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LAMEA 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: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5214502
The Latin America, Middle East and Africa Gaming Peripheral Market is expected to witness market growth of 16.6% CAGR during the forecast period (2020-2026).

The growing number of hardware improvements and online gamers like graphics and sound cards faster processors has allowed a broader scope for the industry. In addition to it, the industry is also showing a high inflow of revenue that is based on high consumer expenses for ultra-modern games. From the past few years, video games have advanced through numerous stages as a gaming console is becoming more sophisticated in the last years.

Gaming peripherals are external devices that are specifically designed to play video games on phones, computers, or consoles. There are numerous types of gaming peripheral devices that are available in the market, for example, gaming, headset, gamepads, joystick, keyboard, mouse, and virtual reality devices. These peripherals are helpful in enhancing the gaming experience while playing several video games. There are many virtual reality devices like VR headset, VR PC backpack, and VR controller that are primarily used by gamers for an improved gaming experience in playing video games.

The scope of the gaming hardware market has shown a huge extent including a lot of variety of applications. To complement the growth factors, investment has become one of the value chain constituents that features the game or a large number of corporations are dealing with large-budgets. In contrast to all these, independent developers are preferring to opt to raise funds on their own platforms. Current innovations are supplementarily anticipated to boost the market growth. For example, Logitech G which is a brand of Logitech in October 2019, has introduced PRO X mechanical gaming keyboard and they have swappable switches as a customized part. The new and advanced keyboard is a better option for Esports professionals that shows high reliability and enhanced features in designing.

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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

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
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 Latin America, Middle East and Africa (LAMEA) Gaming Peripheral Market, by Device
1.4.2 Latin America, Middle East and Africa (LAMEA) Gaming Peripheral Market, by Product
1.4.3 Latin America, Middle East and Africa (LAMEA) Gaming Peripheral Market, by Distribution Channel
1.4.4 Latin America, Middle East and Africa (LAMEA) 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. LAMEA Gaming Peripheral Market by Device
4.1 LAMEA Gaming Peripheral PC Market by Country
4.2 LAMEA Gaming Peripheral Gaming Consoles Market by Country
Chapter 5. LAMEA Gaming Peripheral Market by Product
5.1 LAMEA Headset Gaming Peripheral Market by Country
5.2 LAMEA Controller Gaming Peripheral Market by Country
5.3 LAMEA Keyboard Gaming Peripheral Market by Country
5.4 LAMEA Mice Gaming Peripheral Market by Country
5.5 LAMEA Other Product Gaming Peripheral Market by Country
Chapter 6. LAMEA Gaming Peripheral Market by Distribution Channel
6.1 LAMEA Offline Gaming Peripheral Market by Country
6.2 LAMEA Online Gaming Peripheral Market by Country
Chapter 7. LAMEA Gaming Peripheral Market by Country
7.1 Brazil Gaming Peripheral Market
7.1.1 Brazil Gaming Peripheral Market by Device
7.1.2 Brazil Gaming Peripheral Market by Product
7.1.3 Brazil Gaming Peripheral Market by Distribution Channel
7.2 Argentina Gaming Peripheral Market
7.2.1 Argentina Gaming Peripheral Market by Device
7.2.2 Argentina Gaming Peripheral Market by Product
7.2.3 Argentina Gaming Peripheral Market by Distribution Channel
7.3 UAE Gaming Peripheral Market
7.3.1 UAE Gaming Peripheral Market by Device
7.3.2 UAE Gaming Peripheral Market by Product
7.3.3 UAE Gaming Peripheral Market by Distribution Channel
7.4 Saudi Arabia Gaming Peripheral Market
7.4.1 Saudi Arabia Gaming Peripheral Market by Device
7.4.2 Saudi Arabia Gaming Peripheral Market by Product
7.4.3 Saudi Arabia Gaming Peripheral Market by Distribution Channel
7.5 South Africa Gaming Peripheral Market
7.5.1 South Africa Gaming Peripheral Market by Device
7.5.2 South Africa Gaming Peripheral Market by Product
7.5.3 South Africa Gaming Peripheral Market by Distribution Channel
7.6 Nigeria Gaming Peripheral Market
7.6.1 Nigeria Gaming Peripheral Market by Device
7.6.2 Nigeria Gaming Peripheral Market by Product
7.6.3 Nigeria Gaming Peripheral Market by Distribution Channel
7.7 Rest of LAMEA Gaming Peripheral Market
7.7.1 Rest of LAMEA Gaming Peripheral Market by Device
7.7.2 Rest of LAMEA Gaming Peripheral Market by Product
7.7.3 Rest of LAMEA 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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