The Asia Pacific gaming peripherals market size reached USD 1,490.0 Million in 2024. Looking forward, IMARC Group expects the market to reach USD 3,030.0 Million by 2033, exhibiting a growth rate (CAGR) of 7.80% during 2025-2033.
Report Attribute
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Key Statistics
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Base Year
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2024
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Forecast Years
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2025-2033
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Historical Years
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2019-2024
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Market Size in 2024
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USD 1,490.0 Million |
Market Forecast in 2033
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USD 3,030.0 Million |
Market Growth Rate 2025-2033 | 7.80% |
Gaming peripherals are used with laptops or personal computers (PCs) to provide a seamless gaming experience. Keyboards, mice, joysticks, speakers and head-mounted displays (HUD) are some of the commonly utilized gaming peripherals. At present, the growing popularity of virtual gaming is escalating the demand for gaming peripherals in the Asia Pacific region.
The increasing number of professional gamers represents one of the key factors bolstering the market growth in the Asia Pacific region. Apart from this, advancements in wireless technologies, along with the escalating demand for online games, is stimulating the market growth. Furthermore, the growing popularity of location-based entertainment (LBE) is another factor catalyzing the demand for gaming peripherals in the region. Moreover, several companies are organizing gaming tournaments to promote their products in the region. Besides this, the coronavirus disease (COVID-19) mass outbreak and lockdowns imposed by governments of various countries have increased the demand for home entertainment, such as virtual reality (VR) games. This, in turn, is providing lucrative opportunities to manufacturers operating in the region.
IMARC Group provides an analysis of the key trends in each sub-segment of the Asia Pacific gaming peripherals market report, along with forecasts at the regional and country level from 2025-2033. 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 Country:
The competitive landscape of the industry has also been examined along with the profiles of the key players.
Report Features | Details |
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Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Million USD |
Segment Coverage | Product Type, Gaming Device Type, Technology, Distribution Channel, Country |
Countries Covered | China, Japan, India, South Korea, Australia, Indonesia, Others |
Customization Scope | 10% Free Customization |
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) |
Key Questions Answered in This Report: