Gaming Accessories Market PPT: Growth, Outlook, Demand, Keyplayer Analysis and Opportunity 2022-27 - PowerPoint PPT Presentation

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Gaming Accessories Market PPT: Growth, Outlook, Demand, Keyplayer Analysis and Opportunity 2022-27

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The global gaming accessories market reached a value of US$ 8.32 Billion in 2021. Looking forward, IMARC Group expects the market to reach a value of US$ 14.42 Billion by 2027, exhibiting a CAGR of 9.10% during 2022-2027. More info:- – PowerPoint PPT presentation

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Title: Gaming Accessories Market PPT: Growth, Outlook, Demand, Keyplayer Analysis and Opportunity 2022-27


1
Global Gaming Accessories Market Research and
Forecast Report 2022-2027




Author Elena Anderson Marketing Manager IMARC
Group
2022 IMARC All Rights Reserved
Copyright IMARC Service Pvt Ltd. All Rights
Reserved
2
About IMARC Group
Report Description
International Market Analysis Research and
Consulting Group is a leading adviser on
management strategy and market research
worldwide. We partner with clients in all regions
and industry verticals to identify their
highest-value opportunities, address their most
critical challenges, and transform their
businesses. IMARCs information products include
major market, scientific, economic and
technological developments for business leaders
in pharmaceutical, industrial, and high
technology organizations. Market forecasts and
industry analysis for biotechnology, advanced
materials, chemicals, food and beverage, travel
and tourism, nanotechnology and novel processing
methods are at the top of the companys
expertise. IMARCs tailored approach combines
unfathomable insight into the dynamics of
companies and markets with close cooperation at
all levels of the client organization. This
ensures that our clients achieve unmatchable
competitive advantage, build more proficient
organizations, and secure lasting results.
3
Report Description and Highlights
Report Description
Global Gaming Accessories Market Research Report
2022-2027 According to the latest report by
IMARC Group, titled Gaming Accessories Market
Global Industry Trends, Share, Size, Growth,
Opportunity and Forecast 2022-2027, the global
gaming accessories market size reached US 8.32
Billion in 2021.  Gaming accessories include a
wide range of equipment that allows gamers to
have a better gaming experience via their
smartphones, computers, laptops, or consoles. The
peripheral devices are separate from the original
gaming system's hardware and software that can be
connected to the original system via wires or
wirelessly. These accessories transmit game
data to the operator by handling, processing, and
relaying the data from the gaming device. Their
usage also provides a wide number of benefits,
including improved reflexes, alleviated accuracy,
and better game performance. Request for a PDF
sample of this report https//www.imarcgroup.com/
gaming-accessories-market/requestsample

4
Report Description and Highlights
Report Description
Global Gaming Accessories Market Trends The
global market is majorly driven by the augmenting
popularity of new gaming content with high
graphic needs. Besides this, the transition from
console gaming to on-demand visual content is
propelling the market. In line with this, with
the increasing penetration of smartphones and
mobile gaming, the gaming accessories industry is
experiencing lucrative growth opportunities.
Moreover, the emergence of augmented reality (AR)
and virtual reality (VR) in gaming is impacting
the market growth positively. The market is
further driven by the rising popularity of
e-sports leagues, along with the growing number
of gamers choosing gaming as a profession. Some
of the other factors contributing to the market
include rapid urbanization, inflating disposable
income levels, and extensive research and
development (RD) activities. On account of the
aforementioned factors, the market is anticipated
to reach a value of US 14.42 Billion by 2027,
exhibiting a CAGR of 9.10 during
2022-2027. View Report TOC, Figures and Tables
https//www.imarcgroup.com/gaming-accessories-mark
et

5
Report Description and Highlights
Report Description
  • Key Market Segmentation
  • The research report includes the following
    segments
  • Breakup by Component
  • Headsets
  • Mice
  • Controller
  • Keyboard
  • Others
  •  
  • Breakup by Device Type
  • PC
  • Gaming Console
  • Breakup by Connectivity Type
  • Wired
  • Wireless


