Gaming Accessories Market Strategies, Revenue, Gross Margin Research Report and Trends by Forecast 2030

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Market Synopsis

The worldwide gaming accessories market poised to attain s USD 4.04 Bn by 2025 from USD 2.14 Bn in 2018. The gaming accessories market 2020 can rise at 9.68% CAGR through 2018 to 2025. The growing need for PC gaming accessories and other related PC accessories can boost the expansion of the gaming accessories market. The increase in gaming equipment requirement, along with gaming computer parts, gaming gear, gaming equipment, and pc gaming equipment. 

The rise of the interactive entertainment industry can lead to remarkably rise of the gaming accessories market. The innovating new game platforms can boost the expansion pace of the gaming accessories market. Gaming accessories include gamepads, controllers, cameras, keyboards, and virtual reality headsets among others. Their easy availability can prompt the expansion of the market in the years to come. In current times, the rise in smartphones adoption can accelerate the increase in the demand for gaming accessories across the world. In addition, the availability of latest technologies, such as artificial intelligence (AI) and virtual reality (VR) can fuel the rise of the world gaming accessories market. On the contrary, increase in gaming peripherals cost, such as anti-ghost switches and DPI mouse can restrain the market growth in the review period.

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Market Segmentation

The segment study of the world gaming accessories market is based on device type, product, and end-use. The segment study help investors to understand the shifting focus of companies to develop comfortable and reflexive accessories that be highly efficiently for games to improve fast movements feature and high sensitivity.

The product-based segments of the global gaming accessories market are keyboards, gamepads, headsets, mice, controllers or joysticks, surfaces, cooling fans, virtual reality (VR) devices, web camera, and others.

The device type-based segments of the gaming accessories market are PC (desktop and laptop), gaming consoles, and smartphones.

The end-users based segments of the gaming accessories market are professional gaming and casual gaming.

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Key Players

MRFR has listed a few reputed players operating in the gaming accessories world market. They are; Logitech International SA (Switzerland), Alienware (US), Mad Catz (US), Razer Inc. (US), Corsair (US), Turtle Beach (US), Sennheiser (Germany), Cooler Master (China), HyperX (US), Reddragon (US), Anker (China), Plantronics (US), SADES Technological Corporation (China), Nintendo Co., Ltd (Japan), Google Inc. (US), HP Inc. (US), Oculus VR, LLC (US), Xiaomi Corporation (China), AsusTek Computer Inc. (Taiwan), Dell Inc. (US),  Acer Inc. (Taiwan), SteelSeries (Denmark), Sony Corporation (Japan), and Nvidia Corporation (US) have a loud presence in the gaming accessories market across the world. Based on origin, geographic presence, key developments, expertise in laser projection technology, and product portfolio the market has been analyzed.

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Regional Analysis

As per MRFR, North America gaming accessories market can dominate through 2019–2025 in the global market. The gaming community of North America is one of the fastest expanding entertainment industries across the world. In the US, the high utility of gaming accessories are expected to prompt the expansion of the market. The expansion of the market can be credited to different online gaming tournaments that deploy state-of-the-art devices for efficient operations. The high rise in gamers are improving the purchase number of gaming peripherals. The increased expansion of gaming accessories can prompt the rise of North American. On the contrary, Asia Pacific gaming accessories market is estimated to experience the rapid expansion of the gaming accessories market through the forecast period 2019–2025. The high inclination for VR gaming in South Korea and China can boost the awareness of e-sports that can prompt the Asia Pacific market.

1 Executive Summary

2 Scope Of The Report

2.1 Market Definition

2.2 Scope Of The Study

2.3 Research Objectives

2.4 Markets Structure

3 Market Insights

4 Research Methodology

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