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VR Gaming Accessories-Global Market Insights and Sales Trends 2024

VR Gaming Accessories-Global Market Insights and Sales Trends 2024

Publishing Date : Dec, 2023

License Type :
 

Report Code : 1881314

No of Pages : 109

Synopsis
The global 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 VR Gaming Accessories in various end use industries. The expanding demands from the E-commerce Websites, Company Owned Websites, Supermarket/Hypermarket and Specialty Stores, are propelling 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 VR Gaming Accessories market, driven by demand from China, the second largest economy with some signs of stabilising, the 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 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 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 VR Gaming Accessories market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, 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 VR Gaming Accessories covered in this report include ZEISS Group, Xiaomi, Virtuix Omni, Sony Corporation, Oculus, Samsung, HP Development Company, Microsoft Corporation and HTC Corporation, etc.
The global 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
Xiaomi
Virtuix Omni
Sony Corporation
Oculus
Samsung
HP Development Company
Microsoft Corporation
HTC Corporation
Nintendo
Global 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 VR Gaming Accessories market, Segment by Type:
VR Headset
VR Controller
VR Treadmill
VR PC Backpack
Gaming Suit
Others
Global VR Gaming Accessories market, by Application
E-commerce Websites
Company Owned Websites
Supermarket/Hypermarket
Specialty Stores
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 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 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 VR Gaming Accessories Market Overview
1.1 VR Gaming Accessories Product Overview
1.2 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 VR Gaming Accessories Market Size by Type
1.3.1 Global VR Gaming Accessories Market Size Overview by Type (2018-2029)
1.3.2 Global VR Gaming Accessories Historic Market Size Review by Type (2018-2023)
1.3.3 Global VR Gaming Accessories Forecasted Market Size by Type (2024-2029)
1.4 Key Regions Market Size Segment by Type
1.4.1 North America VR Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.2 Europe VR Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.3 Asia-Pacific VR Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.4 Latin America VR Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.5 Middle East and Africa VR Gaming Accessories Sales Breakdown by Type (2018-2023)
2 Global VR Gaming Accessories Market Competition by Company
2.1 Global Top Players by VR Gaming Accessories Sales (2018-2023)
2.2 Global Top Players by VR Gaming Accessories Revenue (2018-2023)
2.3 Global Top Players by VR Gaming Accessories Price (2018-2023)
2.4 Global Top Manufacturers VR Gaming Accessories Manufacturing Base Distribution, Sales Area, Product Type
2.5 VR Gaming Accessories Market Competitive Situation and Trends
2.5.1 VR Gaming Accessories Market Concentration Rate (2018-2023)
2.5.2 Global 5 and 10 Largest Manufacturers by 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 VR Gaming Accessories as of 2022)
2.7 Date of Key Manufacturers Enter into VR Gaming Accessories Market
2.8 Key Manufacturers VR Gaming Accessories Product Offered
2.9 Mergers & Acquisitions, Expansion
3 VR Gaming Accessories Status and Outlook by Region
3.1 Global VR Gaming Accessories Market Size and CAGR by Region: 2018 VS 2022 VS 2029
3.2 Global VR Gaming Accessories Historic Market Size by Region
3.2.1 Global VR Gaming Accessories Sales in Volume by Region (2018-2023)
3.2.2 Global VR Gaming Accessories Sales in Value by Region (2018-2023)
3.2.3 Global VR Gaming Accessories Sales (Volume & Value) Price and Gross Margin (2018-2023)
3.3 Global VR Gaming Accessories Forecasted Market Size by Region
3.3.1 Global VR Gaming Accessories Sales in Volume by Region (2024-2029)
3.3.2 Global VR Gaming Accessories Sales in Value by Region (2024-2029)
3.3.3 Global VR Gaming Accessories Sales (Volume & Value), Price and Gross Margin (2024-2029)
4 Global VR Gaming Accessories by Application
4.1 VR Gaming Accessories Market Segment by Application
4.1.1 E-commerce Websites
4.1.2 Company Owned Websites
4.1.3 Supermarket/Hypermarket
4.1.4 Specialty Stores
4.1.5 Others
4.2 Global VR Gaming Accessories Market Size by Application
4.2.1 Global VR Gaming Accessories Market Size Overview by Application (2018-2029)
4.2.2 Global VR Gaming Accessories Historic Market Size Review by Application (2018-2023)
4.2.3 Global VR Gaming Accessories Forecasted Market Size by Application (2024-2029)
4.3 Key Regions Market Size Segment by Application
4.3.1 North America VR Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.2 Europe VR Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.3 Asia-Pacific VR Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.4 Latin America VR Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.5 Middle East and Africa VR Gaming Accessories Sales Breakdown by Application (2018-2023)
5 North America VR Gaming Accessories by Country
5.1 North America VR Gaming Accessories Historic Market Size by Country
5.1.1 North America VR Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
5.1.2 North America VR Gaming Accessories Sales in Volume by Country (2018-2023)
5.1.3 North America VR Gaming Accessories Sales in Value by Country (2018-2023)
5.2 North America VR Gaming Accessories Forecasted Market Size by Country
5.2.1 North America VR Gaming Accessories Sales in Volume by Country (2024-2029)
5.2.2 North America VR Gaming Accessories Sales in Value by Country (2024-2029)
