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Global Virtual Reality (VR) Gaming Accessories Market Research Report 2024


Published on: 2024-01-04 | No of Pages : 212 | Industry : Consumer Goods

Publisher : QMR | Format : PDF

Global Virtual Reality (VR) Gaming Accessories Market Research Report 2024

The research report includes specific segments by region (country), by company, by Type and by Application. This study provides information about the sales and revenue during the historic and forecasted period of 2016 to 2027. Understanding the segments helps in identifying the importance of different factors that aid the market growth.

Segment by Type
VR Headset
VR Controller
VR Treadmill
VR PC Backpack
Gaming Suit
Others


Segment by Application


Smartphone
PC
Gaming Console
Others

By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Indonesia
Thailand
Malaysia
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East & Africa
Turkey
Saudi Arabia
UAE




By Company


ZEISS Group
Virtuix Omni
Sony Corporation
Oculus
Samsung
HP Development Company
Microsoft Corporation
HTC Corporation
Nintendo
Google Inc
Xiaomi
Birdly
Sixense STEM
Teslasuit
Feelreal

Table of Content

1 Virtual Reality (VR) Gaming Accessories Market Overview
1.1 Product Overview and Scope of Virtual Reality (VR) Gaming Accessories
1.2 Virtual Reality (VR) Gaming Accessories Segment by Type
1.2.1 Global Virtual Reality (VR) Gaming Accessories Sales Growth Rate Comparison by Type (2021-2027)
1.2.2 VR Headset
1.2.3 VR Controller
1.2.4 VR Treadmill
1.2.5 VR PC Backpack
1.2.6 Gaming Suit
1.2.7 Others
1.3 Virtual Reality (VR) Gaming Accessories Segment by Application
1.3.1 Global Virtual Reality (VR) Gaming Accessories Sales Comparison by Application: (2021-2027)
1.3.2 Smartphone
1.3.3 PC
1.3.4 Gaming Console
1.3.5 Others
1.4 Global Virtual Reality (VR) Gaming Accessories Market Size Estimates and Forecasts
1.4.1 Global Virtual Reality (VR) Gaming Accessories Revenue 2016-2027
1.4.2 Global Virtual Reality (VR) Gaming Accessories Sales 2016-2027
1.4.3 Virtual Reality (VR) Gaming Accessories Market Size by Region: 2016 Versus 2021 Versus 2027

2 Virtual Reality (VR) Gaming Accessories Market Competition by Manufacturers
2.1 Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Manufacturers (2016-2021)
2.2 Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Manufacturers (2016-2021)
2.3 Global Virtual Reality (VR) Gaming Accessories Average Price by Manufacturers (2016-2021)
2.4 Manufacturers Virtual Reality (VR) Gaming Accessories Manufacturing Sites, Area Served, 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
2.5.2 The Global Top 5 and Top 10 Largest Virtual Reality (VR) Gaming Accessories Players Market Share by Revenue
2.5.3 Global Virtual Reality (VR) Gaming Accessories Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.6 Manufacturers Mergers & Acquisitions, Expansion Plans

3 Virtual Reality (VR) Gaming Accessories Retrospective Market Scenario by Region
3.1 Global Virtual Reality (VR) Gaming Accessories Retrospective Market Scenario in Sales by Region: 2016-2021
3.2 Global Virtual Reality (VR) Gaming Accessories Retrospective Market Scenario in Revenue by Region: 2016-2021
3.3 North America Virtual Reality (VR) Gaming Accessories Market Facts & Figures by Country
3.3.1 North America Virtual Reality (VR) Gaming Accessories Sales by Country
3.3.2 North America Virtual Reality (VR) Gaming Accessories Revenue by Country
3.3.3 United States
3.3.4 Canada
3.4 Europe Virtual Reality (VR) Gaming Accessories Market Facts & Figures by Country
3.4.1 Europe Virtual Reality (VR) Gaming Accessories Sales by Country
3.4.2 Europe Virtual Reality (VR) Gaming Accessories Revenue by Country
3.4.3 Germany
3.4.4 France
3.4.5 U.K.
3.4.6 Italy
3.4.7 Russia
3.5 Asia Pacific Virtual Reality (VR) Gaming Accessories Market Facts & Figures by Region
3.5.1 Asia Pacific Virtual Reality (VR) Gaming Accessories Sales by Region
3.5.2 Asia Pacific Virtual Reality (VR) Gaming Accessories Revenue by Region
3.5.3 China
3.5.4 Japan
3.5.5 South Korea
3.5.6 India
3.5.7 Australia
3.5.8 Taiwan
3.5.9 Indonesia
3.5.10 Thailand
3.5.11 Malaysia
3.6 Latin America Virtual Reality (VR) Gaming Accessories Market Facts & Figures by Country
3.6.1 Latin America Virtual Reality (VR) Gaming Accessories Sales by Country
3.6.2 Latin America Virtual Reality (VR) Gaming Accessories Revenue by Country
3.6.3 Mexico
3.6.4 Brazil
3.6.5 Argentina
3.6.6 Colombia
3.7 Middle East and Africa Virtual Reality (VR) Gaming Accessories Market Facts & Figures by Country
3.7.1 Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales by Country
3.7.2 Middle East and Africa Virtual Reality (VR) Gaming Accessories Revenue by Country
3.7.3 Turkey
3.7.4 Saudi Arabia
3.7.5 UAE
4 Global Virtual Reality (VR) Gaming Accessories Historic Market Analysis by Type
4.1 Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2021)
4.2 Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Type (2016-2021)
4.3 Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2021)

