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E-Sports Peripherals Industry Research Report 2026
Market perspective
The global E-Sports Peripherals 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 E-Sports Peripherals 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 E-Sports Peripherals 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 E-Sports Peripherals 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 E-Sports Peripherals include Logitech G, Turtle Beach, Corsair, SteelSeries, Thrustmaster, Cooler Master, Razer, Mad Catz and Thermaltake Gaming, among others. In 2025, the top three vendors together accounted for approximately % of global revenue.
Report Scope
This report quantifies the global E-Sports Peripherals 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.
E-Sports Peripherals Market by Company
Logitech G
Turtle Beach
Corsair
SteelSeries
Thrustmaster
Cooler Master
Razer
Mad Catz
Thermaltake Gaming
Playmax Gaming
Powerwave Accessories
HTC Corporation
Allied Gaming
Nacon
Asus
HP(HyperX)
MSI
Nintendo
Sony (PlayStation)
Microsoft (xbox)
Dell (Alienware)
CHERRY
Zowie
Sharkoon
Sennheiser
Plantronics
E-Sports Peripherals Segment by Type
E-Sports Mouse
E-Sports Keyboards
E-Sports Headset
Controllers
Others
E-Sports Peripherals Segment by Application
Personal
Commercial
E-Sports Peripherals 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 E-Sports Peripherals 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 E-Sports Peripherals 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 E-Sports Peripherals.
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 E-Sports Peripherals 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 E-Sports Peripherals 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 E-Sports Peripherals 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
- E-Sports Mouse
- E-Sports Keyboards
- E-Sports Headset
- Controllers
- Others
Applications
- Personal
- Commercial
Companies covered
- Logitech G
- Turtle Beach
- Corsair
- SteelSeries
- Thrustmaster
- Cooler Master
- Razer
- Mad Catz
- Thermaltake Gaming
- Playmax Gaming
- Powerwave Accessories
- HTC Corporation
- Allied Gaming
- Nacon
- Asus
- HP(HyperX)
- MSI
- Nintendo
- Sony (PlayStation)
- Microsoft (xbox)
- Dell (Alienware)
- CHERRY
- Zowie
- Sharkoon
- Sennheiser
- Plantronics
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 E-Sports Peripherals Market Size (2021-2032)
- 2.2.2 Global E-Sports Peripherals Sales (2021-2032)
- 2.2.3 Global E-Sports Peripherals Market Average Price (2021-2032)
- 2.3 E-Sports Peripherals by Type
- 2.3.1 Market Value Comparison by Type (2021 VS 2025 VS 2032) & (US$ Million)
- 2.3.2 E-Sports Mouse
- 2.3.3 E-Sports Keyboards
- 2.3.4 E-Sports Headset
- 2.3.5 Controllers
- 2.3.6 Others
- 2.4 E-Sports Peripherals by Application
- 2.4.1 Market Value Comparison by Application (2021 VS 2025 VS 2032)
- 2.4.2 Personal
- 2.4.3 Commercial
3 Market Competitive Landscape by Manufacturers
- 3.1 Global E-Sports Peripherals Market Competitive Situation by Manufacturers (2021 Versus 2025)
- 3.2 Global E-Sports Peripherals Sales (k units) of Manufacturers (2021-2026)
- 3.3 Global E-Sports Peripherals Revenue of Manufacturers (2021-2026)
- 3.4 Global E-Sports Peripherals Average Price by Manufacturers (2021-2026)
- 3.5 Global E-Sports Peripherals Industry Ranking, 2024 VS 2025 VS 2026
- 3.6 Global Manufacturers of E-Sports Peripherals, Manufacturing Sites & Headquarters
- 3.7 Global Manufacturers of E-Sports Peripherals, Product Type & Application
- 3.8 Global Manufacturers of E-Sports Peripherals, Established Date
- 3.9 Global E-Sports Peripherals Market CR5 and HHI
