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Global Gaming Peripherals Market 2026 by Company, Regions, Type and Application, Forecast to 2032

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1 Market Overview

  • 1.1 Product Overview and Scope
  • 1.2 Market Estimation Caveats and Base Year
  • 1.3 Classification of Gaming Peripherals by Type
    • 1.3.1 Overview: Global Gaming Peripherals Market Size by Type: 2021 Versus 2025 Versus 2032
    • 1.3.2 Global Gaming Peripherals Consumption Value Market Share by Type in 2025
    • 1.3.3 Gaming Mouse
    • 1.3.4 Gaming Keyboards
    • 1.3.5 Headset
    • 1.3.6 Controllers
    • 1.3.7 Others
  • 1.4 Global Gaming Peripherals Market by Application
    • 1.4.1 Overview: Global Gaming Peripherals Market Size by Application: 2021 Versus 2025 Versus 2032
    • 1.4.2 Personal
    • 1.4.3 Commercial
  • 1.5 Global Gaming Peripherals Market Size & Forecast
  • 1.6 Global Gaming Peripherals Market Size and Forecast by Region
    • 1.6.1 Global Gaming Peripherals Market Size by Region: 2021 VS 2025 VS 2032
    • 1.6.2 Global Gaming Peripherals Market Size by Region, (2021-2032)
    • 1.6.3 North America Gaming Peripherals Market Size and Prospect (2021-2032)
    • 1.6.4 Europe Gaming Peripherals Market Size and Prospect (2021-2032)
    • 1.6.5 Asia-Pacific Gaming Peripherals Market Size and Prospect (2021-2032)
    • 1.6.6 South America Gaming Peripherals Market Size and Prospect (2021-2032)
    • 1.6.7 Middle East & Africa Gaming Peripherals Market Size and Prospect (2021-2032)

