市場調查報告書

遊戲配件市場增長,趨勢,預測(2020-2025)

Gaming Accessories Market - Growth, Trends, and Forecasts(2020 - 2025)

出版商 Mordor Intelligence LLP 商品編碼 946378
出版日期 內容資訊 英文 120 Pages
商品交期: 2-3個工作天內
價格
遊戲配件市場增長,趨勢,預測(2020-2025) Gaming Accessories Market - Growth, Trends, and Forecasts(2020 - 2025)
出版日期: 2020年06月01日內容資訊: 英文 120 Pages
簡介

預計在2020年至2025年的預測期內,遊戲配件市場的複合年增長率將達到9.5%。智能手機的使用不斷增加以及虛擬現實(VR)和人工智能(AI)等快速發展的技術正在推動市場增長。

  • 任天堂和微軟等主要的遊戲機製造商都意識到AR的潛力,並正在採取主動。 《吃豆人》是一款類似《吃豆人》的遊戲,您實際上要戴上護目鏡並互相追逐。這些發展有助於開發遊戲配件,從而為遊戲玩家提供增強的遊戲體驗。
  • 電子競技的快速增長已經超過了對遊戲鍵盤和遊戲手柄的需求,預計遊戲配件市場將在預測期內增長。自2015年以來,中國一直是全球最大,最賺錢,最賺錢的視頻遊戲市場。在電子競技領域,中國通過贏得比賽而成為世界領先者,在多個視頻遊戲中擁有世界上最優秀的人才。中國還是最大的視頻遊戲玩家之一。
  • 2019年進口到美國的視頻遊戲機幾乎有90%在中國生產。許多遊戲公司,特別是依靠在中國生產產品的製造商,繼續擾亂供應鏈。其中包括任天堂有限公司,該公司目前正努力滿足美國的開關需求。大多數開關組件在中國武漢的多家工廠生產。

該報告調查了遊戲配件市場,並分析了市場概況,市場增長因素和阻礙因素的分析,市場規模趨勢以及按類型和地區,競爭格局,主要公司概況和市場機會的預測。等提供全面的信息。

內容

第1章簡介

第2章調查方法

第3章執行摘要

第4章市場動態

  • 市場概況
  • 產業價值鏈分析
  • 波特的五力分析
  • 市場增長因素
  • 市場約束因素
  • Covid-19的行業影響

第5章市場細分

  • 按產品類型
    • 遊戲手柄
    • 遊戲鍵盤
    • 遊戲鼠標
    • 操縱桿
    • 遊戲耳機
    • 虛擬現實設備
  • 按設備類型
    • PC(台式機和筆記本電腦)
    • 遊戲機
    • 智能手機
  • 按地區
    • 北美
    • 歐洲
    • 亞太地區
    • 中東和非洲
    • 拉丁美洲

第6章競爭情況

  • 公司簡介
    • Alienware (Dell)
    • Logitech International SA
    • Razer Inc.
    • Mad Catz Global Limited
    • Turtle Beach Corporation
    • Corsair Components, Inc.
    • Cooler Master Co., Ltd.
    • Sennheiser electronic GmbH & Co. KG
    • HyperX
    • Anker
    • Reddragon (Eastern Times Technology Co., Ltd)
    • Nintendo Co., Ltd
    • Sony Corporation
    • SteelSeries
    • Nvidia Corporation

第7章 投資分析

第8章 市場機會及未來動向

目錄
Product Code: 70028

The gaming accessories market is expected to reach a CAGR of 9.5% during the forecast period of 2020 - 2025. Increasing adoption of smartphones, rapidly evolving technologies such as virtual reality (VR) and artificial intelligence (AI) are fueling the growth of the market across the globe.

  • Major gaming console manufacturers like Nintendo and Microsoft have realized the potentiality of AR and are leading the charge. AR can free gamers from 'their world' and usher them into the real world to play. For instance, Human Pac-Man is a game that allows the users to wear goggles and chase each other in real life, just resembling the characters in Pac-Man. Such developments are aiding the development of gaming accessories to provide enhanced gaming experience to gamers.
  • The rapid growth of e-sports has up-surged the demand for advanced gaming keyboards and gamepads, and the gaming accessories market is expected to grow over the forecast period with the continuous enhancement in gaming content. China is the largest, highest grossing, and the most profitable video game market in the world, since 2015. In esports, China has been the world leader in terms of tournament winnings, possessing some of the best talents in the world across multiple video games, as well as one of the largest pool of video gamers.
  • Further, the low supply chain distribution due to coronavirus pandemic could challenge the market growth currently. Nearly 90% of video game consoles imported into the United States in 2019 were manufactured in China. Many gaming companies, especially those that rely on Chinese manufacturers to produce their products, continue to have supply chain disruptions. These include Nintendo Co. Ltd., which is currently struggling to meet the demand for its Switch consoles in the United States. Most of the Switch's components come from some of the factories in Wuhan, China. Also, Facebook Inc. is facing severe shortages of its Oculus virtual reality headsets in the United States.

