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Middle East & Africa 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

  • 123 Pages
  • April 2021
  • Region: Africa, Middle East
  • The Insight Partners
  • ID: 5316812
UP TO OFF until Jun 30th 2024
The MEA gaming controller market is expected to grow from US$ 102.1 million in 2019 to US$ 124.0 million by 2027; it is estimated to grow at a CAGR of 2.8 % from 2020 to 2027. The emergence of high-tech gaming products accelerates the market growth. The trend of virtual reality and voice control is becoming popular among advanced games. For instance, Starship Commander, is an upcoming virtual reality game on SteamVR 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 across MEA, 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, emergence of new console generation in the gaming industry is another factor, which would play a significant role in boosting the adoption of different controllers. In 2019, eighth-generation games consoles, PlayStation 4 by Sony and Xbox One by Microsoft, have been rolled-out in the MEA 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 across MEA in the coming years, which would drive the MEA gaming controller market during forecast period.

In MEA, Saudi Arabia, the UAE, Egypt, Morocco, and Kuwait are the main countries facing the economic effects due to the COVID-19 outbreak. It is becoming clear with the outbreak spreading through the above-mentioned countries that a few can avoid its effects, posing major challenges for all sectors. The outbreak has led to more people staying indoors across the region, thereby, have led to the high adoption of online and video games across the region. At the peak of the outbreak, due to lockdowns and social distancing in the region, gaming in the Middle East was more than doubled between March and April 2020. Twitch registered a total of 65,582 streams during the time span, which enables users to broadcast their gameplay live to fans around the world. This rise in gaming across the region created high demand for gaming controllers. However, owing to the temporary closure of high economic activities, the region experienced a shortage in the supply of gaming controllers due to restrictions on its manufacturing and supply chain. Thus, the above-mentioned factors are hindering the gaming controller market.

Based on end-user, the personal segment led the MEA gaming controller market in 2019. Personal users of gaming controllers refer to professional and casual gamers who play video games on their personal laptops, PCs, and gaming consoles on regular intervals. The rising number of gamers across the MEA coupled with their adoption of gaming consoles and controllers is fueling the market growth for this segment. Advantages of gaming controller such as more comfortable, more convenient, and greater immersion in gaming are also expected to propel its demand from personal end user, which would drive the growth of the MEA gaming controller market during the forecast period.

The overall MEA 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 MEA 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 MEA gaming controller market. Guillemot Corporation S.A., Logitech, Mad Catz Global Limited, Microsoft Corporation, Nitendo, and Razer Inc. are among the players operating in the MEA gaming controller market.

Table of Contents

1. Introduction
1.1 Study Scope
1.2 Research Report Guidance
1.3 Market Segmentation
1.3.1 MEA Gaming Controller Market - By Product
1.3.2 MEA Gaming Controller Market - by Compatibility
1.3.3 MEA Gaming Controller Market - by Connectivity
1.3.4 MEA Gaming Controller Market - by Distribution
1.3.5 MEA Gaming Controller Market - by End-User
1.3.6 MEA Gaming Controller Market - By Country
2. Key Takeaways
3. Research Methodology
3.1 Coverage
3.2 Secondary Research
3.3 Primary Research
4. MEA Gaming Controller Market Landscape
4.1 Market Overview
4.2 MEA PEST Analysis
4.3 Ecosystem Analysis
4.4 Expert Opinion
5. MEA Gaming Controller Market- Key Industry Dynamics
5.1 Market Drivers
5.1.1 Rapid growth of gaming industry
5.1.2 Technological improvements in gaming accessories
5.2 Market Restraint
5.2.1 Use of mobile phones as a console
5.3 Market Opportunity
5.3.1 Availability of advanced gaming controllers
5.4 Future Trend
5.4.1 Emergence of high-tech gaming products
5.5 Impact Analysis of Drivers and Restraints
6. Gaming Controller Market - MEA Analysis
6.1 MEA Gaming Controller Market Overview
6.1.1 MEA: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
7. MEA Gaming Controller Market Analysis - By Product
7.1 Overview
7.2 MEA 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. MEA Gaming Controller Market Analysis - By Compatibility
8.1 Overview
8.2 MEA 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. MEA Gaming Controller Market Analysis - By Connectivity
9.1 Overview
9.2 MEA 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. MEA Gaming Controller Market Analysis - By Distribution
10.1 Overview
10.2 MEA 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. MEA Gaming Controller Market Analysis - By End-User
11.1 Overview
11.2 MEA 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. MEA Gaming Controller Market - Country Analysis
12.1 Overview
12.1.1 MEA: Gaming controller Market, by Country
12.1.1.1 South Africa: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.1.1 South Africa: Gaming Controller Market, by Product
12.1.1.1.2 South Africa: Gaming Controller Market, by Compatibility
12.1.1.1.3 South Africa: Gaming Controller Market, by Connectivity
12.1.1.1.4 South Africa: Gaming Controller Market, by Distribution
12.1.1.1.5 South Africa: Gaming Controller Market, by End-User
12.1.1.2 Saudi Arabia: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.2.1 Saudi Arabia: Gaming Controller Market, by Product
12.1.1.2.2 Saudi Arabia: Gaming Controller Market, by Compatibility
12.1.1.2.3 Saudi Arabia: Gaming Controller Market, by Connectivity
12.1.1.2.4 Saudi Arabia: Gaming Controller Market, by Distribution
12.1.1.2.5 Saudi Arabia: Gaming Controller Market, by End-User
12.1.1.3 UAE: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.3.1 UAE: Gaming Controller Market, by Product
12.1.1.3.2 UAE: Gaming Controller Market, by Compatibility
12.1.1.3.3 UAE: Gaming Controller Market, by Connectivity
12.1.1.3.4 UAE: Gaming Controller Market, by Distribution
12.1.1.3.5 UAE: Gaming Controller Market, by End-User
12.1.1.4 Rest of MEA: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.4.1 Rest of MEA: Gaming Controller Market, by Product
12.1.1.4.2 Rest of MEA: Gaming Controller Market, by Compatibility
12.1.1.4.3 Rest of MEA: Gaming Controller Market, by Connectivity
12.1.1.4.4 Rest of MEA: Gaming Controller Market, by Distribution
12.1.1.4.5 Rest of MEA: Gaming Controller Market, by End-User
13. Impact of COVID-19 Pandemic on MEA Gaming Controller Market
13.1 MEA: 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 Guillemot Corporation S.A.
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 Logitech
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 Microsoft Corporation
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
15.4 Nitendo
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
15.5 Mad Catz Global Limited
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 Razer Inc.
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
15.6.6 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.
  • Logitech
  • Mad Catz Global Limited
  • Microsoft Corporation
  • Nitendo
  • Razer Inc.

Table Information