2 Company Profiles

  • 2.1 Razer
    • 2.1.1 Razer Details
    • 2.1.2 Razer Major Business
    • 2.1.3 Razer Gaming Peripherals Product and Solutions
    • 2.1.4 Razer Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.1.5 Razer Recent Developments and Future Plans
  • 2.2 Logitech G (ASTRO)
    • 2.2.1 Logitech G (ASTRO) Details
    • 2.2.2 Logitech G (ASTRO) Major Business
    • 2.2.3 Logitech G (ASTRO) Gaming Peripherals Product and Solutions
    • 2.2.4 Logitech G (ASTRO) Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.2.5 Logitech G (ASTRO) Recent Developments and Future Plans
  • 2.3 Turtle Beach
    • 2.3.1 Turtle Beach Details
    • 2.3.2 Turtle Beach Major Business
    • 2.3.3 Turtle Beach Gaming Peripherals Product and Solutions
    • 2.3.4 Turtle Beach Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.3.5 Turtle Beach Recent Developments and Future Plans
  • 2.4 Corsair
    • 2.4.1 Corsair Details
    • 2.4.2 Corsair Major Business
    • 2.4.3 Corsair Gaming Peripherals Product and Solutions
    • 2.4.4 Corsair Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.4.5 Corsair Recent Developments and Future Plans
  • 2.5 Sennheiser
    • 2.5.1 Sennheiser Details
    • 2.5.2 Sennheiser Major Business
    • 2.5.3 Sennheiser Gaming Peripherals Product and Solutions
    • 2.5.4 Sennheiser Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.5.5 Sennheiser Recent Developments and Future Plans
  • 2.6 Plantronics
    • 2.6.1 Plantronics Details
    • 2.6.2 Plantronics Major Business
    • 2.6.3 Plantronics Gaming Peripherals Product and Solutions
    • 2.6.4 Plantronics Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.6.5 Plantronics Recent Developments and Future Plans
  • 2.7 SteelSeries
    • 2.7.1 SteelSeries Details
    • 2.7.2 SteelSeries Major Business
    • 2.7.3 SteelSeries Gaming Peripherals Product and Solutions
    • 2.7.4 SteelSeries Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.7.5 SteelSeries Recent Developments and Future Plans
  • 2.8 Mad Catz
    • 2.8.1 Mad Catz Details
    • 2.8.2 Mad Catz Major Business
    • 2.8.3 Mad Catz Gaming Peripherals Product and Solutions
    • 2.8.4 Mad Catz Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.8.5 Mad Catz Recent Developments and Future Plans
  • 2.9 ROCCAT
    • 2.9.1 ROCCAT Details
    • 2.9.2 ROCCAT Major Business
    • 2.9.3 ROCCAT Gaming Peripherals Product and Solutions
    • 2.9.4 ROCCAT Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.9.5 ROCCAT Recent Developments and Future Plans
  • 2.10 QPAD
    • 2.10.1 QPAD Details
    • 2.10.2 QPAD Major Business
    • 2.10.3 QPAD Gaming Peripherals Product and Solutions
    • 2.10.4 QPAD Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.10.5 QPAD Recent Developments and Future Plans
  • 2.11 Thrustmaster
    • 2.11.1 Thrustmaster Details
    • 2.11.2 Thrustmaster Major Business
    • 2.11.3 Thrustmaster Gaming Peripherals Product and Solutions
    • 2.11.4 Thrustmaster Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.11.5 Thrustmaster Recent Developments and Future Plans
  • 2.12 HyperX
    • 2.12.1 HyperX Details
    • 2.12.2 HyperX Major Business
    • 2.12.3 HyperX Gaming Peripherals Product and Solutions
    • 2.12.4 HyperX Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.12.5 HyperX Recent Developments and Future Plans
  • 2.13 Tt eSPORTS
    • 2.13.1 Tt eSPORTS Details
    • 2.13.2 Tt eSPORTS Major Business
    • 2.13.3 Tt eSPORTS Gaming Peripherals Product and Solutions
    • 2.13.4 Tt eSPORTS Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.13.5 Tt eSPORTS Recent Developments and Future Plans
  • 2.14 Cooler Master
    • 2.14.1 Cooler Master Details
    • 2.14.2 Cooler Master Major Business
    • 2.14.3 Cooler Master Gaming Peripherals Product and Solutions
    • 2.14.4 Cooler Master Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.14.5 Cooler Master Recent Developments and Future Plans
  • 2.15 ZOWIE
    • 2.15.1 ZOWIE Details
    • 2.15.2 ZOWIE Major Business
    • 2.15.3 ZOWIE Gaming Peripherals Product and Solutions
    • 2.15.4 ZOWIE Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.15.5 ZOWIE Recent Developments and Future Plans
  • 2.16 Sharkoon
    • 2.16.1 Sharkoon Details
    • 2.16.2 Sharkoon Major Business
    • 2.16.3 Sharkoon Gaming Peripherals Product and Solutions
    • 2.16.4 Sharkoon Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.16.5 Sharkoon Recent Developments and Future Plans
  • 2.17 Trust
    • 2.17.1 Trust Details
    • 2.17.2 Trust Major Business
    • 2.17.3 Trust Gaming Peripherals Product and Solutions
    • 2.17.4 Trust Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.17.5 Trust Recent Developments and Future Plans
  • 2.18 Microsoft
    • 2.18.1 Microsoft Details
    • 2.18.2 Microsoft Major Business
    • 2.18.3 Microsoft Gaming Peripherals Product and Solutions
    • 2.18.4 Microsoft Gaming Peripherals Revenue, Gross Margin and Market Share (2021-2026)
    • 2.18.5 Microsoft Recent Developments and Future Plans

3 Market Competition, by Players

  • 3.1 Global Gaming Peripherals Revenue and Share by Players (2021-2026)
  • 3.2 Market Share Analysis (2025)
    • 3.2.1 Market Share of Gaming Peripherals by Company Revenue
    • 3.2.2 Top 3 Gaming Peripherals Players Market Share in 2025
    • 3.2.3 Top 6 Gaming Peripherals Players Market Share in 2025
  • 3.3 Gaming Peripherals Market: Overall Company Footprint Analysis
    • 3.3.1 Gaming Peripherals Market: Region Footprint
    • 3.3.2 Gaming Peripherals Market: Company Product Type Footprint
    • 3.3.3 Gaming Peripherals Market: Company Product Application Footprint
  • 3.4 New Market Entrants and Barriers to Market Entry
  • 3.5 Mergers, Acquisition, Agreements, and Collaborations

