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Virtual Reality Gaming Accessories-Global Market Insights and Sales Trends 2025

Virtual Reality Gaming Accessories-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1847836

No of Pages : 102

Synopsis
Virtual reality has caught the world by storm and the combined effect of virtual reality and gaming has created a new breed of technology hungry individuals with a zeal for exploring hitherto unseen dimensions that define the VR and gaming industry.
The global Virtual Reality Gaming Accessories market size is expected to reach US$ 328.5 million by 2029, growing at a CAGR of 5.5% from 2023 to 2029. The market is mainly driven by the significant applications of Virtual Reality Gaming Accessories in various end use industries. The expanding demands from the Gaming Console, PC and Smartphone,, are propelling Virtual Reality Gaming Accessories market. Headset, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the VR Controller segment is estimated at % CAGR for the next seven-year period.
An increasing growth in adoption of smartphone based VR headsets and other gaming accessories owing to the feasibility of playing VR games without any connected cables and devices is the primary driver pushing the market towards high revenue growth.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Virtual Reality Gaming Accessories, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Virtual Reality Gaming Accessories market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Virtual Reality Gaming Accessories market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Virtual Reality Gaming Accessories sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Virtual Reality Gaming Accessories covered in this report include HTC, Google, Sony, Microsoft, Virtuix Holdings, Samsung, Nintendo, Oculus VR and HP, etc.
The global Virtual Reality Gaming Accessories market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
HTC
Google
Sony
Microsoft
Virtuix Holdings
Samsung
Nintendo
Oculus VR
HP
Xiaomi
Global Virtual Reality Gaming Accessories market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Virtual Reality Gaming Accessories market, Segment by Type:
Headset
VR Controller
VR Treadmill
Gaming Suit
VR PC Backpack
Global Virtual Reality Gaming Accessories market, by Application
Gaming Console
PC
Smartphone
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Virtual Reality Gaming Accessories companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Virtual Reality Gaming Accessories
1.1 Virtual Reality Gaming Accessories Market Overview
1.1.1 Virtual Reality Gaming Accessories Product Scope
1.1.2 Virtual Reality Gaming Accessories Market Status and Outlook
1.2 Global Virtual Reality Gaming Accessories Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Virtual Reality Gaming Accessories Market Size by Region (2018-2029)
1.4 Global Virtual Reality Gaming Accessories Historic Market Size by Region (2018-2023)
1.5 Global Virtual Reality Gaming Accessories Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Virtual Reality Gaming Accessories Market Size (2018-2029)
1.6.1 North America Virtual Reality Gaming Accessories Market Size (2018-2029)
1.6.2 Europe Virtual Reality Gaming Accessories Market Size (2018-2029)
1.6.3 Asia-Pacific Virtual Reality Gaming Accessories Market Size (2018-2029)
1.6.4 Latin America Virtual Reality Gaming Accessories Market Size (2018-2029)
1.6.5 Middle East & Africa Virtual Reality Gaming Accessories Market Size (2018-2029)
2 Virtual Reality Gaming Accessories Market by Type
2.1 Introduction
2.1.1 Headset
2.1.2 VR Controller
2.1.3 VR Treadmill
2.1.4 Gaming Suit
2.1.5 VR PC Backpack
2.2 Global Virtual Reality Gaming Accessories Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Virtual Reality Gaming Accessories Historic Market Size by Type (2018-2023)
2.2.2 Global Virtual Reality Gaming Accessories Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Virtual Reality Gaming Accessories Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Virtual Reality Gaming Accessories Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Virtual Reality Gaming Accessories Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Virtual Reality Gaming Accessories Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Virtual Reality Gaming Accessories Revenue Breakdown by Type (2018-2029)
3 Virtual Reality Gaming Accessories Market Overview by Application
3.1 Introduction
3.1.1 Gaming Console
3.1.2 PC
3.1.3 Smartphone
3.2 Global Virtual Reality Gaming Accessories Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Virtual Reality Gaming Accessories Historic Market Size by Application (2018-2023)
