The gaming accessories market size is expected to see rapid growth in the next few years. It will grow to $23.37 billion in 2030 at a compound annual growth rate (CAGR) of 12.8%. The growth in the forecast period can be attributed to increasing demand from professional esports players, rising adoption of immersive gaming setups, expansion of cloud gaming platforms, growing preference for premium accessories, increasing integration of haptic feedback technologies. Major trends in the forecast period include increasing demand for high-performance gaming peripherals, rising adoption of wireless and low-latency accessories, growing integration of rgb and customizable designs, expansion of vr-compatible gaming accessories, enhanced focus on ergonomic and comfort-oriented designs.
The rapid growth of eSports is expected to drive the expansion of the Gaming Accessories market in the coming years. eSports refers to organized, competitive video gaming events in which professional players or teams compete in structured formats that attract global audiences and sponsors. This growth in eSports is fueled by the continuous increase in competitive gaming viewership, with major tournaments setting audience records and drawing millions of concurrent viewers. Gaming Accessories support eSports by offering high-performance peripherals and devices that enhance control, communication, and responsiveness, which are critical for competitive play and sustained engagement. For example, in November 2023, Esports.gg, a global eSports news platform, reported that the League of Legends 2023 World Championship, an international tournament organized by Riot Games, a US-based video game developer, reached a peak of 6.4 million concurrent viewers - becoming the first event to surpass six million viewers and highlighting strong global interest that drives demand for advanced gaming accessories. Consequently, the rapid growth of eSports is propelling the expansion of the Gaming Accessories market.
Leading companies in the gaming accessories market are focusing on developing innovative products such as gaming headphones with multi-system connect features to improve user convenience, cross-platform compatibility, and immersive gaming experiences. Multi-system connect allows a headset to connect simultaneously or switch easily between multiple devices or gaming platforms. For instance, in April 2024, SteelSeries, a Denmark-based gaming company, introduced the Arctis Nova Pro series, a premium line of gaming headphones designed for superior audio performance and versatility across various platforms. These advanced gaming accessories offer features such as ergonomic design, AI-based customization, 3D audio, haptic feedback, and cross-platform compatibility, all aimed at enhancing precision and immersion. The Arctis Nova Pro series stands out with its noise cancellation, multi-system connectivity, and customizable sound, delivering a high-performance, versatile gaming experience.
In January 2023, Cherry SE, a Germany-based manufacturer of computer peripheral devices, acquired Xtrfy Gaming AB for an undisclosed sum. Through this acquisition, Cherry SE seeks to broaden its footprint in the expanding e-sports market, innovate in gaming product development, and drive strategic growth in its gaming division. Xtrfy Gaming AB is a Sweden-based e-sports company specializing in the production of gaming accessories.
Major companies operating in the gaming accessories market are Logitech International S.A., Razer Inc., Corsair Gaming, Inc., SteelSeries ApS, HyperX (a division of HP Inc.), Turtle Beach Corporation, Sennheiser electronic GmbH & Co. KG, ASUSTeK Computer Inc., Acer Inc., Micro-Star International Co., Ltd., Cooler Master Technology Inc., Mad Catz Global Limited, Guillemot Corporation S.A. (Thrustmaster), Keychron Inc., NZXT Inc., Sony Interactive Entertainment LLC, Microsoft Corporation, Nintendo Co., Ltd., Valve Corporation, ACC Brands LLC (PowerA), Performance Designed Products LLC (PDP Gaming), Audeze LLC, beyerdynamic GmbH & Co. KG, Poly.
North America was the largest region in the gaming accessories market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the gaming accessories market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the gaming accessories market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The gaming accessories market includes sales of gaming speakers, console skins and cases, gaming wheels and flight sticks, and graphics cards. Values in this market are ‘factory gate’ values, that is, the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Gaming Accessories Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses gaming accessories market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for gaming accessories? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The gaming accessories market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Product Type: Gamepads or Joysticks; Gaming Keyboards; Gaming Mice; Gaming Headsets; Virtual Reality Devices2) By Device Type: Personal Computers; Smartphones; Gaming Consoles
3) By Connectivity Type: Wired; Wireless
4) By End Use: Professional Gamers; Casual Gamers
Subsegments:
1) By Gamepads or Joysticks: Wired Gamepads; Wireless Gamepads; Modular Gamepads; Motion-Sensing Gamepads; Customizable Joysticks2) By Gaming Keyboards: Mechanical Keyboards; Membrane Keyboards; Hybrid Keyboards; Wired Keyboards; Wireless Keyboards; Red, Green, Blue (RGB) Backlit Keyboards
3) By Gaming Mice: Wired Gaming Mice; Wireless Gaming Mice; Ergonomic Gaming Mice; Massively Multiplayer Online (MMO) Mice; First-Person Shooter (FPS) Mice; Ambidextrous Mice
4) By Gaming Headsets: Wired Gaming Headsets; Wireless Gaming Headsets; Over-Ear Headsets; in-Ear Gaming Earbuds; Surround Sound Headsets; Noise-Canceling Gaming Headsets
5) By Virtual Reality Devices: Virtual Reality (VR) Headsets; Virtual Reality (VR) Controllers; Virtual Reality (VR) Gloves; Virtual Reality (VR) Motion Platforms; Haptic Feedback Devices
Companies Mentioned: Logitech International S.a.; Razer Inc.; Corsair Gaming, Inc.; SteelSeries ApS; HyperX (a division of HP Inc.); Turtle Beach Corporation; Sennheiser electronic GmbH & Co. KG; ASUSTeK Computer Inc.; Acer Inc.; Micro-Star International Co., Ltd.; Cooler Master Technology Inc.; Mad Catz Global Limited; Guillemot Corporation S.a. (Thrustmaster); Keychron Inc.; NZXT Inc.; Sony Interactive Entertainment LLC; Microsoft Corporation; Nintendo Co., Ltd.; Valve Corporation; ACC Brands LLC (PowerA); Performance Designed Products LLC (PDP Gaming); Audeze LLC; beyerdynamic GmbH & Co. KG; Poly
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Gaming Accessories market report include:- Logitech International S.A.
- Razer Inc.
- Corsair Gaming, Inc.
- SteelSeries ApS
- HyperX (a division of HP Inc.)
- Turtle Beach Corporation
- Sennheiser electronic GmbH & Co. KG
- ASUSTeK Computer Inc.
- Acer Inc.
- Micro-Star International Co., Ltd.
- Cooler Master Technology Inc.
- Mad Catz Global Limited
- Guillemot Corporation S.A. (Thrustmaster)
- Keychron Inc.
- NZXT Inc.
- Sony Interactive Entertainment LLC
- Microsoft Corporation
- Nintendo Co., Ltd.
- Valve Corporation
- ACC Brands LLC (PowerA)
- Performance Designed Products LLC (PDP Gaming)
- Audeze LLC
- beyerdynamic GmbH & Co. KG
- Poly
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 14.42 Billion |
| Forecasted Market Value ( USD | $ 23.37 Billion |
| Compound Annual Growth Rate | 12.8% |
| Regions Covered | Global |
| No. of Companies Mentioned | 25 |


