
Europe Game Controller Market – Industry Trends and Forecast to 2032
Report ID: MS-629 | Electronics and Semiconductors | Last updated: Mar, 2025 | Formats*:

Game Controller Report Highlights
Report Metrics | Details |
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Forecast period | 2019-2032 |
Base Year Of Estimation | 2024 |
Growth Rate | CAGR of 9.06% |
Forecast Value (2032) | USD 5.49 Billion |
By Product Type | Wired Controllers, Wireless Controllers |
Key Market Players |
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By Region |
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Game Controller Market Trends
The expansion of the game controller industry is largely due to rapid growth in the global gaming industry, the increasing supply of gaming platforms, and the soaring popularity of esports. Along with advances in virtual reality experiences and amid wider adoption of mobile gaming and cloud gaming, these further fuels the demand for varied and innovative controllers. Personalization and customization, as already witnessed in the growing trend in accessories, will also have great implications on the growth potential of this market. There are also increasing numbers of manufacturers offering modifiable modular designs, programmable buttons, and customizable aesthetics, making controllers really attractive to players. Smart devices and the introduction of controller motion-sensing technologies into the fold in immersive gaming will considerably hasten the pace at which controller integration with smart devices is seen. This too is destined to push the growth pace for this market. As a consequence of the condition under which online gaming and esports exist, the market shows very high demand for such kinds of controllers and is very motivating for players to spend money on the best input devices that serve them in their trade.Game Controller Market Leading Players
The key players profiled in the report are Corsair Components Inc., Mad Catz Global Limited, Microsoft Corporation, PDP (Performance Designed Products), Sony Interactive Entertainment, Hori Inc., Logitech International SA, Nintendo Co. Ltd., Razer Inc., SCUF GamingGrowth Accelerators
The game controller market now primarily rides on the phenomenal growth of the global gaming industry and includes the ever-increasing availability of gaming platforms as well as the increasing popularity of esports. Diversified and innovative controllers are further demanded by the proliferation of mobile gaming and cloud gaming, in addition to virtual reality experiences. The trend toward customization and personalization is also growing in accessories and has a significant bearing on the growth of the market. A growing number of manufacturers are offering modifiable modular designs, programmable buttons, and customizable aesthetics, making controllers more appealing to individual players. The increasing integration of controllers with smart devices has grown alongside the movement in the development of motion-sensing technologies for immersive gaming; this is also going to drive the growth of this market. The demand for such robust and reliable controllers is further enhanced by the nature of online gaming and esports, giving players every incentive to invest in the best input devices possible for their trade.Game Controller Market Segmentation analysis
The Europe Game Controller is segmented by Type, Application, and Region. By Type, the market is divided into Distributed Wired Controllers, Wireless Controllers . The Application segment categorizes the market based on its usage such as PC Controllers, Mobile Controllers, Console Controllers, Virtual Reality (VR) Controllers. Geographically, the market is assessed across key Regions like Europe (Germany, France, Italy, United Kingdom, Benelux, Nordics, Rest of Europe) and others, each presenting distinct growth opportunities and challenges influenced by the regions.Competitive Landscape
The competitive scene is energized with the presence of SteelSeries, Hori Inc., and PDP (Performance Designed Products), among others, which create specific types of controllers such as arcade sticks and racing wheels. These controllers are meant to cater to niche markets in the gaming community. Innovation drives the need for companies to spend on research and development to bring features like wireless connectivity and motion sensing as well as customizable features to their controllers. Furthermore, the rise of e-sports and cloud gaming has pushed companies into designing controllers that plug right into such platforms and maximize their performance.Challenges In Game Controller Market
Game controllers thrive on several problems that adversely affect their growth and innovation. One of the major problems is the "stick drift," which is a common phenomenon wherein the analog sticks start detecting some movement that does not exist because of wear and tear. This affects user experience, resulting in more warranty claims and higher repair costs for manufacturers. Hence, these companies are investigating some other technologies, such as Hall-effect joysticks; these systems draw on magnetic sensors to produce the greatest effects in terms of durability and precision. For example, the Nintendo Switch 2 is expected to be installed with the Hall-effect joysticks for avoiding the stick drift problem. Another problem is that the market is primarily price sensitive, and emerging economies fall heavily in this category. Consumers usually look for a low budget, limiting the possibilities of manufacturers to produce cost-effective products with highly integrated features. Moreover, different input methods, including touchscreen and virtual reality, pose a threat to the market of game controllers. Hence, manufacturers need to innovate to ensure that their products remain competitive in this changing landscape.Risks & Prospects in Game Controller Market
The biggest opportunities have come with the rise of professional gaming and e-sports, which are increasing demand for controllers that have improved points such as customizable buttons and ergonomics. Therefore, companies are taking up the challenge of creating new products to address casual and professional gamers' specific needs. Traditionally, it has been North America and Europe that have held most of the gaming controller business. The market is slowly turning to Asia Pacific, with countries like China, Japan, and South Korea leading the way. Along with a growing middle class, increased internet penetration rate, and emerging e-sport scene, Asia Pacific was valued at US$ 1076.88 million in gaming controller sales in 2022 and is projected to grow to US$ 2251.01 million by 2030.Key Target Audience
, The key target segments in the game controller market simulator are casual gamers, professional esports competitors, and gaming enthusiasts who prefer high-end customized controllers. Casual gamers prefer affordability and simplicity and ergonomic designs for long gaming hours, while professional gamers prefer advanced technology, haptic feedback, adaptive triggering, and low latency for competitive gameplay., Developers of augmented and virtual reality games also feature heavily in the segments, as the specialized controllers whose operations run by motion sensing and spatial tracking would deliver immersive experiences with these games. Retailers and online platforms also serve a very important aspect of the game since they are the ones receiving the growing demand for gaming accessories from customers. The emerging trend associated with cross-platform gaming coupled with cloud-based services has also broadened the target audience by promoting the use of different devices for gameplay.Merger and acquisition
The market for gaming controllers has acquired a significant amount of activity in mergers and acquisitions over the years, relative to the changing dynamics of the industry and the companies striving to realize better positioning in the market. For example, in December 2020, ACCO Brands acquired PowerA, which is one of the leading American video game peripheral manufacturers known for their MOGA line of controllers, with an acquisition cost of $340 million. This acquisition caused the diversification of the product offerings of ACCO Brands as well as an improved positioning within the gaming accessories market. In 2020, this agreement was set to acquire SCUF Gaming by Corsair, the computer peripheral and hardware company. The purpose had been to move further into the market for gaming controllers in that SCUF had and would continue to have patented technologies and market presence for gaming controllers. With these acquisitions, they made the signs of expanding merge trends in the gaming controller markets, as firms have sought to integrate more innovative technologies into their lineup and obtain a larger share of the ever-burgeoning gaming peripherals market. >Analyst Comment