6 Europe VR Gaming Accessories by Country
6.1 Europe VR Gaming Accessories Historic Market Size by Country
6.1.1 Europe VR Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
6.1.2 Europe VR Gaming Accessories Sales in Volume by Country (2018-2023)
6.1.3 Europe VR Gaming Accessories Sales in Value by Country (2018-2023)
6.2 Europe VR Gaming Accessories Forecasted Market Size by Country
6.2.1 Europe VR Gaming Accessories Sales in Volume by Country (2024-2029)
6.2.2 Europe VR Gaming Accessories Sales in Value by Country (2024-2029)
7 Asia-Pacific VR Gaming Accessories by Region
7.1 Asia-Pacific VR Gaming Accessories Historic Market Size by Region
7.1.1 Asia-Pacific VR Gaming Accessories Market Size Growth Rate (CAGR) by Region: 2018 VS 2022 VS 2029
7.1.2 Asia-Pacific VR Gaming Accessories Sales in Volume by Region (2018-2023)
7.1.3 Asia-Pacific VR Gaming Accessories Sales in Value by Region (2018-2023)
7.2 Asia-Pacific VR Gaming Accessories Forecasted Market Size by Region
7.2.1 Asia-Pacific VR Gaming Accessories Sales in Volume by Region (2024-2029)
7.2.2 Asia-Pacific VR Gaming Accessories Sales in Value by Region (2024-2029)
8 Latin America VR Gaming Accessories by Country
8.1 Latin America VR Gaming Accessories Historic Market Size by Country
8.1.1 Latin America VR Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
8.1.2 Latin America VR Gaming Accessories Sales in Volume by Country (2018-2023)
8.1.3 Latin America VR Gaming Accessories Sales in Value by Country (2018-2023)
8.2 Latin America VR Gaming Accessories Forecasted Market Size by Country
8.2.1 Latin America VR Gaming Accessories Sales in Volume by Country (2024-2029)
8.2.2 Latin America VR Gaming Accessories Sales in Value by Country (2024-2029)
9 Middle East and Africa VR Gaming Accessories by Country
9.1 Middle East and Africa VR Gaming Accessories Historic Market Size by Country
9.1.1 Middle East and Africa VR Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
9.1.2 Middle East and Africa VR Gaming Accessories Sales in Volume by Country (2018-2023)
9.1.3 Middle East and Africa VR Gaming Accessories Sales in Value by Country (2018-2023)
9.2 Middle East and Africa VR Gaming Accessories Forecasted Market Size by Country
9.2.1 Middle East and Africa VR Gaming Accessories Sales in Volume by Country (2024-2029)
9.2.2 Middle East and Africa 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 VR Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.1.4 ZEISS Group VR Gaming Accessories Products Offered
10.1.5 ZEISS Group Recent Development
10.2 Xiaomi
10.2.1 Xiaomi Company Information
10.2.2 Xiaomi Introduction and Business Overview
10.2.3 Xiaomi VR Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.2.4 Xiaomi VR Gaming Accessories Products Offered
10.2.5 Xiaomi Recent Development
10.3 Virtuix Omni
10.3.1 Virtuix Omni Company Information
10.3.2 Virtuix Omni Introduction and Business Overview
10.3.3 Virtuix Omni VR Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.3.4 Virtuix Omni VR Gaming Accessories Products Offered
10.3.5 Virtuix Omni Recent Development
10.4 Sony Corporation
10.4.1 Sony Corporation Company Information
10.4.2 Sony Corporation Introduction and Business Overview
10.4.3 Sony Corporation VR Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.4.4 Sony Corporation VR Gaming Accessories Products Offered
10.4.5 Sony Corporation Recent Development
10.5 Oculus
10.5.1 Oculus Company Information
10.5.2 Oculus Introduction and Business Overview
10.5.3 Oculus VR Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.5.4 Oculus VR Gaming Accessories Products Offered
10.5.5 Oculus Recent Development
10.6 Samsung
10.6.1 Samsung Company Information
10.6.2 Samsung Introduction and Business Overview
10.6.3 Samsung VR Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.6.4 Samsung VR Gaming Accessories Products Offered
10.6.5 Samsung Recent Development
10.7 HP Development Company
10.7.1 HP Development Company Company Information
10.7.2 HP Development Company Introduction and Business Overview
10.7.3 HP Development Company VR Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.7.4 HP Development Company VR Gaming Accessories Products Offered
10.7.5 HP Development Company Recent Development
10.8 Microsoft Corporation
10.8.1 Microsoft Corporation Company Information
10.8.2 Microsoft Corporation Introduction and Business Overview
10.8.3 Microsoft Corporation VR Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.8.4 Microsoft Corporation VR Gaming Accessories Products Offered
10.8.5 Microsoft Corporation Recent Development
10.9 HTC Corporation
10.9.1 HTC Corporation Company Information
10.9.2 HTC Corporation Introduction and Business Overview
10.9.3 HTC Corporation VR Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.9.4 HTC Corporation VR Gaming Accessories Products Offered
10.9.5 HTC Corporation Recent Development
10.10 Nintendo
10.10.1 Nintendo Company Information
10.10.2 Nintendo Introduction and Business Overview
10.10.3 Nintendo VR Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.10.4 Nintendo VR Gaming Accessories Products Offered
10.10.5 Nintendo Recent Development
11 Upstream, Opportunities, Challenges, Risks and Influences Factors Analysis
11.1 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 VR Gaming Accessories Industrial Chain Analysis
11.4 VR Gaming Accessories Market Dynamics
11.4.1 VR Gaming Accessories Industry Trends
11.4.2 VR Gaming Accessories Market Drivers
11.4.3 VR Gaming Accessories Market Challenges
11.4.4 VR Gaming Accessories Market Restraints
12 Market Strategy Analysis, Distributors
12.1 Sales Channel
12.2 VR Gaming Accessories Distributors
12.3 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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