COVID-19 Global & USA Gaming Peripheral Market Research by Company, Type & Application 2015-2026

  • Report Code : 704573
  • Pages : 105
  • Published On : Jun 2021
  • Industry : Consumer Goods and Retail
  • Format :

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Summary

HeyReport estimates that the Gaming Peripheral market size will grow from xxx Million USD in 2020 to xxxx Million USD by 2025, and with a CAGR of xx%. The base year considered for this report is 2019, and the market forecast is projected from 2021 to 2025.

In this report, HeyReport discusses the Global & USA industrial policies, economic environment, and the impact of covid-19 on the Gaming Peripheralindustry and its cost structure. Besides, this report covers the basic market dynamics, market size and companies competition data. In addition, the report also conducts basic market research on major product type, market end-use and regional trade.

Market Segment as follows:

Product Type Segmentation Includes
Controllers
Headsets
Keyboards
Mouse
Others

Application Segmentation Includes
Commercial
Personal

Companies Includes
Corsair Components
Logitech International
Mad Catz Interactive
Razer
SteelSeries
Sony
Microsoft
Cooler Master
Kingston
Gioteck
Fnatic Gear
BenQ
Gamdias
Mionix
QPAD
Tesoro Gaming
CM Storm
COUGAR
TTeSPORTS
Roccat
SteelSeries

The main contents of the report including:
Section 1:
Product definition, type and application, Global & USA market overview;
Section 2:
Global & USA Market competition by company;
Section 3:
Global & USA sales revenue, volume and price by type;
Section 4:
Global & USA sales revenue, volume and price by application;
Section 5:
USA export and import;
Section 6:
Company information, business overview, sales data and product specifications;
Section 7:
Industry chain and raw materials;
Section 8:
Industrial policies & economic environment
Section 9:
Conclusion.
For any other requirements, please feel free to contact HeyReport for customized contents.
Table of Contents
1 Market Overview
1.1 Market Segment Overview
1.1.1 Product Definition
1.1.2 Market by Type
1.1.2.1 Controllers
1.1.2.2 Headsets
1.1.2.3 Keyboards
1.1.2.4 Mouse
1.1.2.5 Others
1.1.3 Market by Application
1.1.3.1 Commercial
1.1.3.2 Personal
1.2 Global & USA Market Size & Forecast
1.2.1 Global Market (2015-2020 & 2021-2026)
1.2.2 USA Market (2015-2020 & 2021-2026)
2 Global & USA Market by Company
2.1 Global Sales by Company
2.2 USA Sales by Company
3 Global & USA Market by Type
3.1 Global Sales by Product Type
3.2 USA Sales by Product Type
4 Global & USA Market by Application
4.1 Global Sales by Application
4.2 USA Sales by Application
5 USA Trade
5.1 Export Overview
5.2 Import Overview
6 Key Companies List
6.1 Corsair Components
6.1.1 Company Information
6.1.2 Product Specifications
6.1.3 Business Data (2015-2020) (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
6.2 Logitech International
6.2.1 Company Information
6.2.2 Product Specifications
6.2.3 Business Data (2015-2020) (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
6.3 Mad Catz Interactive
6.3.1 Company Information
6.3.2 Product Specifications
6.3.3 Business Data (2015-2020) (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
6.4 Razer
6.4.1 Company Information
6.4.2 Product Specifications
6.4.3 Business Data (2015-2020) (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
6.5 SteelSeries
6.5.1 Company Information
6.5.2 Product Specifications
6.5.3 Business Data (2015-2020) (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
6.6 Sony
6.6.1 Company Information
6.6.2 Product Specifications
6.6.3 Business Data (2015-2020) (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
6.7 Microsoft
6.7.1 Company Information
6.7.2 Product Specifications
6.7.3 Business Data (2015-2020) (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
6.8 Cooler Master
6.8.1 Company Information
6.8.2 Product Specifications
6.8.3 Business Data (2015-2020) (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
6.9 Kingston
6.9.1 Company Information
6.9.2 Product Specifications
6.9.3 Business Data (2015-2020) (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
6.10 Gioteck
6.10.1 Company Information
6.10.2 Product Specifications
6.10.3 Business Data (2015-2020) (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
6.11 Fnatic Gear
6.11.1 Company Information
6.11.2 Product Specifications
6.11.3 Business Data (2015-2020) (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
6.12 BenQ
6.12.1 Company Information
6.12.2 Product Specifications
6.12.3 Business Data (2015-2020) ( Sales Revenue, Cost and Margin)
6.13 Gamdias
6.13.1 Company Information
6.13.2 Product Specifications
6.13.3 Business Data (2015-2020) ( Sales Revenue, Cost and Margin)
6.14 Mionix
6.14.1 Company Information
6.14.2 Product Specifications
6.14.3 Business Data (2015-2020) ( Sales Revenue, Cost and Margin)
6.15 QPAD
6.15.1 Company Information
6.15.2 Product Specifications
6.15.3 Business Data (2015-2020) ( Sales Revenue, Cost and Margin)
6.16 Tesoro Gaming
6.16.1 Company Information
6.16.2 Product Specifications
6.16.3 Business Data (2015-2020) ( Sales Revenue, Cost and Margin)
6.17 CM Storm
6.17.1 Company Information
6.17.2 Product Specifications
6.17.3 Business Data (2015-2020) ( Sales Revenue, Cost and Margin)
6.18 COUGAR
6.18.1 Company Information
6.18.2 Product Specifications
6.18.3 Business Data (2015-2020) ( Sales Revenue, Cost and Margin)
6.19 TTeSPORTS
6.19.1 Company Information
6.19.2 Product Specifications
6.19.3 Business Data (2015-2020) ( Sales Revenue, Cost and Margin)
6.20 Roccat
6.20.1 Company Information
6.20.2 Product Specifications
6.20.3 Business Data (2015-2020) ( Sales Revenue, Cost and Margin)
6.21 SteelSeries
6.21.1 Company Information
6.21.2 Product Specifications
6.21.3 Business Data (2015-2020) ( Sales Revenue, Cost and Margin)
7 Industry Upstream
7.1 Industry Chain
7.2 Upstream Overview
8 Policies & Market Environment
8.1 Policies
8.1.1 Major Regions Policies
8.1.2 Policies in USA
8.2 Market Environment
8.2.1 Porter's Five Forces
8.2.2 Impact of COVID-19
9 Research Conclusion

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