APO RESEARCH · REPORT
Gaming Peripherals
Gaming Peripherals are hardware devices, such as mice, keyboards, headsets, surfaces and controllers, used to play games in conjunction.
Product & engineering
Understand the product.
Gaming Peripherals are hardware devices, such as mice, keyboards, headsets, surfaces and controllers, used to play games in conjunction.
Selected research
Market Structure
Global Gaming Peripherals Market by Size, by Type, by Application, by Region, History and Forecast 2021-2032
Market perspective
Gaming Peripherals are hardware devices, such as mice, keyboards, headsets, surfaces and controllers, used to play games in conjunction.
The major players in global Gaming Peripherals market include Razer, Logitech G (ASTRO), Turtle Beach, etc. The top 3 players occupy about 25% shares of the global market. North America and Europe are main markets, they occupy about 65% of the global market. Gaming Mouse is the main type, with a share about 40%. Commercial is the main application, which holds a share about 85%.
Report Includes
Read the full market overview
This report provides an overview of the global Gaming Peripherals market and its size, analyzing global market trends based on historical revenue data for 2021-2025, estimates for 2026, and projected CAGRs through 2032.
The study covers key producers of Gaming Peripherals and revenue 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 Gaming Peripherals 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 revenue and growth rates—for 2021-2032, and evaluates and forecasts the Gaming Peripherals market size, projected growth trends, production technologies, key applications, and end-use industries.
Gaming Peripherals Segment by Company
Razer
Logitech G (ASTRO)
Turtle Beach
Corsair
Sennheiser
Plantronics
SteelSeries
Mad Catz
ROCCAT
QPAD
Thrustmaster
HyperX
Tt eSPORTS
Cooler Master
ZOWIE
Sharkoon
Trust
Microsoft
Gaming Peripherals Segment by Type
Gaming Mouse
Gaming Keyboards
Headset
Controllers
Others
Gaming Peripherals Segment by Application
Personal
Commercial
Gaming 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
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 Gaming 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 Gaming 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 Gaming 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: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. Revenue of Gaming Peripherals in global and regional 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 capacity of each country in the world. 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 2: Analysis key trends, drivers, challenges, and opportunities within the global Gaming Peripherals industry.
Chapter 3: Detailed analysis of Gaming Peripherals companies' competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the revenue, 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 revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Gaming Peripheralsrevenue, gross margin, and recent development, etc.
Chapter 7: North America (US & Canada) by type, by application and by country, revenue for each segment.
Chapter 8: Europe by type, by application and by country, revenue for each segment.
Chapter 9: China by type, and by application, revenue for each segment.
Chapter 10: Asia (excluding China) by type, by application and by region, revenue for each segment.
Chapter 11: South America, Middle East & Africa by type, by application and by country, revenue for each segment.
Chapter 12: Concluding Insights of the report.
More report detail
Tables and figures
Scope & coverage.
Types
- Gaming Mouse
- Gaming Keyboards
- Headset
- Controllers
- Others
Applications
- Personal
- Commercial
Companies covered
- Razer
- Logitech G (ASTRO)
- Turtle Beach
- Corsair
- Sennheiser
- Plantronics
- SteelSeries
- Mad Catz
- ROCCAT
- QPAD
- Thrustmaster
- HyperX
- Tt eSPORTS
- Cooler Master
- ZOWIE
- Sharkoon
- Trust
- Microsoft
Inside the report.