4 Market Size Segment by Type

  • 4.1 Global Gaming Peripherals Consumption Value and Market Share by Type (2021-2026)
  • 4.2 Global Gaming Peripherals Market Forecast by Type (2027-2032)

5 Market Size Segment by Application

  • 5.1 Global Gaming Peripherals Consumption Value Market Share by Application (2021-2026)
  • 5.2 Global Gaming Peripherals Market Forecast by Application (2027-2032)

6 North America

  • 6.1 North America Gaming Peripherals Consumption Value by Type (2021-2032)
  • 6.2 North America Gaming Peripherals Market Size by Application (2021-2032)
  • 6.3 North America Gaming Peripherals Market Size by Country
    • 6.3.1 North America Gaming Peripherals Consumption Value by Country (2021-2032)
    • 6.3.2 United States Gaming Peripherals Market Size and Forecast (2021-2032)
    • 6.3.3 Canada Gaming Peripherals Market Size and Forecast (2021-2032)
    • 6.3.4 Mexico Gaming Peripherals Market Size and Forecast (2021-2032)

7 Europe

  • 7.1 Europe Gaming Peripherals Consumption Value by Type (2021-2032)
  • 7.2 Europe Gaming Peripherals Consumption Value by Application (2021-2032)
  • 7.3 Europe Gaming Peripherals Market Size by Country
    • 7.3.1 Europe Gaming Peripherals Consumption Value by Country (2021-2032)
    • 7.3.2 Germany Gaming Peripherals Market Size and Forecast (2021-2032)
    • 7.3.3 France Gaming Peripherals Market Size and Forecast (2021-2032)
    • 7.3.4 United Kingdom Gaming Peripherals Market Size and Forecast (2021-2032)
    • 7.3.5 Russia Gaming Peripherals Market Size and Forecast (2021-2032)
    • 7.3.6 Italy Gaming Peripherals Market Size and Forecast (2021-2032)

8 Asia-Pacific

  • 8.1 Asia-Pacific Gaming Peripherals Consumption Value by Type (2021-2032)
  • 8.2 Asia-Pacific Gaming Peripherals Consumption Value by Application (2021-2032)
  • 8.3 Asia-Pacific Gaming Peripherals Market Size by Region
    • 8.3.1 Asia-Pacific Gaming Peripherals Consumption Value by Region (2021-2032)
    • 8.3.2 China Gaming Peripherals Market Size and Forecast (2021-2032)
    • 8.3.3 Japan Gaming Peripherals Market Size and Forecast (2021-2032)
    • 8.3.4 South Korea Gaming Peripherals Market Size and Forecast (2021-2032)
    • 8.3.5 India Gaming Peripherals Market Size and Forecast (2021-2032)
    • 8.3.6 Southeast Asia Gaming Peripherals Market Size and Forecast (2021-2032)
    • 8.3.7 Australia Gaming Peripherals Market Size and Forecast (2021-2032)

9 South America

  • 9.1 South America Gaming Peripherals Consumption Value by Type (2021-2032)
  • 9.2 South America Gaming Peripherals Consumption Value by Application (2021-2032)
  • 9.3 South America Gaming Peripherals Market Size by Country
    • 9.3.1 South America Gaming Peripherals Consumption Value by Country (2021-2032)
    • 9.3.2 Brazil Gaming Peripherals Market Size and Forecast (2021-2032)
    • 9.3.3 Argentina Gaming Peripherals Market Size and Forecast (2021-2032)

