Selected research
Industry Growth & Trends
Global Esports Gaming Peripheral Industry Growth and Trends Forecast to 2032
Market perspective
The global Esports Gaming Peripheral market was valued at US$ million in 2026 and is projected to reach US$ million by 2032, implying a CAGR of xx% over 2026-2032.
The North America market for Esports Gaming Peripheral is projected to increase from US$ million in 2026 to US$ million by 2032, corresponding to 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, registering 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.
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.
Report Scope
This report provides a structured, data-driven view of the global Esports Gaming Peripheral market, combining harmonized quantitative metrics with targeted qualitative insight to support business and growth strategy, market positioning, and capital allocation.
The Esports Gaming Peripheral market size, estimates, and forecasts are presented in terms of sales volume (k units) and revenue (US$ million), with 2025 as the base year and historical and forecast data for 2021-2032. The report segments the global Esports Gaming Peripheral market by Type, Application, region/country, and company, provides regional market sizes at the segment level, profiles the competitive landscape and key players and their market ranks, and reviews technology trends and new product developments relevant to Esports Gaming Peripheral.
Key Companies & Market Share Insights
This section analyzes the strategies and performance of leading manufacturers in the global Esports Gaming Peripheral market, including portfolio focus, innovation and product development, mergers and acquisitions, collaborations, and geographic expansion used to sustain or enhance competitive positions. It also summarizes recent corporate developments and key financial indicators and provides global revenue, price, and sales volume data by manufacturer for 2020-2025, enabling benchmarking of scale, pricing, and market share and supporting assessment of market concentration through indicators such as CR5 and CR10.
Esports Gaming Peripheral Market 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
Key Drivers & Barriers
High-impact rendering factors and drivers have been studied in this report to aid the readers to understand the general development. Moreover, the report includes restraints and challenges that may act as stumbling blocks on the way of the players. This will assist the users to be attentive and make informed decisions related to business. Specialists have also laid their focus on the upcoming business prospects.
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: Introduces the study scope of this report, executive summary of market segments by type, market size segments for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter 2: Introduces 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, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Sales, 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 future development prospects, and market space in the world.
Chapter 5: Introduces market segments by application, market size segment for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter 6: 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 7, 8, 9, 10 and 11: North America, Europe, Asia Pacific, South America, Middle East & Africa, sales and revenue by country.
Chapter 12: Analysis of industrial chain, key raw materials, manufacturing cost, and market dynamics.
Chapter 13: 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 Market Growth Prospects
- 1.2.1 Global Esports Gaming Peripheral Market Size Estimates and Forecasts (2021-2032)
- 1.2.2 Global Esports Gaming Peripheral Sales Estimates and Forecasts (2021-2032)
- 1.3 Esports Gaming Peripheral Market by Type
- 1.3.1 Gaming Mouse
- 1.3.2 Gaming Keyboards
- 1.3.3 Headset
- 1.3.4 Controllers
- 1.3.5 Others
- 1.4 Global Esports Gaming Peripheral Market Size by Type
- 1.4.1 Global Esports Gaming Peripheral Market Size Overview by Type (2021-2032)
