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Esports Gaming Peripheral Industry Research Report 2026
Market perspective
The global Esports Gaming Peripheral market was valued at US$ million in 2025 and is projected to reach US$ million by 2032, implying a CAGR of % 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 rise 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 expected to grow 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 quantifies the global Esports Gaming Peripheral market in terms of revenue (US$ million) and, where applicable, sales volume (k units), using 2025 as the base year and providing annual historical and forecast data for 2021–2032.
It standardizes definitions of Types and Applications, harmonizes vendor attribution, and presents comparable time series by company, Type, Application, and region/country, including indicative price bands (US$/k units) and concentration ratios (CR5/CR10).
The outputs are intended to support strategy development, budgeting, and performance benchmarking for brand owners, manufacturers, retailers, channel partners, and investors; data are structured with consistent units and fields to facilitate integration into internal FP&A and BI systems.
Key Companies & Market Share Insights
This section profiles leading manufacturers, combining 2021–2025 results with a 2026–2032 outlook. It reports revenue, market share, price bands, product and application mix, regional and channel mix, and key developments (M&A, capacity additions, certifications). It also provides global revenue, average price, and—where applicable—sales volume by manufacturer, and calculates CR5/CR10 and rank changes to support comparative benchmarking.
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: Research objectives, research methods, data sources, data cross-validation;
Chapter 2: Introduces the report scope of the report, executive summary of different market segments (by region, product type, application, etc.), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 3: Detailed analysis of Esports Gaming Peripheral manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product production/output, value, price, gross margin, product introduction, recent development, etc.
Chapter 5: Production/output, value of Esports Gaming Peripheral by region/country. It provides a quantitative analysis of the market size and development potential of each region in the next six years.
Chapter 6: Consumption of Esports Gaming Peripheral in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and production of each country in the world.
Chapter 7: 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 8: 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 9: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 10: 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 11: The main points and conclusions 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 Preface
- 1.1 Scope of Report
- 1.2 Reasons for Doing This Study
- 1.3 Research Methodology
- 1.4 Research Process
- 1.5 Data Source
- 1.5.1 Secondary Sources
- 1.5.2 Primary Sources
2 Market Overview
- 2.1 Product Definition
- 2.2 Global Market Growth Prospects
- 2.2.1 Global Esports Gaming Peripheral Market Size (2021-2032)
- 2.2.2 Global Esports Gaming Peripheral Sales (2021-2032)
- 2.2.3 Global Esports Gaming Peripheral Market Average Price (2021-2032)
- 2.3 Esports Gaming Peripheral by Type
- 2.3.1 Market Value Comparison by Type (2021 VS 2025 VS 2032) & (US$ Million)
- 2.3.2 Gaming Mouse
- 2.3.3 Gaming Keyboards
- 2.3.4 Headset
- 2.3.5 Controllers