6
Report Description and Highlights
Report Description
  •  
  • Breakup by Sales Channel
  • Online
  • Offline
  • Breakup by Region
  • North America
  • Asia Pacific
  • Europe
  • Latin America
  • Middle East and Africa
  •  


7
Report Description and Highlights
Report Description
  •  
  • Competitive Landscape with Key Players
  • Anker Innovations Technology Co. Ltd.
  • Cooler Master Technology Inc.
  • Corsair Gaming Inc.
  • Dell Technologies Inc.
  • HP Inc.
  • Logitech international S.A.
  • Mad Catz Global Limited
  • Nintendo Co. Ltd
  • Razer Inc.
  • Samsung Electronics Co. Ltd.
  • Sennheiser electronic GmbH Co. KG
  • Sony Group Corporation
  • Turtle Beach Corporation.
  •  


8
Key Questions Answered in the Report
Report Description
  • How has the global gaming accessories market
    performed so far and how will it perform in the
    coming years?
  • What has been the impact of COVID-19 on the
    global gaming accessories market?
  • What are the key regional markets?
  • What is the breakup of the market based on the
    component?
  • What is the breakup of the market based on the
    device type?
  • What is the breakup of the market based on the
    connectivity type?
  • What is the breakup of the market based on the
    sales channel?
  • What are the various stages in the value chain of
    the industry?
  • What are the key driving factors and challenges
    in the industry?
  • What is the structure of the global gaming
    accessories market and who are the key players?
  • What is the degree of competition in the
    industry?
  •  

9
Table of Contents
Report Description
1    Preface2    Scope and Methodology    2.1 
  Objectives of the Study    2.2   
Stakeholders    2.3    Data Sources       
2.3.1    Primary Sources        2.3.2   
Secondary Sources    2.4    Market Estimation 
      2.4.1    Bottom-Up Approach        2.4.2 
  Top-Down Approach    2.5    Forecasting
Methodology3    Executive Summary4   
Introduction    4.1    Overview    4.2    Key
Industry Trends5    Global Gaming Accessories
Market    5.1    Market Overview    5.2   
Market Performance    5.3    Impact of
COVID-19    5.4    Market Forecast

10
Table of Contents
Report Description
6    Market Breakup by Component    6.1   
Headsets        6.1.1 Market Trends       
6.1.2 Market Forecast    6.2    Mice       
6.2.1 Market Trends        6.2.2 Market
Forecast    6.3    Controller        6.3.1
Market Trends        6.3.2 Market Forecast   
6.4    Keyboard        6.4.1 Market Trends     
  6.4.2 Market Forecast    6.5    Others       
6.5.1 Market Trends        6.5.2 Market
Forecast7    Market Breakup by Device Type     
    Click here to visit the complete table of
content with list of figures and tables
https//www.imarcgroup.com/gaming-accessories-mark
et/toc

11
Partial List of Clients
We are the trusted business partners to the
world's leading corporates, governments, and
institutions
A partial List of our Clients
12
Partial List of Clients
We are the trusted business partners to the
world's leading corporates, governments, and
institutions
A partial List of our Clients
13
Report Description and Highlights
Report Description

2022 IMARC All Rights Reserved This
Publication and all its contents unless
otherwise mentioned are copyrighted in the name
of International Market Analysis Research and
Consulting (IMARC). No part of this publication
may be reproduced, repackaged, redistributed or
resold in whole or in any part. The publication
may also not be used in any form or by and means
graphic electronic or mechanical, including
photocopying, recording, taping or by information
storage or retrieval, or by any other form,
without the express consent of International
Market Analysis Research and Consulting
(IMARC). Disclaimer All contents and data of
this publication, including forecasts, data
analysis and opinion have been based on
information and sources believed to be accurate
and reliable at the time of publishing.
International Market Analysis Research and
Consulting makes no representation of warranty of
any kind as to the accuracy or completeness of
any Information provided. IMARC accepts no
liability whatsoever for any loss or damage
resulting from opinion, errors or inaccuracies if
any found this publication. IMARC, IMARC Group
and Global Therapy Insight Series are registered
trademarks of International Market Analysis
Research and Consulting. All other trademarks
used in this publication are registered
trademarks of their respective companies.
14

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