Selected research
Market Structure
Global Esports Gaming Peripheral Market by Size, by Type, by Application, by Region, History and Forecast 2021-2032
Market perspective
The global Esports Gaming Peripheral market is projected to grow from US$ million in 2026 to US$ million by 2032, implying a CAGR of % over 2026-2032.
The US & Canada market for Esports Gaming Peripheral is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
The Europe market for Esports Gaming Peripheral is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
Read the full market overview
The Asia Pacific market for Esports Gaming Peripheral is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
The China market for Esports Gaming Peripheral is projected to increase from US$ million in 2026 to US$ million by 2032, at a CAGR of % over 2026-2032.
Leading global manufacturers of Esports Gaming Peripheral include Razer, Logitech, SteelSeries, HyperX, Corsair, ASUS, Turtle Beach, Poly and Mad Catz, among others. In 2025, the top three vendors together accounted for approximately % of global revenue.
This report provides an overview of the global Esports Gaming Peripheral market in terms of sales, revenue, and price, analyzing global market trends using historical revenue and sales data for 2021-2025, estimates for 2026, and projected CAGRs through 2032.
The study covers key producers of Esports Gaming Peripheral and sales in major regions and countries, assesses future market potential, and highlights priority regions and countries for segmenting the market into sub-sectors, with country-specific market value data for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, the Middle East, Africa, and other countries.
The report also presents Esports Gaming Peripheral sales, revenue, market share, and industry ranking for the main manufacturers for 2021-2026, identifies the major stakeholders in the global market, and analyzes their competitive landscape and market positioning based on recent developments and segmental revenues.
In addition, the report analyzes segment data by Type and Application—covering sales, revenue, and price—for 2021-2032, and evaluates and forecasts the Esports Gaming Peripheral market size, projected growth trends, production technologies, key applications, and end-use industries.
Esports Gaming Peripheral Segment by Company
Razer
Logitech
SteelSeries
HyperX
Corsair
ASUS
Turtle Beach
Poly
Mad Catz
Roccat
Thrustmaster
Cooler Master
Sharkoon
Pulsar
Fnatic
Viper Gaming
Dell
Skyloong
Ant Esports
Esports Gaming Peripheral Segment by Type
Gaming Mouse
Gaming Keyboards
Headset
Controllers
Others
Esports Gaming Peripheral Segment by Application
Gaming Tournaments
Training and Boot Camps
Personal Leisure
Other
Esports Gaming Peripheral Segment by Region
North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries
Study Objectives
1. To analyze and research the global status and future forecast, involving, production, value, consumption, growth rate (CAGR), market share, historical and forecast.
2. To present the key manufacturers, capacity, production, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
Reasons to Buy This Report
1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Esports Gaming Peripheral market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Esports Gaming Peripheral and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in volume and value), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Esports Gaming Peripheral.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.
Chapter Outline
Chapter 1: Provides an overview of the Esports Gaming Peripheral market, including product definition, global market growth prospects, market size, sales, and average price forecasts (2021-2032).
Chapter 2: Provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Esports Gaming Peripheral manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Esports Gaming Peripheral in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Revenue of Esports Gaming Peripheral in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space of each country in the world.
Chapter 8: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 9: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 10: Concluding Insights of the report
More report detail
Tables and figures
Scope & coverage.
Types
- Gaming Mouse
- Gaming Keyboards
- Headset
- Controllers
- Others
Applications
- Gaming Tournaments
- Training and Boot Camps
- Personal Leisure
- Other
Companies covered
- Razer
- Logitech
- SteelSeries
- HyperX
- Corsair
- ASUS
- Turtle Beach
- Poly
- Mad Catz
- Roccat
- Thrustmaster
- Cooler Master
- Sharkoon
- Pulsar
- Fnatic
- Viper Gaming
- Dell
- Skyloong
- Ant Esports
Inside the report.
