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Asia-Pacific Gaming Controller Market Forecast to 2027 - COVID-19 Impact and Regional Analysis By Product, Compatibility, Connectivity, Distribution, and End-User

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    Report

  • 143 Pages
  • April 2021
  • Region: Asia Pacific
  • The Insight Partners
  • ID: 5316781
UP TO OFF until Jun 30th 2024
The APAC gaming controller market is expected to grow from US$ 730.2 million in 2019 to US$ 1,479.3 million by 2027; it is estimated to grow at a CAGR of 9.7 % from 2020 to 2027. The emergence of advanced gaming products accelerates the market growth. The trend of virtual reality (VR) and voice control is becoming popular among advanced games. For instance, Starship Commander, is an upcoming virtual reality game on Steam VR and Oculus that uses gamer’s voice. Similarly, Untethered by Numinous Games runs on Daydream virtual-reality platform by Google, adding visuals with voice and hand controller. In context to developments in gaming market, gaming consoles are coming back integrated with advanced features. With 2 in 5 gamers and 1 in 4 internet users, many gamers use gaming consoles. In the support of growing consoles, the emergence of new console generation in the gaming industry is another factor playing a significant role in boosting the adoption of different controllers. In 2019, eighth-generation games consoles such as PlayStation 4 by Sony and Xbox One by Microsoft have been rolled-out in the APAC market that has performed exceptionally well for their developers. Thus, the introduction of virtual reality, voice-controlled devices, and advanced gaming consoles in the market is expected to boost the scope of gaming controller, which would drive the APAC gaming controller market in the coming years.



Countries in APAC, especially India, are highly affected due to the COVID-19 outbreak. The sudden closedown of all economic activities across all countries in the region has highly impacted the entertainment industry thereby not allowing them to telecast new episodes. This has influenced the huge population of the developing countries such as India and China to adopt OTT platforms for fresh entertainment and on-demand videos, and online gaming for refreshments. For instance, during the first quarter, Asian gaming giants Nintendo and Tencent both witnessed increases in revenue. The former sold almost half of its games digitally, a record that helped raise profits by 41%, while Tencent's revenue from online games year-on-year rose by 31%. Even games published during the pandemic are doing well, both breaking sales records after releasing with titles as varied as Doom Eternal (a first-person shooter) and Animal Crossing (a world-building simulation). The gaming industry experienced a boom during the outbreak, thereby, increasing demand for gaming controllers among the gamers. However, the sudden closedown of all economic activities including manufacturing across major countries such as china, India, Japan, and Australia amongst others have negatively impacted the production and supply chain of the gaming controller. Thus, the above-mentioned factors are hindering the growth of the gaming controller market in APAC.

Based on connectivity, the wired segment led the APAC gaming controller market in 2019. The wired controllers are attached to a device with the help of USB ports on PC or gaming consoles or through an externally attached USB hub. Wired controllers are generally preferred by casual gamers who play alone in their own connected systems. However, the lower price range of wired controllers compared to Bluetooth wireless controllers is fueling the market growth for this segment. For instance, Logitech offers a wide range of wired gamepads that are compatible with other devices such as PC, gaming console, and smart TV. Advantages of wired gaming controllers such as less price, more reliable, and high speed are expected to increase its demand, which would drive the APAC gaming controller market during the forecast period.

The overall APAC gaming controller market size has been derived using both primary and secondary sources. To begin the research process, exhaustive secondary research has been conducted using internal and external sources to obtain qualitative and quantitative information related to the market. The process also serves the purpose of obtaining an overview and forecast for the APAC gaming controller market with respect to all the segments pertaining to the region. Also, multiple primary interviews have been conducted with industry participants and commentators to validate the data, as well as to gain more analytical insights into the topic. The participants of this process include industry experts such as VPs, business development managers, market intelligence managers, and national sales managers, along with external consultants such as valuation experts, research analysts, and key opinion leaders, specializing in the APAC gaming controller market. Guillemot Corporation S.A., HORI USA, Logitech, Mad Catz Global Limited, Microsoft Corporation, Nitendo, Nvidia Corporation, Razer Inc., and Sony Corporation are among the players operating in the market.

