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VR Gaming Accessory-Global Market Insights and Sales Trends 2024

VR Gaming Accessory-Global Market Insights and Sales Trends 2024

Publishing Date : Dec, 2023

License Type :
 

Report Code : 1871403

No of Pages : 105

Synopsis
The global VR Gaming Accessory market size is expected to reach US$ 5426.5 million by 2029, growing at a CAGR of 22.6% from 2023 to 2029. The market is mainly driven by the significant applications of VR Gaming Accessory in various end use industries. The expanding demands from the Online Sales and Offline Sales, are propelling VR Gaming Accessory market. Gun Controller, 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 Haptic Controller segment is estimated at % CAGR for the next seven-year period.
The VR gaming accessory market size was valued at USD 1.12 billion in 2022 and is projected to reach USD 5.40 billion by 2029, growing at a compound annual growth rate (CAGR) of 21.7% during the forecast period.The growing popularity of virtual reality (VR) gaming and the increasing adoption of VR headsets and gaming consoles are the key factors driving the market growth. VR gaming accessories enhance the gaming experience by providing immersive sensations, improved control, and realistic interactions.
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 Accessory, 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 Accessory 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 Accessory market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, VR Gaming Accessory 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 Accessory covered in this report include HTC Corporation, Google, Sony Corporation, Microsoft Corporation, Virtuix Holdings, Samsung Corporation, Nintendo, Oculus VR and HP, etc.
The global VR Gaming Accessory market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
HTC Corporation
Google
Sony Corporation
Microsoft Corporation
Virtuix Holdings
Samsung Corporation
Nintendo
Oculus VR
HP
Xiaomi Corporation
Global VR Gaming Accessory 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 Accessory market, Segment by Type:
Gun Controller
Haptic Controller
Handheld Controller
Global VR Gaming Accessory market, by Application
Online Sales
Offline Sales
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 Accessory 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 Accessory 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 Accessory Market Overview
1.1 VR Gaming Accessory Product Overview
1.2 VR Gaming Accessory Market Segment by Type
1.2.1 Gun Controller
1.2.2 Haptic Controller
1.2.3 Handheld Controller
1.3 Global VR Gaming Accessory Market Size by Type
1.3.1 Global VR Gaming Accessory Market Size Overview by Type (2018-2029)
1.3.2 Global VR Gaming Accessory Historic Market Size Review by Type (2018-2023)
1.3.3 Global VR Gaming Accessory Forecasted Market Size by Type (2024-2029)
1.4 Key Regions Market Size Segment by Type
1.4.1 North America VR Gaming Accessory Sales Breakdown by Type (2018-2023)
1.4.2 Europe VR Gaming Accessory Sales Breakdown by Type (2018-2023)
1.4.3 Asia-Pacific VR Gaming Accessory Sales Breakdown by Type (2018-2023)
1.4.4 Latin America VR Gaming Accessory Sales Breakdown by Type (2018-2023)
1.4.5 Middle East and Africa VR Gaming Accessory Sales Breakdown by Type (2018-2023)
2 Global VR Gaming Accessory Market Competition by Company
2.1 Global Top Players by VR Gaming Accessory Sales (2018-2023)
2.2 Global Top Players by VR Gaming Accessory Revenue (2018-2023)
2.3 Global Top Players by VR Gaming Accessory Price (2018-2023)
2.4 Global Top Manufacturers VR Gaming Accessory Manufacturing Base Distribution, Sales Area, Product Type
2.5 VR Gaming Accessory Market Competitive Situation and Trends
2.5.1 VR Gaming Accessory Market Concentration Rate (2018-2023)
2.5.2 Global 5 and 10 Largest Manufacturers by VR Gaming Accessory 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 Accessory as of 2022)
2.7 Date of Key Manufacturers Enter into VR Gaming Accessory Market
2.8 Key Manufacturers VR Gaming Accessory Product Offered
