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Download Free sampleEsports Gaming Equipment Market aims to provide a comprehensive presentation of the global market for Esports Gaming Equipment, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Esports Gaming Equipment. Esports Gaming Equipment Market contains market size and forecasts of Esports Gaming Equipment in global, including the following market information:
Global Esports Gaming Equipment Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global Esports Gaming Equipment Market Sales, 2018-2023, 2024-2029, (Units)
Global top five Esports Gaming Equipment companies in 2022 (%)
The global Esports Gaming Equipment market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is Forecast to Reach $ Million.
Esports Headset Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Esports Gaming Equipment include Razer, Logitech G (ASTRO), Turtle Beach, Corsair, Sennheiser, Plantronics, SteelSeries, Mad Catz and ROCCAT, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Esports Gaming Equipment manufacturers, suppliers, distributors and industry experts on this industry, involving the sales, revenue, demand, price change, product type, recent development and plan, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Esports Gaming Equipment Market, by Type, 2018-2023, 2024-2029 ($ Millions) & (Units)
Global Esports Gaming Equipment Market Segment Percentages, by Type, 2022 (%)
Esports Headset
Gaming Mouse
Gaming Keyboard
Others
Global Esports Gaming Equipment Market, by Application, 2018-2023, 2024-2029 ($ Millions) & (Units)
Global Esports Gaming Equipment Market Segment Percentages, by Application, 2022 (%)
Personal
Commercial
Global Esports Gaming Equipment Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions) & (Units)
Global Esports Gaming Equipment Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Esports Gaming Equipment revenues in global market, 2018-2023 (Estimated), ($ millions)
Key companies Esports Gaming Equipment revenues share in global market, 2022 (%)
Key companies Esports Gaming Equipment sales in global market, 2018-2023 (Estimated), (Units)
Key companies Esports Gaming Equipment sales share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Razer
Logitech G (ASTRO)
Turtle Beach
Corsair
Sennheiser
Plantronics
SteelSeries
Mad Catz
ROCCAT
QPAD
Thrustmaster
HyperX
Tt eSPORTS
Cooler Master
ZOWIE
Sharkoon
Trust
Microsoft
Outline of Major Chapters:
Chapter 1: Introduces the definition of Esports Gaming Equipment, market overview.
Chapter 2: Global Esports Gaming Equipment market size in revenue and volume.
Chapter 3: Detailed analysis of Esports Gaming Equipment manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Esports Gaming Equipment in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Global Esports Gaming Equipment capacity by region & country.
Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 10: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 11: The main points and conclusions of the report.
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