Gaming Accessories Market Size and Share

Gaming Accessories Market (2025 - 2030)
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Gaming Accessories Market Analysis by Mordor Intelligence

The gaming accessories market size reached USD 13.09 billion in 2025 and is projected to advance to USD 21.20 billion by 2030, reflecting a 10.12% CAGR over the forecast period. This trajectory captured the sector’s transition from simple peripherals toward software-integrated ecosystems that united play, productivity, and content creation. Growth had been driven by the professionalization of esports, the rise of cloud gaming platforms that reduced hardware barriers, and the first wave of AI-powered peripherals that demanded low-latency interfaces. Manufacturers also responded to rising cross-platform engagement by building universal compatibility into design roadmaps, while haptic feedback and early neural-interface research pushed accessories beyond passive input toward active sensory feedback. Strategic moves-such as Corsair’s September 2024 acquisition of Fanatec-demonstrated how leading firms pursued vertical integration to secure differentiated technologies and supply-chain control.

Key Report Takeaways

  • By product type, headsets led with 28.4% of gaming accessories market share in 2024 and gaming chairs recorded the fastest expansion with an 11.13% CAGR to 2030.
  • By device compatibility, PC peripherals held 44.0% share of the gaming accessories market size in 2024, while mobile accessories accelerated at a 12.34% CAGR through 2030.
  • By distribution channel, online retail captured 56.1% revenue share in 2024 and expanded at a 13.11% CAGR to 2030.
  • By price range, mid-range equipment accounted for 47.0% of the gaming accessories market size in 2024, whereas premium devices advanced at a 13.25% CAGR through 2030.
  • By geography, North America commanded 32.2% share in 2024; Asia Pacific grew at a 12.43% CAGR to 2030.

Segment Analysis

By Product Type: Headsets Anchored Revenue while Gaming Chairs Accelerated

Headsets captured 28.4% gaming accessories market share in 2024 as directional audio and clear voice chat remained decisive in competitive play. The segment’s dominance had been reinforced by noise-canceling microphones and spatial-sound firmware that mimicked tournament conditions. Gaming chairs showed an 11.13% CAGR to 2030, propelled by workplace-safety rules that mandated ergonomic seating for streamers and content creators who spent extended hours online. Keyboard and mouse categories held steady as established staples, with optical-switch advancements trimming actuation times. Controllers, mouse pads, and cable-management kits filled ecosystem needs and leveraged cross-selling. Razer’s 2025 Skibidi headset, with on-board AI language translation, signaled the next frontier where software features rather than raw drivers defined value.

Immersive seating followed a similar trajectory; Project Carol prototypes integrated near-field surround sound and haptics directly into chair headrests, elevating furniture from passive support into sensory portals. Such innovations hinted that future differentiation would revolve around firmware updates, cloud-linked profiles, and machine-learning-driven personalization, extending product life and fostering subscription add-ons.

Gaming Accessories Market: Market Share by Product Category
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By Device Compatibility: PC Leadership Faced Mobile Momentum

PC peripherals held 44.0% share of the gaming accessories market size in 2024, benefiting from content-creation workflows that demanded macro-rich keyboards and adjustable-weight mice. Yet mobile-focused gear recorded a 12.34% CAGR through 2030, backed by competitive smartphone titles and telco-sponsored leagues. Console accessories maintained stable demand tied to the PlayStation and Xbox installed bases, while cross-platform devices gained traction among households juggling multiple gaming endpoints. The gaming accessories market experienced tightening latency requirements as cloud platforms compressed response envelopes, spurring investment in high-polling-rate wireless dongles that worked interchangeably across PC rigs, handheld consoles, and smart TVs.

Manufacturers bundled firmware suites that detected host systems and reconfigured sensitivity curves on the fly. Logitech’s 2024 MX Ink stylus, built for Meta Quest, illustrated how hybrid creative-gaming use cases blurred device lines. Looking ahead, PC strongholds could erode if cloud services fully decoupled local processing from input responsiveness.

By Distribution Channel: Online Retail Strengthened Lead

Online retailers owned 56.1% market share in 2024 and grew at 13.11% CAGR, as comparison shopping, influencer reviews, and customization tools steered buyers toward digital carts. Direct-to-consumer portals enabled firms like SCUF Gaming to offer real-time configurators, handling pandemic-era surges without compromising satisfaction. Specialty gaming storefronts retained relevance for high-ticket purchases by providing demos, while big-box electronics chains focused on mainstream SKUs. E-commerce’s algorithmic merchandising surfaced niche products, extending tail sales and empowering indie brands with global reach.

