The world game controller industry by 2027

DUBLIN,, April 8, 2021 / PRNewswire / – The report “Gambling Controllers Market Forecast to 2027 – Impact and Global Analysis of COVID-19 by Products, Compatibility, Connectivity, Distribution and End Users” ResearchAndMarkets.com’s offer.

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The global game controller market is valued $ 1,663.5 million in 2019 and is projected to reach $ 2,973.5 million until 2027; CAGR growth is expected to be 8.0% from 2020 to 2027.

North America dominated the gaming controller market in 2019 with a share of 25.86%. USA, Canada, i Mexico are the main economies that contribute to the gaming market in North America. Video game controllers, such as consoles, have undergone a constant transition over the years. From the blocky and basic nature of the controller to the new and futuristic look of the PlayStation 5 upcoming DualSense controller, the gaming controller is experiencing technological changes. With the changing era of consoles, the advent of cloud games is a sign of evolution in future games.

For example, GameSir X2 supports a variety of popular cloud gaming platforms such as Google Stadiums, Microsoft’s xCloud, and Vortex. Similarly, Razer, a global gaming lifestyle brand, has announced the availability of the Razer Kishi Universal Gaming Controller for the iPhone. The new controller features a clickable analog thumb feature, an 8-way D-pad and a range of face buttons and more functions. Moreover, American Nintendo plans to sell individual circuit breaker controllers in the region. Therefore, the key steps of the companies regarding the game controllers are predicted to drive market growth over the forecast period.

Europe ranked second in the gaming controller market with a decent market share in 2019, and is expected to register the highest CAGR from 2020 to 2027. Europe encompasses developed economies such as Germany,, France, Great Britain and Italy. Germany, UK, France,, Italy, i Spain are prominent markets that have high revenues from games. Germany is an extremely valuable video game market in western europe, followed by Great Britain and France. With more than 90% of smartphone adoptions in the European region, more than 30% of the European population plays online games on their smartphones. In addition, there are around 2,000 gaming companies in the UK that are developing games to escalate the gaming market. The large penetration of smartphones in the region is predicted to boost the importance of controllers, such as gamepads, compatible for smartphones.

Players in the game controller market generally perform several strategies to expand their business and maintain the global name of their brand. For example, in 2020, Scuf Gaming International, LLC, launched high-performance game controllers for the Call of Duty League to bring fans new, official league controllers, featuring team colors and logos.

Reasons to buy

  • It highlights key business priorities to help companies align their business strategies.

  • The key findings and recommendations highlight crucial progressive industry trends in the game controller market, thus enabling players to develop effective long-term strategies.

  • Develop / modify business expansion plans using significant growth by offering developed and new markets.

  • Study in detail the global trends and perspectives in the market, together with the factors that drive the market, as well as those that hinder it.

  • Improve the decision-making process by understanding strategies that support commercial interest with respect to component, application, and vertical.

Key topics:

1. Introduction

2. Key to take away

3. Research methodology
3.1 Coverage
3.2 Secondary research
3.3 Primary research

4. The gaming market landscape
4.1 Market overview
4.2 PEST analysis
4.2.1 North America
4.2.2 Europe
4.2.3 Asia Pacific
4.2.4 middle east & Africa
4.2.5 south america
4.3 Ecosystem analysis
4.4 Expert opinion

5. Gambling market – key dynamics of the industry
5.1 Market drivers
5.1.1 Growing gaming industry
5.1.2 Technological advances in game accessories
5.2 Market constraint
5.2.1 Using mobile phones as consoles
5.3 Market opportunity
5.3.1 Adoption of game controllers on smartphones
5.4 Future trend
5.4.1 The emergence of advanced gaming products
5.5 Analysis of driver impacts and constraints

6. Gambling market – global analysis
6.1 Global Game Controller Market Overview
6.2 Market positioning – five key players

7. Game controller market analysis – by products
7.1 Overview
7.2 Gambling market, by product (2019 and 2027)
7.3 Gamepad
7.3.1 Overview
7.3.2 Gamepad: Gambling Market – Revenue and Forecast to 2027 ($ 1 million)
7.4 Joystick
7.4.1 Overview
7.4.2 Joystick: Gambling Market – Revenue and Forecast to 2027 ($ 1 million)
7.5 Tracking ball
7.5.1 Overview
7.5.2 Trackball: Gambling Market – Revenue and Forecast to 2027 ($ 1 million)
7.6 Gas Butterfly Quadrant
7.6.1 Overview
7.6.2 Throttle Quadrant: The Gaming Market – Revenue and Forecast to 2027 ($ 1 million)
7.7 Light rifle
7.7.1 Overview
7.7.2 Light Rifle: The Gaming Market – Revenue and Forecast to 2027 ($ 1 million)