5 Global Virtual Reality (VR) Gaming Accessories Historic Market Analysis by Application
5.1 Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2021)
5.2 Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Application (2016-2021)
5.3 Global Virtual Reality (VR) Gaming Accessories Price by Application (2016-2021)

6 Key Companies Profiled
6.1 ZEISS Group
6.1.1 ZEISS Group Corporation Information
6.1.2 ZEISS Group Description and Business Overview
6.1.3 ZEISS Group Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.1.4 ZEISS Group Virtual Reality (VR) Gaming Accessories Product Portfolio
6.1.5 ZEISS Group Recent Developments/Updates
6.2 Virtuix Omni
6.2.1 Virtuix Omni Corporation Information
6.2.2 Virtuix Omni Description and Business Overview
6.2.3 Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.2.4 Virtuix Omni Virtual Reality (VR) Gaming Accessories Product Portfolio
6.2.5 Virtuix Omni Recent Developments/Updates
6.3 Sony Corporation
6.3.1 Sony Corporation Corporation Information
6.3.2 Sony Corporation Description and Business Overview
6.3.3 Sony Corporation Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.3.4 Sony Corporation Virtual Reality (VR) Gaming Accessories Product Portfolio
6.3.5 Sony Corporation Recent Developments/Updates
6.4 Oculus
6.4.1 Oculus Corporation Information
6.4.2 Oculus Description and Business Overview
6.4.3 Oculus Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.4.4 Oculus Virtual Reality (VR) Gaming Accessories Product Portfolio
6.4.5 Oculus Recent Developments/Updates
6.5 Samsung
6.5.1 Samsung Corporation Information
6.5.2 Samsung Description and Business Overview
6.5.3 Samsung Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.5.4 Samsung Virtual Reality (VR) Gaming Accessories Product Portfolio
6.5.5 Samsung Recent Developments/Updates
6.6 HP Development Company
6.6.1 HP Development Company Corporation Information
6.6.2 HP Development Company Description and Business Overview
6.6.3 HP Development Company Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.6.4 HP Development Company Virtual Reality (VR) Gaming Accessories Product Portfolio
6.6.5 HP Development Company Recent Developments/Updates
6.7 Microsoft Corporation
6.6.1 Microsoft Corporation Corporation Information
6.6.2 Microsoft Corporation Description and Business Overview
6.6.3 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.4.4 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product Portfolio
6.7.5 Microsoft Corporation Recent Developments/Updates
6.8 HTC Corporation
6.8.1 HTC Corporation Corporation Information
6.8.2 HTC Corporation Description and Business Overview
6.8.3 HTC Corporation Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.8.4 HTC Corporation Virtual Reality (VR) Gaming Accessories Product Portfolio
6.8.5 HTC Corporation Recent Developments/Updates
6.9 Nintendo
6.9.1 Nintendo Corporation Information
6.9.2 Nintendo Description and Business Overview
6.9.3 Nintendo Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.9.4 Nintendo Virtual Reality (VR) Gaming Accessories Product Portfolio
6.9.5 Nintendo Recent Developments/Updates
6.10 Google Inc
6.10.1 Google Inc Corporation Information
6.10.2 Google Inc Description and Business Overview
6.10.3 Google Inc Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.10.4 Google Inc Virtual Reality (VR) Gaming Accessories Product Portfolio
6.10.5 Google Inc Recent Developments/Updates
6.11 Xiaomi
6.11.1 Xiaomi Corporation Information
6.11.2 Xiaomi Virtual Reality (VR) Gaming Accessories Description and Business Overview
6.11.3 Xiaomi Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.11.4 Xiaomi Virtual Reality (VR) Gaming Accessories Product Portfolio
6.11.5 Xiaomi Recent Developments/Updates
6.12 Birdly
6.12.1 Birdly Corporation Information
6.12.2 Birdly Virtual Reality (VR) Gaming Accessories Description and Business Overview
6.12.3 Birdly Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.12.4 Birdly Virtual Reality (VR) Gaming Accessories Product Portfolio
6.12.5 Birdly Recent Developments/Updates
6.13 Sixense STEM
6.13.1 Sixense STEM Corporation Information
6.13.2 Sixense STEM Virtual Reality (VR) Gaming Accessories Description and Business Overview
6.13.3 Sixense STEM Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.13.4 Sixense STEM Virtual Reality (VR) Gaming Accessories Product Portfolio
6.13.5 Sixense STEM Recent Developments/Updates
6.14 Teslasuit
6.14.1 Teslasuit Corporation Information
6.14.2 Teslasuit Virtual Reality (VR) Gaming Accessories Description and Business Overview
6.14.3 Teslasuit Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.14.4 Teslasuit Virtual Reality (VR) Gaming Accessories Product Portfolio
6.14.5 Teslasuit Recent Developments/Updates
6.15 Feelreal
6.15.1 Feelreal Corporation Information
6.15.2 Feelreal Virtual Reality (VR) Gaming Accessories Description and Business Overview
6.15.3 Feelreal Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2016-2021)
6.15.4 Feelreal Virtual Reality (VR) Gaming Accessories Product Portfolio
6.15.5 Feelreal Recent Developments/Updates

