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Gaming Accessories Market Size, Share & Industry Analysis, By Product Type (Gamepads/Controllers, Gaming Keyboards and Mice, Gaming Headsets, Gaming Chairs, VR Devices, and Others), By Device Type (PC (Desktop and Laptop), Gaming Consoles, and Smartphones), By Connectivity Type (Wired and Wireless), By Distribution Channel (Specialty Stores, Online, Departmental Stores, and Others), By End-User (Casual Gamers, Professional Gamers, Content Creators and Streamers, and eSports Organizations), and Regional Forecast, 2026 – 2034

Last Updated: January 19, 2026 | Format: PDF | Report ID: FBI110577

 


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ATTRIBUTE 

DETAILS

Study Period

2021-2034

Base Year

2025

Forecast Period

2026-2034

Historical Period

2021-2024

Growth Rate

CAGR of 9.57% from 2026 to 2034

Unit

Value (USD Billion)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Segmentation

By Product Type

·         Gamepads/Controllers

·         Gaming Keyboards and Mice

·         Gaming Headsets

·         Gaming Chairs

·         VR Devices

·         Others (Gaming Bags, Cooling Fans, etc.)

By Device Type

·         PC (Desktop and Laptop)

·         Gaming Consoles

·         Smartphones

By Connectivity Type

·         Wired

·         Wireless

By Distribution Channel

·         Specialty Stores

·         Online

·         Departmental Stores

·         Others (Gaming Arcades, eSports Lab, etc.)

By End-User

·         Casual Gamers

·         Professional Gamers

·         Content Creators and Streamers

·         eSports Organizations

By Region

·         North America (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)

o   U.S. (By End-User)

o   Canada (By End-User)

o   Mexico (By End-User)

·         South America (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)

o   Brazil (By End-User)

o   Argentina (By End-User)

o   Rest of South America

·         Europe (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)

o   U.K. (By End-User)

o   Germany (By End-User)

o   France (By End-User)

o   Italy (By End-User)

o   Spain (By End-User)

o   Russia (By End-User)

o   Benelux (By End-User)

o   Nordics (By End-User)

o   Rest of Europe

·         Middle East & Africa (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)

o   Turkey (By End-User)

o   Israel (By End-User)

o   GCC (By End-User)

o   North Africa (By End-User)

o   South Africa (By End-User)

o   Rest of the Middle East & Africa

·         Asia Pacific (By Product Type, Device Type, Connectivity Type, Distribution Channel, End-User, and Country)

o   China (By End-User)

o   Japan (By End-User)

o   India (By End-User)

o   South Korea (By End-User)

o   ASEAN (By End-User)

o   Oceania (By End-User)

o   Rest of Asia Pacific

Companies Profiled in the Report

Dell Technologies (U.S.)

Logitech International SA (Switzerland)

Razer Inc. (Singapore)

Mad Catz Global Limited (China)

Turtle Beach Corporation (U.S.)

Corsair Gaming Inc. (U.S.)

Cooler Master Co., Ltd (Taiwan)

Sennheiser Electronic GmbH & Co. KG (Germany)

HyperX (U.S.)

Anker (U.S.)

  • 2021-2034
  • 2025
  • 2021-2024
  • 140
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