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Global Virtual Reality (VR) Gaming Accessories Market Opportunities and Forecast 2024-2034


Published on: 2024-01-04 | No of Pages : 434 | Industry : Consumer Goods

Publisher : GRD Survey | Format : PDF

Global Virtual Reality (VR) Gaming Accessories Market Opportunities and Forecast 2024-2034

This report provides a comprehensive analysis of current global Virtual Reality (VR) Gaming Accessories market based on segmented types and downstream applications. Major product development trends are discussed under major downstream segment scenario. This report also focuses on major driving factors and inhibitors that affect the market and competitive landscape. Global and regional leading players in the Virtual Reality (VR) Gaming Accessories industry are profiled in a detailed way, with sales data and market share info. This report also includes global and regional market size and forecast, drill-down to top 20 economies.

According to GRD Survey, the global Virtual Reality (VR) Gaming Accessories market is estimated at $ million in 2021, and projected to grow at a CAGR of % to $ million by 2028.

Covid-19 pandemic has impacted the supply and demand status for many industries along the supply chain. Global Virtual Reality (VR) Gaming Accessories Market Opportunties and Forecast 2022-2028 report makes a brilliant attempt to unveil key opportunities available in the global Virtual Reality (VR) Gaming Accessories market under the covid-19 impact to help readers in achieving a better market position. No matter the client is industry insider, potential entrant or investor, the report will provide useful data and information.

The Global Virtual Reality (VR) Gaming Accessories Market has been exhibited in detail in the following chapters
Chapter 1 displays the basic product introduction and market overview.
Chapter 2 provides the competition landscape of global Virtual Reality (VR) Gaming Accessories industry.
Chapter 3 provides the market analysis by type and by region
Chapter 4 provides the market analysis by application and by region
Chapter 5-10 presents regional and country market size and forecast, under the context of market drivers and inhibitors analysis.
Chapter 11 analyses the supply chain, including process chart introduction, upstream key raw material and cost analysis, distributor and downstream buyer analysis.
Chapter 12 provides the market forecast by type and by application
Chapter 13 provides the market forecast by region
Chapter 14 profiles global leading players with their revenue, market share, profit margin, major product portfolio and SWOT analysis.
Chapter 15 conclusions


Segmented by Type
VR Headset
VR Controller
Others

Segmented by Application
Smartphone
PC
Gaming Console
Others

Segmented by Country
North America
United States
Canada
Mexico
Europe
Germany
France
UK
Italy
Russia
Spain
Asia Pacific
China
Japan
Korea
Southeast Asia
India
Australasia
Central & South America
Brazil
Argentina
Colombia
Middle East & Africa
Iran
Israel
Turkey
South Africa
Saudi Arabia

Key manufacturers included in this survey
Virtuix Omni
Teslasuit
Sony Corporation
Sixense STEM
Samsung
Oculus
Nintendo
Microsoft Corporation
HTC Corporation
HP Development Company
Google Inc
Feelreal
Birdly