1 Market Overview
- 1.1 Product Definition
- 1.2 Global Esports Gaming Peripheral Market Size, 2021 VS 2025 VS 2032
- 1.3 Global Esports Gaming Peripheral Market Size Estimates and Forecasts (2021-2032)
- 1.4 Global Esports Gaming Peripheral Sales Estimates and Forecasts (2021-2032)
- 1.5 Global Esports Gaming Peripheral Market Average Price (2021-2032)
- 1.6 Assumptions and Limitations
- 1.7 Study Goals and Objectives
2 Global Esports Gaming Peripheral Market Dynamics
- 2.1 Esports Gaming Peripheral Industry Trends
- 2.2 Esports Gaming Peripheral Industry Drivers
- 2.3 Esports Gaming Peripheral Industry Opportunities and Challenges
- 2.4 Esports Gaming Peripheral Industry Restraints
3 Esports Gaming Peripheral Market by Manufacturers
- 3.1 Global Esports Gaming Peripheral Revenue by Manufacturers (2021-2026)
- 3.2 Global Esports Gaming Peripheral Sales by Manufacturers (2021-2026)
- 3.3 Global Esports Gaming Peripheral Average Sales Price by Manufacturers (2021-2026)
- 3.4 Global Esports Gaming Peripheral Industry Manufacturers Ranking, 2024 VS 2025 VS 2026
- 3.5 Global Esports Gaming Peripheral Key Manufacturers Manufacturing Sites & Headquarters
- 3.6 Global Esports Gaming Peripheral Manufacturers, Product Type & Application
- 3.7 Global Esports Gaming Peripheral Manufacturers Establishment Date
- 3.8 Market Competitive Analysis
- 3.8.1 Global Esports Gaming Peripheral Market CR5 and HHI
- 3.8.2 Global Top 5 and 10 Esports Gaming Peripheral Players Market Share by Revenue in 2025
- 3.8.3 2025 Esports Gaming Peripheral Tier 1, Tier 2, and Tier 3
4 Esports Gaming Peripheral Market by Type
- 4.1 Esports Gaming Peripheral Type Introduction
- 4.1.1 Gaming Mouse
- 4.1.2 Gaming Keyboards
- 4.1.3 Headset
- 4.1.4 Controllers
- 4.1.5 Others
- 4.2 Global Esports Gaming Peripheral Sales by Type
- 4.2.1 Global Esports Gaming Peripheral Sales by Type (2021 VS 2025 VS 2032)
- 4.2.2 Global Esports Gaming Peripheral Sales by Type (2021-2032)
- 4.2.3 Global Esports Gaming Peripheral Sales Market Share by Type (2021-2032)
- 4.3 Global Esports Gaming Peripheral Revenue by Type
- 4.3.1 Global Esports Gaming Peripheral Revenue by Type (2021 VS 2025 VS 2032)
- 4.3.2 Global Esports Gaming Peripheral Revenue by Type (2021-2032)
- 4.3.3 Global Esports Gaming Peripheral Revenue Market Share by Type (2021-2032)
5 Esports Gaming Peripheral Market by Application
- 5.1 Esports Gaming Peripheral Application Introduction
- 5.1.1 Gaming Tournaments
- 5.1.2 Training and Boot Camps
- 5.1.3 Personal Leisure
- 5.1.4 Other
- 5.2 Global Esports Gaming Peripheral Sales by Application
- 5.2.1 Global Esports Gaming Peripheral Sales by Application (2021 VS 2025 VS 2032)
- 5.2.2 Global Esports Gaming Peripheral Sales by Application (2021-2032)
- 5.2.3 Global Esports Gaming Peripheral Sales Market Share by Application (2021-2032)
- 5.3 Global Esports Gaming Peripheral Revenue by Application
- 5.3.1 Global Esports Gaming Peripheral Revenue by Application (2021 VS 2025 VS 2032)
- 5.3.2 Global Esports Gaming Peripheral Revenue by Application (2021-2032)
- 5.3.3 Global Esports Gaming Peripheral Revenue Market Share by Application (2021-2032)
6 Global Esports Gaming Peripheral Sales by Region
- 6.1 Global Esports Gaming Peripheral Sales by Region: 2021 VS 2025 VS 2032
- 6.2 Global Esports Gaming Peripheral Sales by Region (2021-2032)
- 6.2.1 Global Esports Gaming Peripheral Sales by Region (2021-2026)
- 6.2.2 Global Esports Gaming Peripheral Sales Forecasted by Region (2027-2032)
- 6.3 North America
- 6.3.1 North America Esports Gaming Peripheral Sales Growth Rate by Country: 2021 VS 2025 VS 2032
- 6.3.2 North America Esports Gaming Peripheral Sales by Country (2021-2032)
- 6.3.3 U.S.
- 6.3.4 Canada
- 6.3.5 Mexico
- 6.4 Europe
- 6.4.1 Europe Esports Gaming Peripheral Sales Growth Rate by Country: 2021 VS 2025 VS 2032
- 6.4.2 Europe Esports Gaming Peripheral Sales by Country (2021-2032)
- 6.4.3 Germany
- 6.4.4 France
- 6.4.5 U.K.