- 3.10 Global Manufacturers Mergers & Acquisition
4 Manufacturers Profiled
- 4.1 Logitech G
- 4.1.1 Logitech G Company Information
- 4.1.2 Logitech G Business Overview
- 4.1.3 Logitech G E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.1.4 Logitech G E-Sports Peripherals Product Portfolio
- 4.1.5 Logitech G Recent Developments
- 4.2 Turtle Beach
- 4.2.1 Turtle Beach Company Information
- 4.2.2 Turtle Beach Business Overview
- 4.2.3 Turtle Beach E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.2.4 Turtle Beach E-Sports Peripherals Product Portfolio
- 4.2.5 Turtle Beach Recent Developments
- 4.3 Corsair
- 4.3.1 Corsair Company Information
- 4.3.2 Corsair Business Overview
- 4.3.3 Corsair E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.3.4 Corsair E-Sports Peripherals Product Portfolio
- 4.3.5 Corsair Recent Developments
- 4.4 SteelSeries
- 4.4.1 SteelSeries Company Information
- 4.4.2 SteelSeries Business Overview
- 4.4.3 SteelSeries E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.4.4 SteelSeries E-Sports Peripherals Product Portfolio
- 4.4.5 SteelSeries Recent Developments
- 4.5 Thrustmaster
- 4.5.1 Thrustmaster Company Information
- 4.5.2 Thrustmaster Business Overview
- 4.5.3 Thrustmaster E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.5.4 Thrustmaster E-Sports Peripherals Product Portfolio
- 4.5.5 Thrustmaster Recent Developments
- 4.6 Cooler Master
- 4.6.1 Cooler Master Company Information
- 4.6.2 Cooler Master Business Overview
- 4.6.3 Cooler Master E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.6.4 Cooler Master E-Sports Peripherals Product Portfolio
- 4.6.5 Cooler Master Recent Developments
- 4.7 Razer
- 4.7.1 Razer Company Information
- 4.7.2 Razer Business Overview
- 4.7.3 Razer E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.7.4 Razer E-Sports Peripherals Product Portfolio
- 4.7.5 Razer Recent Developments
- 4.8 Mad Catz
- 4.8.1 Mad Catz Company Information
- 4.8.2 Mad Catz Business Overview
- 4.8.3 Mad Catz E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.8.4 Mad Catz E-Sports Peripherals Product Portfolio
- 4.8.5 Mad Catz Recent Developments
- 4.9 Thermaltake Gaming
- 4.9.1 Thermaltake Gaming Company Information
- 4.9.2 Thermaltake Gaming Business Overview
- 4.9.3 Thermaltake Gaming E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.9.4 Thermaltake Gaming E-Sports Peripherals Product Portfolio
- 4.9.5 Thermaltake Gaming Recent Developments
- 4.10 Playmax Gaming
- 4.10.1 Playmax Gaming Company Information
- 4.10.2 Playmax Gaming Business Overview
- 4.10.3 Playmax Gaming E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.10.4 Playmax Gaming E-Sports Peripherals Product Portfolio
- 4.10.5 Playmax Gaming Recent Developments
- 4.11 Powerwave Accessories
- 4.11.1 Powerwave Accessories Company Information
- 4.11.2 Powerwave Accessories Business Overview
- 4.11.3 Powerwave Accessories E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.11.4 Powerwave Accessories E-Sports Peripherals Product Portfolio
- 4.11.5 Powerwave Accessories Recent Developments
- 4.12 HTC Corporation
- 4.12.1 HTC Corporation Company Information
- 4.12.2 HTC Corporation Business Overview
- 4.12.3 HTC Corporation E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.12.4 HTC Corporation E-Sports Peripherals Product Portfolio
- 4.12.5 HTC Corporation Recent Developments
- 4.13 Allied Gaming
- 4.13.1 Allied Gaming Company Information
- 4.13.2 Allied Gaming Business Overview
- 4.13.3 Allied Gaming E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.13.4 Allied Gaming E-Sports Peripherals Product Portfolio
- 4.13.5 Allied Gaming Recent Developments
- 4.14 Nacon
- 4.14.1 Nacon Company Information
