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Europe Gaming Peripheral Market By Device (PC and Gaming Consoles), By Product (Headset, Controller, Keyboard, Mice and Others), By Distribution Channel (Offline and Online), By Country, Industry Analysis and Forecast, 2020 - 2026

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    Report

  • 88 Pages
  • November 2020
  • Region: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5214416
The Europe Gaming Peripheral Market is expected to witness market growth of 12.3% CAGR during the forecast period (2020-2026).

Gamers are now ready to spend heavily on peripherals and consoles because gaming has become a conventional market due to the foundation of social apps this helped the gamers to create social groups in order to improve the experience. The increasing popularity of e-sports and several gaming tournaments like PUBG Global Championship, League of Legends World Championship, and Call of Duty World League (CWL) are additional factors that are boosting the demand for advanced peripherals, this, in turn, help gamers to expand their gaming skills. In addition to it, hardware developments are also gaining the attention of the gamers because presently, 8th Gen Consoles has acquired popularity in the market due to t its upgradable hardware that supports games up to 4K resolution. The availability of a huge range of entertainment options allows new opportunities for the growth of the market over the foreseeable period.

Prominent companies allot a more or less sizeable budget for advertising and marketing campaigns to promote gaming products and platforms that allow the companies to create more awareness among gamers for gaming peripherals. These approaches help companies with admittance to an extensive reach of the audience with possible opportunities. In addition to it, the introduction of virtual reality headsets and high-end displays is helpful in augmenting gaming experience and increasing demand for improved gaming experience is boosting the key players to improve and advance the products. For example, Valve Corporation that is a developer of games and gaming peripherals, in June 2019, has launched the Valve Index which is a virtual reality headset for gamers. This virtual headset exploits 1440×1600 LCD panels that have a resolution of 2880×1600, which offers an improved gaming experience.

Based on Device, the market is segmented into PC and Gaming Consoles. Based on Product, the market is segmented into Headset, Controller, Keyboard, Mice and Others. Based on Distribution Channel, the market is segmented into Offline and Online. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Logitech International S.A., Razer, Inc., Cooler Master Technology, Inc., Eastern Times Technology Co., Ltd. (Redragon), Thermaltake Technology Co., Ltd., Guillemot Corporation S.A., Shenzhen Rapoo Technology Co., Ltd., Sennheiser Electronic GmbH & Co. KG, Anker Innovations Limited, and Kingston Technology Company, Inc.

Scope of the Study

Market Segmentation:

By Device
  • PC
  • Gaming Consoles

By Product
  • Headset
  • Controller
  • Keyboard
  • Mice
  • Others

By Distribution Channel
  • Offline
  • Online

By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Companies Profiled
  • Logitech International S.A.
  • Razer, Inc.
  • Cooler Master Technology, Inc.
  • Eastern Times Technology Co., Ltd. (Redragon)
  • Thermaltake Technology Co., Ltd.
  • Guillemot Corporation S.A.
  • Shenzhen Rapoo Technology Co., Ltd.
  • Sennheiser Electronic GmbH & Co. KG
  • Anker Innovations Limited
  • Kingston Technology Company, Inc.