1 Market Overview
- 1.1 Product Definition
- 1.2 Market Analysis by Type
- 1.2.1 Global Gaming Peripherals Market Size Growth Rate by Type: 2021 VS 2025 VS 2032
- 1.2.2 Gaming Mouse
- 1.2.3 Gaming Keyboards
- 1.2.4 Headset
- 1.2.5 Controllers
- 1.2.6 Others
- 1.3 Market Analysis by Application
- 1.3.1 Global Gaming Peripherals Market Size Growth Rate by Application: 2021 VS 2025 VS 2032
- 1.3.2 Personal
- 1.3.3 Commercial
- 1.4 Global Market Growth Prospects
- 1.5 Global Gaming Peripherals Growth Trends by Region
- 1.5.1 Global Gaming Peripherals Market Size by Region: 2021 VS 2025 VS 2032
- 1.5.2 Gaming Peripherals Market Size by Region (2021-2026)
- 1.5.3 Gaming Peripherals Market Size by Region (2027-2032)
- 1.6 Assumptions and Limitations
- 1.7 Study Goals and Objectives
- 1.8 Years Considered
2 Global Gaming Peripherals Market Dynamics
- 2.1 Gaming Peripherals Industry Trends
- 2.2 Gaming Peripherals Industry Drivers
- 2.3 Gaming Peripherals Industry Opportunities and Challenges
- 2.4 Gaming Peripherals Industry Restraints
3 Competitive Landscape by Company
- 3.1 Global Gaming Peripherals Revenue by Company (2021-2026)
- 3.2 Global Gaming Peripherals Players Revenue Ranking, 2024 VS 2025 VS 2026
- 3.3 Global Gaming Peripherals Key Company Head office and Area Served
- 3.4 Global Gaming Peripherals Company, Product Type & Application
- 3.5 Global Gaming Peripherals Company Establishment Date
- 3.6 Market Competitive Analysis
- 3.6.1 Global Gaming Peripherals Market CR5 and HHI
- 3.6.2 Global Top 5 and 10 Gaming Peripherals Players Market Share by Revenue in 2025
- 3.6.3 2025 Gaming Peripherals Tier 1, Tier 2, and Tier 3
4 Gaming Peripherals Market by Type
- 4.1 Global Gaming Peripherals Market Size by Type (2021 VS 2025 VS 2032)
- 4.2 Global Gaming Peripherals Market Size by Type (2021-2032)
- 4.3 Global Gaming Peripherals Market Size Share by Type (2021-2032)
5 Gaming Peripherals Market by Application
- 5.1 Global Gaming Peripherals Market Size by Application (2021 VS 2025 VS 2032)
- 5.2 Global Gaming Peripherals Market Size by Application (2021-2032)
- 5.3 Global Gaming Peripherals Market Size Share by Application (2021-2032)
6 Company Profiles
- 6.1 Razer
- 6.1.1 Razer Company Information
- 6.1.2 Razer Business Overview
- 6.1.3 Razer Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.1.4 Razer Gaming Peripherals Product Portfolio
- 6.1.5 Razer Recent Developments
- 6.2 Logitech G (ASTRO)
- 6.2.1 Logitech G (ASTRO) Company Information
- 6.2.2 Logitech G (ASTRO) Business Overview
- 6.2.3 Logitech G (ASTRO) Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.2.4 Logitech G (ASTRO) Gaming Peripherals Product Portfolio
- 6.2.5 Logitech G (ASTRO) Recent Developments
- 6.3 Turtle Beach
- 6.3.1 Turtle Beach Company Information
- 6.3.2 Turtle Beach Business Overview
- 6.3.3 Turtle Beach Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.3.4 Turtle Beach Gaming Peripherals Product Portfolio
- 6.3.5 Turtle Beach Recent Developments
- 6.4 Corsair
- 6.4.1 Corsair Company Information
- 6.4.2 Corsair Business Overview
- 6.4.3 Corsair Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.4.4 Corsair Gaming Peripherals Product Portfolio
- 6.4.5 Corsair Recent Developments
- 6.5 Sennheiser
- 6.5.1 Sennheiser Company Information
- 6.5.2 Sennheiser Business Overview
- 6.5.3 Sennheiser Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.5.4 Sennheiser Gaming Peripherals Product Portfolio
- 6.5.5 Sennheiser Recent Developments
- 6.6 Plantronics
- 6.6.1 Plantronics Company Information
- 6.6.2 Plantronics Business Overview
- 6.6.3 Plantronics Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.6.4 Plantronics Gaming Peripherals Product Portfolio
- 6.6.5 Plantronics Recent Developments
- 6.7 SteelSeries
- 6.7.1 SteelSeries Company Information
- 6.7.2 SteelSeries Business Overview
- 6.7.3 SteelSeries Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.7.4 SteelSeries Gaming Peripherals Product Portfolio
- 6.7.5 SteelSeries Recent Developments
- 6.8 Mad Catz
- 6.8.1 Mad Catz Company Information
- 6.8.2 Mad Catz Business Overview
- 6.8.3 Mad Catz Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.8.4 Mad Catz Gaming Peripherals Product Portfolio
- 6.8.5 Mad Catz Recent Developments
- 6.9 ROCCAT
- 6.9.1 ROCCAT Company Information
- 6.9.2 ROCCAT Business Overview
- 6.9.3 ROCCAT Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.9.4 ROCCAT Gaming Peripherals Product Portfolio