Table of Contents

1. Introduction
1.1 Study Scope
1.2 Research Report Guidance
1.3 Market Segmentation
1.3.1 APAC Gaming Controller Market - By Product
1.3.2 APAC Gaming Controller Market - by Compatibility
1.3.3 APAC Gaming Controller Market - by Connectivity
1.3.4 APAC Gaming Controller Market - by Distribution
1.3.5 APAC Gaming Controller Market - by End-User
1.3.6 APAC Gaming Controller Market - By Country
2. Key Takeaways
3. Research Methodology
3.1 Coverage
3.2 Secondary Research
3.3 Primary Research
4. APAC Gaming Controller Market Landscape
4.1 Market Overview
4.2 APAC PEST Analysis
4.3 Ecosystem Analysis
4.4 Expert Opinion
5. APAC Gaming Controller Market- Key Industry Dynamics
5.1 Market Drivers
5.1.1 Burgeoning gaming industry
5.1.2 Upgradations in gaming accessories
5.2 Market Restraint
5.2.1 Availability of mobile phones as a console
5.3 Market Opportunity
5.3.1 Mounting adoption of advanced gaming controllers
5.4 Future Trend
5.4.1 Arrival of advanced gaming products
5.5 Impact Analysis of Drivers and Restraints
6. Gaming Controller Market - APAC Analysis
6.1 APAC Gaming Controller Market Overview
6.1.1 APAC: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
7. APAC Gaming Controller Market Analysis - By Product
7.1 Overview
7.2 APAC Gaming Controller Market, by Product (2019 and 2027)
7.3 Gamepad
7.3.1 Overview
7.3.2 Gamepad: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
7.4 Joystick
7.4.1 Overview
7.4.2 Joystick: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
7.5 Trackball
7.5.1 Overview
7.5.2 Trackball: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
7.6 Throttle Quadrant
7.6.1 Overview
7.6.2 Throttle Quadrant: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
7.7 Light Gun
7.7.1 Overview
7.7.2 Light Gun: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
8. APAC Gaming Controller Market Analysis - By Compatibility
8.1 Overview
8.2 APAC Gaming Controller Market, by Compatibility (2019 and 2027)
8.3 PC & Mobiles
8.3.1 Overview
8.3.2 PC & Mobiles: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
8.4 Console
8.4.1 Overview
8.4.2 Console: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
9. APAC Gaming Controller Market Analysis - By Connectivity
9.1 Overview
9.2 APAC Gaming Controller Market, by Connectivity (2019 and 2027)
9.3 Wireless
9.3.1 Overview
9.3.2 Wireless: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
9.4 Wired
9.4.1 Overview
9.4.2 Wired: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
10. APAC Gaming Controller Market Analysis - By Distribution
10.1 Overview
10.2 APAC Gaming Controller Market, by Distribution (2019 and 2027)
10.3 Online
10.3.1 Overview
10.3.2 Online: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
10.4 Offline
10.4.1 Overview
10.4.2 Offline: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
11. APAC Gaming Controller Market Analysis - By End-User
11.1 Overview
11.2 APAC Gaming Controller Market, by End-User (2019 and 2027)
11.3 Personal
11.3.1 Overview
11.3.2 Personal: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
11.4 Commercial
11.4.1 Overview
11.4.2 Commercial: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12. APAC Gaming Controller Market - Country Analysis
12.1 Overview
12.1.1 APAC: Gaming Controller Market, by Country
12.1.1.1 Australia: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.1.1 Australia: Gaming Controller Market, by Product
12.1.1.1.2 Australia: Gaming Controller Market, by Compatibility
12.1.1.1.3 Australia: Gaming Controller Market, by Connectivity
12.1.1.1.4 Australia: Gaming Controller Market, by Distribution
12.1.1.1.5 Australia: Gaming Controller Market, by End-User
12.1.1.2 China: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.2.1 China: Gaming Controller Market, by Product