10 Middle East & Africa

  • 10.1 Middle East & Africa Gaming Peripherals Consumption Value by Type (2021-2032)
  • 10.2 Middle East & Africa Gaming Peripherals Consumption Value by Application (2021-2032)
  • 10.3 Middle East & Africa Gaming Peripherals Market Size by Country
    • 10.3.1 Middle East & Africa Gaming Peripherals Consumption Value by Country (2021-2032)
    • 10.3.2 Turkey Gaming Peripherals Market Size and Forecast (2021-2032)
    • 10.3.3 Saudi Arabia Gaming Peripherals Market Size and Forecast (2021-2032)
    • 10.3.4 UAE Gaming Peripherals Market Size and Forecast (2021-2032)

11 Market Dynamics

  • 11.1 Gaming Peripherals Market Drivers
  • 11.2 Gaming Peripherals Market Restraints
  • 11.3 Gaming Peripherals Trends Analysis
  • 11.4 Porters Five Forces Analysis
    • 11.4.1 Threat of New Entrants
    • 11.4.2 Bargaining Power of Suppliers
    • 11.4.3 Bargaining Power of Buyers
    • 11.4.4 Threat of Substitutes
    • 11.4.5 Competitive Rivalry

12 Industry Chain Analysis

  • 12.1 Gaming Peripherals Industry Chain
  • 12.2 Gaming Peripherals Upstream Analysis
  • 12.3 Gaming Peripherals Midstream Analysis
  • 12.4 Gaming Peripherals Downstream Analysis

13 Research Findings and Conclusion

    14 Appendix

    • 14.1 Methodology
    • 14.2 Research Process and Data Source

    According to our (Global Info Research) latest study, the global Gaming Peripherals market size was valued at US$ 3683 million in 2025 and is forecast to a readjusted size of US$ 5291 million by 2032 with a CAGR of 5.4% during review period.
    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%.
    This report is a detailed and comprehensive analysis for global Gaming Peripherals market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
    Key Features:
    Global Gaming Peripherals market size and forecasts, in consumption value ($ Million), 2021-2032
    Global Gaming Peripherals market size and forecasts by region and country, in consumption value ($ Million), 2021-2032
    Global Gaming Peripherals market size and forecasts, by Type and by Application, in consumption value ($ Million), 2021-2032
    Global Gaming Peripherals market shares of main players, in revenue ($ Million), 2021-2026
    The Primary Objectives in This Report Are:
    To determine the size of the total market opportunity of global and key countries
    To assess the growth potential for Gaming Peripherals
    To forecast future growth in each product and end-use market
    To assess competitive factors affecting the marketplace
    This report profiles key players in the global Gaming Peripherals market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Razer, Logitech G (ASTRO), Turtle Beach, Corsair, Sennheiser, Plantronics, SteelSeries, Mad Catz, ROCCAT, QPAD, etc.
    This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
    Market segmentation
    Gaming Peripherals market is split by Type and by Application. For the period 2021-2032, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
    Market segment by Type
    Gaming Mouse
    Gaming Keyboards
    Headset
    Controllers
    Others
    Market segment by Application
    Personal
    Commercial
    Market segment by players, this report covers
    Razer
    Logitech G (ASTRO)
    Turtle Beach
    Corsair
    Sennheiser
    Plantronics
    SteelSeries
    Mad Catz
    ROCCAT
    QPAD
    Thrustmaster
    HyperX
    Tt eSPORTS
    Cooler Master
    ZOWIE
    Sharkoon
    Trust
    Microsoft
    Market segment by regions, regional analysis covers
    North America (United States, Canada and Mexico)
    Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
    Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
    South America (Brazil, Rest of South America)
    Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
    The content of the study subjects, includes a total of 13 chapters:
    Chapter 1, to describe Gaming Peripherals product scope, market overview, market estimation caveats and base year.
    Chapter 2, to profile the top players of Gaming Peripherals, with revenue, gross margin, and global market share of Gaming Peripherals from 2021 to 2026.
    Chapter 3, the Gaming Peripherals competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
    Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2021 to 2032.
    Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2021 to 2026.and Gaming Peripherals market forecast, by regions, by Type and by Application, with consumption value, from 2027 to 2032.
    Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
    Chapter 12, the key raw materials and key suppliers, and industry chain of Gaming Peripherals.
    Chapter 13, to describe Gaming Peripherals research findings and conclusion.

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