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Global Esports Gaming Equipment Market Research Report 2021

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1 Esports Gaming Equipment Market Overview

  • 1.1 Product Overview and Scope of Esports Gaming Equipment
  • 1.2 Esports Gaming Equipment Segment by Type
    • 1.2.1 Global Esports Gaming Equipment Sales Growth Rate Comparison by Type (2021-2027)
    • 1.2.2 Esports Headset
    • 1.2.3 Gaming Mouse
    • 1.2.4 Gaming Keyboard
    • 1.2.5 Others
  • 1.3 Esports Gaming Equipment Segment by Application
    • 1.3.1 Global Esports Gaming Equipment Sales Comparison by Application: (2021-2027)
    • 1.3.2 Personal
    • 1.3.3 Commercial
  • 1.4 Global Esports Gaming Equipment Market Size Estimates and Forecasts
    • 1.4.1 Global Esports Gaming Equipment Revenue 2016-2027
    • 1.4.2 Global Esports Gaming Equipment Sales 2016-2027
    • 1.4.3 Esports Gaming Equipment Market Size by Region: 2016 Versus 2021 Versus 2027

2 Esports Gaming Equipment Market Competition by Manufacturers

  • 2.1 Global Esports Gaming Equipment Sales Market Share by Manufacturers (2016-2021)
  • 2.2 Global Esports Gaming Equipment Revenue Market Share by Manufacturers (2016-2021)
  • 2.3 Global Esports Gaming Equipment Average Price by Manufacturers (2016-2021)
  • 2.4 Manufacturers Esports Gaming Equipment Manufacturing Sites, Area Served, Product Type
  • 2.5 Esports Gaming Equipment Market Competitive Situation and Trends
    • 2.5.1 Esports Gaming Equipment Market Concentration Rate
    • 2.5.2 The Global Top 5 and Top 10 Largest Esports Gaming Equipment Players Market Share by Revenue
    • 2.5.3 Global Esports Gaming Equipment Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 2.6 Manufacturers Mergers & Acquisitions, Expansion Plans

3 Esports Gaming Equipment Retrospective Market Scenario by Region

  • 3.1 Global Esports Gaming Equipment Retrospective Market Scenario in Sales by Region: 2016-2021
  • 3.2 Global Esports Gaming Equipment Retrospective Market Scenario in Revenue by Region: 2016-2021
  • 3.3 North America Esports Gaming Equipment Market Facts & Figures by Country
    • 3.3.1 North America Esports Gaming Equipment Sales by Country
    • 3.3.2 North America Esports Gaming Equipment Revenue by Country
    • 3.3.3 United States
    • 3.3.4 Canada
  • 3.4 Europe Esports Gaming Equipment Market Facts & Figures by Country
    • 3.4.1 Europe Esports Gaming Equipment Sales by Country
    • 3.4.2 Europe Esports Gaming Equipment Revenue by Country
    • 3.4.3 Germany
    • 3.4.4 France
    • 3.4.5 U.K.
    • 3.4.6 Italy
    • 3.4.7 Russia
  • 3.5 Asia Pacific Esports Gaming Equipment Market Facts & Figures by Region
    • 3.5.1 Asia Pacific Esports Gaming Equipment Sales by Region
    • 3.5.2 Asia Pacific Esports Gaming Equipment Revenue by Region
    • 3.5.3 China
    • 3.5.4 Japan
    • 3.5.5 South Korea
    • 3.5.6 India
    • 3.5.7 Australia
    • 3.5.8 Taiwan
    • 3.5.9 Indonesia
    • 3.5.10 Thailand
    • 3.5.11 Malaysia
  • 3.6 Latin America Esports Gaming Equipment Market Facts & Figures by Country
    • 3.6.1 Latin America Esports Gaming Equipment Sales by Country
    • 3.6.2 Latin America Esports Gaming Equipment Revenue by Country
    • 3.6.3 Mexico
    • 3.6.4 Brazil
    • 3.6.5 Argentina
  • 3.7 Middle East and Africa Esports Gaming Equipment Market Facts & Figures by Country
    • 3.7.1 Middle East and Africa Esports Gaming Equipment Sales by Country
    • 3.7.2 Middle East and Africa Esports Gaming Equipment Revenue by Country
    • 3.7.3 Turkey
    • 3.7.4 Saudi Arabia
    • 3.7.5 UAE

4 Global Esports Gaming Equipment Historic Market Analysis by Type

  • 4.1 Global Esports Gaming Equipment Sales Market Share by Type (2016-2021)
  • 4.2 Global Esports Gaming Equipment Revenue Market Share by Type (2016-2021)
  • 4.3 Global Esports Gaming Equipment Price by Type (2016-2021)