- 6.9.5 ROCCAT Recent Developments
- 6.10 QPAD
- 6.10.1 QPAD Company Information
- 6.10.2 QPAD Business Overview
- 6.10.3 QPAD Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.10.4 QPAD Gaming Peripherals Product Portfolio
- 6.10.5 QPAD Recent Developments
- 6.11 Thrustmaster
- 6.11.1 Thrustmaster Company Information
- 6.11.2 Thrustmaster Business Overview
- 6.11.3 Thrustmaster Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.11.4 Thrustmaster Gaming Peripherals Product Portfolio
- 6.11.5 Thrustmaster Recent Developments
- 6.12 HyperX
- 6.12.1 HyperX Company Information
- 6.12.2 HyperX Business Overview
- 6.12.3 HyperX Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.12.4 HyperX Gaming Peripherals Product Portfolio
- 6.12.5 HyperX Recent Developments
- 6.13 Tt eSPORTS
- 6.13.1 Tt eSPORTS Company Information
- 6.13.2 Tt eSPORTS Business Overview
- 6.13.3 Tt eSPORTS Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.13.4 Tt eSPORTS Gaming Peripherals Product Portfolio
- 6.13.5 Tt eSPORTS Recent Developments
- 6.14 Cooler Master
- 6.14.1 Cooler Master Company Information
- 6.14.2 Cooler Master Business Overview
- 6.14.3 Cooler Master Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.14.4 Cooler Master Gaming Peripherals Product Portfolio
- 6.14.5 Cooler Master Recent Developments
- 6.15 ZOWIE
- 6.15.1 ZOWIE Company Information
- 6.15.2 ZOWIE Business Overview
- 6.15.3 ZOWIE Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.15.4 ZOWIE Gaming Peripherals Product Portfolio
- 6.15.5 ZOWIE Recent Developments
- 6.16 Sharkoon
- 6.16.1 Sharkoon Company Information
- 6.16.2 Sharkoon Business Overview
- 6.16.3 Sharkoon Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.16.4 Sharkoon Gaming Peripherals Product Portfolio
- 6.16.5 Sharkoon Recent Developments
- 6.17 Trust
- 6.17.1 Trust Company Information
- 6.17.2 Trust Business Overview
- 6.17.3 Trust Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.17.4 Trust Gaming Peripherals Product Portfolio
- 6.17.5 Trust Recent Developments
- 6.18 Microsoft
- 6.18.1 Microsoft Company Information
- 6.18.2 Microsoft Business Overview
- 6.18.3 Microsoft Gaming Peripherals Revenue and Gross Margin (US$ Million) & (2021-2026)
- 6.18.4 Microsoft Gaming Peripherals Product Portfolio
- 6.18.5 Microsoft Recent Developments
7 North America
- 7.1 North America Gaming Peripherals Market Size (2021-2032)
- 7.2 North America Gaming Peripherals Market Size by Type
- 7.2.1 North America Gaming Peripherals Market Size by Type (2021-2026)
- 7.2.2 North America Gaming Peripherals Market Size by Type (2027-2032)
- 7.2.3 North America Gaming Peripherals Market Share by Type (2021-2032)
- 7.3 North America Gaming Peripherals Market Size by Application
- 7.3.1 North America Gaming Peripherals Market Size by Application (2021-2026)
- 7.3.2 North America Gaming Peripherals Market Size by Application (2027-2032)
- 7.3.3 North America Gaming Peripherals Market Share by Application (2021-2032)
- 7.4 North America Gaming Peripherals Market Size by Country
- 7.4.1 North America Gaming Peripherals Market Size by Country (2021 VS 2025 VS 2032)
- 7.4.2 North America Gaming Peripherals Market Size by Country (2021-2026)
- 7.4.3 North America Gaming Peripherals Market Size by Country (2027-2032)
- 7.4.4 North America Gaming Peripherals Market Share by Country (2021-2032)
- 7.4.5 United States
- 7.4.6 Canada
- 7.4.7 Mexico
8 Europe
- 8.1 Europe Gaming Peripherals Market Size (2021-2032)
- 8.2 Europe Gaming Peripherals Market Size by Type
- 8.2.1 Europe Gaming Peripherals Market Size by Type (2021-2026)
- 8.2.2 Europe Gaming Peripherals Market Size by Type (2027-2032)
- 8.2.3 Europe Gaming Peripherals Market Share by Type (2021-2032)
- 8.3 Europe Gaming Peripherals Market Size by Application
- 8.3.1 Europe Gaming Peripherals Market Size by Application (2021-2026)
- 8.3.2 Europe Gaming Peripherals Market Size by Application (2027-2032)
- 8.3.3 Europe Gaming Peripherals Market Share by Application (2021-2032)
- 8.4 Europe Gaming Peripherals Market Size by Country
- 8.4.1 Europe Gaming Peripherals Market Size by Country (2021 VS 2025 VS 2032)
- 8.4.2 Europe Gaming Peripherals Market Size by Country (2021-2026)
- 8.4.3 Europe Gaming Peripherals Market Size by Country (2027-2032)
- 8.4.4 Europe Gaming Peripherals Market Share by Country (2021-2032)
- 8.4.5 Germany
- 8.4.6 France
- 8.4.7 U.K.
