Gaming Accessories Market Size, Analysis by Service Type, by Vertical and Forecast 2020-2030
Gaming Accessories Market Highlights
The Global Gaming Accessories Market size is expected to register significant market growth during the forecast period. The gaming industry has witnessed unprecedented growth during the past few decades. This has encouraged gamers to spend on buying high-end gaming PCs and related accessories. The manufacturers are focused on designing and manufacturing highly convenient and comfortable wearables. Gaming accessories largely consist of keyboards, mice, controllers, and headsets among other devices. One of the major factors fuelling the growth of the global gaming accessories market sizeis the proliferation of smartphones for gaming. However, the high costs of high-end gaming mice and controllers act as one of the restraining factors to the growth of the global market.
Get a FREE Sample PDF@ https://www.marketresearchfuture.com/sample_request/8609
Key Players
The Key Players in the Gaming Accessories Market size are identified across all the major regions based on their countries of origin, presence across different regions, recent key developments, product diversification, and industry expertise. Some of them are HyperX (US), Anker (China), Reddragon (US), SADES Technological Corporation (China), Plantronics (US), Google Inc. (US), Nintendo Co., Ltd (Japan), Oculus VR, LLC (US), HP Inc. (US), Xiaomi Corporation (China), Dell Inc. (US), Alienware (US), Logitech International SA (Switzerland), Razer Inc. (US), Mad Catz (US), Turtle Beach (US), Corsair (US), AsusTek Computer Inc. (Taiwan), Acer Inc. (Taiwan), Sony Corporation (Japan), SteelSeries (Denmark), and Nvidia Corporation (US). The companies are focused on expanding existing product portfolios as well as innovating products by investing in research and development to analyze the changing market trends.
Buy Now report with Industry Analysis@ https://www.marketresearchfuture.com/checkout?currency=one_user-USD&report_id=8609
Market Segmentation
The Global Gaming Accessories Market has been segmented on the basis of Product, Device Type, End Use, and Region.
By product, the Global Gaming Accessories Market has been segmented into gamepads, keyboards, mice, headsets, surfaces, controllers/ joysticks, virtual reality (VR) devices, cooling fans, web cameras, and others. Based on device type, the global gaming accessories market has been segmented into PC (desktop and laptop), smartphones, and gaming consoles. On the basis of end-user, the global gaming accessories market has been bifurcated into casual gaming and professional gaming.
Enquire for Discount@ https://www.marketresearchfuture.com/check-discount/8609 Gaming Accessories Market
Regional Analysis
The market for gaming accessories is estimated to register significant growth during the forecast period from 2022 to 2030. The geographic analysis of the gaming accessories market has been conducted for North America, Europe, Asia-Pacific, the Middle East & Africa, and Central & South America. According to MRFR analysis, North America dominated the global market in 2018 and is expected to maintain its dominance during the forecast period. The region is a hub for the entertainment industry and accounts for approximately 55% of the total market for gaming accessories. In addition to this, the region registers a large presence of US-based gaming peripheral manufacturers such as Alienware, Razer Inc., Turtle Beach, and Corsair. These factors have attributed to the growth of the gaming accessories market in North America. Furthermore, a large number of the young population, aged between 15–25 years of age, is inclined toward digital gaming and is expected to fuel the growth of the market in Asia-Pacific. Also, the proliferation of gamers toward e-sports tournaments is also expected to accelerate the growth of the market in Asia-Pacific. Hence, owing to the above-mentioned factors, the market for gaming accessories in Asia-Pacific is estimated to register the fastest growth during the forecast period 2022–2030.
- Art
- Causes
- Crafts
- Dance
- Drinks
- Film
- Fitness
- Food
- Jocuri
- Gardening
- Health
- Home
- Literature
- Music
- Networking
- Alte
- Party
- Religion
- Shopping
- Sports
- Theater
- Wellness