5 Global Esports Gaming Equipment Historic Market Analysis by Application

  • 5.1 Global Esports Gaming Equipment Sales Market Share by Application (2016-2021)
  • 5.2 Global Esports Gaming Equipment Revenue Market Share by Application (2016-2021)
  • 5.3 Global Esports Gaming Equipment Price by Application (2016-2021)

6 Key Companies Profiled

  • 6.1 Razer
    • 6.1.1 Razer Corporation Information
    • 6.1.2 Razer Description and Business Overview
    • 6.1.3 Razer Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.1.4 Razer Esports Gaming Equipment Product Portfolio
    • 6.1.5 Razer Recent Developments/Updates
  • 6.2 Logitech G (ASTRO)
    • 6.2.1 Logitech G (ASTRO) Corporation Information
    • 6.2.2 Logitech G (ASTRO) Description and Business Overview
    • 6.2.3 Logitech G (ASTRO) Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.2.4 Logitech G (ASTRO) Esports Gaming Equipment Product Portfolio
    • 6.2.5 Logitech G (ASTRO) Recent Developments/Updates
  • 6.3 Turtle Beach
    • 6.3.1 Turtle Beach Corporation Information
    • 6.3.2 Turtle Beach Description and Business Overview
    • 6.3.3 Turtle Beach Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.3.4 Turtle Beach Esports Gaming Equipment Product Portfolio
    • 6.3.5 Turtle Beach Recent Developments/Updates
  • 6.4 Corsair
    • 6.4.1 Corsair Corporation Information
    • 6.4.2 Corsair Description and Business Overview
    • 6.4.3 Corsair Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.4.4 Corsair Esports Gaming Equipment Product Portfolio
    • 6.4.5 Corsair Recent Developments/Updates
  • 6.5 Sennheiser
    • 6.5.1 Sennheiser Corporation Information
    • 6.5.2 Sennheiser Description and Business Overview
    • 6.5.3 Sennheiser Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.5.4 Sennheiser Esports Gaming Equipment Product Portfolio
    • 6.5.5 Sennheiser Recent Developments/Updates
  • 6.6 Plantronics
    • 6.6.1 Plantronics Corporation Information
    • 6.6.2 Plantronics Description and Business Overview
    • 6.6.3 Plantronics Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.6.4 Plantronics Esports Gaming Equipment Product Portfolio
    • 6.6.5 Plantronics Recent Developments/Updates
  • 6.7 SteelSeries
    • 6.6.1 SteelSeries Corporation Information
    • 6.6.2 SteelSeries Description and Business Overview
    • 6.6.3 SteelSeries Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.4.4 SteelSeries Esports Gaming Equipment Product Portfolio
    • 6.7.5 SteelSeries Recent Developments/Updates
  • 6.8 Mad Catz
    • 6.8.1 Mad Catz Corporation Information
    • 6.8.2 Mad Catz Description and Business Overview
    • 6.8.3 Mad Catz Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.8.4 Mad Catz Esports Gaming Equipment Product Portfolio
    • 6.8.5 Mad Catz Recent Developments/Updates
  • 6.9 ROCCAT
    • 6.9.1 ROCCAT Corporation Information
    • 6.9.2 ROCCAT Description and Business Overview
    • 6.9.3 ROCCAT Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.9.4 ROCCAT Esports Gaming Equipment Product Portfolio
    • 6.9.5 ROCCAT Recent Developments/Updates
  • 6.10 QPAD
    • 6.10.1 QPAD Corporation Information
    • 6.10.2 QPAD Description and Business Overview
    • 6.10.3 QPAD Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.10.4 QPAD Esports Gaming Equipment Product Portfolio
    • 6.10.5 QPAD Recent Developments/Updates
  • 6.11 Thrustmaster
    • 6.11.1 Thrustmaster Corporation Information
    • 6.11.2 Thrustmaster Esports Gaming Equipment Description and Business Overview
    • 6.11.3 Thrustmaster Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.11.4 Thrustmaster Esports Gaming Equipment Product Portfolio
    • 6.11.5 Thrustmaster Recent Developments/Updates
  • 6.12 HyperX
    • 6.12.1 HyperX Corporation Information
    • 6.12.2 HyperX Esports Gaming Equipment Description and Business Overview
    • 6.12.3 HyperX Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.12.4 HyperX Esports Gaming Equipment Product Portfolio
    • 6.12.5 HyperX Recent Developments/Updates
  • 6.13 Tt eSPORTS
    • 6.13.1 Tt eSPORTS Corporation Information
    • 6.13.2 Tt eSPORTS Esports Gaming Equipment Description and Business Overview
    • 6.13.3 Tt eSPORTS Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.13.4 Tt eSPORTS Esports Gaming Equipment Product Portfolio
    • 6.13.5 Tt eSPORTS Recent Developments/Updates
  • 6.14 Cooler Master
    • 6.14.1 Cooler Master Corporation Information
    • 6.14.2 Cooler Master Esports Gaming Equipment Description and Business Overview
    • 6.14.3 Cooler Master Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.14.4 Cooler Master Esports Gaming Equipment Product Portfolio
    • 6.14.5 Cooler Master Recent Developments/Updates
  • 6.15 ZOWIE
    • 6.15.1 ZOWIE Corporation Information
    • 6.15.2 ZOWIE Esports Gaming Equipment Description and Business Overview
    • 6.15.3 ZOWIE Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.15.4 ZOWIE Esports Gaming Equipment Product Portfolio
    • 6.15.5 ZOWIE Recent Developments/Updates
  • 6.16 Sharkoon
    • 6.16.1 Sharkoon Corporation Information
    • 6.16.2 Sharkoon Esports Gaming Equipment Description and Business Overview
    • 6.16.3 Sharkoon Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.16.4 Sharkoon Esports Gaming Equipment Product Portfolio
    • 6.16.5 Sharkoon Recent Developments/Updates
  • 6.17 Trust
    • 6.17.1 Trust Corporation Information
    • 6.17.2 Trust Esports Gaming Equipment Description and Business Overview
    • 6.17.3 Trust Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.17.4 Trust Esports Gaming Equipment Product Portfolio
    • 6.17.5 Trust Recent Developments/Updates
  • 6.18 Microsoft
    • 6.18.1 Microsoft Corporation Information
    • 6.18.2 Microsoft Esports Gaming Equipment Description and Business Overview
    • 6.18.3 Microsoft Esports Gaming Equipment Sales, Revenue and Gross Margin (2016-2021)
    • 6.18.4 Microsoft Esports Gaming Equipment Product Portfolio
    • 6.18.5 Microsoft Recent Developments/Updates

