The gaming peripheral market is forecast at USD 7.79 billion for 2026, growing to USD 18.17 billion by 2034 at an 11.17% CAGR, based on Fortune Business Insights. The three largest listed vendors that report peripheral revenue told a slower story in their latest fiscal years. This post lines up the forecast, the regional splits, the audited company filings, and Circana’s US retail tracking.
Gaming Peripheral Market Statistics
How Big Is the Gaming Peripheral Market?
Fortune Business Insights valued the global gaming peripheral market at USD 7.01 billion in 2025, with a projection of USD 7.79 billion for 2026 and USD 18.17 billion by 2034. The report, last updated July 20, 2026, covers headsets, keyboards, mice, and controllers across PC and console devices.
This is one research firm’s modelled estimate of vendor revenue under its own scope definition, not a figure taken from company filings.
| Year | Market size (Fortune Business Insights) |
|---|---|
| 2025 | USD 7.01 billion |
| 2026 | USD 7.79 billion |
| 2034 (projected) | USD 18.17 billion |
Source: Fortune Business Insights, Gaming Peripherals Market report, updated July 2026
Gaming Peripheral Market Share by Region
North America holds roughly 37% of the market, ahead of Asia-Pacific at 31% and Europe at 26%, based on Fortune Business Insights’ 2026 shares. The remaining 6% falls under rest of world. These are shares of vendor revenue as scoped by the report, and they sum to 100%.
| Region | Share of global market, 2026 |
|---|---|
| North America | 37% |
| Asia-Pacific | 31% |
| Europe | 26% |
| Rest of world | 6% |
Source: Fortune Business Insights, Gaming Peripherals Market report, updated July 2026
Within Asia-Pacific, the same report puts China at 48% of the regional market and Japan at 27%. Within Europe, Germany accounts for 34% and the United Kingdom for 23%. How peripheral demand develops outside these core countries is covered in more depth in this breakdown of gaming in emerging markets.
Gaming Peripheral Market Split by Device and Product
PC devices account for roughly 64% of the market and gaming consoles for 36%, per Fortune Business Insights. Nearly two thirds of category revenue therefore tracks PC hardware cycles rather than console install base.
By product, the report puts gaming headsets at approximately 58% of the market and gaming keyboards at roughly 42%.
Source: Fortune Business Insights, Gaming Peripherals Market report, updated July 2026
Gaming Peripheral Market Revenue: Logitech, Corsair, Turtle Beach
Company filings show far slower growth than the 11.17% forecast rate. Logitech’s Gaming category, which includes Streamlabs streaming services revenue, reached USD 1,414.2 million in fiscal 2026, up 6% from USD 1,338.5 million.
Corsair’s Gamer and Creator Peripherals segment, which spans Elgato creator gear, Fanatec sim racing hardware, SCUF controllers, and Drop keyboards, grew 4% in 2025 to USD 492.1 million. Turtle Beach reported USD 319.9 million in 2025 net revenue, below its own guidance, which the company attributed to softness in North American gaming accessories markets.
| Company and segment | Fiscal period | Revenue | Change |
|---|---|---|---|
| Logitech, Gaming category | FY2026, ended Mar 31, 2026 | USD 1,414.2M | +6% |
| Corsair, Gamer and Creator Peripherals | FY2025, ended Dec 31, 2025 | USD 492.1M | +4% |
| Turtle Beach, total net revenue | FY2025, ended Dec 31, 2025 | USD 319.9M | Below guidance |
Source: Logitech Q4 FY2026 results, May 2026; Corsair Q4 and FY2025 results, Feb 2026; Turtle Beach Q4 and FY2025 results, Mar 2026
Corsair’s own segment data shows where the growth actually sat in 2025: memory and components, not peripherals. Its Gaming Components and Systems segment grew 16% to USD 980.3 million, about double the peripherals segment’s size.
Source: Corsair Q4 and FY2025 results, February 2026
Fortune Business Insights lists Logitech as the market leader at 19% share and Razer at 16%. Razer’s figure cannot be checked against filings, because the company delisted from the Hong Kong exchange in 2022 and no longer publishes public accounts.
US Gaming Peripheral Market Demand: Circana Accessory Data
US accessory spending fell 7% in 2025, to USD 2.95 billion from USD 3.18 billion in 2024, based on data released by the Entertainment Software Association, Circana, and Sensor Tower in February 2026. Total US consumer spending on video games rose 1.4% to USD 60.7 billion that same year, so accessories lost ground inside a growing market.
