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Virtual Reality (VR) Gaming Accessories-Global Market Insights and Sales Trends 2024

Virtual Reality (VR) Gaming Accessories-Global Market Insights and Sales Trends 2024

Publishing Date : Dec, 2023

License Type :
 

Report Code : 1881642

No of Pages : 111

Synopsis
VR gaming or virtual reality gaming refers to games that use virtual reality to give participants the experience of a game environment through a variety of VR gaming accessories such as sensor equipped gloves, VR headsets, and hand controllers.
The global Virtual Reality (VR) 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 (VR) Gaming Accessories in various end use industries. The expanding demands from the Smartphone, PC, Gaming Console and Others, are propelling Virtual Reality (VR) Gaming Accessories market. VR 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.
Asia Pacific shows high growth potential for Virtual Reality (VR) Gaming Accessories market, driven by demand from China, the second largest economy with some signs of stabilising, the Virtual Reality (VR) Gaming Accessories market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by manufacturers, 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 (VR) 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 (VR) 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 (VR) Gaming Accessories market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Virtual Reality (VR) 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 (VR) Gaming Accessories covered in this report include ZEISS Group, Virtuix Omni, Sony Corporation, Oculus, Samsung, HP Development Company, Microsoft Corporation, HTC Corporation and Nintendo, etc.
The global Virtual Reality (VR) Gaming Accessories market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
ZEISS Group
Virtuix Omni
Sony Corporation
Oculus
Samsung
HP Development Company
Microsoft Corporation
HTC Corporation
Nintendo
Google Inc
Xiaomi
Birdly
Sixense STEM
Teslasuit
Feelreal
Global Virtual Reality (VR) 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 (VR) Gaming Accessories market, Segment by Type:
VR Headset
VR Controller
VR Treadmill
VR PC Backpack
Gaming Suit
Others
Global Virtual Reality (VR) Gaming Accessories market, by Application
Smartphone
PC
Gaming Console
Others
Core Chapters
Chapter One: Introduces the study scope of this report, executive summary of market segments by Type, market size segments for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter Two: Detailed analysis of Virtual Reality (VR) Gaming Accessories manufacturers competitive landscape, price, sales, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Three: Sales, revenue of Virtual Reality (VR) Gaming Accessories in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the future development prospects, and market space in the world.
Chapter Four: Introduces market segments by Application, market size segment for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter Five, Six, Seven, Eight and Nine: North America, Europe, Asia Pacific, South America, Middle East & Africa, sales and revenue by country.
Chapter Ten: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter Eleven: Analysis of industrial chain, key raw materials, manufacturing cost, and market dynamics. Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Analysis of sales channel, distributors and customers.
Chapter Thirteen: Research Findings and Conclusion.
Index
1 Virtual Reality (VR) Gaming Accessories Market Overview
1.1 Virtual Reality (VR) Gaming Accessories Product Overview
1.2 Virtual Reality (VR) Gaming Accessories Market Segment by Type
1.2.1 VR Headset
1.2.2 VR Controller
1.2.3 VR Treadmill
1.2.4 VR PC Backpack
1.2.5 Gaming Suit
1.2.6 Others
1.3 Global Virtual Reality (VR) Gaming Accessories Market Size by Type
1.3.1 Global Virtual Reality (VR) Gaming Accessories Market Size Overview by Type (2018-2029)
1.3.2 Global Virtual Reality (VR) Gaming Accessories Historic Market Size Review by Type (2018-2023)
1.3.3 Global Virtual Reality (VR) Gaming Accessories Forecasted Market Size by Type (2024-2029)
1.4 Key Regions Market Size Segment by Type
