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The South Korea gaming peripherals market is expected to exhibit a CAGR of XX% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic. These insights are included in the report as a major market contributor.
Gaming peripherals are used with personal computers (PCs) or laptops to improve the overall gaming experience. They are either offered with games or can be purchased separately as per the requirement. At present, the strong gaming culture in South Korea and the escalating demand for competitive online games are providing lucrative opportunities to manufacturers operating in the country to launch innovative products and expand their existing consumer base.
The easy availability of advanced gaming consoles and ultra-high-definition (UHD) TVs and personal computers (PCs) represents one of the key factors stimulating the market growth. Moreover, the increasing adoption of multiplayer video games and advancements in gaming mice are some of the other growth-inducing factors bolstering the market growth. Apart from this, the growing popularity of wireless and smart gaming peripherals, along with the introduction of haptic-enabled gaming peripherals for musical games, is also contributing to the market growth. Furthermore, the outbreak of the coronavirus disease (COVID-19) and social distancing measures implemented by the Government has escalated the demand for e-sports, and virtual reality (VR) and augmented reality (AR) games. This, in turn, is influencing the market growth positively.
IMARC Group provides an analysis of the key trends in each sub-segment of the South Korea gaming peripherals market, along with forecasts at the country and regional level from 2022-2027. Our report has categorized the market based on product type, gaming device type, technology and distribution channel.
Breakup by Product Type:
Breakup by Gaming Device Type:
Breakup by Technology:
Breakup by Distribution Channel:
Breakup by Region:
The competitive landscape of the industry has also been examined along with the profiles of the key players.
|Base Year of the Analysis||2021|
|Segment Coverage||Product Type, Gaming Device Type, Technology, Distribution Channel, Region|
|Region Covered||East, West, Southwest, Southeast|
|Customization Scope||10% Free Customization|
|Report Price and Purchase Option||Single User License: US$ 2699
Five User License: US$ 3699
Corporate License: US$ 4699
|Post-Sale Analyst Support||10-12 Weeks|
|Delivery Format||PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)|
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