A March 2026 restatement by Circana and Sensor Tower revised the final 2025 totals slightly, to USD 60.8 billion overall and USD 2.9 billion for accessories. Circana’s accessory category covers gamepads, headsets, and similar add-ons rather than the full PC peripheral stack, so this reads as a directional signal for the largest region, not a like-for-like check on the global forecast.
| Period | US accessory spending | Change vs year ago |
|---|---|---|
| Full year 2024 | USD 3.18 billion | n/a |
| Full year 2025 | USD 2.95 billion | -7% |
| December 2025 | USD 625 million | -7% |
| May 2026 | USD 168 million | +8% |
| June 2026 | USD 232 million | -21% |
Source: Circana; Entertainment Software Association, February 2026 release with March 2026 restatement; Circana monthly reports, 2026
What Moved Accessory Spending in 2026
The May 2026 increase had a specific driver, per Circana: racing controller spending jumped 95% versus May 2025 following the release of Forza Horizon 6, and the Logitech G29 Driving Force was the month’s best-selling racing controller by consumer spending. Spending patterns like this vary widely across player groups, something visible in data on parents who game and in women gamer demographics.
Circana tied the June 2026 drop of 21% to a hard comparison: June 2025 was the Nintendo Switch 2 launch month, and gamepad spending on Nintendo platforms fell 76% year over year against it. Circana separately projects total US video game spending to rise 3% to USD 62.8 billion in 2026, its own projection with its own horizon.
Gaming Peripheral Market Guidance for 2026
Corsair guides full-year 2026 revenue to USD 1.33 to 1.47 billion, down about 5% year over year at the midpoint by its own description, with expected double-digit growth in Gamer and Creator Peripherals offset by a cautious outlook for Gaming Components and Systems amid global semiconductor shortages. Peripherals and components are moving in opposite directions inside one company.
| Company | Guidance period | Revenue guidance | Company-stated change |
|---|---|---|---|
| Corsair | Full year 2026 | USD 1.33B to 1.47B | About -5% at midpoint |
| Turtle Beach | Full year 2026 | USD 335M to 355M | +5% to +11% |
| Logitech | Q1 FY2027 | USD 1,190M to 1,215M | +4% to +6% |
Source: Corsair Q4 and FY2025 results, Feb 2026; Turtle Beach Q4 and FY2025 results, Mar 2026; Logitech Q4 FY2026 results, May 2026
Turtle Beach guides to 5% to 11% growth after its 2025 decline and named the anticipated late-2026 launch of Grand Theft Auto VI as an expected industry event, noting that major releases of that scale have historically driven accessory demand. Whether a single title can lift a category, and for how long, has come up before with hardware attach rates around big launches; longer-horizon patterns show up in data such as gacha game spending statistics, where a small share of players carries most of the revenue.
What the Gaming Peripheral Market Data Does Not Settle
The 11.17% forecast and the low single-digit company results can only both hold if one of two things is true. Private vendors outside the listed universe, including Razer, HyperX, Redragon, and the domestic Chinese brands supplying the market’s largest Asia-Pacific country, would need to grow far faster than the listed players, or the forecast’s scope captures revenue the listed companies book elsewhere. The public data does not resolve which.
What the reported figures do establish: Logitech’s Gaming category grew 6% in FY2026, Corsair’s peripherals segment grew 4% in 2025, Turtle Beach came in below its own guidance, and US accessory spending fell 7% in 2025. The one verified double-digit demand spike in 2026 so far was racing hardware in May, which Circana attributed to a single game release. More category-level datasets like this one sit in the gaming statistics hub.
FAQs
How big is the gaming peripheral market in 2026?
Fortune Business Insights estimates the global gaming peripheral market at USD 7.79 billion for 2026, projected to reach USD 18.17 billion by 2034 at an 11.17% CAGR.
Which region leads the gaming peripheral market?
North America leads with roughly 37% of the 2026 market, followed by Asia-Pacific at 31% and Europe at 26%, per Fortune Business Insights.
Why does the 11% growth figure shared on Reddit not match company results?
The 11.17% CAGR is Fortune Business Insights’ modelled forecast. Reported filings show Logitech’s Gaming category up 6% in FY2026, Corsair’s peripherals segment up 4% in 2025, and Turtle Beach below guidance at USD 319.9 million.
Is the Logitech G29 wheel Reddit sim racers recommend still selling well?
Yes. Circana ranked the Logitech G29 Driving Force as the best-selling racing controller by US consumer spending in May 2026, when racing controller spending rose 95% year over year.
Did US gaming accessory spending grow in 2025?
No. US accessory spending fell 7% to USD 2.95 billion in 2025, per Circana and the ESA, while total US video game spending rose 1.4% to USD 60.7 billion.
Sources
https://www.fortunebusinessinsights.com/gaming-peripherals-market-116535
https://ir.logitech.com/press-releases/press-release-details/2026/Logitech-Announces-Q4-and-Full-Fiscal-Year-2026-Results/default.aspx
https://ir.corsair.com/news-releases/news-release-details/corsair-reports-strong-revenue-and-profit-growth-4q25-and-fy25
https://www.theesa.com/2025-u-s-consumer-spending-on-video-games-nears-pandemic-level-peak-at-60-7-billion-second-highest-on-record/