12.1.1.2.2 China: Gaming Controller Market, by Compatibility
12.1.1.2.3 China: Gaming Controller Market, by Connectivity
12.1.1.2.4 China: Gaming Controller Market, by Distribution
12.1.1.2.5 China: Gaming Controller Market, by End-User
12.1.1.3 India: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.3.1 India: Gaming Controller Market, by Product
12.1.1.3.2 India: Gaming Controller Market, by Compatibility
12.1.1.3.3 India: Gaming Controller Market, by Connectivity
12.1.1.3.4 India: Gaming Controller Market, by Distribution
12.1.1.3.5 India: Gaming Controller Market, by End-User
12.1.1.4 Japan: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.4.1 Japan: Gaming Controller Market, by Product
12.1.1.4.2 Japan: Gaming Controller Market, by Compatibility
12.1.1.4.3 Japan: Gaming Controller Market, by Connectivity
12.1.1.4.4 Japan: Gaming Controller Market, by Distribution
12.1.1.4.5 Japan: Gaming Controller Market, by End-User
12.1.1.5 South Korea: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.5.1 South Korea: Gaming Controller Market, by Product
12.1.1.5.2 South Korea: Gaming Controller Market, by Compatibility
12.1.1.5.3 South Korea: Gaming Controller Market, by Connectivity
12.1.1.5.4 South Korea: Gaming Controller Market, by Distribution
12.1.1.5.5 South Korea: Gaming Controller Market, by End-User
12.1.1.6 Rest of APAC: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.6.1 Rest of APAC: Gaming Controller Market, by Product
12.1.1.6.2 Rest of APAC: Gaming Controller Market, by Compatibility
12.1.1.6.3 Rest of APAC: Gaming Controller Market, by Connectivity
12.1.1.6.4 Rest of APAC: Gaming Controller Market, by Distribution
12.1.1.6.5 Rest of APAC: Gaming Controller Market, by End-User
13. Impact of COVID-19 Pandemic on APAC Gaming Controller Market
13.1 APAC: Impact Assessment of COVID-19 Pandemic
14. Industry Landscape
14.1 Overview
14.2 Market Initiative
14.3 New Product Development
14.4 Merger and Acquisition
15. Company Profiles
15.1 Sony Corporation
15.1.1 Key Facts
15.1.2 Business Description
15.1.3 Products and Services
15.1.4 Financial Overview
15.1.5 SWOT Analysis
15.1.6 Key Developments
15.2 Guillemot Corporation S.A.
15.2.1 Key Facts
15.2.2 Business Description
15.2.3 Products and Services
15.2.4 Financial Overview
15.2.5 SWOT Analysis
15.2.6 Key Developments
15.3 HORI USA
15.3.1 Key Facts
15.3.2 Business Description
15.3.3 Products and Services
15.3.4 Financial Overview
15.3.5 SWOT Analysis
15.3.6 Key Developments
15.4 Logitech
15.4.1 Key Facts
15.4.2 Business Description
15.4.3 Products and Services
15.4.4 Financial Overview
15.4.5 SWOT Analysis
15.4.6 Key Developments
15.5 NVIDIA CORPORATION
15.5.1 Key Facts
15.5.2 Business Description
15.5.3 Products and Services
15.5.4 Financial Overview
15.5.5 SWOT Analysis
15.6 Microsoft Corporation
15.6.1 Key Facts
15.6.2 Business Description
15.6.3 Products and Services
15.6.4 Financial Overview
15.6.5 SWOT Analysis
15.7 Nitendo
15.7.1 Key Facts
15.7.2 Business Description
15.7.3 Products and Services
15.7.4 Financial Overview
15.7.5 SWOT Analysis
15.8 Mad Catz Global Limited
15.8.1 Key Facts
15.8.2 Business Description
15.8.3 Products and Services
15.8.4 Financial Overview
15.8.5 SWOT Analysis
15.9 Razer Inc.
15.9.1 Key Facts
15.9.2 Business Description
15.9.3 Products and Services
15.9.4 Financial Overview
15.9.5 SWOT Analysis
15.9.6 Key Developments
16. Appendix
16.1 About the Publishers
16.2 Word Index

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Guillemot Corporation S.A.
  • HORI USA
  • Logitech
  • Mad Catz Global Limited
  • Microsoft Corporation
  • Nitendo
  • Nvidia Corporation
  • Razer Inc.
  • Sony Corporation

Table Information