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Global VR Gaming Accessory Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034


Published on: 2024-01-04 | No of Pages : 411 | Industry : Consumer Goods

Publisher : GRD Survey | Format : PDF

Global VR Gaming Accessory Industry Outlook 2024: Overview, Opportunities, Key Companies and Forecast to 2034

Executive Summary

According to GRD Survey data, the global VR Gaming Accessory market is estimated at million US$ in 2021 and is expected to reach million US$ by the end of 2028, growing at a CAGR of % in the forecast period between 2022 and 2028.

This report studies the VR Gaming Accessory market dynamics from angles such as new entries, mergers and acquisitions, fundings, exit and major technology breakthroughs. Market performance is evaluated through market size (value and volume) by players, regions, product types and end industries. This report also studies the global market competition landscape, market drivers and trends, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

Geographically, this report is segmented into several key regions, with sales, revenue, market share and growth Rate of VR Gaming Accessory in these regions, from 2016 to 2027, covering
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Italy, Spain and Russia, etc.)
Asia-Pacific (China, Japan, Korea, Southeast Asia, India, Australia)
South America (Brazil, Argentina, Colombia, etc.)
Middle East and Africa (Turkey, Saudi Arabia, South Africa, etc.)

Market Snapshot, By Product Type
Gun Controller
Haptic Controller
Handheld Controller

Market Snapshot, By Application
Online Sales
Offline Sales

Main Market Players Analyzed in this report, including
Xiaomi Corporation
Virtuix Holdings
Sony Corporation
Samsung Corporation
Oculus VR
Nintendo
Microsoft Corporation
HTC Corporation
HP
Google

The study objectives of this report are
To study and analyze the global VR Gaming Accessory market size (value & volume) by company, key regions/countries, products and application, history data from 2016 to 2020, and forecast to 2027.
To understand industry structure of VR Gaming Accessory market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To identify the key global VR Gaming Accessory manufacturers and regional typical players, to define, describe and analyze their sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the VR Gaming Accessory market with respect to individual growth trends, future prospects, and their contribution to the total market.
To project the value and volume of VR Gaming Accessory submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.

In this study, the years considered to estimate the market size of VR Gaming Accessory are as follows
History Year2016-2020
Base Year2020
Estimated Year2021
Forecast Year 2021 to 2027

This report includes the estimation of market size in terms of value (million USD) and volume from top-down approach by analyzing major submarkets and their major driving factors, and verified from bottom-up approaches. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified from primary sources.

For the data information by region, company, type and application, 2020 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

Key Stakeholders Considered in the study
Raw material vendors
Distributors/traders/wholesalers/suppliers
Regulatory authorities, including government agencies and NGO
Commercial research & development (R&D) institutions
Importers and exporters
Government organizations, research organizations, and consulting firms
Trade/Industrial associations
End-use industries

Table of Content

Global VR Gaming Accessory Industry Outlook 2022: Overview, Opportunities, Key Companies and Forecast to 2028.pdf

List of Figure

Table of Contents

1 Market Definition & Scope
1.1 Definition & Scope
1.2 VR Gaming Accessory Product Specifications
1.3 Main Events (Entry, M&A, Exit, Technology and Capital Activity)
1.4 Global VR Gaming Accessory Market Performance and Outlook

2 Market Development Performance under COVID-19
2.1 Influencing Factors of Industry Development in the Next Five Years
2.1.1 Drivers
2.1.2 Restraints
2.1.3 Opportunities
2.2 Porter’s Five Forces Analysis
2.3 Comparison of Alternatives and VR Gaming Accessory

3 Supply Chain and Manufacturing Cost Analysis
3.1 Supply Chain Analysis
3.2 Raw Materials and Key Suppliers Analysis
3.2.1 Raw Materials Introduction
3.2.1 Raw Materials Key Suppliers List
3.3 VR Gaming Accessory Sales Channel and Distributors Analysis
3.3.1 VR Gaming Accessory Sales Channel
3.3.2 VR Gaming Accessory Distributors
3.4 Key Buying Industries/Consumers
3.4.1 Major Buyers in Online Sales
3.4.2 Major Buyers in Offline Sales
3.5 VR Gaming Accessory Manufacturing Cost Structure Analysis