Table of Content

Table of Contents

1 Product Introduction and Overview
1.1 Product Definition
1.2 Product Specification
1.3 Global Market Overview
1.3.1 Global Virtual Reality (VR) Gaming Accessories Market Status and Forecast (2016-2027)
1.3.2 Global Virtual Reality (VR) Gaming Accessories Sales Value CAGR by Region
1.4 Market Drivers, Inhibitors
1.4.1 Market Drivers
1.4.2 Market Inhibitors
1.4.3 COVID-19 Impact Analysis
2 Global Virtual Reality (VR) Gaming Accessories Supply by Company
2.1 Global Virtual Reality (VR) Gaming Accessories Sales Volume by Company
2.2 Global Virtual Reality (VR) Gaming Accessories Sales Value by Company
2.3 Global Virtual Reality (VR) Gaming Accessories Price by Company
2.4 Virtual Reality (VR) Gaming Accessories Production Location and Sales Area of Main Manufacturers
2.5 Trend of Concentration Rate
3 Global and Regional Virtual Reality (VR) Gaming Accessories Market Status by Type
3.1 Virtual Reality (VR) Gaming Accessories Type Introduction
3.1.1 VR Headset
3.1.2 VR Controller
3.1.3 VR Treadmill
3.1.4 VR PC Backpack
3.1.5 Gaming Suit
3.1.6 Others
3.2 Global Virtual Reality (VR) Gaming Accessories Market by Type
3.2.1 Global Virtual Reality (VR) Gaming Accessories Sales Volume by Type (2016-2021)
3.2.2 Global Virtual Reality (VR) Gaming Accessories Sales Value by Type (2016-2021)
3.2.3 Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2021)
3.3 North America: by Type
3.4 Europe: by Type
3.5 Asia Pacific: by Type
3.6 Central & South America: by Type
3.7 Middle East & Africa: by Type
4 Global and Regional Virtual Reality (VR) Gaming Accessories Market Status by Application
4.1 Virtual Reality (VR) Gaming Accessories 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 by Application
4.2.1 Global Virtual Reality (VR) Gaming Accessories Sales Volume by Application (2016-2021)
4.2.2 Global Virtual Reality (VR) Gaming Accessories Sales Value by Application (2016-2021)
4.2.3 Global Virtual Reality (VR) Gaming Accessories Price by Application (2016-2021)
4.3 North America: by Application
4.4 Europe: by Application
4.5 Asia Pacific: by Application
4.6 Central & South America: by Application
4.7 Middle East & Africa: by Application
5 Global Virtual Reality (VR) Gaming Accessories Market Status by Region
5.1 Global Virtual Reality (VR) Gaming Accessories Market by Region
5.1.1 Global Virtual Reality (VR) Gaming Accessories Sales Volume by Region
5.1.2 Global Virtual Reality (VR) Gaming Accessories Sales Value by Region
5.2 North America Virtual Reality (VR) Gaming Accessories Market Status
5.3 Europe Virtual Reality (VR) Gaming Accessories Market Status
5.4 Asia Pacific Virtual Reality (VR) Gaming Accessories Market Status
5.5 Central & South America Virtual Reality (VR) Gaming Accessories Market Status
5.6 Middle East & Africa Virtual Reality (VR) Gaming Accessories Market Status
6 North America Virtual Reality (VR) Gaming Accessories Market Status
6.1 North America Virtual Reality (VR) Gaming Accessories Market by Country
6.1.1 North America Virtual Reality (VR) Gaming Accessories Sales Volume by Country (2016-2021)
6.1.2 North America Virtual Reality (VR) Gaming Accessories Sales Value by Country (2016-2021)
6.2 United States
6.3 Canada
6.4 Mexico
7 Europe Virtual Reality (VR) Gaming Accessories Market Status
7.1 Europe Virtual Reality (VR) Gaming Accessories Market by Country
7.1.1 Europe Virtual Reality (VR) Gaming Accessories Sales Volume by Country (2016-2021)
7.1.2 Europe Virtual Reality (VR) Gaming Accessories Sales Value by Country (2016-2021)
7.2 Germany
7.3 France
7.4 UK
7.5 Italy
7.6 Russia
7.7 Spain
8 Asia Pacific Virtual Reality (VR) Gaming Accessories Market Status
8.1 Asia Pacific Virtual Reality (VR) Gaming Accessories Market by Country
8.1.1 Asia Pacific Virtual Reality (VR) Gaming Accessories Sales Volume by Country (2016-2021)
8.1.2 Asia Pacific Virtual Reality (VR) Gaming Accessories Sales Value by Country (2016-2021)
8.2 China
8.3 Japan
8.4 Korea
8.5 Southeast Asia
8.6 India
8.7 Australasia
9 Central & South America Virtual Reality (VR) Gaming Accessories Market Status
9.1 Central & South America Virtual Reality (VR) Gaming Accessories Market by Country
9.1.1 Central & South America Virtual Reality (VR) Gaming Accessories Sales Volume by Country (2016-2021)
9.1.2 Central & South America Virtual Reality (VR) Gaming Accessories Sales Value by Country (2016-2021)
9.2 Brazil
9.3 Argentina
9.4 Colombia
10 Middle East & Africa Virtual Reality (VR) Gaming Accessories Market Status