2.9 Mergers & Acquisitions, Expansion
3 VR Gaming Accessory Status and Outlook by Region
3.1 Global VR Gaming Accessory Market Size and CAGR by Region: 2018 VS 2022 VS 2029
3.2 Global VR Gaming Accessory Historic Market Size by Region
3.2.1 Global VR Gaming Accessory Sales in Volume by Region (2018-2023)
3.2.2 Global VR Gaming Accessory Sales in Value by Region (2018-2023)
3.2.3 Global VR Gaming Accessory Sales (Volume & Value) Price and Gross Margin (2018-2023)
3.3 Global VR Gaming Accessory Forecasted Market Size by Region
3.3.1 Global VR Gaming Accessory Sales in Volume by Region (2024-2029)
3.3.2 Global VR Gaming Accessory Sales in Value by Region (2024-2029)
3.3.3 Global VR Gaming Accessory Sales (Volume & Value), Price and Gross Margin (2024-2029)
4 Global VR Gaming Accessory by Application
4.1 VR Gaming Accessory Market Segment by Application
4.1.1 Online Sales
4.1.2 Offline Sales
4.2 Global VR Gaming Accessory Market Size by Application
4.2.1 Global VR Gaming Accessory Market Size Overview by Application (2018-2029)
4.2.2 Global VR Gaming Accessory Historic Market Size Review by Application (2018-2023)
4.2.3 Global VR Gaming Accessory Forecasted Market Size by Application (2024-2029)
4.3 Key Regions Market Size Segment by Application
4.3.1 North America VR Gaming Accessory Sales Breakdown by Application (2018-2023)
4.3.2 Europe VR Gaming Accessory Sales Breakdown by Application (2018-2023)
4.3.3 Asia-Pacific VR Gaming Accessory Sales Breakdown by Application (2018-2023)
4.3.4 Latin America VR Gaming Accessory Sales Breakdown by Application (2018-2023)
4.3.5 Middle East and Africa VR Gaming Accessory Sales Breakdown by Application (2018-2023)
5 North America VR Gaming Accessory by Country
5.1 North America VR Gaming Accessory Historic Market Size by Country
5.1.1 North America VR Gaming Accessory Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
5.1.2 North America VR Gaming Accessory Sales in Volume by Country (2018-2023)
5.1.3 North America VR Gaming Accessory Sales in Value by Country (2018-2023)
5.2 North America VR Gaming Accessory Forecasted Market Size by Country
5.2.1 North America VR Gaming Accessory Sales in Volume by Country (2024-2029)
5.2.2 North America VR Gaming Accessory Sales in Value by Country (2024-2029)
6 Europe VR Gaming Accessory by Country
6.1 Europe VR Gaming Accessory Historic Market Size by Country
6.1.1 Europe VR Gaming Accessory Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
6.1.2 Europe VR Gaming Accessory Sales in Volume by Country (2018-2023)
6.1.3 Europe VR Gaming Accessory Sales in Value by Country (2018-2023)
6.2 Europe VR Gaming Accessory Forecasted Market Size by Country
6.2.1 Europe VR Gaming Accessory Sales in Volume by Country (2024-2029)
6.2.2 Europe VR Gaming Accessory Sales in Value by Country (2024-2029)
7 Asia-Pacific VR Gaming Accessory by Region
7.1 Asia-Pacific VR Gaming Accessory Historic Market Size by Region
7.1.1 Asia-Pacific VR Gaming Accessory Market Size Growth Rate (CAGR) by Region: 2018 VS 2022 VS 2029
7.1.2 Asia-Pacific VR Gaming Accessory Sales in Volume by Region (2018-2023)
7.1.3 Asia-Pacific VR Gaming Accessory Sales in Value by Region (2018-2023)
7.2 Asia-Pacific VR Gaming Accessory Forecasted Market Size by Region
7.2.1 Asia-Pacific VR Gaming Accessory Sales in Volume by Region (2024-2029)
7.2.2 Asia-Pacific VR Gaming Accessory Sales in Value by Region (2024-2029)
8 Latin America VR Gaming Accessory by Country
8.1 Latin America VR Gaming Accessory Historic Market Size by Country
8.1.1 Latin America VR Gaming Accessory Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
8.1.2 Latin America VR Gaming Accessory Sales in Volume by Country (2018-2023)
8.1.3 Latin America VR Gaming Accessory Sales in Value by Country (2018-2023)
8.2 Latin America VR Gaming Accessory Forecasted Market Size by Country
8.2.1 Latin America VR Gaming Accessory Sales in Volume by Country (2024-2029)
8.2.2 Latin America VR Gaming Accessory Sales in Value by Country (2024-2029)
9 Middle East and Africa VR Gaming Accessory by Country
9.1 Middle East and Africa VR Gaming Accessory Historic Market Size by Country
