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Wearable Gaming Accessories-Global Market Insights and Sales Trends 2024

Wearable Gaming Accessories-Global Market Insights and Sales Trends 2024

Publishing Date : Dec, 2023

License Type :
 

Report Code : 1844795

No of Pages : 90

Synopsis
Wearable gaming accessories are smart electronic gadgets that are worn on human body. They are available in different types, to name a few, they come as spectacles, ear plugs, shoes, wrist bands, clothes etc.
The global Wearable Gaming Accessories market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of Wearable Gaming Accessories in various end use industries. The expanding demands from the Flagship Retail Stores, Gaming Specialty Stores, Online Stores and Others, are propelling Wearable 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 Wearable Controller segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for Wearable Gaming Accessories market, driven by demand from China, the second largest economy with some signs of stabilising, the Wearable 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 Wearable 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 Wearable 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 Wearable Gaming Accessories market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Wearable 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 Wearable Gaming Accessories covered in this report include Sony, Microsoft, Samsung Electronics, Google, Oculus VR, HTC and Machina Wearable Technology, etc.
The global Wearable 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:
Sony
Microsoft
Samsung Electronics
Google
Oculus VR
HTC
Machina Wearable Technology
Global Wearable 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 Wearable Gaming Accessories market, Segment by Type:
VR Headset
Wearable Controller
Wearable Gaming Body Suit
Others
Global Wearable Gaming Accessories market, by Application
Flagship Retail Stores
Gaming Specialty Stores
Online 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 Wearable 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 Wearable 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 Wearable Gaming Accessories Market Overview
1.1 Wearable Gaming Accessories Product Overview
1.2 Wearable Gaming Accessories Market Segment by Type
1.2.1 VR Headset
1.2.2 Wearable Controller
1.2.3 Wearable Gaming Body Suit
1.2.4 Others
1.3 Global Wearable Gaming Accessories Market Size by Type
1.3.1 Global Wearable Gaming Accessories Market Size Overview by Type (2018-2029)
1.3.2 Global Wearable Gaming Accessories Historic Market Size Review by Type (2018-2023)
1.3.3 Global Wearable Gaming Accessories Forecasted Market Size by Type (2024-2029)
1.4 Key Regions Market Size Segment by Type
1.4.1 North America Wearable Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.2 Europe Wearable Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.3 Asia-Pacific Wearable Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.4 Latin America Wearable Gaming Accessories Sales Breakdown by Type (2018-2023)
1.4.5 Middle East and Africa Wearable Gaming Accessories Sales Breakdown by Type (2018-2023)
2 Global Wearable Gaming Accessories Market Competition by Company
2.1 Global Top Players by Wearable Gaming Accessories Sales (2018-2023)
2.2 Global Top Players by Wearable Gaming Accessories Revenue (2018-2023)
2.3 Global Top Players by Wearable Gaming Accessories Price (2018-2023)
2.4 Global Top Manufacturers Wearable Gaming Accessories Manufacturing Base Distribution, Sales Area, Product Type
2.5 Wearable Gaming Accessories Market Competitive Situation and Trends
2.5.1 Wearable Gaming Accessories Market Concentration Rate (2018-2023)
2.5.2 Global 5 and 10 Largest Manufacturers by Wearable 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 Wearable Gaming Accessories as of 2022)
2.7 Date of Key Manufacturers Enter into Wearable Gaming Accessories Market