7 Virtual Reality (VR) Gaming Accessories Manufacturing Cost Analysis
7.1 Virtual Reality (VR) Gaming Accessories Key Raw Materials Analysis
7.1.1 Key Raw Materials
7.1.2 Key Suppliers of Raw Materials
7.2 Proportion of Manufacturing Cost Structure
7.3 Manufacturing Process Analysis of Virtual Reality (VR) Gaming Accessories
7.4 Virtual Reality (VR) Gaming Accessories Industrial Chain Analysis

8 Marketing Channel, Distributors and Customers
8.1 Marketing Channel
8.2 Virtual Reality (VR) Gaming Accessories Distributors List
8.3 Virtual Reality (VR) Gaming Accessories Customers

9 Virtual Reality (VR) Gaming Accessories Market Dynamics
9.1 Virtual Reality (VR) Gaming Accessories Industry Trends
9.2 Virtual Reality (VR) Gaming Accessories Growth Drivers
9.3 Virtual Reality (VR) Gaming Accessories Market Challenges
9.4 Virtual Reality (VR) Gaming Accessories Market Restraints

10 Global Market Forecast
10.1 Virtual Reality (VR) Gaming Accessories Market Estimates and Projections by Type
10.1.1 Global Forecasted Sales of Virtual Reality (VR) Gaming Accessories by Type (2022-2027)
10.1.2 Global Forecasted Revenue of Virtual Reality (VR) Gaming Accessories by Type (2022-2027)
10.2 Virtual Reality (VR) Gaming Accessories Market Estimates and Projections by Application
10.2.1 Global Forecasted Sales of Virtual Reality (VR) Gaming Accessories by Application (2022-2027)
10.2.2 Global Forecasted Revenue of Virtual Reality (VR) Gaming Accessories by Application (2022-2027)
10.3 Virtual Reality (VR) Gaming Accessories Market Estimates and Projections by Region
10.3.1 Global Forecasted Sales of Virtual Reality (VR) Gaming Accessories by Region (2022-2027)
10.3.2 Global Forecasted Revenue of Virtual Reality (VR) Gaming Accessories by Region (2022-2027)

11 Research Finding and Conclusion

12 Methodology and Data Source
12.1 Methodology/Research Approach
12.1.1 Research Programs/Design
12.1.2 Market Size Estimation
12.1.3 Market Breakdown and Data Triangulation
12.2 Data Source
12.2.1 Secondary Sources
12.2.2 Primary Sources
12.3 Author List
12.4 Disclaimer