Key Market Trends

Console Segment to Witness Significant Growth

  • Home consoles primarily dominate the market with various players, such as Sony, Microsoft, and Nintendo dominating the market. Sony has been leading the market with about 70,599 3D gaming consoles sold in North America alone. The increasing demand for gaming console will drive the growth of the gaming accessories market in the forecast period.
  • Launch of new gaming content with high graphic requirements​ is driving the market. Console gaming is in the transition to on-demand visual content, and this transition has already begun. Microsoft announced the launch of Xbox Series X (the successor of its range-topping Xbox One X gaming console). It will pack vastly more powerful hardware, adding a 4K gaming experience at up to a mind-boggling 120 frames per second, support for gameplay with variable refresh rate, compatibility with 8K displays.
  • Coming to innovation, in Sep 2019, NEOGEO Arcade Stick Pro Merged both Gaming Console and Controller in one part where the controller also comes with "start/select" buttons, a turbo switch and ports for HDMI and USB. This innovation will help the user to penetrate more on the console segment due to its unique features.
  • Further social channels are making gaming content easier to access than ever before. Among the weekly users surveyed, 78% of US console gaming buyers use Facebook for gaming-related activities, and 69% use Instagram for gaming-related activities. Increasing accessibility will fuel market growth.
  • Diminishing the lines between fantasy and reality, VR is helping create gaming worlds that are more realistic and immersive for today, technology-obsessed gamers. Oculus in the United States sees its future in cordless, self-contained headsets that operate like gaming consoles. This standalone Quest virtual reality headset has 80 percent media and 20 percent gaming, where the Oculus Quest is emphatically gaming-focused.

Asia-Pacific to Witness the Highest Growth

  • Asia-Pacific holds the largest market share, where Southeast Asian holds the most significant revenue. Countries like China, Japan, Australia, and South Korea are the prime gaming hot spots of the world, which are estimated to generate more than 40% of the gaming industry's revenues annually.
  • Also, by 2021, the number of mobile online gamers in Southeast Asia will rise to 250 million. Indonesia, Malaysia, Thailand, Vietnam, Singapore, and the Philippines are the six most significant countries for mobile gaming in Southeast Asia.
  • A trend that has also been fuelling the games market in the region is the rise of eSports. Growing viewership and an increasing trend towards e-sports have opened up new opportunities for gaming accessories in countries other than China, such as Indonesia, Vietnam, Malaysia, etc. Due to the adoption of esports, demand for video games through the console is also increasing and will accumulate more growth in the future.
  • Also, various new platforms are being generated to enhance Aisa-Pacific growth by increasing the extent of local content. Further, with the increasing number of 5G connections in the country, the market is expected to witness further growth. For instance, in June 2019, Qualcomm Technologies announced a joint demonstration with ZTE of the 5G-powered cloud gaming on a live 5G network. Such developments will fuel the growth of gaming accessories in the region as a result of new game launches and increased gamers.

Competitive Landscape

The gaming accessories market is highly competitive due to the presence of very few global vendors who hold a high market share. The manufacturers in the worldwide gaming accessories market are primarily focused on improving their portfolio of gaming accessories to stay competitive in the market. Key players are Sony Corporation, Microsoft Corporation, etc. Recent developments in the market are -

  • In Sep 2019, Razer planned to invest USD 7.2 million to drive growth in Singapore's gaming scene. With the investment, Razer looks to support esports teams and gaming companies based in the city-state or founded by Singaporeans. This funding will also go in part to Team Singapore, which they are advocating for the SEA Games.
  • In February 2020, Logitech G, a brand of Logitech and Herman Miller, today announced an exclusive partnership to research, design, and manufacture the next generation high-performance furniture solutions for gamers. Both companies bring years of design and engineering expertise in their respective fields, and combined will address the needs of esports athletes, players, and streamers.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support

Table of Contents

1 INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

  • 4.1 Market Overview
  • 4.2 Industry Value Chain Analysis
  • 4.3 Industry Attractiveness - Porter's Five Forces Analysis
    • 4.3.1 Bargaining Power of Suppliers
    • 4.3.2 Bargaining Power of Consumers
    • 4.3.3 Threat of New Entrants
    • 4.3.4 Threat of Substitutes
    • 4.3.5 Intensity of Competitive Rivalry
  • 4.4 Market Drivers
  • 4.5 Market Restraints
  • 4.6 Assessment of Impact of Covid-19 on the Industry

5 MARKET SEGMENTATION

  • 5.1 Product Type
    • 5.1.1 Gamepads
    • 5.1.2 Gaming Keyboards
    • 5.1.3 Gaming Mice
    • 5.1.4 Joysticks
    • 5.1.5 Gaming Headsets
    • 5.1.6 Virtual Reality Devices
  • 5.2 Device Type
    • 5.2.1 PC (Desktop And Laptop)
    • 5.2.2 Gaming Consoles
    • 5.2.3 Smartphones
  • 5.3 Geography
    • 5.3.1 North America
    • 5.3.2 Europe
    • 5.3.3 Asia Pacific
    • 5.3.4 Middle East and Africa
    • 5.3.5 Latin America

6 COMPETITIVE LANDSCAPE

  • 6.1 Company Profiles
    • 6.1.1 Alienware (Dell)
    • 6.1.2 Logitech International SA
    • 6.1.3 Razer Inc.
    • 6.1.4 Mad Catz Global Limited
    • 6.1.5 Turtle Beach Corporation
    • 6.1.6 Corsair Components, Inc.
    • 6.1.7 Cooler Master Co., Ltd.
    • 6.1.8 Sennheiser electronic GmbH & Co. KG
    • 6.1.9 HyperX
    • 6.1.10 Anker
    • 6.1.11 Reddragon (Eastern Times Technology Co., Ltd)
    • 6.1.12 Nintendo Co., Ltd
    • 6.1.13 Sony Corporation
    • 6.1.14 SteelSeries
    • 6.1.15 Nvidia Corporation

7 INVESTMENT ANALYSIS

8 MARKET OPPORTUNITIES AND FUTURE TRENDS