1.4.1 North America Virtual Reality (VR) Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.2 Europe Virtual Reality (VR) Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.3 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.4 Latin America Virtual Reality (VR) Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.5 Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales Breakdown by Type (2018-2023)
2 Global Virtual Reality (VR) Gaming Accessories Market Competition by Company
2.1 Global Top Players by Virtual Reality (VR) Gaming Accessories Sales (2018-2023)
2.2 Global Top Players by Virtual Reality (VR) Gaming Accessories Revenue (2018-2023)
2.3 Global Top Players by Virtual Reality (VR) Gaming Accessories Price (2018-2023)
2.4 Global Top Manufacturers Virtual Reality (VR) Gaming Accessories Manufacturing Base Distribution, Sales Area, Product Type
2.5 Virtual Reality (VR) Gaming Accessories Market Competitive Situation and Trends
2.5.1 Virtual Reality (VR) Gaming Accessories Market Concentration Rate (2018-2023)
2.5.2 Global 5 and 10 Largest Manufacturers by Virtual Reality (VR) Gaming Accessories Sales and Revenue in 2022
2.6 Global Top Manufacturers by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Virtual Reality (VR) Gaming Accessories as of 2022)
2.7 Date of Key Manufacturers Enter into Virtual Reality (VR) Gaming Accessories Market
2.8 Key Manufacturers Virtual Reality (VR) Gaming Accessories Product Offered
2.9 Mergers & Acquisitions, Expansion
3 Virtual Reality (VR) Gaming Accessories Status and Outlook by Region
3.1 Global Virtual Reality (VR) Gaming Accessories Market Size and CAGR by Region: 2018 VS 2022 VS 2029
3.2 Global Virtual Reality (VR) Gaming Accessories Historic Market Size by Region
3.2.1 Global Virtual Reality (VR) Gaming Accessories Sales in Volume by Region (2018-2023)
3.2.2 Global Virtual Reality (VR) Gaming Accessories Sales in Value by Region (2018-2023)
3.2.3 Global Virtual Reality (VR) Gaming Accessories Sales (Volume & Value) Price and Gross Margin (2018-2023)
3.3 Global Virtual Reality (VR) Gaming Accessories Forecasted Market Size by Region
3.3.1 Global Virtual Reality (VR) Gaming Accessories Sales in Volume by Region (2024-2029)
3.3.2 Global Virtual Reality (VR) Gaming Accessories Sales in Value by Region (2024-2029)
3.3.3 Global Virtual Reality (VR) Gaming Accessories Sales (Volume & Value), Price and Gross Margin (2024-2029)
4 Global Virtual Reality (VR) Gaming Accessories by Application
4.1 Virtual Reality (VR) Gaming Accessories Market Segment by Application
4.1.1 Smartphone
4.1.2 PC
4.1.3 Gaming Console
4.1.4 Others
4.2 Global Virtual Reality (VR) Gaming Accessories Market Size by Application
4.2.1 Global Virtual Reality (VR) Gaming Accessories Market Size Overview by Application (2018-2029)
4.2.2 Global Virtual Reality (VR) Gaming Accessories Historic Market Size Review by Application (2018-2023)
4.2.3 Global Virtual Reality (VR) Gaming Accessories Forecasted Market Size by Application (2024-2029)
4.3 Key Regions Market Size Segment by Application
4.3.1 North America Virtual Reality (VR) Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.2 Europe Virtual Reality (VR) Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.3 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.4 Latin America Virtual Reality (VR) Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.5 Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales Breakdown by Application (2018-2023)
5 North America Virtual Reality (VR) Gaming Accessories by Country
5.1 North America Virtual Reality (VR) Gaming Accessories Historic Market Size by Country
5.1.1 North America Virtual Reality (VR) Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
5.1.2 North America Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2018-2023)
5.1.3 North America Virtual Reality (VR) Gaming Accessories Sales in Value by Country (2018-2023)
5.2 North America Virtual Reality (VR) Gaming Accessories Forecasted Market Size by Country
5.2.1 North America Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2024-2029)
5.2.2 North America Virtual Reality (VR) Gaming Accessories Sales in Value by Country (2024-2029)