- 1.4.2 Global Esports Gaming Peripheral Historic Market Size Review by Type (2021-2026)
- 1.4.3 Global Esports Gaming Peripheral Forecasted Market Size by Type (2027-2032)
- 1.5 Key Regions Market Size by Type
- 1.5.1 North America Esports Gaming Peripheral Sales Breakdown by Type (2021-2026)
- 1.5.2 Europe Esports Gaming Peripheral Sales Breakdown by Type (2021-2026)
- 1.5.3 Asia-Pacific Esports Gaming Peripheral Sales Breakdown by Type (2021-2026)
- 1.5.4 South America Esports Gaming Peripheral Sales Breakdown by Type (2021-2026)
- 1.5.5 Middle East and Africa Esports Gaming Peripheral Sales Breakdown by Type (2021-2026)
2 Global 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 Market Competitive Landscape by Company
- 3.1 Global Top Players by Esports Gaming Peripheral Revenue (2021-2026)
- 3.2 Global Top Players by Esports Gaming Peripheral Sales (2021-2026)
- 3.3 Global Top Players by Esports Gaming Peripheral Price (2021-2026)
- 3.4 Global Esports Gaming Peripheral Industry Company Ranking, 2024 VS 2025 VS 2026
- 3.5 Global Esports Gaming Peripheral Major Company Production Sites & Headquarters
- 3.6 Global Esports Gaming Peripheral Company, Product Type & Application
- 3.7 Global Esports Gaming Peripheral Company 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 Regional Status and Outlook
- 4.1 Global Esports Gaming Peripheral Market Size and CAGR by Region: 2021 VS 2025 VS 2032
- 4.2 Global Esports Gaming Peripheral Historic Market Size by Region
- 4.2.1 Global Esports Gaming Peripheral Sales in Volume by Region (2021-2026)
- 4.2.2 Global Esports Gaming Peripheral Sales in Value by Region (2021-2026)
- 4.2.3 Global Esports Gaming Peripheral Sales (Volume & Value), Price and Gross Margin (2021-2026)
- 4.3 Global Esports Gaming Peripheral Forecasted Market Size by Region
- 4.3.1 Global Esports Gaming Peripheral Sales in Volume by Region (2027-2032)
- 4.3.2 Global Esports Gaming Peripheral Sales in Value by Region (2027-2032)
- 4.3.3 Global Esports Gaming Peripheral Sales (Volume & Value), Price and Gross Margin (2027-2032)
5 Esports Gaming Peripheral by Application
- 5.1 Esports Gaming Peripheral Market by Application
- 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 Market Size by Application
- 5.2.1 Global Esports Gaming Peripheral Market Size Overview by Application (2021-2032)
- 5.2.2 Global Esports Gaming Peripheral Historic Market Size Review by Application (2021-2026)
- 5.2.3 Global Esports Gaming Peripheral Forecasted Market Size by Application (2027-2032)
- 5.3 Key Regions Market Size by Application
- 5.3.1 North America Esports Gaming Peripheral Sales Breakdown by Application (2021-2026)
- 5.3.2 Europe Esports Gaming Peripheral Sales Breakdown by Application (2021-2026)
- 5.3.3 Asia-Pacific Esports Gaming Peripheral Sales Breakdown by Application (2021-2026)
- 5.3.4 South America Esports Gaming Peripheral Sales Breakdown by Application (2021-2026)
- 5.3.5 Middle East and Africa Esports Gaming Peripheral Sales Breakdown by Application (2021-2026)
6 Company Profiles
- 6.1 Razer
- 6.1.1 Razer Company Information
- 6.1.2 Razer Business Overview
- 6.1.3 Razer Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.1.4 Razer Esports Gaming Peripheral Product Portfolio
- 6.1.5 Razer Recent Developments
- 6.2 Logitech
- 6.2.1 Logitech Company Information
- 6.2.2 Logitech Business Overview
- 6.2.3 Logitech Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.2.4 Logitech Esports Gaming Peripheral Product Portfolio
- 6.2.5 Logitech Recent Developments
- 6.3 SteelSeries
- 6.3.1 SteelSeries Company Information
- 6.3.2 SteelSeries Business Overview
- 6.3.3 SteelSeries Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.3.4 SteelSeries Esports Gaming Peripheral Product Portfolio
- 6.3.5 SteelSeries Recent Developments
- 6.4 HyperX
- 6.4.1 HyperX Company Information
- 6.4.2 HyperX Business Overview
- 6.4.3 HyperX Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.4.4 HyperX Esports Gaming Peripheral Product Portfolio
- 6.4.5 HyperX Recent Developments
- 6.5 Corsair
- 6.5.1 Corsair Company Information