3.2.2 Global Virtual Reality Gaming Accessories Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Virtual Reality Gaming Accessories Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Virtual Reality Gaming Accessories Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Virtual Reality Gaming Accessories Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Virtual Reality Gaming Accessories Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Virtual Reality Gaming Accessories Revenue Breakdown by Application (2018-2029)
4 Virtual Reality Gaming Accessories Competition Analysis by Players
4.1 Global Virtual Reality Gaming Accessories Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Virtual Reality Gaming Accessories as of 2022)
4.3 Date of Key Players Enter into Virtual Reality Gaming Accessories Market
4.4 Global Top Players Virtual Reality Gaming Accessories Headquarters and Area Served
4.5 Key Players Virtual Reality Gaming Accessories Product Solution and Service
4.6 Competitive Status
4.6.1 Virtual Reality Gaming Accessories Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 HTC
5.1.1 HTC Profile
5.1.2 HTC Main Business
5.1.3 HTC Virtual Reality Gaming Accessories Products, Services and Solutions
5.1.4 HTC Virtual Reality Gaming Accessories Revenue (US$ Million) & (2018-2023)
5.1.5 HTC Recent Developments
5.2 Google
5.2.1 Google Profile
5.2.2 Google Main Business
5.2.3 Google Virtual Reality Gaming Accessories Products, Services and Solutions
5.2.4 Google Virtual Reality Gaming Accessories Revenue (US$ Million) & (2018-2023)
5.2.5 Google Recent Developments
5.3 Sony
5.3.1 Sony Profile
5.3.2 Sony Main Business
5.3.3 Sony Virtual Reality Gaming Accessories Products, Services and Solutions
5.3.4 Sony Virtual Reality Gaming Accessories Revenue (US$ Million) & (2018-2023)
5.3.5 Microsoft Recent Developments
5.4 Microsoft
5.4.1 Microsoft Profile
5.4.2 Microsoft Main Business
5.4.3 Microsoft Virtual Reality Gaming Accessories Products, Services and Solutions
5.4.4 Microsoft Virtual Reality Gaming Accessories Revenue (US$ Million) & (2018-2023)
5.4.5 Microsoft Recent Developments
5.5 Virtuix Holdings
5.5.1 Virtuix Holdings Profile
5.5.2 Virtuix Holdings Main Business
5.5.3 Virtuix Holdings Virtual Reality Gaming Accessories Products, Services and Solutions
5.5.4 Virtuix Holdings Virtual Reality Gaming Accessories Revenue (US$ Million) & (2018-2023)
5.5.5 Virtuix Holdings Recent Developments
5.6 Samsung
5.6.1 Samsung Profile
5.6.2 Samsung Main Business
5.6.3 Samsung Virtual Reality Gaming Accessories Products, Services and Solutions
5.6.4 Samsung Virtual Reality Gaming Accessories Revenue (US$ Million) & (2018-2023)
5.6.5 Samsung Recent Developments
5.7 Nintendo
5.7.1 Nintendo Profile
5.7.2 Nintendo Main Business
5.7.3 Nintendo Virtual Reality Gaming Accessories Products, Services and Solutions
5.7.4 Nintendo Virtual Reality Gaming Accessories Revenue (US$ Million) & (2018-2023)
5.7.5 Nintendo Recent Developments
5.8 Oculus VR
5.8.1 Oculus VR Profile
5.8.2 Oculus VR Main Business
5.8.3 Oculus VR Virtual Reality Gaming Accessories Products, Services and Solutions
5.8.4 Oculus VR Virtual Reality Gaming Accessories Revenue (US$ Million) & (2018-2023)
5.8.5 Oculus VR Recent Developments
5.9 HP
5.9.1 HP Profile
5.9.2 HP Main Business
5.9.3 HP Virtual Reality Gaming Accessories Products, Services and Solutions
5.9.4 HP Virtual Reality Gaming Accessories Revenue (US$ Million) & (2018-2023)
5.9.5 HP Recent Developments
5.10 Xiaomi
5.10.1 Xiaomi Profile
5.10.2 Xiaomi Main Business
5.10.3 Xiaomi Virtual Reality Gaming Accessories Products, Services and Solutions
5.10.4 Xiaomi Virtual Reality Gaming Accessories Revenue (US$ Million) & (2018-2023)
5.10.5 Xiaomi Recent Developments
6 North America
6.1 North America Virtual Reality Gaming Accessories Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Virtual Reality Gaming Accessories Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Virtual Reality Gaming Accessories Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Virtual Reality Gaming Accessories Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Virtual Reality Gaming Accessories Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Virtual Reality Gaming Accessories Market Dynamics
11.1 Virtual Reality Gaming Accessories Industry Trends
11.2 Virtual Reality Gaming Accessories Market Drivers
11.3 Virtual Reality Gaming Accessories Market Challenges
11.4 Virtual Reality Gaming Accessories Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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