List of Figure

List of Tables
Table 1. Global Virtual Reality (VR) Gaming Accessories Sales (K Units) Growth Rate Comparison by Type (2021-2027)
Table 2. Global Virtual Reality (VR) Gaming Accessories Sales (K Units) Comparison by Application (2021-2027)
Table 3. Global Virtual Reality (VR) Gaming Accessories Market Size by Region (US$ Million) (2016 VS 2021 VS 2027)
Table 4. Key Manufacturers Virtual Reality (VR) Gaming Accessories Covered in This Study
Table 5. Global Virtual Reality (VR) Gaming Accessories Sales (K Units) of Key Manufacturers (2016-2021)
Table 6. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Manufacturers (2016-2021)
Table 7. Global Virtual Reality (VR) Gaming Accessories Revenue (US$ Million) by Manufacturers (2016-2021)
Table 8. Global Virtual Reality (VR) Gaming Accessories Revenue Share by Manufacturers (2016-2021)
Table 9. Global Market Virtual Reality (VR) Gaming Accessories Average Price (US$/Unit) of Key Manufacturers (2016-2021)
Table 10. Manufacturers Virtual Reality (VR) Gaming Accessories Manufacturing Sites and Area Served
Table 11. Manufacturers Virtual Reality (VR) Gaming Accessories Product Type
Table 12. Global Manufacturers Market Concentration Ratio (CR5 and HHI)
Table 13. Global Virtual Reality (VR) Gaming Accessories by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Virtual Reality (VR) Gaming Accessories as of 2020)
Table 14. Manufacturers Mergers & Acquisitions, Expansion Plans
Table 15. Global Virtual Reality (VR) Gaming Accessories Sales by Region (2016-2021) & (K Units)
Table 16. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2016-2021)
Table 17. Global Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2021) & (US$ Million)
Table 18. North America Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021) & (K Units)
Table 19. North America Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2021)
Table 20. North America Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021) & (US$ Million)
Table 21. North America Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2021)
Table 22. Europe Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021) & (K Units)
Table 23. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2021)
Table 24. Europe Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021) & (US$ Million)
Table 25. Europe Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2021)
Table 26. Asia Pacific Virtual Reality (VR) Gaming Accessories Sales by Region (2016-2021) & (K Units)
Table 27. Asia Pacific Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2016-2021)
Table 28. Asia Pacific Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2021) & (US$ Million)
Table 29. Asia Pacific Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region (2016-2021)
Table 30. Latin America Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021) & (K Units)
Table 31. Latin America Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2021)
Table 32. Latin America Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021) & (US$ Million)
Table 33. Latin America Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2021)
Table 34. Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021) & (K Units)
Table 35. Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2021)
Table 36. Middle East and Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021) & (US$ Million)
Table 37. Middle East and Africa Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2021)
Table 38. Global Virtual Reality (VR) Gaming Accessories Sales (K Units) by Type (2016-2021)
Table 39. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2021)
Table 40. Global Virtual Reality (VR) Gaming Accessories Revenue (Million US$) by Type (2016-2021)
Table 41. Global Virtual Reality (VR) Gaming Accessories Revenue Share by Type (2016-2021)
Table 42. Global Virtual Reality (VR) Gaming Accessories Price (US$/Unit) by Type (2016-2021)
Table 43. Global Virtual Reality (VR) Gaming Accessories Sales (K Units) by Application (2016-2021)
Table 44. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2021)
Table 45. Global Virtual Reality (VR) Gaming Accessories Revenue (Million US$) by Application (2016-2021)
Table 46. Global Virtual Reality (VR) Gaming Accessories Revenue Share by Application (2016-2021)
Table 47. Global Virtual Reality (VR) Gaming Accessories Price (US$/Unit) by Application (2016-2021)
Table 48. ZEISS Group Corporation Information
Table 49. ZEISS Group Description and Business Overview
Table 50. ZEISS Group Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 51. ZEISS Group Virtual Reality (VR) Gaming Accessories Product
Table 52. ZEISS Group Recent Developments/Updates
Table 53. Virtuix Omni Corporation Information
Table 54. Virtuix Omni Description and Business Overview
Table 55. Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 56. Virtuix Omni Virtual Reality (VR) Gaming Accessories Product
Table 57. Virtuix Omni Recent Developments/Updates
