Sponsored By

Games peripherals become a $10 billion market

Global revenue from games peripherals and accessories surpassed $10 billion in 2023.

Dom Tait, Research Director, Game

August 9, 2024

3 Min Read
A person holds an Xbox controller as zoom effects blur the background.
Image via Adobe Stock.

At a Glance

  • Peripherals and accessories revenue became a $10 billion market in 2023.
  • Gamepads (controllers) account for the bulk of spend, and have been broken out by brand for the first time.
  • Major console manufacturers’ gamepad revenue will grow, while devices that turn phones into controllers will surge in number.

New research from Omdia shows that global spend on games peripherals and accessories surpassed $10 billion in 2023, with 2029 revenue set to be close to $12 billion.

The research, newly published in Omdia’s Games Peripherals and Accessories Market Forecast 2024, shows that gamepads accounted for 44.3% of spend in 2023, and will more or less maintain their share to 2029. Headsets, keyboards, mice, and other peripherals form the remainder of revenue, with all except mice being $1 billion-plus market categories. It is the Other category that will see the strongest rises to 2029, buoyed by sales of higher-value peripherals and accessories such as gamer chairs and steering wheels.

A graph projecting global games peripheral sales through 2029, estimating a peak of $11.8 billion in revenue.

The latest data shows that global peripherals spend has kicked on from its new post-pandemic baseline, with 2023 revenue now surpassing the previous high from 2021.

While games themselves face strong consumer resistance to price increases, there is more price elasticity for premium peripherals, with products such as PlayStation’s DualSense controller selling strongly despite costing $200+. With leading PC games storefront Steam stating that controller usage on its platform has tripled since 2018, there are positive factors beyond the ebb and flow of the console cycle contributing to what will be 2.9% annual growth from 2024 to 2029.

This year, for the first time Omdia has broken out gamepads revenue by brand, sizing Sony, Microsoft, Nintendo, and other brands’ gamepads. Nintendo’s growth comes from the runaway success of the Switch, but it has not tested the premium gamepad market in the same manner as its console rivals, with its top branded controllers coming in at well under $100.

Conversely, Microsoft’s current-generation Series X/S console has underperformed expectations, but the company’s position as the leading gamepad brand for PC has led to respectable growth nonetheless; Steam has stated that 59% of its greatly increased gamepad sessions were derived from Xbox controllers. Like Sony, Microsoft is also adept at providing offerings for the premium market, further boosting revenue.

Sony, however, enjoys both strong gamepads sales tied to console and an increased PC presence—Sony gamepads revenue is expected to break $2 billion by 2029—as well as providing desirable audio equipment such as the $200 Pulse earbuds.

Other gamepad brands straddle a wide range, from cheap, third-party versions of console controllers to top-of-the-range products from the likes of Turtle Beach, Razer, and SCUF.

A sector to watch within this category is mobile controllers – gamepads from companies such as Backbone that attach to a smartphone, transforming it into a gaming device with a similar form factor to the Switch.

The potential to improve both mobile gaming itself, and the cloud gaming experience on mobile, is self-evident, and a factor behind Omdia’s belief that the Other category will surpass Microsoft gamepads revenue by 2029.

Game Developer and Omdia are sibling organizations under Informa.

About the Author

Dom Tait

Research Director, Game, Omdia

Dom Tait is Omdia’s Research Director for games, music and audio, and consumer platforms and AI research.

Dom joined Omdia in 2014 and has worked across the spectrum of entertainment and media on high-profile consulting projects, with a specialization in games and—increasingly—how they converge with other media.

Dom’s background is in media, having played editorial roles for a range of publications before joining Omdia. For many years, he has worked on a major report that examines consumer and advertiser spending data in entertainment and media segments around the world. As such, he can advise clients on a range of digital media.

Daily news, dev blogs, and stories from Game Developer straight to your inbox

You May Also Like