gaming peripherals market

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

  • Published Date: 2020-11-29
  • Report ID: 24461
  • Pages: 125
  • 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 Peripherals market in this environment.

In terms of revenue, this research report indicated that the global Gaming Peripherals 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 Peripherals industry comprises of China, USA, Japan, India, Korea and South America, with the production and revenue data in each of the sub-segments.

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

Regional Segmentation (Value; Revenue, USD Million, 2015 - 2026) of Gaming Peripherals Market by XYZResearch Include
China
EU
USA
Japan
India
Southeast Asia
South America
Competitive Analysis; Who are the Major Players in Gaming Peripherals Market
Razer
Corsair
A4TECH
Logitech
RAPOO
Genius(KYE Systems Corp)
SteelSeries
MADCATZ
Roccat
Mionix
COUGAR
AZio
Creative Technology
Gioteck
Jabra
Kingston Technology
Microsoft
Plantronics
Sennheiser electronic
Sentey
Sharkoon Technologies
Shure
Skullcandy
Sony
Thrustmaster
Thermaltake
Turtle Beach
Market Driver
Cooler Master Technology
...
Major Type of Gaming Peripherals Covered in XYZResearch report:
Gaming Mouse
Gaming Keyboards
Headset
Controllers
Mousepads
Others
Application Segments Covered in XYZResearch Market
Personal
Commercial
Application 3

For any other requirements, please feel free to contact us and we will provide you customized report.


Table of Contents

Global Gaming Peripherals 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 Gaming Mouse -Product Introduction and Major Manufacturers
1.1.2 Gaming Keyboards -Product Introduction and Major Manufacturers
1.1.3 Headset -Product Introduction and Major Manufacturers
1.1.4 Controllers -Product Introduction and Major Manufacturers
1.1.5 Mousepads -Product Introduction and Major Manufacturers
1.1.6 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 Peripherals 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 Peripherals Market
3.1.1 Top Companies leading Gaming Peripherals Development in China (2015-2020)
3.1.2 Sales Value of Major Company in China Market (2015-2020)
3.1.3 China Gaming Peripherals Price (USD/Unit), by Type (2019-2020)
3.1.4 Sales in China Market, by Type (2015-2026)
3.2 EU Gaming Peripherals Market
3.2.1 Top Companies leading Gaming Peripherals Development in EU (2015-2020)
3.2.2 Sales Value of Major Company in EU Market (2015-2020)
3.2.3 EU Gaming Peripherals Price (USD/Unit), by Type (2019-2020)
3.2.4 Sales in EU Market, by Type (2015-2026)
3.3 USA Gaming Peripherals Market
3.3.1 Top Companies leading Gaming Peripherals Development in USA (2015-2020)
3.3.2 Sales Value of Major Company in USA Market (2015-2020)
3.3.3 USA Gaming Peripherals Price (USD/Unit), by Type (2019-2020)
3.3.4 Sales in USA Market, by Type (2015-2026)
3.4 Japan Gaming Peripherals Market
3.4.1 Top Companies leading Gaming Peripherals Development in Japan (2015-2020)
3.4.2 Sales Value of Major Company in Japan Market (2015-2020)
3.4.3 Japan Gaming Peripherals Price (USD/Unit), by Type (2019-2020)
3.4.4 Sales in Japan Market, by Type (2015-2026)
3.5 India Gaming Peripherals Market
3.5.1 Top Companies leading Gaming Peripherals Development in India (2015-2020)
3.5.2 Sales Value of Major Company in India Market (2015-2020)
3.5.3 India Gaming Peripherals Price (USD/Unit), by Type (2019-2020)
3.5.4 Sales in India Market, by Type (2015-2026)
3.6 Southeast Asia Gaming Peripherals Market
3.6.1 Top Companies leading Gaming Peripherals 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 Peripherals Price (USD/Unit), by Type (2019-2020)
3.6.4 Sales in Southeast Asia Market, by Type (2015-2026)
3.7 South America Gaming Peripherals Market
3.7.1 Top Companies leading Gaming Peripherals 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 Peripherals 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 Peripherals Value Chain Analysis
4.1.1 Upstream
4.1.2 Downstream
4.2 COVID-19 Impact on Gaming Peripherals 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 Peripherals Sales and Growth Rate (2021-2026)
5.2 Global Gaming Peripherals Sales Value and Growth Rate (2021-2026)

6 Gaming Peripherals Competitive Analysis
6.1 Razer
6.1.1 Razer Company Profiles
6.1.2 Razer Product Introduction
6.1.3 Razer Gaming Peripherals Production, Revenue (2015-2020)
6.1.4 SWOT Analysis
6.2 Corsair
6.2.1 Corsair Company Profiles
6.2.2 Corsair Product Introduction
6.2.3 Corsair Gaming Peripherals Production, Revenue (2015-2020)
6.2.4 SWOT Analysis
6.3 A4TECH
6.3.1 A4TECH Company Profiles
6.3.2 A4TECH Product Introduction
6.3.3 A4TECH Gaming Peripherals Production, Revenue (2015-2020)
6.3.4 SWOT Analysis
6.4 Logitech
6.4.1 Logitech Company Profiles
6.4.2 Logitech Product Introduction
6.4.3 Logitech Gaming Peripherals Production, Revenue (2015-2020)
6.4.4 SWOT Analysis
6.5 RAPOO
6.5.1 RAPOO Company Profiles
6.5.2 RAPOO Product Introduction
6.5.3 RAPOO Gaming Peripherals Production, Revenue (2015-2020)
6.5.4 SWOT Analysis
6.6 Genius(KYE Systems Corp)
6.6.1 Genius(KYE Systems Corp) Company Profiles
6.6.2 Genius(KYE Systems Corp) Product Introduction
6.6.3 Genius(KYE Systems Corp) Gaming Peripherals Production, Revenue (2015-2020)
6.6.4 SWOT Analysis
6.7 SteelSeries
6.7.1 SteelSeries Company Profiles
6.7.2 SteelSeries Product Introduction
6.7.3 SteelSeries Gaming Peripherals Production, Revenue (2015-2020)
6.7.4 SWOT Analysis
6.8 MADCATZ
6.8.1 MADCATZ Company Profiles
6.8.2 MADCATZ Product Introduction
6.8.3 MADCATZ Gaming Peripherals Production, Revenue (2015-2020)
6.8.4 SWOT Analysis
6.9 Roccat
6.9.1 Roccat Company Profiles
6.9.2 Roccat Product Introduction
6.9.3 Roccat Gaming Peripherals Production, Revenue (2015-2020)
6.9.4 SWOT Analysis
6.10 Mionix
6.10.1 Mionix Company Profiles
6.10.2 Mionix Product Introduction
6.10.3 Mionix Gaming Peripherals Production, Revenue (2015-2020)
6.10.4 SWOT Analysis
6.11 COUGAR
6.12 AZio
6.13 Creative Technology
6.14 Gioteck
6.15 Jabra
6.16 Kingston Technology
6.17 Microsoft
6.18 Plantronics
6.19 Sennheiser electronic
6.20 Sentey
6.21 Sharkoon Technologies
6.22 Shure
6.23 Skullcandy
6.24 Sony
6.25 Thrustmaster
6.26 Thermaltake
6.27 Turtle Beach
6.28 Market Driver
6.29 Cooler Master Technology
7 Conclusion


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