6 Europe Virtual Reality (VR) Gaming Accessories by Country
6.1 Europe Virtual Reality (VR) Gaming Accessories Historic Market Size by Country
6.1.1 Europe Virtual Reality (VR) Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
6.1.2 Europe Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2018-2023)
6.1.3 Europe Virtual Reality (VR) Gaming Accessories Sales in Value by Country (2018-2023)
6.2 Europe Virtual Reality (VR) Gaming Accessories Forecasted Market Size by Country
6.2.1 Europe Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2024-2029)
6.2.2 Europe Virtual Reality (VR) Gaming Accessories Sales in Value by Country (2024-2029)
7 Asia-Pacific Virtual Reality (VR) Gaming Accessories by Region
7.1 Asia-Pacific Virtual Reality (VR) Gaming Accessories Historic Market Size by Region
7.1.1 Asia-Pacific Virtual Reality (VR) Gaming Accessories Market Size Growth Rate (CAGR) by Region: 2018 VS 2022 VS 2029
7.1.2 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales in Volume by Region (2018-2023)
7.1.3 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales in Value by Region (2018-2023)
7.2 Asia-Pacific Virtual Reality (VR) Gaming Accessories Forecasted Market Size by Region
7.2.1 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales in Volume by Region (2024-2029)
7.2.2 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales in Value by Region (2024-2029)
8 Latin America Virtual Reality (VR) Gaming Accessories by Country
8.1 Latin America Virtual Reality (VR) Gaming Accessories Historic Market Size by Country
8.1.1 Latin America Virtual Reality (VR) Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
8.1.2 Latin America Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2018-2023)
8.1.3 Latin America Virtual Reality (VR) Gaming Accessories Sales in Value by Country (2018-2023)
8.2 Latin America Virtual Reality (VR) Gaming Accessories Forecasted Market Size by Country
8.2.1 Latin America Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2024-2029)
8.2.2 Latin America Virtual Reality (VR) Gaming Accessories Sales in Value by Country (2024-2029)
9 Middle East and Africa Virtual Reality (VR) Gaming Accessories by Country
9.1 Middle East and Africa Virtual Reality (VR) Gaming Accessories Historic Market Size by Country
9.1.1 Middle East and Africa Virtual Reality (VR) Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
9.1.2 Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2018-2023)
9.1.3 Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales in Value by Country (2018-2023)
9.2 Middle East and Africa Virtual Reality (VR) Gaming Accessories Forecasted Market Size by Country
9.2.1 Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2024-2029)
9.2.2 Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales in Value by Country (2024-2029)
10 Company Profiles
10.1 ZEISS Group
10.1.1 ZEISS Group Company Information
10.1.2 ZEISS Group Introduction and Business Overview
10.1.3 ZEISS Group Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.1.4 ZEISS Group Virtual Reality (VR) Gaming Accessories Products Offered
10.1.5 ZEISS Group Recent Development
10.2 Virtuix Omni
10.2.1 Virtuix Omni Company Information
10.2.2 Virtuix Omni Introduction and Business Overview
10.2.3 Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.2.4 Virtuix Omni Virtual Reality (VR) Gaming Accessories Products Offered
10.2.5 Virtuix Omni Recent Development
10.3 Sony Corporation
10.3.1 Sony Corporation Company Information
10.3.2 Sony Corporation Introduction and Business Overview
10.3.3 Sony Corporation Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.3.4 Sony Corporation Virtual Reality (VR) Gaming Accessories Products Offered
10.3.5 Sony Corporation Recent Development
10.4 Oculus
10.4.1 Oculus Company Information
10.4.2 Oculus Introduction and Business Overview
10.4.3 Oculus Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.4.4 Oculus Virtual Reality (VR) Gaming Accessories Products Offered
10.4.5 Oculus Recent Development
10.5 Samsung
10.5.1 Samsung Company Information
10.5.2 Samsung Introduction and Business Overview
10.5.3 Samsung Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.5.4 Samsung Virtual Reality (VR) Gaming Accessories Products Offered