- 6.4.6 Italy
- 6.4.7 Netherlands
- 6.5 Asia Pacific
- 6.5.1 Asia Pacific Esports Gaming Peripheral Sales Growth Rate by Country: 2021 VS 2025 VS 2032
- 6.5.2 Asia Pacific Esports Gaming Peripheral Sales by Country (2021-2032)
- 6.5.3 China
- 6.5.4 Japan
- 6.5.5 South Korea
- 6.5.6 Southeast Asia
- 6.5.7 India
- 6.5.8 Australia
- 6.6 South America, Middle East and Africa
- 6.6.1 South America, Middle East and Africa Esports Gaming Peripheral Sales Growth Rate by Country: 2021 VS 2025 VS 2032
- 6.6.2 South America, Middle East and Africa Esports Gaming Peripheral Sales by Country (2021-2032)
- 6.6.3 Brazil
- 6.6.4 South Africa
- 6.6.5 Saudi Arabia
- 6.6.6 Turkey
- 6.6.6 Argentina
- 6.6.6 UAE
- 6.6.6 Egypt
- 6.6.6 Chile
7 Global Esports Gaming Peripheral Revenue by Region
- 7.1 Global Esports Gaming Peripheral Revenue by Region
- 7.1.1 Global Esports Gaming Peripheral Revenue by Region: 2021 VS 2025 VS 2032
- 7.1.2 Global Esports Gaming Peripheral Revenue by Region (2021-2026)
- 7.1.3 Global Esports Gaming Peripheral Revenue by Region (2027-2032)
- 7.1.4 Global Esports Gaming Peripheral Revenue Market Share by Region (2021-2032)
- 7.2 North America
- 7.2.1 North America Esports Gaming Peripheral Revenue (2021-2032)
- 7.2.2 North America Esports Gaming Peripheral Revenue Share by Country: 2021 VS 2025 VS 2032
- 7.3 Europe
- 7.3.1 Europe Esports Gaming Peripheral Revenue (2021-2032)
- 7.3.2 Europe Esports Gaming Peripheral Revenue Share by Country: 2021 VS 2025 VS 2032
- 7.4 Asia-Pacific
- 7.4.1 Asia-Pacific Esports Gaming Peripheral Revenue (2021-2032)
- 7.4.2 Asia-Pacific Esports Gaming Peripheral Revenue Share by Country: 2021 VS 2025 VS 2032
- 7.5 South America, Middle East and Africa
- 7.5.1 South America, Middle East and Africa Esports Gaming Peripheral Revenue (2021-2032)
- 7.5.2 South America, Middle East and Africa Esports Gaming Peripheral Revenue Share by Country: 2021 VS 2025 VS 2032
8 Company Profiles
- 8.1 Razer
- 8.1.1 Razer Company Information
- 8.1.2 Razer Business Overview
- 8.1.3 Razer Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.1.4 Razer Esports Gaming Peripheral Product Portfolio
- 8.1.5 Razer Recent Developments
- 8.2 Logitech
- 8.2.1 Logitech Company Information
- 8.2.2 Logitech Business Overview
- 8.2.3 Logitech Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.2.4 Logitech Esports Gaming Peripheral Product Portfolio
- 8.2.5 Logitech Recent Developments
- 8.3 SteelSeries
- 8.3.1 SteelSeries Company Information
- 8.3.2 SteelSeries Business Overview
- 8.3.3 SteelSeries Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.3.4 SteelSeries Esports Gaming Peripheral Product Portfolio
- 8.3.5 SteelSeries Recent Developments
- 8.4 HyperX
- 8.4.1 HyperX Company Information
- 8.4.2 HyperX Business Overview
- 8.4.3 HyperX Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.4.4 HyperX Esports Gaming Peripheral Product Portfolio
- 8.4.5 HyperX Recent Developments
- 8.5 Corsair
- 8.5.1 Corsair Company Information
- 8.5.2 Corsair Business Overview
- 8.5.3 Corsair Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.5.4 Corsair Esports Gaming Peripheral Product Portfolio
- 8.5.5 Corsair Recent Developments
- 8.6 ASUS
- 8.6.1 ASUS Company Information
- 8.6.2 ASUS Business Overview
- 8.6.3 ASUS Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.6.4 ASUS Esports Gaming Peripheral Product Portfolio
- 8.6.5 ASUS Recent Developments
- 8.7 Turtle Beach
- 8.7.1 Turtle Beach Company Information
- 8.7.2 Turtle Beach Business Overview
- 8.7.3 Turtle Beach Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.7.4 Turtle Beach Esports Gaming Peripheral Product Portfolio
- 8.7.5 Turtle Beach Recent Developments
- 8.8 Poly
- 8.8.1 Poly Company Information
- 8.8.2 Poly Business Overview