- 2.3.6 Others
- 2.4 Esports Gaming Peripheral by Application
- 2.4.1 Market Value Comparison by Application (2021 VS 2025 VS 2032)
- 2.4.2 Gaming Tournaments
- 2.4.3 Training and Boot Camps
- 2.4.4 Personal Leisure
- 2.4.5 Other
3 Market Competitive Landscape by Manufacturers
- 3.1 Global Esports Gaming Peripheral Market Competitive Situation by Manufacturers (2021 Versus 2025)
- 3.2 Global Esports Gaming Peripheral Sales (k units) of Manufacturers (2021-2026)
- 3.3 Global Esports Gaming Peripheral Revenue of Manufacturers (2021-2026)
- 3.4 Global Esports Gaming Peripheral Average Price by Manufacturers (2021-2026)
- 3.5 Global Esports Gaming Peripheral Industry Ranking, 2024 VS 2025 VS 2026
- 3.6 Global Manufacturers of Esports Gaming Peripheral, Manufacturing Sites & Headquarters
- 3.7 Global Manufacturers of Esports Gaming Peripheral, Product Type & Application
- 3.8 Global Manufacturers of Esports Gaming Peripheral, Established Date
- 3.9 Global Esports Gaming Peripheral Market CR5 and HHI
- 3.10 Global Manufacturers Mergers & Acquisition
4 Manufacturers Profiled
- 4.1 Razer
- 4.1.1 Razer Company Information
- 4.1.2 Razer Business Overview
- 4.1.3 Razer Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.1.4 Razer Esports Gaming Peripheral Product Portfolio
- 4.1.5 Razer Recent Developments
- 4.2 Logitech
- 4.2.1 Logitech Company Information
- 4.2.2 Logitech Business Overview
- 4.2.3 Logitech Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.2.4 Logitech Esports Gaming Peripheral Product Portfolio
- 4.2.5 Logitech Recent Developments
- 4.3 SteelSeries
- 4.3.1 SteelSeries Company Information
- 4.3.2 SteelSeries Business Overview
- 4.3.3 SteelSeries Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.3.4 SteelSeries Esports Gaming Peripheral Product Portfolio
- 4.3.5 SteelSeries Recent Developments
- 4.4 HyperX
- 4.4.1 HyperX Company Information
- 4.4.2 HyperX Business Overview
- 4.4.3 HyperX Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.4.4 HyperX Esports Gaming Peripheral Product Portfolio
- 4.4.5 HyperX Recent Developments
- 4.5 Corsair
- 4.5.1 Corsair Company Information
- 4.5.2 Corsair Business Overview
- 4.5.3 Corsair Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.5.4 Corsair Esports Gaming Peripheral Product Portfolio
- 4.5.5 Corsair Recent Developments
- 4.6 ASUS
- 4.6.1 ASUS Company Information
- 4.6.2 ASUS Business Overview
- 4.6.3 ASUS Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.6.4 ASUS Esports Gaming Peripheral Product Portfolio
- 4.6.5 ASUS Recent Developments
- 4.7 Turtle Beach
- 4.7.1 Turtle Beach Company Information
- 4.7.2 Turtle Beach Business Overview
- 4.7.3 Turtle Beach Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.7.4 Turtle Beach Esports Gaming Peripheral Product Portfolio
- 4.7.5 Turtle Beach Recent Developments
- 4.8 Poly
- 4.8.1 Poly Company Information
- 4.8.2 Poly Business Overview
- 4.8.3 Poly Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.8.4 Poly Esports Gaming Peripheral Product Portfolio
- 4.8.5 Poly Recent Developments
- 4.9 Mad Catz
- 4.9.1 Mad Catz Company Information
- 4.9.2 Mad Catz Business Overview
- 4.9.3 Mad Catz Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.9.4 Mad Catz Esports Gaming Peripheral Product Portfolio
- 4.9.5 Mad Catz Recent Developments
- 4.10 Roccat
- 4.10.1 Roccat Company Information
- 4.10.2 Roccat Business Overview
- 4.10.3 Roccat Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.10.4 Roccat Esports Gaming Peripheral Product Portfolio
- 4.10.5 Roccat Recent Developments
- 4.11 Thrustmaster
- 4.11.1 Thrustmaster Company Information
