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South America 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

  • 122 Pages
  • April 2021
  • The Insight Partners
  • ID: 5316827
UP TO OFF until Jun 30th 2024
The SAM gaming controller market is expected to grow from US$ 69.2 million in 2019 to US$ 90.7 million by 2027; it is estimated to grow at a CAGR of 3.8 % from 2020 to 2027. Presence of advanced gaming controllers fuels the market growth. Pertaining to the fact that gaming has started on mobile phones decades back, with the technological advancements, the scope of mobile gaming is witnessing a tremendous rise. Moreover, advancement in smartphones and commercialization of notable mobile games such as Fortnite, PUBG, and many more, is positively impacting the gaming market, and also boosting the scope of mobile compatible version of gaming in SAM. In addition, companies such as Amkette introduced Evo gamepad Pro 3 suitable for Android smartphones. Asphalt 8/9, PUBG, and Minecraft are among the other games making gamers experience better on smartphones. Company such as Microware launched wireless Bluetooth 3.0 game controller gamepad joystick that has been presented for Android, PCs, and tablets. Availability of such advanced controllers in the SAM market is anticipated to influence the manufacturers and developers of gaming controllers to introduce new innovative products to attract more gamers across SAM region, which would drive the SAM gaming controller market during forecast period. Other factors such as emergence of new console generation are also anticipated to drive the SAM gaming controller market in coming years.

In SAM, Brazil has the largest number of COVID-19 confirmed cases, followed by Ecuador, Chile, Peru, and Argentina. The COVID-19 pandemic has led to the closure of all economic activities across the region, in order to combat the spread of the virus. More people are playing video games with school and workplace closures, job furloughs, and cancelled travel plans, and more are upgrading their gaming relationships from casual to dedicated. The number of hours spent in front of screens is rapidly increased due to lockdowns and encouraged millions to pursue new digital activities. In Brazil, a third of customers subscribed to a video game service, used a cloud gaming service, or viewed esports or a virtual sporting event for the first time during the crisis. The country generally depends on large imports of gaming accessories to support the gaming industry. However, owing to the closure of international borders to combat the spread of the virus, the supply of the controllers and other gaming accessories is restricted. Thus, the above-mentioned factors are hindering the growth of the SAM gaming controller market.

Based on distribution, the offline segment led the SAM gaming controller market in 2019. The offline distribution channel comprises supermarkets, specialty stores, and other outlets, which are the type of self-help shops giving a wide variety of products to the customers. The offline outlets generally showcase gaming controllers of different brand together, giving a wide range of options to the consumers. It also enables the consumers to see the product before actually paying for the same. However, the only disadvantage of the offline distribution is the increased cost due to the involvement of middlemen during the supply chain process. On the other side, the benefits of offline distribution channel such as easy availability of product and service, different brand presence at one place, more options, more reliable regarding product quality, and better after sale service increase the offline distribution of gaming controller, which drives the growth of the SAM gaming controller market.

The overall SAM 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 SAM 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 SAM gaming controller market. Guillemot Corporation S.A., Logitech, Mad Catz Global Limited, Microsoft Corporation, Nitendo, Nvidia Corporation, and Razer Inc. 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 SAM Gaming Controller Market - By Product
1.3.2 SAM Gaming Controller Market - by Compatibility
1.3.3 SAM Gaming Controller Market - by Connectivity
1.3.4 SAM Gaming Controller Market - by Distribution
1.3.5 SAM Gaming Controller Market - by End-User
1.3.6 SAM Gaming Controller Market - By Country
2. Key Takeaways
3. Research Methodology
3.1 Coverage
3.2 Secondary Research
3.3 Primary Research
4. SAM Gaming Controller Market Landscape
4.1 Market Overview
4.2 SAM PEST Analysis
4.3 Ecosystem Analysis
4.4 Expert Opinion
5. SAM Gaming Controller Market- Key Industry Dynamics
5.1 Market Drivers
5.1.1 Upsurge in the gaming industry
5.1.2 Technological progress in gaming accessories
5.2 Market Restraint
5.2.1 Use of mobile phones as an alternative to console
5.3 Market Opportunity
5.3.1 Presence of advanced gaming controllers
5.4 Future Trend
5.4.1 Arrival of new console generation
5.5 Impact Analysis of Drivers and Restraints
6. Gaming Controller Market - SAM Analysis
6.1 SAM Gaming Controller Market Overview
6.1.1 SAM: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
7. SAM Gaming Controller Market Analysis - By Product
7.1 Overview
7.2 SAM 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. SAM Gaming Controller Market Analysis - By Compatibility
8.1 Overview
8.2 SAM 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. SAM Gaming Controller Market Analysis - By Connectivity
9.1 Overview
9.2 SAM 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. SAM Gaming Controller Market Analysis - By Distribution
10.1 Overview
10.2 SAM 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. SAM Gaming Controller Market Analysis - By End-User
11.1 Overview
11.2 SAM 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. SAM Gaming Controller Market - Country Analysis
12.1 Overview
12.1.1 SAM: Gaming Controller Market, by Country
12.1.1.1 Brazil: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.1.1 Brazil: Gaming Controller Market, by Product
12.1.1.1.2 Brazil: Gaming Controller Market, by Compatibility
12.1.1.1.3 Brazil: Gaming Controller Market, by Connectivity
12.1.1.1.4 Brazil: Gaming Controller Market, by Distribution
12.1.1.1.5 Brazil: Gaming Controller Market, by End-User
12.1.1.2 Argentina: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.2.1 Argentina: Gaming Controller Market, by Product
12.1.1.2.2 Argentina: Gaming Controller Market, by Compatibility
12.1.1.2.3 Argentina: Gaming Controller Market, by Connectivity
12.1.1.2.4 Argentina: Gaming Controller Market, by Distribution
12.1.1.2.5 Argentina: Gaming Controller Market, by End-User
12.1.1.3 Rest of SAM: Gaming Controller Market - Revenue and Forecast to 2027 (US$ Million)
12.1.1.3.1 Rest of SAM: Gaming Controller Market, by Product
12.1.1.3.2 Rest of SAM: Gaming Controller Market, by Compatibility
12.1.1.3.3 Rest of SAM: Gaming Controller Market, by Connectivity
12.1.1.3.4 Rest of SAM: Gaming Controller Market, by Distribution
12.1.1.3.5 Rest of SAM: Gaming Controller Market, by End-User
13. Impact of COVID-19 Pandemic on SAM Gaming Controller Market
13.1 SAM 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 NVIDIA 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 Microsoft Corporation
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 Nitendo
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 Mad Catz Global Limited
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 Razer Inc.
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
15.7.6 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
  • NVIDIA CORPORATION
  • Razer Inc.

Table Information