- 8.8.3 Poly Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.8.4 Poly Esports Gaming Peripheral Product Portfolio
- 8.8.5 Poly Recent Developments
- 8.9 Mad Catz
- 8.9.1 Mad Catz Company Information
- 8.9.2 Mad Catz Business Overview
- 8.9.3 Mad Catz Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.9.4 Mad Catz Esports Gaming Peripheral Product Portfolio
- 8.9.5 Mad Catz Recent Developments
- 8.10 Roccat
- 8.10.1 Roccat Company Information
- 8.10.2 Roccat Business Overview
- 8.10.3 Roccat Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.10.4 Roccat Esports Gaming Peripheral Product Portfolio
- 8.10.5 Roccat Recent Developments
- 8.11 Thrustmaster
- 8.11.1 Thrustmaster Company Information
- 8.11.2 Thrustmaster Business Overview
- 8.11.3 Thrustmaster Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.11.4 Thrustmaster Esports Gaming Peripheral Product Portfolio
- 8.11.5 Thrustmaster Recent Developments
- 8.12 Cooler Master
- 8.12.1 Cooler Master Company Information
- 8.12.2 Cooler Master Business Overview
- 8.12.3 Cooler Master Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.12.4 Cooler Master Esports Gaming Peripheral Product Portfolio
- 8.12.5 Cooler Master Recent Developments
- 8.13 Sharkoon
- 8.13.1 Sharkoon Company Information
- 8.13.2 Sharkoon Business Overview
- 8.13.3 Sharkoon Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.13.4 Sharkoon Esports Gaming Peripheral Product Portfolio
- 8.13.5 Sharkoon Recent Developments
- 8.14 Pulsar
- 8.14.1 Pulsar Company Information
- 8.14.2 Pulsar Business Overview
- 8.14.3 Pulsar Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.14.4 Pulsar Esports Gaming Peripheral Product Portfolio
- 8.14.5 Pulsar Recent Developments
- 8.15 Fnatic
- 8.15.1 Fnatic Company Information
- 8.15.2 Fnatic Business Overview
- 8.15.3 Fnatic Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.15.4 Fnatic Esports Gaming Peripheral Product Portfolio
- 8.15.5 Fnatic Recent Developments
- 8.16 Viper Gaming
- 8.16.1 Viper Gaming Company Information
- 8.16.2 Viper Gaming Business Overview
- 8.16.3 Viper Gaming Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.16.4 Viper Gaming Esports Gaming Peripheral Product Portfolio
- 8.16.5 Viper Gaming Recent Developments
- 8.17 Dell
- 8.17.1 Dell Company Information
- 8.17.2 Dell Business Overview
- 8.17.3 Dell Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.17.4 Dell Esports Gaming Peripheral Product Portfolio
- 8.17.5 Dell Recent Developments
- 8.18 Skyloong
- 8.18.1 Skyloong Company Information
- 8.18.2 Skyloong Business Overview
- 8.18.3 Skyloong Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.18.4 Skyloong Esports Gaming Peripheral Product Portfolio
- 8.18.5 Skyloong Recent Developments
- 8.19 Ant Esports
- 8.19.1 Ant Esports Company Information
- 8.19.2 Ant Esports Business Overview
- 8.19.3 Ant Esports Esports Gaming Peripheral Sales, Price, Revenue and Gross Margin (2021-2026)
- 8.19.4 Ant Esports Esports Gaming Peripheral Product Portfolio
- 8.19.5 Ant Esports Recent Developments
9 Value Chain and Sales Channels Analysis
- 9.1 Esports Gaming Peripheral Value Chain Analysis
- 9.1.1 Esports Gaming Peripheral Key Raw Materials
- 9.1.2 Raw Materials Key Suppliers
- 9.1.3 Manufacturing Cost Structure
- 9.1.4 Esports Gaming Peripheral Production Mode & Process
- 9.2 Esports Gaming Peripheral Sales Channels Analysis
- 9.2.1 Direct Comparison with Distribution Share
- 9.2.2 Esports Gaming Peripheral Distributors
- 9.2.3 Esports Gaming Peripheral Customers
10 Concluding Insights
11 Appendix
- 11.1 Reasons for Doing This Study
- 11.2 Research Methodology
- 11.3 Research Process
- 11.4 Authors List of This Report
- 11.5 Data Source
- 11.5.1 Secondary Sources
- 11.5.2 Primary Sources
- 11.6 Disclaimer
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