8. Game Controller Market Analysis – Compatibility
8.1 Overview
8.2 Gambling market, by compatibility (2019 and 2027)
8.3 PCs and mobile phones
8.3.1 Overview
8.3.2 Computers and Mobile Phones: The Gaming Market – Revenue and Forecast to 2027 ($ 1 million)
8.4 Console
8.4.1 Overview
8.4.2 Console: Gaming Market – Revenue and Forecast to 2027 ($ 1 million)

9. Game Controller Market Analysis – By Connectivity
9.1 Overview
9.2 Gambling market, by interconnection (2019 and 2027)
9.3 Wireless
9.3.1 Overview
9.3.2 Wireless: The Gaming Market – Revenue and Forecast to 2027 ($ 1 million)
9.4 Wired
9.4.1 Overview
9.4.2 Wired Connection: Gambling Market – Revenue and Forecast to 2027 (US $ million)

10. Game Controller Market Analysis – Distribution
10.1 Overview
10.2 Gambling market, by distribution (2019 and 2027)
10.3 Online
10.3.1 Overview
10.3.2 Online: The Gaming Market – Revenue and Forecast to 2027 ($ 1 million)
10.4 offline
10.4.1 Overview
10.4.2 Offline: Gambling Market – Revenue and Forecast to 2027 ($ 1 million)

11. Game controller market analysis – by the end user
11.1 Overview
11.2 End-user gambling market (2019 and 2027)
11.3 Personally
11.3.1 Overview
11.3.2 Personal: Gambling Market – Revenue and Forecast to 2027 ($ 1 million)
11.4 Commercial
11.4.1 Overview
11.4.2 Advertising: Gambling Market – Revenue and Forecast to 2027 ($ 1 million)

12. Gambling market – Geographical analysis
12.1 Overview
12.2 North America: Gambling market
12.3 Europe: Gambling market
12.4 APAC: Gambling Market
12.5 MEA: Gambling Market
12.6 SAM: The gaming market

13. Impact of the COVID-19 pandemic on the global game controller market
13.1 North America: Impact assessment of the COVID-19 pandemic
13.2 Europe: COVID-19 Pandemic Impact Assessment
13.3 Asia Pacific: Impact assessment of the COVID-19 pandemic
13.4 middle east i Africa: Impact assessment of the COVID-19 pandemic
13.5 Assessing the Impact of the COVID-19 Pandemic on South America

14. Industrial landscape
14.1 Overview
14.2 Market Initiative
14.3 Development of new products
14.4 Merger and Acquisition

15. Company profile
15.1 Scuf Gaming International, LLC
15.1.1 Key Facts
15.1.2 Business description
15.1.3 Products and services
15.1.4 Financial Review
15.1.5 SWOT analysis
15.1.6 Key developments
15.2 Sony Corporation
15.2.1 Key Facts
15.2.2 Business description
15.2.3 Products and services
15.2.4 Financial Review
15.2.5 SWOT analysis
15.2.6 Key developments
15.3 Guillemot Corporation SA
15.3.1 Key Facts
15.3.2 Business description
15.3.3 Products and services
15.3.4 Financial Review
15.3.5 SWOT analysis
15.3.6 Key developments
15.4 HORI USA
15.4.1 Key Facts
15.4.2 Business description
15.4.3 Products and services
15.4.4 Financial Review
15.4.5 SWOT analysis
15.4.6 Key developments
15.5 Logitech
15.5.1 Key Facts
15.5.2 Business description
15.5.3 Products and services
15.5.4 Financial Review
15.5.5 SWOT analysis
15.5.6 Key developments
15.6 NVIDIA CORPORATION
15.6.1 Key Facts
15.6.2 Business description
15.6.3 Products and services
15.6.4 Financial Review
15.6.5 SWOT analysis
15.7 Microsoft Corporation
15.7.1 Key Facts
15.7.2 Business description
15.7.3 Products and services
15.7.4 Financial Review
15.7.5 SWOT analysis
15.8 Nitendo
15.8.1 Key Facts
15.8.2 Business description
15.8.3 Products and services
15.8.4 Financial Review
15.8.5 SWOT analysis
15.9 Mad Catz Global Limited
15.9.1 Key Facts
15.9.2 Business description
15.9.2.1 Products and services
15.9.3 Financial Review
15.9.4 SWOT analysis
15.10 Razer Inc.
15.10.1 Key Facts
15.10.2 Business description
15.10.3 Products and services
15.10.4 Financial Review
15.10.5 SWOT analysis
15.10.6 Key developments

16. Appendix

For more information on this report, visit https://www.researchandmarkets.com/r/xv3n7r

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