- 4.14.2 Nacon Business Overview
- 4.14.3 Nacon E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.14.4 Nacon E-Sports Peripherals Product Portfolio
- 4.14.5 Nacon Recent Developments
- 4.15 Asus
- 4.15.1 Asus Company Information
- 4.15.2 Asus Business Overview
- 4.15.3 Asus E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.15.4 Asus E-Sports Peripherals Product Portfolio
- 4.15.5 Asus Recent Developments
- 4.16 HP(HyperX)
- 4.16.1 HP(HyperX) Company Information
- 4.16.2 HP(HyperX) Business Overview
- 4.16.3 HP(HyperX) E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.16.4 HP(HyperX) E-Sports Peripherals Product Portfolio
- 4.16.5 HP(HyperX) Recent Developments
- 4.17 MSI
- 4.17.1 MSI Company Information
- 4.17.2 MSI Business Overview
- 4.17.3 MSI E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.17.4 MSI E-Sports Peripherals Product Portfolio
- 4.17.5 MSI Recent Developments
- 4.18 Nintendo
- 4.18.1 Nintendo Company Information
- 4.18.2 Nintendo Business Overview
- 4.18.3 Nintendo E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.18.4 Nintendo E-Sports Peripherals Product Portfolio
- 4.18.5 Nintendo Recent Developments
- 4.19 Sony (PlayStation)
- 4.19.1 Sony (PlayStation) Company Information
- 4.19.2 Sony (PlayStation) Business Overview
- 4.19.3 Sony (PlayStation) E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.19.4 Sony (PlayStation) E-Sports Peripherals Product Portfolio
- 4.19.5 Sony (PlayStation) Recent Developments
- 4.20 Microsoft (xbox)
- 4.20.1 Microsoft (xbox) Company Information
- 4.20.2 Microsoft (xbox) Business Overview
- 4.20.3 Microsoft (xbox) E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.20.4 Microsoft (xbox) E-Sports Peripherals Product Portfolio
- 4.20.5 Microsoft (xbox) Recent Developments
- 4.21 Dell (Alienware)
- 4.21.1 Dell (Alienware) Company Information
- 4.21.2 Dell (Alienware) Business Overview
- 4.21.3 Dell (Alienware) E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.21.4 Dell (Alienware) E-Sports Peripherals Product Portfolio
- 4.21.5 Dell (Alienware) Recent Developments
- 4.22 CHERRY
- 4.22.1 CHERRY Company Information
- 4.22.2 CHERRY Business Overview
- 4.22.3 CHERRY E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.22.4 CHERRY E-Sports Peripherals Product Portfolio
- 4.22.5 CHERRY Recent Developments
- 4.23 Zowie
- 4.23.1 Zowie Company Information
- 4.23.2 Zowie Business Overview
- 4.23.3 Zowie E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.23.4 Zowie E-Sports Peripherals Product Portfolio
- 4.23.5 Zowie Recent Developments
- 4.24 Sharkoon
- 4.24.1 Sharkoon Company Information
- 4.24.2 Sharkoon Business Overview
- 4.24.3 Sharkoon E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.24.4 Sharkoon E-Sports Peripherals Product Portfolio
- 4.24.5 Sharkoon Recent Developments
- 4.25 Sennheiser
- 4.25.1 Sennheiser Company Information
- 4.25.2 Sennheiser Business Overview
- 4.25.3 Sennheiser E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.25.4 Sennheiser E-Sports Peripherals Product Portfolio
- 4.25.5 Sennheiser Recent Developments
- 4.26 Plantronics
- 4.26.1 Plantronics Company Information
- 4.26.2 Plantronics Business Overview
- 4.26.3 Plantronics E-Sports Peripherals Sales, Revenue and Gross Margin (2021-2026)
- 4.26.4 Plantronics E-Sports Peripherals Product Portfolio
- 4.26.5 Plantronics Recent Developments
5 Global E-Sports Peripherals Market Scenario by Region
- 5.1 Global E-Sports Peripherals Market Size by Region: 2021 VS 2025 VS 2032
- 5.2 Global E-Sports Peripherals Sales by Region: 2021-2032
- 5.2.1 Global E-Sports Peripherals Sales by Region: 2021-2026
- 5.2.2 Global E-Sports Peripherals Sales by Region: 2027-2032