Subscription shipping models for replacement ear-pads or joystick modules also gained followers, supporting predictable revenue streams and fostering brand communities centered on firmware updates and cosmetic add-ons.

Gaming Accessories Market: Market Share by Distribution Channel
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By Price Range: Mid-Tier Dominated, Premium Sped Up

Accessories priced between USD 51 and 150 represented 47.0% market share in 2024, balancing value with noticeable performance gains. Premium devices above USD 150 posted a 13.25% CAGR, reflecting gamers’ willingness to chase marginal advantages and aesthetics. Economy gear under USD 50 introduced newcomers to the gaming accessories market, often serving as stepping-stones toward mid-tier upgrades. Limited-edition colorways and esports-team co-branding allowed firms to charge premiums without hardware changes, leveraging scarcity dynamics. As AI firmware unlocked adaptive profiles and real-time translation, vendors bundled software subscriptions with premium SKUs, turning peripherals into recurring-revenue gateways.

Geography Analysis

Gaming Accessories Market in North America

North America’s 32.2% hold in 2024 had reflected a cohesive esports infrastructure, strong sponsorship funding, and entrenched streaming-creator cultures. Retailers benefited from coordinated launch calendars that leveraged influencer unboxings to accelerate sell-through. Tariff shocks raised landed costs in 2025, prompting inventory pooling and just-in-time restocks to minimize capital locks.

Asia Pacific’s double-digit CAGR owed much to China’s manufacturing ecosystem, which tightened design-to-delivery cycles, and to Southeast Asia’s robust mobile esports scene. Government support for tech parks in India and Malaysia fostered accessory start-ups that targeted localized aesthetics and budget ranges. Regional telcos bundled game-pass subscriptions with 5G contracts, driving controller sales bundled in welcome kits.

Europe’s market matured around ergonomic compliance. Germany enforced chair safety certifications that became de facto global benchmarks. Nordic countries prioritized sustainable materials, influencing worldwide sourcing standards. Latin American gamers gravitated toward mid-range wired devices due to higher import duties on lithium-battery products, although Argentina and Brazil began hosting regional tournaments that spurred headset upgrades. In the Middle East and Africa, premium console sales catalyzed accessory pull-through, particularly during Ramadan promotional seasons when retailers widened installment-payment options.

Gaming Accessories Market CAGR (%), Growth Rate by Region
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Competitive Landscape

Competition tightened as leading brands executed vertical integration. Corsair’s Fanatec purchase expanded its cockpit peripherals and absorbed simulationIP while preserving scale efficiencies in plastics and PCB sourcing. Logitech diversified into mixed-reality with the MX Ink stylus, signaling ambitions beyond pure gaming. Razer publicized the WYVRN ecosystem in March 2025, positioning an AI layer that unified device telemetry, voice translation, and adaptive lighting across its catalog.

Strategic partnerships illustrated brand-equity battles: 100 Gamers selected Razer as headset and chair provider in June 2025, while FURIA secured Logitech G support the same month, reinforcing Latin American outreach. Turtle Beach amplified modularity by releasing the USD 209.99 Victrix Pro BFG Reloaded controller with Hall-effect thumbsticks, highlighting a shift toward drift-resistant components. Patent filings around low-power haptic coils and glove-based feedback hinted at future directions. Supply-chain resilience became a differentiator; vendors with tier-one chip alliances weathered sensor shortages better and aligned launch windows with GPU cycles to capture halo effects from major PC releases.

Forecast consolidation may intensify as rising firmware complexity favors companies with in-house software teams. Mid-sized contenders will likely attract acquisition offers if they possess proprietary connectivity stacks or niche ergonomic patents. Sustainability credentials gained mindshare; recycled-aluminum chassis and biodegradable packaging became table stakes in Europe and advanced marketing levers elsewhere.

