gaming peripheral market

Global Gaming Peripheral Market (Sales, Revenue, Price, Gross Profit and Competitors Analysis of Major Market) from 2015-2026

  • Published Date: 2020-10-28
  • Report ID: 8953
  • Pages: 127
  • Format: prudent report format

Summary

As the world continues to deal with COVID-19, economies are moving into recession, under multiple adverse factors, the GDP of European and American countries in the second quarter suffered a historical contraction. At an annualized rate, the US GDP fell by 32.9% month on month, while the overall GDP of the euro zone fell by 12.1%.

Moreover, the economic prospects of Europe and the United States in the third quarter under the epidemic situation are hardly optimistic. The resumption of work and production not only brought economic data back, but also triggered a rebound in the epidemic situation. At present, the United States is still the 'epicenter' of the global epidemic. The total number of confirmed cases has exceeded 4.8 million, and the epidemic situation in some European countries has also rebounded. Affected by this, more than 20 states in the United States have announced the suspension or withdrawal of part of the economic restart plan. Britain and Italy have also decided to extend the state of emergency. The rebound of the epidemic situation has posed considerable risks to the economic prospects of Europe and the United States.
In the second quarter of this year, US GDP shrank by 9.5% on a month on month basis, or 32.9% at an annual rate, the largest decline since the 1940s. Data show that the sharp decline in personal consumption is the main drag on the U.S. GDP growth in the second quarter.
Compared with the United States, Europe's economic contraction in the second quarter was smaller, but it was also the lowest on record, with Germany and France contracting more than 10%. According to the data released by the Federal Bureau of statistics, Germany's GDP fell by 10.1% in the second quarter after adjusting for prices, seasons and working days, the largest decline since the quarterly economic data were available in 1970.
Thanks to the effective control and policy support of the new epidemic, China's economy rebounded sharply in the second quarter. The growth rate of manufacturing industry, which accounted for about 28% of GDP, rebounded sharply to 4.4% from the negative value in the first quarter. Chinese original equipment manufacturers (OEMs) and suppliers are ramping up production. And there are increased investments in digital footprints in manufacturing. OEMs in other parts of the world are offering incentives to drive sales. XYZResearch published a report for global Gaming Peripheral market in this environment.

In terms of revenue, this research report indicated that the global Gaming Peripheral market was valued at USD XXX million in 2019, and it is expected to reach a value of USD XXX million by 2026, at a CAGR of XX % over the forecast period 2021-2026. Correspondingly, the forecast analysis of Gaming Peripheral industry comprises of China, USA, Japan, India, Korea and South America, with the production and revenue data in each of the sub-segments.

The Corsair Components aims at producing XX Gaming Peripheral in 2020, with XX % production to take place in global market, Logitech International accounts for a volume share of XX %.

Regional Segmentation (Value; Revenue, USD Million, 2015 - 2026) of Gaming Peripheral Market by XYZResearch Include
China
EU
USA
Japan
India
Southeast Asia
South America
Competitive Analysis; Who are the Major Players in Gaming Peripheral Market
Corsair Components
Logitech International
Mad Catz Interactive
Razer
SteelSeries
Sony
Microsoft
Cooler Master
Kingston
Gioteck
Fnatic Gear
BenQ
Gamdias
Mionix
QPAD
Tesoro Gaming
CM Storm
COUGAR
TTeSPORTS
Roccat
SteelSeries
...
Major Type of Gaming Peripheral Covered in XYZResearch report:
Controllers
Headsets
Keyboards
Mouse
Others
Application Segments Covered in XYZResearch Market
Commercial
Personal
Application 3