The game controller market is commensurate with its slow but steady growth driven by the increasing global gaming world as the world's gaming platforms get more diverse. The market emerges into continuous innovations focused mainly on the user experience through better ergonomics, haptic feedback, and better wireless capabilities. In addition, the increasing popularity of esports and competitive gaming leads to high demand for extremely high-performance controllers, as well as the ever-growing mobile and cloud gaming services offered. These changes will probably result in bringing in new gaming formats through specialized controllers, developed with booming sectors such as VR and AR.- 1.1 Report description
- 1.2 Key market segments
- 1.3 Key benefits to the stakeholders
2: Executive Summary
- 2.1 Game Controller- Snapshot
- 2.2 Game Controller- Segment Snapshot
- 2.3 Game Controller- Competitive Landscape Snapshot
3: Market Overview
- 3.1 Market definition and scope
- 3.2 Key findings
- 3.2.1 Top impacting factors
- 3.2.2 Top investment pockets
- 3.3 Porter’s five forces analysis
- 3.3.1 Low bargaining power of suppliers
- 3.3.2 Low threat of new entrants
- 3.3.3 Low threat of substitutes
- 3.3.4 Low intensity of rivalry
- 3.3.5 Low bargaining power of buyers
- 3.4 Market dynamics
- 3.4.1 Drivers
- 3.4.2 Restraints
- 3.4.3 Opportunities
4: Game Controller Market by Type
- 4.1 Overview
- 4.1.1 Market size and forecast
- 4.2 Wired Controllers
- 4.2.1 Key market trends, factors driving growth, and opportunities
- 4.2.2 Market size and forecast, by region
- 4.2.3 Market share analysis by country
- 4.3 Wireless Controllers
- 4.3.1 Key market trends, factors driving growth, and opportunities
- 4.3.2 Market size and forecast, by region
- 4.3.3 Market share analysis by country
5: Game Controller Market by Application / by End Use
- 5.1 Overview
- 5.1.1 Market size and forecast
- 5.2 Console Controllers
- 5.2.1 Key market trends, factors driving growth, and opportunities
- 5.2.2 Market size and forecast, by region
- 5.2.3 Market share analysis by country
- 5.3 PC Controllers
- 5.3.1 Key market trends, factors driving growth, and opportunities
- 5.3.2 Market size and forecast, by region
- 5.3.3 Market share analysis by country
- 5.4 Mobile Controllers
- 5.4.1 Key market trends, factors driving growth, and opportunities
- 5.4.2 Market size and forecast, by region
- 5.4.3 Market share analysis by country
- 5.5 Virtual Reality (VR) Controllers
- 5.5.1 Key market trends, factors driving growth, and opportunities
- 5.5.2 Market size and forecast, by region
- 5.5.3 Market share analysis by country
6: Game Controller Market by Technology
- 6.1 Overview
- 6.1.1 Market size and forecast
- 6.2 Standard Controllers
- 6.2.1 Key market trends, factors driving growth, and opportunities
- 6.2.2 Market size and forecast, by region
- 6.2.3 Market share analysis by country
- 6.3 Advanced Controllers
- 6.3.1 Key market trends, factors driving growth, and opportunities
- 6.3.2 Market size and forecast, by region
- 6.3.3 Market share analysis by country
- 6.4 Specialized Controllers
- 6.4.1 Key market trends, factors driving growth, and opportunities
- 6.4.2 Market size and forecast, by region
- 6.4.3 Market share analysis by country
7: Game Controller Market by Region
- 7.1 Overview
- 7.1.1 Market size and forecast By Region
- 7.2 Germany
- 7.2.1 Key trends and opportunities
- 7.2.2 Market size and forecast, by Type
- 7.2.3 Market size and forecast, by Application
- 7.2.4 Market size and forecast, by country
- 7.3 France
- 7.3.1 Key trends and opportunities
- 7.3.2 Market size and forecast, by Type
- 7.3.3 Market size and forecast, by Application