Table 58. Sony Corporation Corporation Information
Table 59. Sony Corporation Description and Business Overview
Table 60. Sony Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 61. Sony Corporation Virtual Reality (VR) Gaming Accessories Product
Table 62. Sony Corporation Recent Developments/Updates
Table 63. Oculus Corporation Information
Table 64. Oculus Description and Business Overview
Table 65. Oculus Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 66. Oculus Virtual Reality (VR) Gaming Accessories Product
Table 67. Oculus Recent Developments/Updates
Table 68. Samsung Corporation Information
Table 69. Samsung Description and Business Overview
Table 70. Samsung Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 71. Samsung Virtual Reality (VR) Gaming Accessories Product
Table 72. Samsung Recent Developments/Updates
Table 73. HP Development Company Corporation Information
Table 74. HP Development Company Description and Business Overview
Table 75. HP Development Company Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 76. HP Development Company Virtual Reality (VR) Gaming Accessories Product
Table 77. HP Development Company Recent Developments/Updates
Table 78. Microsoft Corporation Corporation Information
Table 79. Microsoft Corporation Description and Business Overview
Table 80. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 81. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product
Table 82. Microsoft Corporation Recent Developments/Updates
Table 83. HTC Corporation Corporation Information
Table 84. HTC Corporation Description and Business Overview
Table 85. HTC Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 86. HTC Corporation Virtual Reality (VR) Gaming Accessories Product
Table 87. HTC Corporation Recent Developments/Updates
Table 88. Nintendo Corporation Information
Table 89. Nintendo Description and Business Overview
Table 90. Nintendo Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 91. Nintendo Virtual Reality (VR) Gaming Accessories Product
Table 92. Nintendo Recent Developments/Updates
Table 93. Google Inc Corporation Information
Table 94. Google Inc Description and Business Overview
Table 95. Google Inc Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 96. Google Inc Virtual Reality (VR) Gaming Accessories Product
Table 97. Google Inc Recent Developments/Updates
Table 98. Xiaomi Corporation Information
Table 99. Xiaomi Description and Business Overview
Table 100. Xiaomi Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 101. Xiaomi Virtual Reality (VR) Gaming Accessories Product
Table 102. Xiaomi Recent Developments/Updates
Table 103. Birdly Corporation Information
Table 104. Birdly Description and Business Overview
Table 105. Birdly Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 106. Birdly Virtual Reality (VR) Gaming Accessories Product
Table 107. Birdly Recent Developments/Updates
Table 108. Sixense STEM Corporation Information
Table 109. Sixense STEM Description and Business Overview
Table 110. Sixense STEM Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 111. Sixense STEM Virtual Reality (VR) Gaming Accessories Product
Table 112. Sixense STEM Recent Developments/Updates
Table 113. Teslasuit Corporation Information
Table 114. Teslasuit Description and Business Overview
Table 115. Teslasuit Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 116. Teslasuit Virtual Reality (VR) Gaming Accessories Product
Table 117. Teslasuit Recent Developments/Updates
Table 118. Feelreal Corporation Information
Table 119. Feelreal Description and Business Overview
Table 120. Feelreal Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (Million US$), Price (US$/Unit) and Gross Margin (2016-2021)
Table 121. Feelreal Virtual Reality (VR) Gaming Accessories Product
Table 122. Feelreal Recent Developments/Updates
Table 123. Production Base and Market Concentration Rate of Raw Material
Table 124. Key Suppliers of Raw Materials
Table 125. Virtual Reality (VR) Gaming Accessories Distributors List
Table 126. Virtual Reality (VR) Gaming Accessories Customers List
Table 127. Virtual Reality (VR) Gaming Accessories Market Trends
Table 128. Virtual Reality (VR) Gaming Accessories Growth Drivers
Table 129. Virtual Reality (VR) Gaming Accessories Market Challenges
Table 130. Virtual Reality (VR) Gaming Accessories Market Restraints
Table 131. Global Virtual Reality (VR) Gaming Accessories Sales Forecast by Type (2022-2027) & (K Units)
Table 132. Global Virtual Reality (VR) Gaming Accessories Sales Market Share Forecast by Type (2022-2027)
Table 133. Global Virtual Reality (VR) Gaming Accessories Revenue Forecast by Type (2022-2027) & (US$ Million)
Table 134. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share Forecast by Type (2022-2027)
Table 135. Global Virtual Reality (VR) Gaming Accessories Sales Forecast by Application (2022-2027) & (K Units)
Table 136. Global Virtual Reality (VR) Gaming Accessories Sales Market Share Forecast by Application (2022-2027)