10.5.5 Samsung Recent Development
10.6 HP Development Company
10.6.1 HP Development Company Company Information
10.6.2 HP Development Company Introduction and Business Overview
10.6.3 HP Development Company Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.6.4 HP Development Company Virtual Reality (VR) Gaming Accessories Products Offered
10.6.5 HP Development Company Recent Development
10.7 Microsoft Corporation
10.7.1 Microsoft Corporation Company Information
10.7.2 Microsoft Corporation Introduction and Business Overview
10.7.3 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.7.4 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Products Offered
10.7.5 Microsoft Corporation Recent Development
10.8 HTC Corporation
10.8.1 HTC Corporation Company Information
10.8.2 HTC Corporation Introduction and Business Overview
10.8.3 HTC Corporation Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.8.4 HTC Corporation Virtual Reality (VR) Gaming Accessories Products Offered
10.8.5 HTC Corporation Recent Development
10.9 Nintendo
10.9.1 Nintendo Company Information
10.9.2 Nintendo Introduction and Business Overview
10.9.3 Nintendo Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.9.4 Nintendo Virtual Reality (VR) Gaming Accessories Products Offered
10.9.5 Nintendo Recent Development
10.10 Google Inc
10.10.1 Google Inc Company Information
10.10.2 Google Inc Introduction and Business Overview
10.10.3 Google Inc Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.10.4 Google Inc Virtual Reality (VR) Gaming Accessories Products Offered
10.10.5 Google Inc Recent Development
10.11 Xiaomi
10.11.1 Xiaomi Company Information
10.11.2 Xiaomi Introduction and Business Overview
10.11.3 Xiaomi Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.11.4 Xiaomi Virtual Reality (VR) Gaming Accessories Products Offered
10.11.5 Xiaomi Recent Development
10.12 Birdly
10.12.1 Birdly Company Information
10.12.2 Birdly Introduction and Business Overview
10.12.3 Birdly Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.12.4 Birdly Virtual Reality (VR) Gaming Accessories Products Offered
10.12.5 Birdly Recent Development
10.13 Sixense STEM
10.13.1 Sixense STEM Company Information
10.13.2 Sixense STEM Introduction and Business Overview
10.13.3 Sixense STEM Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.13.4 Sixense STEM Virtual Reality (VR) Gaming Accessories Products Offered
10.13.5 Sixense STEM Recent Development
10.14 Teslasuit
10.14.1 Teslasuit Company Information
10.14.2 Teslasuit Introduction and Business Overview
10.14.3 Teslasuit Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.14.4 Teslasuit Virtual Reality (VR) Gaming Accessories Products Offered
10.14.5 Teslasuit Recent Development
10.15 Feelreal
10.15.1 Feelreal Company Information
10.15.2 Feelreal Introduction and Business Overview
10.15.3 Feelreal Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.15.4 Feelreal Virtual Reality (VR) Gaming Accessories Products Offered
10.15.5 Feelreal Recent Development
11 Upstream, Opportunities, Challenges, Risks and Influences Factors Analysis
11.1 Virtual Reality (VR) Gaming Accessories Key Raw Materials
11.1.1 Key Raw Materials
11.1.2 Key Raw Materials Price
11.1.3 Raw Materials Key Suppliers
11.2 Manufacturing Cost Structure
11.2.1 Raw Materials
11.2.2 Labor Cost
11.2.3 Manufacturing Expenses
11.3 Virtual Reality (VR) Gaming Accessories Industrial Chain Analysis
11.4 Virtual Reality (VR) Gaming Accessories Market Dynamics
11.4.1 Virtual Reality (VR) Gaming Accessories Industry Trends
11.4.2 Virtual Reality (VR) Gaming Accessories Market Drivers
11.4.3 Virtual Reality (VR) Gaming Accessories Market Challenges
11.4.4 Virtual Reality (VR) Gaming Accessories Market Restraints
12 Market Strategy Analysis, Distributors
12.1 Sales Channel
12.2 Virtual Reality (VR) Gaming Accessories Distributors
12.3 Virtual Reality (VR) Gaming Accessories Downstream Customers
13 Research Findings and Conclusion
14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.2 Data Source
14.2 Author Details
14.3 Disclaimer

Published By : QY Research

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