- 7.3.4 Market size and forecast, by country
- 7.4 Italy
- 7.4.1 Key trends and opportunities
- 7.4.2 Market size and forecast, by Type
- 7.4.3 Market size and forecast, by Application
- 7.4.4 Market size and forecast, by country
- 7.5 United Kingdom
- 7.5.1 Key trends and opportunities
- 7.5.2 Market size and forecast, by Type
- 7.5.3 Market size and forecast, by Application
- 7.5.4 Market size and forecast, by country
- 7.6 Benelux
- 7.6.1 Key trends and opportunities
- 7.6.2 Market size and forecast, by Type
- 7.6.3 Market size and forecast, by Application
- 7.6.4 Market size and forecast, by country
- 7.7 Nordics
- 7.7.1 Key trends and opportunities
- 7.7.2 Market size and forecast, by Type
- 7.7.3 Market size and forecast, by Application
- 7.7.4 Market size and forecast, by country
- 7.8 Rest of Europe
- 7.8.1 Key trends and opportunities
- 7.8.2 Market size and forecast, by Type
- 7.8.3 Market size and forecast, by Application
- 7.8.4 Market size and forecast, by country
- 8.1 Overview
- 8.2 Key Winning Strategies
- 8.3 Top 10 Players: Product Mapping
- 8.4 Competitive Analysis Dashboard
- 8.5 Market Competition Heatmap
- 8.6 Leading Player Positions, 2022
9: Company Profiles
- 9.1 Mad Catz Global Limited
- 9.1.1 Company Overview
- 9.1.2 Key Executives
- 9.1.3 Company snapshot
- 9.1.4 Active Business Divisions
- 9.1.5 Product portfolio
- 9.1.6 Business performance
- 9.1.7 Major Strategic Initiatives and Developments
- 9.2 Sony Interactive Entertainment
- 9.2.1 Company Overview
- 9.2.2 Key Executives
- 9.2.3 Company snapshot
- 9.2.4 Active Business Divisions
- 9.2.5 Product portfolio
- 9.2.6 Business performance
- 9.2.7 Major Strategic Initiatives and Developments
- 9.3 Logitech International SA
- 9.3.1 Company Overview
- 9.3.2 Key Executives
- 9.3.3 Company snapshot
- 9.3.4 Active Business Divisions
- 9.3.5 Product portfolio
- 9.3.6 Business performance
- 9.3.7 Major Strategic Initiatives and Developments
- 9.4 Hori Inc.
- 9.4.1 Company Overview
- 9.4.2 Key Executives
- 9.4.3 Company snapshot
- 9.4.4 Active Business Divisions
- 9.4.5 Product portfolio
- 9.4.6 Business performance
- 9.4.7 Major Strategic Initiatives and Developments
- 9.5 Microsoft Corporation
- 9.5.1 Company Overview
- 9.5.2 Key Executives
- 9.5.3 Company snapshot
- 9.5.4 Active Business Divisions
- 9.5.5 Product portfolio
- 9.5.6 Business performance
- 9.5.7 Major Strategic Initiatives and Developments
- 9.6 Razer Inc.
- 9.6.1 Company Overview
- 9.6.2 Key Executives
- 9.6.3 Company snapshot
- 9.6.4 Active Business Divisions
- 9.6.5 Product portfolio
- 9.6.6 Business performance
- 9.6.7 Major Strategic Initiatives and Developments
- 9.7 PDP (Performance Designed Products)
- 9.7.1 Company Overview
- 9.7.2 Key Executives
- 9.7.3 Company snapshot
- 9.7.4 Active Business Divisions
- 9.7.5 Product portfolio
- 9.7.6 Business performance
- 9.7.7 Major Strategic Initiatives and Developments
- 9.8 Corsair Components Inc.
- 9.8.1 Company Overview
- 9.8.2 Key Executives
- 9.8.3 Company snapshot
- 9.8.4 Active Business Divisions
- 9.8.5 Product portfolio
- 9.8.6 Business performance
- 9.8.7 Major Strategic Initiatives and Developments
- 9.9 Nintendo Co. Ltd.
- 9.9.1 Company Overview
- 9.9.2 Key Executives
- 9.9.3 Company snapshot
- 9.9.4 Active Business Divisions
- 9.9.5 Product portfolio
- 9.9.6 Business performance
- 9.9.7 Major Strategic Initiatives and Developments
- 9.10 SCUF Gaming
- 9.10.1 Company Overview
- 9.10.2 Key Executives
- 9.10.3 Company snapshot
- 9.10.4 Active Business Divisions
- 9.10.5 Product portfolio
- 9.10.6 Business performance
- 9.10.7 Major Strategic Initiatives and Developments
10: Analyst Perspective and Conclusion
- 10.1 Concluding Recommendations and Analysis
- 10.2 Strategies for Market Potential
Scope of Report
Aspects | Details |
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By Type |
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By Application |
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By Technology |
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Report Licenses
Frequently Asked Questions (FAQ):
What is the projected market size of Game Controller in 2032?
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