- 4.11.2 Thrustmaster Business Overview
- 4.11.3 Thrustmaster Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.11.4 Thrustmaster Esports Gaming Peripheral Product Portfolio
- 4.11.5 Thrustmaster Recent Developments
- 4.12 Cooler Master
- 4.12.1 Cooler Master Company Information
- 4.12.2 Cooler Master Business Overview
- 4.12.3 Cooler Master Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.12.4 Cooler Master Esports Gaming Peripheral Product Portfolio
- 4.12.5 Cooler Master Recent Developments
- 4.13 Sharkoon
- 4.13.1 Sharkoon Company Information
- 4.13.2 Sharkoon Business Overview
- 4.13.3 Sharkoon Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.13.4 Sharkoon Esports Gaming Peripheral Product Portfolio
- 4.13.5 Sharkoon Recent Developments
- 4.14 Pulsar
- 4.14.1 Pulsar Company Information
- 4.14.2 Pulsar Business Overview
- 4.14.3 Pulsar Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.14.4 Pulsar Esports Gaming Peripheral Product Portfolio
- 4.14.5 Pulsar Recent Developments
- 4.15 Fnatic
- 4.15.1 Fnatic Company Information
- 4.15.2 Fnatic Business Overview
- 4.15.3 Fnatic Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.15.4 Fnatic Esports Gaming Peripheral Product Portfolio
- 4.15.5 Fnatic Recent Developments
- 4.16 Viper Gaming
- 4.16.1 Viper Gaming Company Information
- 4.16.2 Viper Gaming Business Overview
- 4.16.3 Viper Gaming Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.16.4 Viper Gaming Esports Gaming Peripheral Product Portfolio
- 4.16.5 Viper Gaming Recent Developments
- 4.17 Dell
- 4.17.1 Dell Company Information
- 4.17.2 Dell Business Overview
- 4.17.3 Dell Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.17.4 Dell Esports Gaming Peripheral Product Portfolio
- 4.17.5 Dell Recent Developments
- 4.18 Skyloong
- 4.18.1 Skyloong Company Information
- 4.18.2 Skyloong Business Overview
- 4.18.3 Skyloong Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.18.4 Skyloong Esports Gaming Peripheral Product Portfolio
- 4.18.5 Skyloong Recent Developments
- 4.19 Ant Esports
- 4.19.1 Ant Esports Company Information
- 4.19.2 Ant Esports Business Overview
- 4.19.3 Ant Esports Esports Gaming Peripheral Sales, Revenue and Gross Margin (2021-2026)
- 4.19.4 Ant Esports Esports Gaming Peripheral Product Portfolio
- 4.19.5 Ant Esports Recent Developments
5 Global Esports Gaming Peripheral Market Scenario by Region
- 5.1 Global Esports Gaming Peripheral Market Size by Region: 2021 VS 2025 VS 2032
- 5.2 Global Esports Gaming Peripheral Sales by Region: 2021-2032
- 5.2.1 Global Esports Gaming Peripheral Sales by Region: 2021-2026
- 5.2.2 Global Esports Gaming Peripheral Sales by Region: 2027-2032
- 5.3 Global Esports Gaming Peripheral Revenue by Region: 2021-2032
- 5.3.1 Global Esports Gaming Peripheral Revenue by Region: 2021-2026
- 5.3.2 Global Esports Gaming Peripheral Revenue by Region: 2027-2032
- 5.4 North America Esports Gaming Peripheral Market Facts & Figures by Country
- 5.4.1 North America Esports Gaming Peripheral Market Size by Country: 2021 VS 2025 VS 2032
- 5.4.2 North America Esports Gaming Peripheral Sales by Country (2021-2032)
- 5.4.3 North America Esports Gaming Peripheral Revenue by Country (2021-2032)
- 5.4.4 United States
- 5.4.5 Canada
- 5.4.6 Mexico
- 5.5 Europe Esports Gaming Peripheral Market Facts & Figures by Country
- 5.5.1 Europe Esports Gaming Peripheral Market Size by Country: 2021 VS 2025 VS 2032
- 5.5.2 Europe Esports Gaming Peripheral Sales by Country (2021-2032)
- 5.5.3 Europe Esports Gaming Peripheral Revenue by Country (2021-2032)
- 5.5.4 Germany
- 5.5.5 France
- 5.5.6 U.K.
