electronic Sales, Value, Price, Gross Margin 2016-2021
3.2 SteelSeries Market Performance Analysis
3.2.1 SteelSeries Basic Information
3.2.2 Product and Service Analysis
3.2.3 Strategies for Company to Deal with the Impact of COVID-19
3.2.4 SteelSeries Sales, Value, Price, Gross Margin 2016-2021
3.3 Kingston Technology Market Performance Analysis
3.3.1 Kingston Technology Basic Information
3.3.2 Product and Service Analysis
3.3.3 Strategies for Company to Deal with the Impact of COVID-19
3.3.4 Kingston Technology Sales, Value, Price, Gross Margin 2016-2021
3.4 ROCCAT STUDIOS Market Performance Analysis
3.4.1 ROCCAT STUDIOS Basic Information
3.4.2 Product and Service Analysis
3.4.3 Strategies for Company to Deal with the Impact of COVID-19
3.4.4 ROCCAT STUDIOS Sales, Value, Price, Gross Margin 2016-2021
3.5 Turtle Beach Corporation Market Performance Analysis
3.5.1 Turtle Beach Corporation Basic Information
3.5.2 Product and Service Analysis
3.5.3 Strategies for Company to Deal with the Impact of COVID-19
3.5.4 Turtle Beach Corporation Sales, Value, Price, Gross Margin 2016-2021
3.6 Sharkoon Technologies Market Performance Analysis
3.6.1 Sharkoon Technologies Basic Information
3.6.2 Product and Service Analysis
3.6.3 Strategies for Company to Deal with the Impact of COVID-19
3.6.4 Sharkoon Technologies Sales, Value, Price, Gross Margin 2016-2021
3.7 Thermaltake Technology Co. Market Performance Analysis
3.7.1 Thermaltake Technology Co. Basic Information
3.7.2 Product and Service Analysis
3.7.3 Strategies for Company to Deal with the Impact of COVID-19
3.7.4 Thermaltake Technology Co. Sales, Value, Price, Gross Margin 2016-2021
3.8 Logitech Market Performance Analysis
3.8.1 Logitech Basic Information
3.8.2 Product and Service Analysis
3.8.3 Strategies for Company to Deal with the Impact of COVID-19
3.8.4 Logitech Sales, Value, Price, Gross Margin 2016-2021
3.9 Guillemot Corporation S.A Market Performance Analysis
3.9.1 Guillemot Corporation S.A Basic Information
3.9.2 Product and Service Analysis
3.9.3 Strategies for Company to Deal with the Impact of COVID-19
3.9.4 Guillemot Corporation S.A Sales, Value, Price, Gross Margin 2016-2021
3.10 Razer Inc. Market Performance Analysis
3.10.1 Razer Inc. Basic Information
3.10.2 Product and Service Analysis
3.10.3 Strategies for Company to Deal with the Impact of COVID-19
3.10.4 Razer Inc. Sales, Value, Price, Gross Margin 2016-2021
3.11 Madcatz Market Performance Analysis
3.11.1 Madcatz Basic Information
3.11.2 Product and Service Analysis
3.11.3 Strategies for Company to Deal with the Impact of COVID-19
3.11.4 Madcatz Sales, Value, Price, Gross Margin 2016-2021
3.12 Corsair Components, Inc. Market Performance Analysis
3.12.1 Corsair Components, Inc. Basic Information
3.12.2 Product and Service Analysis
3.12.3 Strategies for Company to Deal with the Impact of COVID-19
3.12.4 Corsair Components, Inc. Sales, Value, Price, Gross Margin 2016-2021

4 Market Segment by Type, Historical Data and Market Forecasts
4.1 Global Peripherals Gaming Production and Value by Type
4.1.1 Global Peripherals Gaming Production by Type 2016-2021
4.1.2 Global Peripherals Gaming Market Value by Type 2016-2021
4.2 Global Peripherals Gaming Market Production, Value and Growth Rate by Type 2016-2021
4.2.1 Gaming Monitors Market Production, Value and Growth Rate
4.2.2 Gaming Furniture Market Production, Value and Growth Rate
4.2.3 Gaming Mouse Market Production, Value and Growth Rate
4.2.4 Gaming Keyboards Market Production, Value and Growth Rate
4.2.5 Gaming Headset Market Production, Value and Growth Rate
4.2.6 Gaming Streaming Equipment Market Production, Value and Growth Rate
4.2.7 Gaming Equipment (gaming clothing accessories, etc) Market Production, Value and Growth Rate
4.3 Global Peripherals Gaming Production and Value Forecast by Type
4.3.1 Global Peripherals Gaming Production Forecast by Type 2021-2026
4.3.2 Global Peripherals Gaming Market Value Forecast by Type 2021-2026
4.4 Global Peripherals Gaming Market Production, Value and Growth Rate by Type Forecast 2021-2026
4.4.1 Gaming Monitors Market Production, Value and Growth Rate Forecast
4.4.2 Gaming Furniture Market Production, Value and Growth Rate Forecast
4.4.3 Gaming Mouse Market Production, Value and Growth Rate Forecast
4.4.4 Gaming Keyboards Market Production, Value and Growth Rate Forecast
4.4.5 Gaming Headset Market Production, Value and Growth Rate Forecast
4.4.6 Gaming Streaming Equipment Market Production, Value and Growth Rate Forecast
4.4.7 Gaming Equipment (gaming clothing accessories, etc) Market Production, Value and Growth Rate Forecast