2.8 Key Manufacturers Wearable Gaming Accessories Product Offered
2.9 Mergers & Acquisitions, Expansion
3 Wearable Gaming Accessories Status and Outlook by Region
3.1 Global Wearable Gaming Accessories Market Size and CAGR by Region: 2018 VS 2022 VS 2029
3.2 Global Wearable Gaming Accessories Historic Market Size by Region
3.2.1 Global Wearable Gaming Accessories Sales in Volume by Region (2018-2023)
3.2.2 Global Wearable Gaming Accessories Sales in Value by Region (2018-2023)
3.2.3 Global Wearable Gaming Accessories Sales (Volume & Value) Price and Gross Margin (2018-2023)
3.3 Global Wearable Gaming Accessories Forecasted Market Size by Region
3.3.1 Global Wearable Gaming Accessories Sales in Volume by Region (2024-2029)
3.3.2 Global Wearable Gaming Accessories Sales in Value by Region (2024-2029)
3.3.3 Global Wearable Gaming Accessories Sales (Volume & Value), Price and Gross Margin (2024-2029)
4 Global Wearable Gaming Accessories by Application
4.1 Wearable Gaming Accessories Market Segment by Application
4.1.1 Flagship Retail Stores
4.1.2 Gaming Specialty Stores
4.1.3 Online Stores
4.1.4 Others
4.2 Global Wearable Gaming Accessories Market Size by Application
4.2.1 Global Wearable Gaming Accessories Market Size Overview by Application (2018-2029)
4.2.2 Global Wearable Gaming Accessories Historic Market Size Review by Application (2018-2023)
4.2.3 Global Wearable Gaming Accessories Forecasted Market Size by Application (2024-2029)
4.3 Key Regions Market Size Segment by Application
4.3.1 North America Wearable Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.2 Europe Wearable Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.3 Asia-Pacific Wearable Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.4 Latin America Wearable Gaming Accessories Sales Breakdown by Application (2018-2023)
4.3.5 Middle East and Africa Wearable Gaming Accessories Sales Breakdown by Application (2018-2023)
5 North America Wearable Gaming Accessories by Country
5.1 North America Wearable Gaming Accessories Historic Market Size by Country
5.1.1 North America Wearable Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
5.1.2 North America Wearable Gaming Accessories Sales in Volume by Country (2018-2023)
5.1.3 North America Wearable Gaming Accessories Sales in Value by Country (2018-2023)
5.2 North America Wearable Gaming Accessories Forecasted Market Size by Country
5.2.1 North America Wearable Gaming Accessories Sales in Volume by Country (2024-2029)
5.2.2 North America Wearable Gaming Accessories Sales in Value by Country (2024-2029)
6 Europe Wearable Gaming Accessories by Country
6.1 Europe Wearable Gaming Accessories Historic Market Size by Country
6.1.1 Europe Wearable Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
6.1.2 Europe Wearable Gaming Accessories Sales in Volume by Country (2018-2023)
6.1.3 Europe Wearable Gaming Accessories Sales in Value by Country (2018-2023)
6.2 Europe Wearable Gaming Accessories Forecasted Market Size by Country
6.2.1 Europe Wearable Gaming Accessories Sales in Volume by Country (2024-2029)
6.2.2 Europe Wearable Gaming Accessories Sales in Value by Country (2024-2029)
7 Asia-Pacific Wearable Gaming Accessories by Region
7.1 Asia-Pacific Wearable Gaming Accessories Historic Market Size by Region
7.1.1 Asia-Pacific Wearable Gaming Accessories Market Size Growth Rate (CAGR) by Region: 2018 VS 2022 VS 2029
7.1.2 Asia-Pacific Wearable Gaming Accessories Sales in Volume by Region (2018-2023)
7.1.3 Asia-Pacific Wearable Gaming Accessories Sales in Value by Region (2018-2023)
7.2 Asia-Pacific Wearable Gaming Accessories Forecasted Market Size by Region
7.2.1 Asia-Pacific Wearable Gaming Accessories Sales in Volume by Region (2024-2029)
7.2.2 Asia-Pacific Wearable Gaming Accessories Sales in Value by Region (2024-2029)
8 Latin America Wearable Gaming Accessories by Country
8.1 Latin America Wearable Gaming Accessories Historic Market Size by Country
