Table of Content


1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET DYNAMICS
4.1 Market Overview
4.2 Industry Value Chain Analysis
4.3 Industry Attractiveness - Porter’s Five Forces Analysis
4.3.1 Bargaining Power of Suppliers
4.3.2 Bargaining Power of Consumers
4.3.3 Threat of New Entrants
4.3.4 Threat of Substitutes
4.3.5 Intensity of Competitive Rivalry
4.4 Market Drivers
4.5 Market Restraints
4.6 Assessment of Impact of Covid-19 on the Industry


5 MARKET SEGMENTATION
5.1 Product Type
5.1.1 Gamepads
5.1.2 Gaming Keyboards
5.1.3 Gaming Mice
5.1.4 Joysticks
5.1.5 Gaming Headsets
5.1.6 Virtual Reality Devices
5.2 Device Type
5.2.1 PC (Desktop And Laptop)
5.2.2 Gaming Consoles
5.2.3 Smartphones
5.3 Geography
5.3.1 North America
5.3.2 Europe
5.3.3 Asia Pacific
5.3.4 Middle East and Africa
5.3.5 Latin America


6 COMPETITIVE LANDSCAPE
6.1 Company Profiles
6.1.1 Alienware (Dell)
6.1.2 Logitech International SA
6.1.3 Razer Inc.
6.1.4 Mad Catz Global Limited
6.1.5 Turtle Beach Corporation
6.1.6 Corsair Components, Inc.
6.1.7 Cooler Master Co., Ltd.
6.1.8 Sennheiser electronic GmbH & Co. KG
6.1.9 HyperX
6.1.10 Anker
6.1.11 Reddragon (Eastern Times Technology Co., Ltd)
6.1.12 Nintendo Co., Ltd
6.1.13 Sony Corporation
6.1.14 SteelSeries
6.1.15 Nvidia Corporation


7 INVESTMENT ANALYSIS


8 MARKET OPPORTUNITIES AND FUTURE TRENDS