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Table of Contents

Global Gaming Peripheral Market Analysis 2020, With Top Companies, Production, Revenue, Consumption, Price and Growth Rate
1 Market Scope
1.1 Product Details and Introduction
1.1.1 Controllers -Product Introduction and Major Manufacturers
1.1.2 Headsets -Product Introduction and Major Manufacturers
1.1.3 Keyboards -Product Introduction and Major Manufacturers
1.1.4 Mouse -Product Introduction and Major Manufacturers
1.1.5 Others -Product Introduction and Major Manufacturers
1.2 Market Snapshot
1.2.1 Major Companies Overview
1.2.2 Market Concentration
1.2.3 Six-Year Compound Annual Growth Rate (CAGR)
2 Global Gaming Peripheral Market Assessment, by Segmentation
2.1 Type Breakdown Estimates & Forecast, Sales Volume (2015-2026)
2.2 Type Breakdown Estimates & Forecast, Sales Value (2015-2026)
2.3 Application Breakdown Estimates & Forecast, by Application (2015-2026)
3 Regional Market Analysis
3.1 China Gaming Peripheral Market
3.1.1 Top Companies leading Gaming Peripheral Development in China (2015-2020)
3.1.2 Sales Value of Major Company in China Market (2015-2020)
3.1.3 China Gaming Peripheral Price (USD/Unit), by Type (2019-2020)
3.1.4 Sales in China Market, by Type (2015-2026)
3.2 EU Gaming Peripheral Market
3.2.1 Top Companies leading Gaming Peripheral Development in EU (2015-2020)
3.2.2 Sales Value of Major Company in EU Market (2015-2020)
3.2.3 EU Gaming Peripheral Price (USD/Unit), by Type (2019-2020)
3.2.4 Sales in EU Market, by Type (2015-2026)
3.3 USA Gaming Peripheral Market
3.3.1 Top Companies leading Gaming Peripheral Development in USA (2015-2020)
3.3.2 Sales Value of Major Company in USA Market (2015-2020)
3.3.3 USA Gaming Peripheral Price (USD/Unit), by Type (2019-2020)
3.3.4 Sales in USA Market, by Type (2015-2026)
3.4 Japan Gaming Peripheral Market
3.4.1 Top Companies leading Gaming Peripheral Development in Japan (2015-2020)
3.4.2 Sales Value of Major Company in Japan Market (2015-2020)
3.4.3 Japan Gaming Peripheral Price (USD/Unit), by Type (2019-2020)
3.4.4 Sales in Japan Market, by Type (2015-2026)
3.5 India Gaming Peripheral Market
3.5.1 Top Companies leading Gaming Peripheral Development in India (2015-2020)
3.5.2 Sales Value of Major Company in India Market (2015-2020)
3.5.3 India Gaming Peripheral Price (USD/Unit), by Type (2019-2020)
3.5.4 Sales in India Market, by Type (2015-2026)
3.6 Southeast Asia Gaming Peripheral Market
3.6.1 Top Companies leading Gaming Peripheral Development in Southeast Asia (2015-2020)
3.6.2 Sales Value of Major Company in Southeast Asia Market (2015-2020)
3.6.3 Southeast Asia Gaming Peripheral Price (USD/Unit), by Type (2019-2020)
3.6.4 Sales in Southeast Asia Market, by Type (2015-2026)
3.7 South America Gaming Peripheral Market
3.7.1 Top Companies leading Gaming Peripheral Development in South America (2015-2020)
3.7.2 Sales Value of Major Company in South America Market (2015-2020)
3.7.3 South America Gaming Peripheral Price (USD/Unit), by Type (2019-2020)
3.7.4 Sales in South America Market, by Type (2015-2026)
4 Value Chain (Impact of COVID-19)
4.1 Gaming Peripheral Value Chain Analysis
4.1.1 Upstream
4.1.2 Downstream
4.2 COVID-19 Impact on Gaming Peripheral Industry
4.2.1 Industrial Policy Issued Under the Epidemic Situation
4.3 Cost-Under the Epidemic Situation
4.3.1 Cost of Raw Material
4.4 Channel Analysis
4.4.1 Distribution Channel-Under the Epidemic Situation
4.4.2 Distributors
5 Regional Market Forecast (2021-2026)
5.1 Global Gaming Peripheral Sales and Growth Rate (2021-2026)
5.2 Global Gaming Peripheral Sales Value and Growth Rate (2021-2026)

6 Gaming Peripheral Competitive Analysis
6.1 Corsair Components
6.1.1 Corsair Components Company Profiles
6.1.2 Corsair Components Product Introduction
6.1.3 Corsair Components Gaming Peripheral Production, Revenue (2015-2020)
6.1.4 SWOT Analysis
6.2 Logitech International
6.2.1 Logitech International Company Profiles
6.2.2 Logitech International Product Introduction
6.2.3 Logitech International Gaming Peripheral Production, Revenue (2015-2020)
6.2.4 SWOT Analysis
6.3 Mad Catz Interactive
6.3.1 Mad Catz Interactive Company Profiles
6.3.2 Mad Catz Interactive Product Introduction
6.3.3 Mad Catz Interactive Gaming Peripheral Production, Revenue (2015-2020)
6.3.4 SWOT Analysis
6.4 Razer
6.4.1 Razer Company Profiles
6.4.2 Razer Product Introduction
6.4.3 Razer Gaming Peripheral Production, Revenue (2015-2020)
6.4.4 SWOT Analysis
6.5 SteelSeries
6.5.1 SteelSeries Company Profiles
6.5.2 SteelSeries Product Introduction
6.5.3 SteelSeries Gaming Peripheral Production, Revenue (2015-2020)
6.5.4 SWOT Analysis
6.6 Sony
6.6.1 Sony Company Profiles
6.6.2 Sony Product Introduction
6.6.3 Sony Gaming Peripheral Production, Revenue (2015-2020)
6.6.4 SWOT Analysis
6.7 Microsoft
6.7.1 Microsoft Company Profiles
6.7.2 Microsoft Product Introduction
6.7.3 Microsoft Gaming Peripheral Production, Revenue (2015-2020)
6.7.4 SWOT Analysis
6.8 Cooler Master
6.8.1 Cooler Master Company Profiles
6.8.2 Cooler Master Product Introduction
6.8.3 Cooler Master Gaming Peripheral Production, Revenue (2015-2020)
6.8.4 SWOT Analysis
6.9 Kingston
6.9.1 Kingston Company Profiles
6.9.2 Kingston Product Introduction
6.9.3 Kingston Gaming Peripheral Production, Revenue (2015-2020)
6.9.4 SWOT Analysis
6.10 Gioteck
6.10.1 Gioteck Company Profiles
6.10.2 Gioteck Product Introduction
6.10.3 Gioteck Gaming Peripheral Production, Revenue (2015-2020)
6.10.4 SWOT Analysis
6.11 Fnatic Gear
6.12 BenQ
6.13 Gamdias
6.14 Mionix
6.15 QPAD
6.16 Tesoro Gaming
6.17 CM Storm
6.18 COUGAR
6.19 TTeSPORTS
6.20 Roccat
6.21 SteelSeries
7 Conclusion


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