- 6.5.2 Corsair Business Overview
- 6.5.3 Corsair Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.5.4 Corsair Esports Gaming Peripheral Product Portfolio
- 6.5.5 Corsair Recent Developments
- 6.6 ASUS
- 6.6.1 ASUS Company Information
- 6.6.2 ASUS Business Overview
- 6.6.3 ASUS Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.6.4 ASUS Esports Gaming Peripheral Product Portfolio
- 6.6.5 ASUS Recent Developments
- 6.7 Turtle Beach
- 6.7.1 Turtle Beach Company Information
- 6.7.2 Turtle Beach Business Overview
- 6.7.3 Turtle Beach Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.7.4 Turtle Beach Esports Gaming Peripheral Product Portfolio
- 6.7.5 Turtle Beach Recent Developments
- 6.8 Poly
- 6.8.1 Poly Company Information
- 6.8.2 Poly Business Overview
- 6.8.3 Poly Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.8.4 Poly Esports Gaming Peripheral Product Portfolio
- 6.8.5 Poly Recent Developments
- 6.9 Mad Catz
- 6.9.1 Mad Catz Company Information
- 6.9.2 Mad Catz Business Overview
- 6.9.3 Mad Catz Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.9.4 Mad Catz Esports Gaming Peripheral Product Portfolio
- 6.9.5 Mad Catz Recent Developments
- 6.10 Roccat
- 6.10.1 Roccat Company Information
- 6.10.2 Roccat Business Overview
- 6.10.3 Roccat Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.10.4 Roccat Esports Gaming Peripheral Product Portfolio
- 6.10.5 Roccat Recent Developments
- 6.11 Thrustmaster
- 6.11.1 Thrustmaster Company Information
- 6.11.2 Thrustmaster Business Overview
- 6.11.3 Thrustmaster Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.11.4 Thrustmaster Esports Gaming Peripheral Product Portfolio
- 6.11.5 Thrustmaster Recent Developments
- 6.12 Cooler Master
- 6.12.1 Cooler Master Company Information
- 6.12.2 Cooler Master Business Overview
- 6.12.3 Cooler Master Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.12.4 Cooler Master Esports Gaming Peripheral Product Portfolio
- 6.12.5 Cooler Master Recent Developments
- 6.13 Sharkoon
- 6.13.1 Sharkoon Company Information
- 6.13.2 Sharkoon Business Overview
- 6.13.3 Sharkoon Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.13.4 Sharkoon Esports Gaming Peripheral Product Portfolio
- 6.13.5 Sharkoon Recent Developments
- 6.14 Pulsar
- 6.14.1 Pulsar Company Information
- 6.14.2 Pulsar Business Overview
- 6.14.3 Pulsar Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.14.4 Pulsar Esports Gaming Peripheral Product Portfolio
- 6.14.5 Pulsar Recent Developments
- 6.15 Fnatic
- 6.15.1 Fnatic Company Information
- 6.15.2 Fnatic Business Overview
- 6.15.3 Fnatic Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.15.4 Fnatic Esports Gaming Peripheral Product Portfolio
- 6.15.5 Fnatic Recent Developments
- 6.16 Viper Gaming
- 6.16.1 Viper Gaming Company Information
- 6.16.2 Viper Gaming Business Overview
- 6.16.3 Viper Gaming Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.16.4 Viper Gaming Esports Gaming Peripheral Product Portfolio
- 6.16.5 Viper Gaming Recent Developments
- 6.17 Dell
- 6.17.1 Dell Company Information
- 6.17.2 Dell Business Overview
- 6.17.3 Dell Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.17.4 Dell Esports Gaming Peripheral Product Portfolio
- 6.17.5 Dell Recent Developments
- 6.18 Skyloong
- 6.18.1 Skyloong Company Information
- 6.18.2 Skyloong Business Overview
- 6.18.3 Skyloong Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.18.4 Skyloong Esports Gaming Peripheral Product Portfolio
- 6.18.5 Skyloong Recent Developments
- 6.19 Ant Esports
- 6.19.1 Ant Esports Company Information
- 6.19.2 Ant Esports Business Overview
- 6.19.3 Ant Esports Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 6.19.4 Ant Esports Esports Gaming Peripheral Product Portfolio
- 6.19.5 Ant Esports Recent Developments
7 North America by Country
- 7.1 North America Esports Gaming Peripheral Sales by Country
- 7.1.1 North America Esports Gaming Peripheral Sales Growth Rate (CAGR) by Country: 2021 VS 2025 VS 2032
- 7.1.2 North America Esports Gaming Peripheral Sales by Country (2021-2026)
- 7.1.3 North America Esports Gaming Peripheral Sales Forecast by Country (2027-2032)