- 5.3 Global E-Sports Peripherals Revenue by Region: 2021-2032
- 5.3.1 Global E-Sports Peripherals Revenue by Region: 2021-2026
- 5.3.2 Global E-Sports Peripherals Revenue by Region: 2027-2032
- 5.4 North America E-Sports Peripherals Market Facts & Figures by Country
- 5.4.1 North America E-Sports Peripherals Market Size by Country: 2021 VS 2025 VS 2032
- 5.4.2 North America E-Sports Peripherals Sales by Country (2021-2032)
- 5.4.3 North America E-Sports Peripherals Revenue by Country (2021-2032)
- 5.4.4 United States
- 5.4.5 Canada
- 5.4.6 Mexico
- 5.5 Europe E-Sports Peripherals Market Facts & Figures by Country
- 5.5.1 Europe E-Sports Peripherals Market Size by Country: 2021 VS 2025 VS 2032
- 5.5.2 Europe E-Sports Peripherals Sales by Country (2021-2032)
- 5.5.3 Europe E-Sports Peripherals 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 E-Sports Peripherals Market Facts & Figures by Country
- 5.6.1 Asia Pacific E-Sports Peripherals Market Size by Country: 2021 VS 2025 VS 2032
- 5.6.2 Asia Pacific E-Sports Peripherals Sales by Country (2021-2032)
- 5.6.3 Asia Pacific E-Sports Peripherals 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 E-Sports Peripherals Market Facts & Figures by Country
- 5.7.1 South America E-Sports Peripherals Market Size by Country: 2021 VS 2025 VS 2032
- 5.7.2 South America E-Sports Peripherals Sales by Country (2021-2032)
- 5.7.3 South America E-Sports Peripherals Revenue by Country (2021-2032)
- 5.7.4 Brazil
- 5.7.5 Argentina
- 5.7.6 Chile
- 5.8 Middle East and Africa E-Sports Peripherals Market Facts & Figures by Country
- 5.8.1 Middle East and Africa E-Sports Peripherals Market Size by Country: 2021 VS 2025 VS 2032
- 5.8.2 Middle East and Africa E-Sports Peripherals Sales by Country (2021-2032)
- 5.8.3 Middle East and Africa E-Sports Peripherals 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 E-Sports Peripherals Sales by Type (2021-2032)
- 6.1.1 Global E-Sports Peripherals Sales by Type (2021-2032) & (k units)
- 6.1.2 Global E-Sports Peripherals Sales Market Share by Type (2021-2032)
- 6.2 Global E-Sports Peripherals Revenue by Type (2021-2032)
- 6.2.1 Global E-Sports Peripherals Sales by Type (2021-2032) & (US$ Million)
- 6.2.2 Global E-Sports Peripherals Revenue Market Share by Type (2021-2032)
- 6.3 Global E-Sports Peripherals Price by Type (2021-2032)
7 Segment by Application
- 7.1 Global E-Sports Peripherals Sales by Application (2021-2032)
- 7.1.1 Global E-Sports Peripherals Sales by Application (2021-2032) & (k units)
- 7.1.2 Global E-Sports Peripherals Sales Market Share by Application (2021-2032)
- 7.2 Global E-Sports Peripherals Revenue by Application (2021-2032)
- 7.2.1 Global E-Sports Peripherals Sales by Application (2021-2032) & (US$ Million)
- 7.2.2 Global E-Sports Peripherals Revenue Market Share by Application (2021-2032)
- 7.3 Global E-Sports Peripherals Price by Application (2021-2032)
8 Value Chain and Sales Channels Analysis of the Market
- 8.1 E-Sports Peripherals Value Chain Analysis
- 8.1.1 E-Sports Peripherals Key Raw Materials
- 8.1.2 Raw Materials Key Suppliers
- 8.1.3 E-Sports Peripherals Production Mode & Process
- 8.2 E-Sports Peripherals Sales Channels Analysis
- 8.2.1 Direct Comparison with Distribution Share
- 8.2.2 E-Sports Peripherals Distributors
- 8.2.3 E-Sports Peripherals Customers
9 Global E-Sports Peripherals Analyzing Market Dynamics
- 9.1 E-Sports Peripherals Industry Trends
- 9.2 E-Sports Peripherals Industry Drivers
- 9.3 E-Sports Peripherals Industry Opportunities and Challenges
- 9.4 E-Sports Peripherals Industry Restraints
10 Report Conclusion
11 Disclaimer
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