9.1.1 Middle East and Africa VR Gaming Accessory Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
9.1.2 Middle East and Africa VR Gaming Accessory Sales in Volume by Country (2018-2023)
9.1.3 Middle East and Africa VR Gaming Accessory Sales in Value by Country (2018-2023)
9.2 Middle East and Africa VR Gaming Accessory Forecasted Market Size by Country
9.2.1 Middle East and Africa VR Gaming Accessory Sales in Volume by Country (2024-2029)
9.2.2 Middle East and Africa VR Gaming Accessory Sales in Value by Country (2024-2029)
10 Company Profiles
10.1 HTC Corporation
10.1.1 HTC Corporation Company Information
10.1.2 HTC Corporation Introduction and Business Overview
10.1.3 HTC Corporation VR Gaming Accessory Sales, Revenue and Gross Margin (2018-2023)
10.1.4 HTC Corporation VR Gaming Accessory Products Offered
10.1.5 HTC Corporation Recent Development
10.2 Google
10.2.1 Google Company Information
10.2.2 Google Introduction and Business Overview
10.2.3 Google VR Gaming Accessory Sales, Revenue and Gross Margin (2018-2023)
10.2.4 Google VR Gaming Accessory Products Offered
10.2.5 Google 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 VR Gaming Accessory Sales, Revenue and Gross Margin (2018-2023)
10.3.4 Sony Corporation VR Gaming Accessory Products Offered
10.3.5 Sony Corporation Recent Development
10.4 Microsoft Corporation
10.4.1 Microsoft Corporation Company Information
10.4.2 Microsoft Corporation Introduction and Business Overview
10.4.3 Microsoft Corporation VR Gaming Accessory Sales, Revenue and Gross Margin (2018-2023)
10.4.4 Microsoft Corporation VR Gaming Accessory Products Offered
10.4.5 Microsoft Corporation Recent Development
10.5 Virtuix Holdings
10.5.1 Virtuix Holdings Company Information
10.5.2 Virtuix Holdings Introduction and Business Overview
10.5.3 Virtuix Holdings VR Gaming Accessory Sales, Revenue and Gross Margin (2018-2023)
10.5.4 Virtuix Holdings VR Gaming Accessory Products Offered
10.5.5 Virtuix Holdings Recent Development
10.6 Samsung Corporation
10.6.1 Samsung Corporation Company Information
10.6.2 Samsung Corporation Introduction and Business Overview
10.6.3 Samsung Corporation VR Gaming Accessory Sales, Revenue and Gross Margin (2018-2023)
10.6.4 Samsung Corporation VR Gaming Accessory Products Offered
10.6.5 Samsung Corporation Recent Development
10.7 Nintendo
10.7.1 Nintendo Company Information
10.7.2 Nintendo Introduction and Business Overview
10.7.3 Nintendo VR Gaming Accessory Sales, Revenue and Gross Margin (2018-2023)
10.7.4 Nintendo VR Gaming Accessory Products Offered
10.7.5 Nintendo Recent Development
10.8 Oculus VR
10.8.1 Oculus VR Company Information
10.8.2 Oculus VR Introduction and Business Overview
10.8.3 Oculus VR VR Gaming Accessory Sales, Revenue and Gross Margin (2018-2023)
10.8.4 Oculus VR VR Gaming Accessory Products Offered
10.8.5 Oculus VR Recent Development
10.9 HP
10.9.1 HP Company Information
10.9.2 HP Introduction and Business Overview
10.9.3 HP VR Gaming Accessory Sales, Revenue and Gross Margin (2018-2023)
10.9.4 HP VR Gaming Accessory Products Offered
10.9.5 HP Recent Development
10.10 Xiaomi Corporation
10.10.1 Xiaomi Corporation Company Information
10.10.2 Xiaomi Corporation Introduction and Business Overview
10.10.3 Xiaomi Corporation VR Gaming Accessory Sales, Revenue and Gross Margin (2018-2023)
10.10.4 Xiaomi Corporation VR Gaming Accessory Products Offered
10.10.5 Xiaomi Corporation Recent Development
11 Upstream, Opportunities, Challenges, Risks and Influences Factors Analysis
11.1 VR Gaming Accessory 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 Accessory Industrial Chain Analysis
11.4 VR Gaming Accessory Market Dynamics
11.4.1 VR Gaming Accessory Industry Trends
11.4.2 VR Gaming Accessory Market Drivers
11.4.3 VR Gaming Accessory Market Challenges
11.4.4 VR Gaming Accessory Market Restraints
12 Market Strategy Analysis, Distributors
12.1 Sales Channel
12.2 VR Gaming Accessory Distributors
12.3 VR Gaming Accessory 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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