- 7.2 North America Esports Gaming Peripheral Market Size by Country
- 7.2.1 North America Esports Gaming Peripheral Market Size Growth Rate (CAGR) by Country: 2021 VS 2025 VS 2032
- 7.2.2 North America Esports Gaming Peripheral Market Size by Country (2021-2026)
- 7.2.3 North America Esports Gaming Peripheral Market Size Forecast by Country (2027-2032)
8 Europe by Country
- 8.1 Europe Esports Gaming Peripheral Sales by Country
- 8.1.1 Europe Esports Gaming Peripheral Sales Growth Rate (CAGR) by Country: 2021 VS 2025 VS 2032
- 8.1.2 Europe Esports Gaming Peripheral Sales by Country (2021-2026)
- 8.1.3 Europe Esports Gaming Peripheral Sales Forecast by Country (2027-2032)
- 8.2 Europe Esports Gaming Peripheral Market Size by Country
- 8.2.1 Europe Esports Gaming Peripheral Market Size Growth Rate (CAGR) by Country: 2021 VS 2025 VS 2032
- 8.2.2 Europe Esports Gaming Peripheral Market Size by Country (2021-2026)
- 8.2.3 Europe Esports Gaming Peripheral Market Size Forecast by Country (2027-2032)
9 Asia-Pacific by Country
- 9.1 Asia-Pacific Esports Gaming Peripheral Sales by Country
- 9.1.1 Asia-Pacific Esports Gaming Peripheral Sales Growth Rate (CAGR) by Country: 2021 VS 2025 VS 2032
- 9.1.2 Asia-Pacific Esports Gaming Peripheral Sales by Country (2021-2026)
- 9.1.3 Asia-Pacific Esports Gaming Peripheral Sales Forecast by Country (2027-2032)
- 9.2 Asia-Pacific Esports Gaming Peripheral Market Size by Country
- 9.2.1 Asia-Pacific Esports Gaming Peripheral Market Size Growth Rate (CAGR) by Country: 2021 VS 2025 VS 2032
- 9.2.2 Asia-Pacific Esports Gaming Peripheral Market Size by Country (2021-2026)
- 9.2.3 Asia-Pacific Esports Gaming Peripheral Market Size Forecast by Country (2027-2032)
10 South America by Country
- 10.1 South America Esports Gaming Peripheral Sales by Country
- 10.1.1 South America Esports Gaming Peripheral Sales Growth Rate (CAGR) by Country: 2021 VS 2025 VS 2032
- 10.1.2 South America Esports Gaming Peripheral Sales by Country (2021-2026)
- 10.1.3 South America Esports Gaming Peripheral Sales Forecast by Country (2027-2032)
- 10.2 South America Esports Gaming Peripheral Market Size by Country
- 10.2.1 South America Esports Gaming Peripheral Market Size Growth Rate (CAGR) by Country: 2021 VS 2025 VS 2032
- 10.2.2 South America Esports Gaming Peripheral Market Size by Country (2021-2026)
- 10.2.3 South America Esports Gaming Peripheral Market Size Forecast by Country (2027-2032)
11 Middle East and Africa by Country
- 11.1 Middle East and Africa Esports Gaming Peripheral Sales by Country
- 11.1.1 Middle East and Africa Esports Gaming Peripheral Sales Growth Rate (CAGR) by Country: 2021 VS 2025 VS 2032
- 11.1.2 Middle East and Africa Esports Gaming Peripheral Sales by Country (2021-2026)
- 11.1.3 Middle East and Africa Esports Gaming Peripheral Sales Forecast by Country (2027-2032)
- 11.2 Middle East and Africa Esports Gaming Peripheral Market Size by Country
- 11.2.1 Middle East and Africa Esports Gaming Peripheral Market Size Growth Rate (CAGR) by Country: 2021 VS 2025 VS 2032
- 11.2.2 Middle East and Africa Esports Gaming Peripheral Market Size by Country (2021-2026)
- 11.2.3 Middle East and Africa Esports Gaming Peripheral Market Size Forecast by Country (2027-2032)
12 Value Chain and Sales Channels Analysis
- 12.1 Esports Gaming Peripheral Value Chain Analysis
- 12.1.1 Esports Gaming Peripheral Key Raw Materials
- 12.1.2 Key Raw Materials Price
- 12.1.3 Raw Materials Key Suppliers
- 12.1.4 Manufacturing Cost Structure
- 12.1.5 Esports Gaming Peripheral Production Mode & Process
- 12.2 Esports Gaming Peripheral Sales Channels Analysis
- 12.2.1 Direct Comparison with Distribution Share
- 12.2.2 Esports Gaming Peripheral Distributors
- 12.2.3 Esports Gaming Peripheral Customers
13 Concluding Insights
14 Appendix
- 14.1 Reasons for Doing This Study
- 14.2 Research Methodology
- 14.3 Research Process
- 14.4 Authors List of This Report
- 14.5 Data Source
- 14.5.1 Secondary Sources
- 14.5.2 Primary Sources
- 14.6 Disclaimer
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