Gaming Accessories Industry Leaders

  1. Logitech International SA

  2. Razer Inc.

  3. Mad Catz Global Limited

  4. Turtle Beach Corporation

  5. Dell Technologies Inc. (Alienware)

  6. *Disclaimer: Major Players sorted in no particular order
Gaming Accessories Market
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Recent Industry Developments

  • August 2025: Turtle Beach unveiled the Victrix Pro BFG Reloaded wireless modular controller featuring Hall-effect sticks and triggers at USD 209.99; pre-orders opened September 2025.
  • June 2025: 100 Thieves signed a multi-year partnership with Razer, covering headsets, controllers, and chairs for squads in Call of Duty, Apex Legends, League of Legends, VALORANT, and Marvel Rivals.
  • June 2025: FURIA partnered with Logitech G to supply peripherals and technical support for pro players and community creators in Brazil.
  • May 2025: Corsair reported strong Q1 2025 performance following Fanatec integration, citing expanded sim-racing catalog and improved customer service.

Table of Contents for Gaming Accessories Industry Report

1. INTRODUCTION

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

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Surge in global gamer population and e-sports viewership
    • 4.2.2 Continuous product innovation (RGB, haptics, wireless)
    • 4.2.3 Expansion of cloud gaming and cross-platform ecosystems
    • 4.2.4 Growing disposable income in emerging economies
    • 4.2.5 Ergonomic regulations spurring demand for gaming chairs
    • 4.2.6 Aesthetic-centric accessories for female gamer segment
  • 4.3 Market Restraints
    • 4.3.1 High import tariffs on electronics
    • 4.3.2 Product commoditization and short replacement cycles
    • 4.3.3 Semiconductor and sensor supply-chain constraints
    • 4.3.4 E-waste policies increasing compliance costs
  • 4.4 Industry Value Chain Analysis
  • 4.5 Technological Outlook
  • 4.6 Regulatory Landscape
  • 4.7 Porter's Five Forces Analysis
    • 4.7.1 Threat of New Entrants
    • 4.7.2 Bargaining Power of Suppliers
    • 4.7.3 Bargaining Power of Buyers
    • 4.7.4 Threat of Substitutes
    • 4.7.5 Intensity of Competitive Rivalry

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Product Type
    • 5.1.1 Headsets
    • 5.1.2 Gaming Keyboards
    • 5.1.3 Gaming Mice
    • 5.1.4 Gamepads / Controllers
    • 5.1.5 Gaming Chairs
    • 5.1.6 Other Product Types
  • 5.2 By Device Compatibility
    • 5.2.1 PC
    • 5.2.2 Console
    • 5.2.3 Mobile
    • 5.2.4 Cross-Platform / Universal
  • 5.3 By Distribution Channel
    • 5.3.1 Online Retail
    • 5.3.2 Offline Retail
    • 5.3.2.1 Specialty Gaming Stores
    • 5.3.2.2 Consumer Electronics Stores
    • 5.3.2.3 Hypermarkets and Supermarkets
  • 5.4 By Price Range
    • 5.4.1 Economy (Less Than USD 51)
    • 5.4.2 Mid-Range (USD 51 - USD 150)
    • 5.4.3 Premium (Above USD 150)
  • 5.5 By Geography
    • 5.5.1 North America
    • 5.5.1.1 United States
    • 5.5.1.2 Canada
    • 5.5.1.3 Mexico
    • 5.5.2 South America
    • 5.5.2.1 Brazil
    • 5.5.2.2 Argentina
    • 5.5.2.3 Rest of South America
    • 5.5.3 Europe
    • 5.5.3.1 Germany
    • 5.5.3.2 United Kingdom
    • 5.5.3.3 France
    • 5.5.3.4 Spain
    • 5.5.3.5 Italy
    • 5.5.3.6 Russia
    • 5.5.3.7 Rest of Europe
    • 5.5.4 Asia Pacific
    • 5.5.4.1 China
    • 5.5.4.2 Japan
    • 5.5.4.3 South Korea
    • 5.5.4.4 India
    • 5.5.4.5 Australia
    • 5.5.4.6 Rest of Asia Pacific
    • 5.5.5 Middle East and Africa
    • 5.5.5.1 Middle East
    • 5.5.5.1.1 United Arab Emirates
    • 5.5.5.1.2 Saudi Arabia
    • 5.5.5.1.3 Turkey
    • 5.5.5.1.4 Rest of Middle East
    • 5.5.5.2 Africa
    • 5.5.5.2.1 South Africa
    • 5.5.5.2.2 Nigeria
    • 5.5.5.2.3 Rest of Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.4.1 Corsair Gaming, Inc.
    • 6.4.2 Logitech International S.A.
    • 6.4.3 Razer Inc.
    • 6.4.4 Turtle Beach Corporation
    • 6.4.5 Kingston Technology Company, Inc. (HyperX)
    • 6.4.6 Sony Group Corporation (PlayStation Accessories)
    • 6.4.7 Microsoft Corporation (Xbox Accessories)
    • 6.4.8 SteelSeries ApS (GN Store Nord A/S)
    • 6.4.9 Cooler Master Technology Inc.
    • 6.4.10 Anker Innovations Limited
    • 6.4.11 Thermaltake Technology Co., Ltd.
    • 6.4.12 ASUS Tek Computer Inc. (ROG)
    • 6.4.13 Acer Inc. (Predator)
    • 6.4.14 Dell Technologies Inc. (Alienware)
    • 6.4.15 Lenovo Group Limited (Legion)
    • 6.4.16 HP Inc. (OMEN)
    • 6.4.17 Mad Catz Global Limited
    • 6.4.18 PDP Performance Designed Products LLC
    • 6.4.19 Hyperkin Inc.
    • 6.4.20 Scuf Gaming International, LLC