10.1 Middle East & Africa Virtual Reality (VR) Gaming Accessories Market by Country
10.1.1 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Volume by Country (2016-2021)
10.1.2 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Value by Country (2016-2021)
10.2 Iran
10.3 Israel
10.4 Turkey
10.5 South Africa
10.8 Saudi Arabia
11 Supply Chain and Manufacturing Cost Analysis
11.1 Supply Chain Analysis
11.2 Production Process Chart Analysis
11.3 Raw Materials and Key Suppliers Analysis
11.3.1 Raw Materials Introduction
11.3.2 Raw Materials Key Suppliers List
11.4 Virtual Reality (VR) Gaming Accessories Manufacturing Cost Analysis
11.5 Virtual Reality (VR) Gaming Accessories Sales Channel and Distributors Analysis
11.5.1 Virtual Reality (VR) Gaming Accessories Sales Channel
11.5.2 Virtual Reality (VR) Gaming Accessories Distributors
11.6 Virtual Reality (VR) Gaming Accessories Downstream Major Buyers
12 Global Virtual Reality (VR) Gaming Accessories Market Forecast by Type and by Application
12.1 Global Virtual Reality (VR) Gaming Accessories Sales Volume and Sales Value Forecast (2022-2027)
12.2 Global Virtual Reality (VR) Gaming Accessories Forecast by Type
12.2.1 Global Virtual Reality (VR) Gaming Accessories Sales Volume Forecast by Type
12.2.2 Global Virtual Reality (VR) Gaming Accessories Sales Value Forecast by Type
12.2.3 Global Virtual Reality (VR) Gaming Accessories Price Forecast by Type
12.3 Global Virtual Reality (VR) Gaming Accessories Forecast by Application
12.3.1 Global Virtual Reality (VR) Gaming Accessories Sales Volume Forecast by Application
12.3.2 Global Virtual Reality (VR) Gaming Accessories Sales Value Forecast by Application
12.3.3 Global Virtual Reality (VR) Gaming Accessories Price Forecast by Application
13 Global Virtual Reality (VR) Gaming Accessories Market Forecast by Region/Country
13.1 Global Virtual Reality (VR) Gaming Accessories Market Forecast by Region (2022-2027)
13.1.1 Global Virtual Reality (VR) Gaming Accessories Sales Volume Forecast by Region (2022-2027)
13.1.2 Global Virtual Reality (VR) Gaming Accessories Sales Value Forecast by Region (2022-2027)
13.2 North America Market Forecast
13.3 Europe Market Forecast
13.4 Asia Pacific Market Forecast
13.5 Central & South America Market Forecast
13.6 Middle East & Africa Market Forecast
14 Key Participants Company Information
14.1 ZEISS Group
14.1.1 Company Information
14.1.2 Virtual Reality (VR) Gaming Accessories Product Introduction
14.1.3 ZEISS Group Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
14.1.4 SWOT Analysis
14.2 Xiaomi
14.2.1 Company Information
14.2.2 Virtual Reality (VR) Gaming Accessories Product Introduction
14.2.3 Xiaomi Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
14.2.4 SWOT Analysis
14.3 Virtuix Omni
14.3.1 Company Information
14.3.2 Virtual Reality (VR) Gaming Accessories Product Introduction
14.3.3 Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
14.3.4 SWOT Analysis
14.4 Teslasuit
14.4.1 Company Information
14.4.2 Virtual Reality (VR) Gaming Accessories Product Introduction
14.4.3 Teslasuit Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
14.4.4 SWOT Analysis
14.5 Sony Corporation
14.5.1 Company Information
14.5.2 Virtual Reality (VR) Gaming Accessories Product Introduction
14.5.3 Sony Corporation Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
14.5.4 SWOT Analysis
14.6 Sixense STEM
14.6.1 Company Information
14.6.2 Virtual Reality (VR) Gaming Accessories Product Introduction
14.6.3 Sixense STEM Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
14.6.4 SWOT Analysis
14.7 Samsung
14.7.1 Company Information
14.7.2 Virtual Reality (VR) Gaming Accessories Product Introduction
14.7.3 Samsung Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
14.7.4 SWOT Analysis
14.8 Oculus
14.8.1 Company Information
14.8.2 Virtual Reality (VR) Gaming Accessories Product Introduction
14.8.3 Oculus Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
14.8.4 SWOT Analysis
14.9 Nintendo
14.9.1 Company Information
14.9.2 Virtual Reality (VR) Gaming Accessories Product Introduction
14.9.3 Nintendo Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
14.9.4 SWOT Analysis
14.10 Microsoft Corporation
14.10.1 Company Information
14.10.2 Virtual Reality (VR) Gaming Accessories Product Introduction
14.10.3 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
14.10.4 SWOT Analysis
14.11 HTC Corporation
14.12 HP Development Company
14.13 Google Inc
14.14 Feelreal
14.15 Birdly
15 Conclusion
16 Methodology