- 5.5.7 Italy
- 5.5.8 Russia
- 5.5.9 Spain
- 5.5.10 Netherlands
- 5.5.11 Switzerland
- 5.5.12 Sweden
- 5.5.13 Poland
- 5.6 Asia Pacific Esports Gaming Peripheral Market Facts & Figures by Country
- 5.6.1 Asia Pacific Esports Gaming Peripheral Market Size by Country: 2021 VS 2025 VS 2032
- 5.6.2 Asia Pacific Esports Gaming Peripheral Sales by Country (2021-2032)
- 5.6.3 Asia Pacific Esports Gaming Peripheral Revenue by Country (2021-2032)
- 5.6.4 China
- 5.6.5 Japan
- 5.6.6 South Korea
- 5.6.7 India
- 5.6.8 Australia
- 5.6.9 Taiwan
- 5.6.10 Southeast Asia
- 5.7 South America Esports Gaming Peripheral Market Facts & Figures by Country
- 5.7.1 South America Esports Gaming Peripheral Market Size by Country: 2021 VS 2025 VS 2032
- 5.7.2 South America Esports Gaming Peripheral Sales by Country (2021-2032)
- 5.7.3 South America Esports Gaming Peripheral Revenue by Country (2021-2032)
- 5.7.4 Brazil
- 5.7.5 Argentina
- 5.7.6 Chile
- 5.8 Middle East and Africa Esports Gaming Peripheral Market Facts & Figures by Country
- 5.8.1 Middle East and Africa Esports Gaming Peripheral Market Size by Country: 2021 VS 2025 VS 2032
- 5.8.2 Middle East and Africa Esports Gaming Peripheral Sales by Country (2021-2032)
- 5.8.3 Middle East and Africa Esports Gaming Peripheral Revenue by Country (2021-2032)
- 5.8.4 Egypt
- 5.8.5 South Africa
- 5.8.6 Israel
- 5.8.7 Türkiye
- 5.8.8 GCC Countries
6 Segment by Type
- 6.1 Global Esports Gaming Peripheral Sales by Type (2021-2032)
- 6.1.1 Global Esports Gaming Peripheral Sales by Type (2021-2032) & (k units)
- 6.1.2 Global Esports Gaming Peripheral Sales Market Share by Type (2021-2032)
- 6.2 Global Esports Gaming Peripheral Revenue by Type (2021-2032)
- 6.2.1 Global Esports Gaming Peripheral Sales by Type (2021-2032) & (US$ Million)
- 6.2.2 Global Esports Gaming Peripheral Revenue Market Share by Type (2021-2032)
- 6.3 Global Esports Gaming Peripheral Price by Type (2021-2032)
7 Segment by Application
- 7.1 Global Esports Gaming Peripheral Sales by Application (2021-2032)
- 7.1.1 Global Esports Gaming Peripheral Sales by Application (2021-2032) & (k units)
- 7.1.2 Global Esports Gaming Peripheral Sales Market Share by Application (2021-2032)
- 7.2 Global Esports Gaming Peripheral Revenue by Application (2021-2032)
- 7.2.1 Global Esports Gaming Peripheral Sales by Application (2021-2032) & (US$ Million)
- 7.2.2 Global Esports Gaming Peripheral Revenue Market Share by Application (2021-2032)
- 7.3 Global Esports Gaming Peripheral Price by Application (2021-2032)
8 Value Chain and Sales Channels Analysis of the Market
- 8.1 Esports Gaming Peripheral Value Chain Analysis
- 8.1.1 Esports Gaming Peripheral Key Raw Materials
- 8.1.2 Raw Materials Key Suppliers
- 8.1.3 Esports Gaming Peripheral Production Mode & Process
- 8.2 Esports Gaming Peripheral Sales Channels Analysis
- 8.2.1 Direct Comparison with Distribution Share
- 8.2.2 Esports Gaming Peripheral Distributors
- 8.2.3 Esports Gaming Peripheral Customers
9 Global Esports Gaming Peripheral Analyzing Market Dynamics
- 9.1 Esports Gaming Peripheral Industry Trends
- 9.2 Esports Gaming Peripheral Industry Drivers
- 9.3 Esports Gaming Peripheral Industry Opportunities and Challenges
- 9.4 Esports Gaming Peripheral Industry Restraints
10 Report Conclusion
11 Disclaimer
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