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-Need Assessment
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Global Gaming Accessories Market Report Scope

A video game accessory is a distinct piece of hardware required to use a video game console or one that enriches the gaming experience. Gaming accessories comprise all devices besides hardware and software in a gaming system.

The Gaming Accessories Market is segmented by product type (gamepads/joysticks, gaming keyboards, gaming mice, gaming headsets, virtual reality devices), device type (PC (desktop and laptop), gaming consoles, and smartphones), and geography (North America, Europe, Asia Pacific, Latin America, and Middle East & Africa).

The market sizes and forecasts are provided in terms of value (USD) for all the above segments.

By Product Type
Headsets
Gaming Keyboards
Gaming Mice
Gamepads / Controllers
Gaming Chairs
Other Product Types
By Device Compatibility
PC
Console
Mobile
Cross-Platform / Universal
By Distribution Channel
Online Retail
Offline Retail Specialty Gaming Stores
Consumer Electronics Stores
Hypermarkets and Supermarkets
By Price Range
Economy (Less Than USD 51)
Mid-Range (USD 51 - USD 150)
Premium (Above USD 150)
By Geography
North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Spain
Italy
Russia
Rest of Europe
Asia Pacific China
Japan
South Korea
India
Australia
Rest of Asia Pacific
Middle East and Africa Middle East United Arab Emirates
Saudi Arabia
Turkey
Rest of Middle East
Africa South Africa
Nigeria
Rest of Africa
By Product Type Headsets
Gaming Keyboards
Gaming Mice
Gamepads / Controllers
Gaming Chairs
Other Product Types
By Device Compatibility PC
Console
Mobile
Cross-Platform / Universal
By Distribution Channel Online Retail
Offline Retail Specialty Gaming Stores
Consumer Electronics Stores
Hypermarkets and Supermarkets
By Price Range Economy (Less Than USD 51)
Mid-Range (USD 51 - USD 150)
Premium (Above USD 150)
By Geography North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe Germany
United Kingdom
France
Spain
Italy
Russia
Rest of Europe
Asia Pacific China
Japan
South Korea
India
Australia
Rest of Asia Pacific
Middle East and Africa Middle East United Arab Emirates
Saudi Arabia
Turkey
Rest of Middle East
Africa South Africa
Nigeria
Rest of Africa
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Key Questions Answered in the Report

How large was the gaming accessories market in 2025?

It stood at USD 13.09 billion with a 10.12% compound annual growth outlook toward 2030.

Which product category held the top revenue share?

Headsets led with 28.4% of gaming accessories market share in 2024, underpinned by the need for positional audio in competitive play.

Which region is forecast to grow the fastest through 2030?

Asia Pacific is projected to expand at a 12.43% CAGR, fueled by rising disposable incomes and mobile esports adoption.

What drives premium-price accessories growth?

Enthusiast gamers and professional streamers invested in high-performance gear, pushing premium devices above USD 150 to a 13.25% CAGR.

How are tariffs affecting accessory prices?

Recent U.S. duties on imported electronics raised landed costs, prompting brands to diversify production and boosting retail prices in the short term.

What technologies will shape next-generation peripherals?

AI integration, advanced haptics, and cross-platform wireless protocols are expected to define differentiation over the next five years.

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