Table 137. Global Virtual Reality (VR) Gaming Accessories Revenue Forecast by Application (2022-2027) & (US$ Million)
Table 138. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share Forecast by Application (2022-2027)
Table 139. Global Virtual Reality (VR) Gaming Accessories Sales Forecast by Region (2022-2027) & (K Units)
Table 140. Global Virtual Reality (VR) Gaming Accessories Sales Market Share Forecast by Region (2022-2027)
Table 141. Global Virtual Reality (VR) Gaming Accessories Revenue Forecast by Region (2022-2027) & (US$ Million)
Table 142. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share Forecast by Region (2022-2027)
Table 143. Research Programs/Design for This Report
Table 144. Key Data Information from Secondary Sources
Table 145. Key Data Information from Primary Sources
List of Figures
Figure 1. Product Picture of Virtual Reality (VR) Gaming Accessories
Figure 2. Global Virtual Reality (VR) Gaming Accessories Market Share by Type in 2020 & 2027
Figure 3. VR Headset Product Picture
Figure 4. VR Controller Product Picture
Figure 5. VR Treadmill Product Picture
Figure 6. VR PC Backpack Product Picture
Figure 7. Gaming Suit Product Picture
Figure 8. Others Product Picture
Figure 9. Global Virtual Reality (VR) Gaming Accessories Market Share by Application in 2020 & 2027
Figure 10. Smartphone
Figure 11. PC
Figure 12. Gaming Console
Figure 13. Others
Figure 14. Global Virtual Reality (VR) Gaming Accessories Revenue, (US$ Million), 2016 VS 2021 VS 2027
Figure 15. Global Virtual Reality (VR) Gaming Accessories Market Size 2016-2027 (US$ Million)
Figure 16. Global Virtual Reality (VR) Gaming Accessories Sales 2016-2027 (K Units)
Figure 17. Global Virtual Reality (VR) Gaming Accessories Market Size Market Share by Region: 2016 VS 20210 VS 2027
Figure 18. Virtual Reality (VR) Gaming Accessories Sales Share by Manufacturers in 2020
Figure 19. Global Virtual Reality (VR) Gaming Accessories Revenue Share by Manufacturers in 2020
Figure 20. The Global 5 and 10 Largest Virtual Reality (VR) Gaming Accessories Players: Market Share by Revenue in 2020
Figure 21. Virtual Reality (VR) Gaming Accessories Market Share by Company Type (Tier 1, Tier 2 and Tier 3): 2016 VS 2021
Figure 22. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2016-2021)
Figure 23. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Region in 2020
Figure 24. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region (2016-2021)
Figure 25. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region in 2020
Figure 26. United States Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 27. Canada Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 28. Germany Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 29. France Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 30. U.K. Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 31. Italy Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 32. Russia Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 33. China Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 34. Japan Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 35. South Korea Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 36. India Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 37. Australia Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 38. Taiwan Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 39. Indonesia Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 40. Thailand Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 41. Malaysia Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 42. Mexico Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 43. Brazil Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 44. Argentina Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 45. Colombia Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 46. Turkey Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 47. Saudi Arabia Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 48. UAE Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2016-2021) (US$ Million)
Figure 49. Sales Market Share of Virtual Reality (VR) Gaming Accessories by Type (2016-2021)
Figure 50. Sales Market Share of Virtual Reality (VR) Gaming Accessories by Application (2016-2021)
Figure 51. Sales Market Share of Virtual Reality (VR) Gaming Accessories by Application in 2020
Figure 52. Revenue Share of Virtual Reality (VR) Gaming Accessories by Application (2016-2021)
Figure 53. Revenue Share of Virtual Reality (VR) Gaming Accessories by Application in 2020
Figure 54. Manufacturing Cost Structure of Virtual Reality (VR) Gaming Accessories
Figure 55. Manufacturing Process Analysis of Virtual Reality (VR) Gaming Accessories
Figure 56. Virtual Reality (VR) Gaming Accessories Industrial Chain Analysis
Figure 57. Channels of Distribution
Figure 58. Distributors Profiles
Figure 59. Bottom-up and Top-down Approaches for This Report
Figure 60. Data Triangulation
Figure 61. Key Executives Interviewed