5 Market Segment by Application, Historical Data and Market Forecasts
5.1 Global Peripherals Gaming Consumption and Value by Application
5.1.1 Global Peripherals Gaming Consumption by Application 2016-2021
5.1.2 Global Peripherals Gaming Market Value by Application 2016-2021
5.2 Global Peripherals Gaming Market Consumption, Value and Growth Rate by Application 2016-2021
5.2.1 Individual Market Consumption, Value and Growth Rate
5.2.2 Enterprises Market Consumption, Value and Growth Rate
5.2.3 Commercial Market Consumption, Value and Growth Rate
5.3 Global Peripherals Gaming Consumption and Value Forecast by Application
5.3.1 Global Peripherals Gaming Consumption Forecast by Application 2021-2026
5.3.2 Global Peripherals Gaming Market Value Forecast by Application 2021-2026
5.4 Global Peripherals Gaming Market Consumption, Value and Growth Rate by Application Forecast 2021-2026
5.4.1 Individual Market Consumption, Value and Growth Rate Forecast
5.4.2 Enterprises Market Consumption, Value and Growth Rate Forecast
5.4.3 Commercial Market Consumption, Value and Growth Rate Forecast

6 Global Peripherals Gaming by Region, Historical Data and Market Forecasts
6.1 Global Peripherals Gaming Sales by Region 2016-2021
6.2 Global Peripherals Gaming Market Value by Region 2016-2021
6.3 Global Peripherals Gaming Market Sales, Value and Growth Rate by Region 2016-2021
6.3.1 North America
6.3.2 Europe
6.3.3 Asia Pacific
6.3.4 South America
6.3.5 Middle East and Africa
6.4 Global Peripherals Gaming Sales Forecast by Region 2021-2026
6.5 Global Peripherals Gaming Market Value Forecast by Region 2021-2026
6.6 Global Peripherals Gaming Market Sales, Value and Growth Rate Forecast by Region 2021-2026
6.6.1 North America
6.6.2 Europe
6.6.3 Asia Pacific
6.6.4 South America
6.6.5 Middle East and Africa

7 United State Market Size Analysis 2016-2026
7.1 United State Peripherals Gaming Value and Market Growth 2016-2021
7.2 United State Peripherals Gaming Sales and Market Growth 2016-2021
7.3 United State Peripherals Gaming Market Value Forecast 2021-2026

8 Canada Market Size Analysis 2016-2026
8.1 Canada Peripherals Gaming Value and Market Growth 2016-2021
8.2 Canada Peripherals Gaming Sales and Market Growth 2016-2021
8.3 Canada Peripherals Gaming Market Value Forecast 2021-2026

9 Germany Market Size Analysis 2016-2026
9.1 Germany Peripherals Gaming Value and Market Growth 2016-2021
9.2 Germany Peripherals Gaming Sales and Market Growth 2016-2021
9.3 Germany Peripherals Gaming Market Value Forecast 2021-2026

10 UK Market Size Analysis 2016-2026
10.1 UK Peripherals Gaming Value and Market Growth 2016-2021
10.2 UK Peripherals Gaming Sales and Market Growth 2016-2021
10.3 UK Peripherals Gaming Market Value Forecast 2021-2026

11 France Market Size Analysis 2016-2026
11.1 France Peripherals Gaming Value and Market Growth 2016-2021
11.2 France Peripherals Gaming Sales and Market Growth 2016-2021
11.3 France Peripherals Gaming Market Value Forecast 2021-2026

12 Italy Market Size Analysis 2016-2026
12.1 Italy Peripherals Gaming Value and Market Growth 2016-2021
12.2 Italy Peripherals Gaming Sales and Market Growth 2016-2021
12.3 Italy Peripherals Gaming Market Value Forecast 2021-2026

13 Spain Market Size Analysis 2016-2026
13.1 Spain Peripherals Gaming Value and Market Growth 2016-2021
13.2 Spain Peripherals Gaming Sales and Market Growth 2016-2021
13.3 Spain Peripherals Gaming Market Value Forecast 2021-2026