7 Esports Gaming Equipment Manufacturing Cost Analysis

  • 7.1 Esports Gaming Equipment Key Raw Materials Analysis
    • 7.1.1 Key Raw Materials
    • 7.1.2 Key Suppliers of Raw Materials
  • 7.2 Proportion of Manufacturing Cost Structure
  • 7.3 Manufacturing Process Analysis of Esports Gaming Equipment
  • 7.4 Esports Gaming Equipment Industrial Chain Analysis

8 Marketing Channel, Distributors and Customers

  • 8.1 Marketing Channel
  • 8.2 Esports Gaming Equipment Distributors List
  • 8.3 Esports Gaming Equipment Customers

9 Esports Gaming Equipment Market Dynamics

  • 9.1 Esports Gaming Equipment Industry Trends
  • 9.2 Esports Gaming Equipment Growth Drivers
  • 9.3 Esports Gaming Equipment Market Challenges
  • 9.4 Esports Gaming Equipment Market Restraints

10 Global Market Forecast

  • 10.1 Esports Gaming Equipment Market Estimates and Projections by Type
    • 10.1.1 Global Forecasted Sales of Esports Gaming Equipment by Type (2022-2027)
    • 10.1.2 Global Forecasted Revenue of Esports Gaming Equipment by Type (2022-2027)
  • 10.2 Esports Gaming Equipment Market Estimates and Projections by Application
    • 10.2.1 Global Forecasted Sales of Esports Gaming Equipment by Application (2022-2027)
    • 10.2.2 Global Forecasted Revenue of Esports Gaming Equipment by Application (2022-2027)
  • 10.3 Esports Gaming Equipment Market Estimates and Projections by Region
    • 10.3.1 Global Forecasted Sales of Esports Gaming Equipment by Region (2022-2027)
    • 10.3.2 Global Forecasted Revenue of Esports Gaming Equipment by Region (2022-2027)

11 Research Finding and Conclusion

    12 Methodology and Data Source

    • 12.1 Methodology/Research Approach
      • 12.1.1 Research Programs/Design
      • 12.1.2 Market Size Estimation
      • 12.1.3 Market Breakdown and Data Triangulation
    • 12.2 Data Source
      • 12.2.1 Secondary Sources
      • 12.2.2 Primary Sources
    • 12.3 Author List

    The research report includes specific segments by region (country), by company, by Type and by Application. This study provides information about the sales and revenue during the historic and forecasted period of 2016 to 2027. Understanding the segments helps in identifying the importance of different factors that aid the market growth.

    Segment by Type
    Esports Headset
    Gaming Mouse
    Gaming Keyboard
    Others

    Segment by Application
    Personal
    Commercial

    By Region
    North America
    United States
    Canada
    Europe
    Germany
    France
    U.K.
    Italy
    Russia
    Asia-Pacific
    China
    Japan
    South Korea
    India
    Australia
    Taiwan
    Indonesia
    Thailand
    Malaysia
    Latin America
    Mexico
    Brazil
    Argentina
    Middle East & Africa
    Turkey
    Saudi Arabia
    UAE

    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

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