Unique Offerings from the Publisher
  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Gaming Peripheral Market, by Device
1.4.2 Europe Gaming Peripheral Market, by Product
1.4.3 Europe Gaming Peripheral Market, by Distribution Channel
1.4.4 Europe Gaming Peripheral Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.2 Executive Summary
2.1.3 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Geographical Expansions
3.2.4 Mergers & Acquisitions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2016-2020)
3.3.2 Key Strategic Move: (Product Launches and Product Expansions : 2017, Apr - 2020, Oct) Leading Players
Chapter 4. Europe Gaming Peripheral Market by Device
4.1 Europe Gaming Peripheral PC Market by Country
4.2 Europe Gaming Peripheral Gaming Consoles Market by Country
Chapter 5. Europe Gaming Peripheral Market by Product
5.1 Europe Headset Gaming Peripheral Market by Country
5.2 Europe Controller Gaming Peripheral Market by Country
5.3 Europe Keyboard Gaming Peripheral Market by Country
5.4 Europe Mice Gaming Peripheral Market by Country
5.5 Europe Other Product Gaming Peripheral Market by Country
Chapter 6. Europe Gaming Peripheral Market by Distribution Channel
6.1 Europe Offline Gaming Peripheral Market by Country
6.2 Europe Online Gaming Peripheral Market by Country
Chapter 7. Europe Gaming Peripheral Market by Country
7.1 Germany Gaming Peripheral Market
7.1.1 Germany Gaming Peripheral Market by Device
7.1.2 Germany Gaming Peripheral Market by Product
7.1.3 Germany Gaming Peripheral Market by Distribution Channel
7.2 UK Gaming Peripheral Market
7.2.1 UK Gaming Peripheral Market by Device
7.2.2 UK Gaming Peripheral Market by Product
7.2.3 UK Gaming Peripheral Market by Distribution Channel
7.3 France Gaming Peripheral Market
7.3.1 France Gaming Peripheral Market by Device
7.3.2 France Gaming Peripheral Market by Product
7.3.3 France Gaming Peripheral Market by Distribution Channel
7.4 Russia Gaming Peripheral Market
7.4.1 Russia Gaming Peripheral Market by Device
7.4.2 Russia Gaming Peripheral Market by Product
7.4.3 Russia Gaming Peripheral Market by Distribution Channel
7.5 Spain Gaming Peripheral Market
7.5.1 Spain Gaming Peripheral Market by Device
7.5.2 Spain Gaming Peripheral Market by Product
7.5.3 Spain Gaming Peripheral Market by Distribution Channel
7.6 Italy Gaming Peripheral Market
7.6.1 Italy Gaming Peripheral Market by Device
7.6.2 Italy Gaming Peripheral Market by Product
7.6.3 Italy Gaming Peripheral Market by Distribution Channel
7.7 Rest of Europe Gaming Peripheral Market
7.7.1 Rest of Europe Gaming Peripheral Market by Device
7.7.2 Rest of Europe Gaming Peripheral Market by Product
7.7.3 Rest of Europe Gaming Peripheral Market by Distribution Channel
Chapter 8. Company Profiles
8.1 Logitech International S.A.
8.1.1 Company Overview
8.1.2 Financial Analysis
8.1.3 Regional Analysis
8.1.4 Research & Development Expense
8.1.5 Recent strategies and developments:
8.1.5.1 Partnerships, Collaborations, and Agreements:
8.1.5.2 Acquisition and Mergers:
8.1.5.3 Product Launches and Product Expansions:
8.2 Razer, Inc.
8.2.1 Company overview
8.2.2 Financial Analysis
8.2.3 Segmental and Regional Analysis
8.2.4 Research & Development Expenses
8.2.5 Recent strategies and developments:
8.2.5.1 Partnerships, Collaborations, and Agreements:
8.2.5.2 Product Launches and Product Expansions:
8.3 Cooler Master Technology, Inc.
8.3.1 Company Overview
8.3.2 Recent strategies and developments:
8.3.2.1 Partnerships, Collaborations, and Agreements:
8.3.2.2 Product Launches and Product Expansions:
8.4 Eastern Times Technology Co., Ltd. (Redragon)
8.4.1 Company Overview
8.4.2 Recent strategies and developments:
8.4.2.1 Partnerships, Collaborations, and Agreements:
8.5 Thermaltake Technology Co., Ltd.
8.5.1 Company Overview
8.5.2 Recent strategies and developments:
8.5.2.1 Partnerships, Collaborations, and Agreements:
8.5.2.2 Product Launches and Product Expansions:
8.6 Guillemot Corporation S.A.
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Research & Development Expense
8.7 Shenzhen Rapoo Technology Co., Ltd.
8.7.1 Company Overview
8.7.2 Recent strategies and developments:
8.7.2.1 Product Launches and Product Expansions:
8.7.2.2 Geographical Expansions:
8.8 Sennheiser Electronic GmbH & Co. KG
8.8.1 Company Overview
8.8.2 Recent strategies and developments:
8.8.2.1 Product Launches and Product Expansions:
8.9 Anker Innovations Limited
8.9.1 Company Overview
8.9.2 Recent strategies and developments:
8.9.2.1 Product Launches and Product Expansions:
8.10. Kingston Technology Company, Inc.
8.10.1 Company Overview
8.10.2 Recent strategies and developments:
8.10.2.1 Partnerships, Collaborations, and Agreements:

Companies Mentioned

  • Logitech International S.A.
  • Razer, Inc.
  • Cooler Master Technology, Inc.
  • Eastern Times Technology Co., Ltd. (Redragon)
  • Thermaltake Technology Co., Ltd.
  • Guillemot Corporation S.A.
  • Shenzhen Rapoo Technology Co., Ltd.
  • Sennheiser Electronic GmbH & Co. KG
  • Anker Innovations Limited
  • Kingston Technology Company, Inc.

Methodology

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