14 Russia Market Size Analysis 2016-2026
14.1 Russia Peripherals Gaming Value and Market Growth 2016-2021
14.2 Russia Peripherals Gaming Sales and Market Growth 2016-2021
14.3 Russia Peripherals Gaming Market Value Forecast 2021-2026

15 China Market Size Analysis 2016-2026
15.1 China Peripherals Gaming Value and Market Growth 2016-2021
15.2 China Peripherals Gaming Sales and Market Growth 2016-2021
15.3 China Peripherals Gaming Market Value Forecast 2021-2026

16 Japan Market Size Analysis 2016-2026
16.1 Japan Peripherals Gaming Value and Market Growth 2016-2021
16.2 Japan Peripherals Gaming Sales and Market Growth 2016-2021
16.3 Japan Peripherals Gaming Market Value Forecast 2021-2026

17 South Korea Market Size Analysis 2016-2026
17.1 South Korea Peripherals Gaming Value and Market Growth 2016-2021
17.2 South Korea Peripherals Gaming Sales and Market Growth 2016-2021
17.3 South Korea Peripherals Gaming Market Value Forecast 2021-2026

18 Australia Market Size Analysis 2016-2026
18.1 Australia Peripherals Gaming Value and Market Growth 2016-2021
18.2 Australia Peripherals Gaming Sales and Market Growth 2016-2021
18.3 Australia Peripherals Gaming Market Value Forecast 2021-2026

19 Thailand Market Size Analysis 2016-2026
19.1 Thailand Peripherals Gaming Value and Market Growth 2016-2021
19.2 Thailand Peripherals Gaming Sales and Market Growth 2016-2021
19.3 Thailand Peripherals Gaming Market Value Forecast 2021-2026

20 Brazil Market Size Analysis 2016-2026
20.1 Brazil Peripherals Gaming Value and Market Growth 2016-2021
20.2 Brazil Peripherals Gaming Sales and Market Growth 2016-2021
20.3 Brazil Peripherals Gaming Market Value Forecast 2021-2026

21 Argentina Market Size Analysis 2016-2026
21.1 Argentina Peripherals Gaming Value and Market Growth 2016-2021
21.2 Argentina Peripherals Gaming Sales and Market Growth 2016-2021
21.3 Argentina Peripherals Gaming Market Value Forecast 2021-2026

22 Chile Market Size Analysis 2016-2026
22.1 Chile Peripherals Gaming Value and Market Growth 2016-2021
22.2 Chile Peripherals Gaming Sales and Market Growth 2016-2021
22.3 Chile Peripherals Gaming Market Value Forecast 2021-2026

23 South Africa Market Size Analysis 2016-2026
23.1 South Africa Peripherals Gaming Value and Market Growth 2016-2021
23.2 South Africa Peripherals Gaming Sales and Market Growth 2016-2021
23.3 South Africa Peripherals Gaming Market Value Forecast 2021-2026

24 Egypt Market Size Analysis 2016-2026
24.1 Egypt Peripherals Gaming Value and Market Growth 2016-2021
24.2 Egypt Peripherals Gaming Sales and Market Growth 2016-2021
24.3 Egypt Peripherals Gaming Market Value Forecast 2021-2026

25 UAE Market Size Analysis 2016-2026
25.1 UAE Peripherals Gaming Value and Market Growth 2016-2021
25.2 UAE Peripherals Gaming Sales and Market Growth 2016-2021
25.3 UAE Peripherals Gaming Market Value Forecast 2021-2026

26 Saudi Arabia Market Size Analysis 2016-2026
26.1 Saudi Arabia Peripherals Gaming Value and Market Growth 2016-2021
26.2 Saudi Arabia Peripherals Gaming Sales and Market Growth 2016-2021
26.3 Saudi Arabia Peripherals Gaming Market Value Forecast 2021-2026

27 Market Dynamic Analysis and Development Suggestions
27.1 Market Drivers
27.2 Market Development Constraints
27.3 PEST Analysis
27.3.1 Political Factors
27.3.2 Economic Factors
27.3.3 Social Factors
27.3.4 Technological Factors
27.4 Industry Trends Under COVID-19
27.4.1 Risk Assessment on COVID-19
27.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
27.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
27.5 Market Entry Strategy Analysis
27.5.1 Market Definition
27.5.2 Client
27.5.3 Distribution Model
27.5.4 Product Messaging and Positioning
27.5.5 Price
27.6 Advice on Entering the Market

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We Market Research senior executive is assigned to each consulting engagement and works closely with the project team to deliver as per the clients expectations.

Market Research Process




We Market Research monitors 3 important attributes during the QA process- Cost, Schedule & Quality. We believe them as a critical benchmark in achieving a project’s success.

To mitigate risks that can impact project success, we deploy the follow project delivery best practices:
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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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