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The United States gaming peripherals market reached a value of US$ 1.02 Billion in 2020. Looking forward, IMARC Group expects the market to grow at a CAGR of 7.8% during 2021-2026. 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 auxiliary devices used along with laptops or personal computers (PC). They assist in enhancing the overall gaming experience of users. Some of the commonly utilized gaming peripherals in the United States are headsets, keyboards, joysticks, mice and gamepads.
An increasing number of hard-core or casual gamers in the United States represents one of the key factors impelling the market growth. Apart from this, the rising popularity of cloud-based games that eliminate the requirement of hardware upgradations is acting as another major growth-inducing factor. Furthermore, due to the escalating demand for the immersive and realistic gaming experience, there is a significant need for superior quality gaming consoles, full-body sensors and advanced peripheral devices. Moreover, the presence of stringent regulations regarding the copyright of PC games is further bolstering the market growth. Besides this, with the sudden outbreak of the coronavirus disease (COVID-19) and individuals spending most of their time indoors, there is a rise in demand for virtual games (VR) and e-sports. This is expected to provide lucrative opportunities to manufacturers operating in the country.
IMARC Group provides an analysis of the key trends in each sub-segment of the United States gaming peripherals market, along with forecasts at the country and regional level from 2021-2026. 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||2020|
|Segment Coverage||Product Type, Gaming Device Type, Technology, Distribution Channel, Region|
|Region Covered||Northeast, Midwest, South, West|
|Customization Scope||10% Free Customization|
|Report Price and Purchase Option||Single User License $ 2499
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|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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