List of Figure

List of Tables

Table Global Virtual Reality (VR) Gaming Accessories Sales Value and CAGR by Region (2016-2027)
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume by Company (2019-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Company (2019-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Value by Company (2019-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Value and CAGR by Region (2016-2027)
Table Global Virtual Reality (VR) Gaming Accessories Price by Company (2019-2021)
Table Main Manufacturers Virtual Reality (VR) Gaming Accessories Product Location and Sales Area
Table Global Virtual Reality (VR) Gaming Accessories Sales Value by Company (2019-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume by Type (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Type (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Value by Type (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sals Value Market Share by Type (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2021)
Table North America Virtual Reality (VR) Gaming Accessories Sales Volume by Type (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Value by Type (2016-2021)
Table Europe Virtual Reality (VR) Gaming Accessories Sales Volume by Type (2016-2021)
Table Europe Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Type (2016-2021)
Table Asia Pacific Virtual Reality (VR) Gaming Accessories Sales Volume by Type (2016-2021)
Table Asia Pacific Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Type (2016-2021)
Table Central & South America Virtual Reality (VR) Gaming Accessories Sales Volume by Type (2016-2021)
Table Central & South America Pacific Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Type (2016-2021)
Table Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Volume by Type (2016-2021)
Table Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Type (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume by Application (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Application (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Value by Application (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Value Market Share by Application (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Price by Application (2016-2021)
Table North America Virtual Reality (VR) Gaming Accessories Sales Volume by Application (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Value by Application (2016-2021)
Table Europe Virtual Reality (VR) Gaming Accessories Sales Volume by Application (2016-2021)
Table Europe Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Application (2016-2021)
Table Asia Pacific Virtual Reality (VR) Gaming Accessories Sales Volume by Application (2016-2021)
Table Asia Pacific Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Application (2016-2021)
Table Central & South America Virtual Reality (VR) Gaming Accessories Sales Volume by Application (2016-2021)
Table Central & South America Pacific Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Application (2016-2021)
Table Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Volume by Application (2016-2021)
Table Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Application (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume by Region (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Region (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Value by Region (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Value Market Share by Region (2016-2021)
Table North America Virtual Reality (VR) Gaming Accessories Sales Volume by Country (2016-2021)
Table North America Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Country (2016-2021)
Table Global Virtual Reality (VR) Gaming Accessories Sales Value by Region/Country (2016-2021)
Table North America Virtual Reality (VR) Gaming Accessories Value Market Share by Country (2016-2021)
Table Europe Virtual Reality (VR) Gaming Accessories Sales Volume by Country (2016-2021)
Table Europe Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Country (2016-2021)
Table Europe Virtual Reality (VR) Gaming Accessories Sales Value by Country (2016-2021)
Table Europe Virtual Reality (VR) Gaming Accessories Value Market Share by Country (2016-2021)
Table Asia Pacific Virtual Reality (VR) Gaming Accessories Sales Volume by Country (2016-2021)
Table Asia Pacific Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Country (2016-2021)
Table Asia Pacific Virtual Reality (VR) Gaming Accessories Sales Value by Country (2016-2021)
Table Asia Pacific Virtual Reality (VR) Gaming Accessories Value Market Share by Country (2016-2021)
Table Central & South America Virtual Reality (VR) Gaming Accessories Sales Volume by Country (2016-2021)
Table Central & South America Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Country (2016-2021)
Table Central & South America Virtual Reality (VR) Gaming Accessories Sales Value by Country (2016-2021)
Table Central & South America Virtual Reality (VR) Gaming Accessories Value Market Share by Country (2016-2021)
Table Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Volume by Country (2016-2021)
Table Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Volume Market Share by Country (2016-2021)
Table Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Value by Country (2016-2021)
Table Middle East & Africa Virtual Reality (VR) Gaming Accessories Value Market Share by Country (2016-2021)
Table Virtual Reality (VR) Gaming Accessories Raw Materials Key Suppliers List
Table Virtual Reality (VR) Gaming Accessories Distributors List
Table Virtual Reality (VR) Gaming Accessories Buyers List
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume Forecast by Type (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume Market Share Forecast by Type (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Value Forecast by Type (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Value Market Share Forecast by Type (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Price Forecast by Type (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume Forecast by Application (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Value Forecast by Type (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Value Forecast by Application (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Value Market Share Forecast by Application (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Price Forecast by Application (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Sales Volume Forecast by Region (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Value Forecast by Application (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Value Forecast by Region (2022-2027)
Table Global Virtual Reality (VR) Gaming Accessories Value Market Share Forecast by Region (2022-2027)
Table ZEISS Group Company Information
Table ZEISS Group Product Introduction
Table Global Virtual Reality (VR) Gaming Accessories Value Forecast by Region (2022-2027)
Table Xiaomi Company Information
Table Xiaomi Product Introduction
Table Xiaomi Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
Table Virtuix Omni Company Information
Table Virtuix Omni Product Introduction
Table Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
Table Teslasuit Company Information
Table Teslasuit Product Introduction
Table Teslasuit Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
Table Sony Corporation Company Information
Table Sony Corporation Product Introduction
Table Sony Corporation Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
Table Sixense STEM Company Information
Table Sixense STEM Product Introduction
Table Sixense STEM Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
Table Samsung Company Information
Table Samsung Product Introduction
Table Samsung Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
Table Oculus Company Information
Table Oculus Product Introduction
Table Oculus Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
Table Nintendo Company Information
Table Nintendo Product Introduction
Table Nintendo Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)
Table Microsoft Corporation Company Information
Table Microsoft Corporation Product Introduction
Table Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales Volume, Price, Sales Value and Gross Margin (2019-2021)