- 8.4.8 Italy
- 8.4.9 Russia
- 8.4.10 Nordic Countries
9 China
- 9.1 China Gaming Peripherals Market Size (2021-2032)
- 9.2 China Gaming Peripherals Market Size by Type
- 9.2.1 China Gaming Peripherals Market Size by Type (2021-2026)
- 9.2.2 China Gaming Peripherals Market Size by Type (2027-2032)
- 9.2.3 China Gaming Peripherals Market Share by Type (2021-2032)
- 9.3 China Gaming Peripherals Market Size by Application
- 9.3.1 China Gaming Peripherals Market Size by Application (2021-2026)
- 9.3.2 China Gaming Peripherals Market Size by Application (2027-2032)
- 9.3.3 China Gaming Peripherals Market Share by Application (2021-2032)
10 Asia (Excluding China)
- 10.1 Asia Gaming Peripherals Market Size (2021-2032)
- 10.2 Asia Gaming Peripherals Market Size by Type
- 10.2.1 Asia Gaming Peripherals Market Size by Type (2021-2026)
- 10.2.2 Asia Gaming Peripherals Market Size by Type (2027-2032)
- 10.2.3 Asia Gaming Peripherals Market Share by Type (2021-2032)
- 10.3 Asia Gaming Peripherals Market Size by Application
- 10.3.1 Asia Gaming Peripherals Market Size by Application (2021-2026)
- 10.3.2 Asia Gaming Peripherals Market Size by Application (2027-2032)
- 10.3.3 Asia Gaming Peripherals Market Share by Application (2021-2032)
- 10.4 Asia Gaming Peripherals Market Size by Country
- 10.4.1 Asia Gaming Peripherals Market Size by Country (2021 VS 2025 VS 2032)
- 10.4.2 Asia Gaming Peripherals Market Size by Country (2021-2026)
- 10.4.3 Asia Gaming Peripherals Market Size by Country (2027-2032)
- 10.4.4 Asia Gaming Peripherals Market Share by Country (2021-2032)
- 10.4.5 Japan
- 10.4.6 South Korea
- 10.4.7 Taiwan
- 10.4.8 Southeast Asia
- 10.4.9 India
- 10.4.10 Australia
11 South America, Middle East & Africa
- 11.1 South America, Middle East & Africa Gaming Peripherals Market Size (2021-2032)
- 11.2 South America, Middle East & Africa Gaming Peripherals Market Size by Type
- 11.2.1 South America, Middle East & Africa Gaming Peripherals Market Size by Type (2021-2026)
- 11.2.2 South America, Middle East & Africa Gaming Peripherals Market Size by Type (2027-2032)
- 11.2.3 South America, Middle East & Africa Gaming Peripherals Market Share by Type (2021-2032)
- 11.3 South America, Middle East & Africa Gaming Peripherals Market Size by Application
- 11.3.1 South America, Middle East & Africa Gaming Peripherals Market Size by Application (2021-2026)
- 11.3.2 South America, Middle East & Africa Gaming Peripherals Market Size by Application (2027-2032)
- 11.3.3 South America, Middle East & Africa Gaming Peripherals Market Share by Application (2021-2032)
- 11.4 South America, Middle East & Africa Gaming Peripherals Market Size by Country
- 11.4.1 South America, Middle East & Africa Gaming Peripherals Market Size by Country (2021 VS 2025 VS 2032)
- 11.4.2 South America, Middle East & Africa Gaming Peripherals Market Size by Country (2021-2026)
- 11.4.3 South America, Middle East & Africa Gaming Peripherals Market Size by Country (2027-2032)
- 11.4.4 South America, Middle East & Africa Gaming Peripherals Market Share by Country (2021-2032)
- 11.4.5 Brazil
- 11.4.6 South Africa
- 11.4.7 Saudi Arabia
- 11.4.8 Turkey
- 11.4.9 Argentina
- 11.4.9 UAE
- 11.4.9 Egypt
- 11.4.9 Chile
12 Concluding Insights
13 Appendix
- 13.1 Reasons for Doing This Study
- 13.2 Research Methodology
- 13.3 Research Process
- 13.4 Authors List of This Report
- 13.5 Data Source
- 13.5.1 Secondary Sources
- 13.5.2 Primary Sources
- 13.6 Disclaimer
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