8.1.1 Latin America Wearable Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
8.1.2 Latin America Wearable Gaming Accessories Sales in Volume by Country (2018-2023)
8.1.3 Latin America Wearable Gaming Accessories Sales in Value by Country (2018-2023)
8.2 Latin America Wearable Gaming Accessories Forecasted Market Size by Country
8.2.1 Latin America Wearable Gaming Accessories Sales in Volume by Country (2024-2029)
8.2.2 Latin America Wearable Gaming Accessories Sales in Value by Country (2024-2029)
9 Middle East and Africa Wearable Gaming Accessories by Country
9.1 Middle East and Africa Wearable Gaming Accessories Historic Market Size by Country
9.1.1 Middle East and Africa Wearable Gaming Accessories Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
9.1.2 Middle East and Africa Wearable Gaming Accessories Sales in Volume by Country (2018-2023)
9.1.3 Middle East and Africa Wearable Gaming Accessories Sales in Value by Country (2018-2023)
9.2 Middle East and Africa Wearable Gaming Accessories Forecasted Market Size by Country
9.2.1 Middle East and Africa Wearable Gaming Accessories Sales in Volume by Country (2024-2029)
9.2.2 Middle East and Africa Wearable Gaming Accessories Sales in Value by Country (2024-2029)
10 Company Profiles
10.1 Sony
10.1.1 Sony Company Information
10.1.2 Sony Introduction and Business Overview
10.1.3 Sony Wearable Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.1.4 Sony Wearable Gaming Accessories Products Offered
10.1.5 Sony Recent Development
10.2 Microsoft
10.2.1 Microsoft Company Information
10.2.2 Microsoft Introduction and Business Overview
10.2.3 Microsoft Wearable Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.2.4 Microsoft Wearable Gaming Accessories Products Offered
10.2.5 Microsoft Recent Development
10.3 Samsung Electronics
10.3.1 Samsung Electronics Company Information
10.3.2 Samsung Electronics Introduction and Business Overview
10.3.3 Samsung Electronics Wearable Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.3.4 Samsung Electronics Wearable Gaming Accessories Products Offered
10.3.5 Samsung Electronics Recent Development
10.4 Google
10.4.1 Google Company Information
10.4.2 Google Introduction and Business Overview
10.4.3 Google Wearable Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.4.4 Google Wearable Gaming Accessories Products Offered
10.4.5 Google Recent Development
10.5 Oculus VR
10.5.1 Oculus VR Company Information
10.5.2 Oculus VR Introduction and Business Overview
10.5.3 Oculus VR Wearable Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.5.4 Oculus VR Wearable Gaming Accessories Products Offered
10.5.5 Oculus VR Recent Development
10.6 HTC
10.6.1 HTC Company Information
10.6.2 HTC Introduction and Business Overview
10.6.3 HTC Wearable Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.6.4 HTC Wearable Gaming Accessories Products Offered
10.6.5 HTC Recent Development
10.7 Machina Wearable Technology
10.7.1 Machina Wearable Technology Company Information
10.7.2 Machina Wearable Technology Introduction and Business Overview
10.7.3 Machina Wearable Technology Wearable Gaming Accessories Sales, Revenue and Gross Margin (2018-2023)
10.7.4 Machina Wearable Technology Wearable Gaming Accessories Products Offered
10.7.5 Machina Wearable Technology Recent Development
11 Upstream, Opportunities, Challenges, Risks and Influences Factors Analysis
11.1 Wearable 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 Wearable Gaming Accessories Industrial Chain Analysis
11.4 Wearable Gaming Accessories Market Dynamics
11.4.1 Wearable Gaming Accessories Industry Trends
11.4.2 Wearable Gaming Accessories Market Drivers
11.4.3 Wearable Gaming Accessories Market Challenges
11.4.4 Wearable Gaming Accessories Market Restraints
12 Market Strategy Analysis, Distributors
12.1 Sales Channel
12.2 Wearable Gaming Accessories Distributors
12.3 Wearable 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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