4 Market Segment: by Type
4.1 VR Gaming Accessory Type Introduction
4.1.1 Gun Controller
4.1.2 Haptic Controller
4.1.3 Handheld Controller
4.2 Global VR Gaming Accessory Sales by Type 2016-2021
4.3 Global VR Gaming Accessory Revenue by Type 2016-2021
4.4 Global VR Gaming Accessory Price by Type 2016-2021

5 Market Segment: by Application
5.1 VR Gaming Accessory Type Introduction
5.1.1 Online Sales
5.1.2 Offline Sales
5.2 Global VR Gaming Accessory Sales by Application 2016-2021
5.3 Global VR Gaming Accessory Revenue by Application 2016-2021
5.4 Global VR Gaming Accessory Price by Application 2016-2021

6 Marke Segment: by Region
6.1 Global VR Gaming Accessory Market by Region
6.1.1 Global VR Gaming Accessory Sales by Regions
6.1.2 Global VR Gaming Accessory Revenue by Regions
6.2 North America VR Gaming Accessory Market 2016-2021
6.3 Europe VR Gaming Accessory Market 2016-2021
6.4 Asia Pacific VR Gaming Accessory Market 2016-2021
6.5 South America VR Gaming Accessory Market 2016-2021
6.6 Middle East and Africa VR Gaming Accessory Market 2016-2021

7 North America
7.1 North America VR Gaming Accessory Market by Country 2016-2021
7.1.1 North America VR Gaming Accessory Sales by Country
7.1.2 North America VR Gaming Accessory Revenue by Country
7.2 United States
7.3 Canada
7.4 Mexico

8 Europe
8.1 Europe VR Gaming Accessory Market by Country 2016-2021
8.1.1 Europe VR Gaming Accessory Sales by Country
8.1.2 Europe VR Gaming Accessory Revenue by Country
8.2 Germany
8.3 France
8.4 UK
8.5 Italy
8.6 Russia
8.7 Spain

9 Asia Pacific
9.1 Asia Pacific VR Gaming Accessory Market by Country 2016-2021
9.1.1 Asia Pacific VR Gaming Accessory Sales by Country
9.1.2 Asia Pacific VR Gaming Accessory Revenue by Country
9.2 China
9.3 Japan
9.4 Korea
9.5 Southeast Asia
9.6 India
9.7 Australia

10 South America
10.1 South America VR Gaming Accessory Market by Country 2016-2021
10.1.1 South America VR Gaming Accessory Sales by Country
10.1.2 South America VR Gaming Accessory Revenue by Country
10.2 Brazil
10.3 Argentina
10.4 Colombia

11 Middle East and Africa
11.1 Middle East and Africa VR Gaming Accessory Market by Country 2016-2021
11.1.1 Middle East and Africa VR Gaming Accessory Sales by Country
11.1.2 Middle East and Africa VR Gaming Accessory Revenue by Country
11.2 Turkey
11.3 Saudi Arabia
11.4 South Africa

12 Key Participants Company Information
12.1 Xiaomi Corporation
12.1.1 Xiaomi Corporation Company Information
12.1.2 Xiaomi Corporation VR Gaming Accessory Product Portfolio, Specification and Application
12.1.3 Xiaomi Corporation VR Gaming Accessory Sales, Price, Revenue and Gross Margin (2019-2021)
12.1.4 Xiaomi Corporation Key Development
12.2 Virtuix Holdings
12.2.1 Virtuix Holdings Company Information
12.2.2 Virtuix Holdings VR Gaming Accessory Product Portfolio, Specification and Application
12.2.3 Virtuix Holdings VR Gaming Accessory Sales, Price, Revenue and Gross Margin (2019-2021)
12.2.4 Virtuix Holdings Key Development
12.3 Sony Corporation
12.3.1 Sony Corporation Company Information
12.3.2 Sony Corporation VR Gaming Accessory Product Portfolio, Specification and Application
12.3.3 Sony Corporation VR Gaming Accessory Sales, Price, Revenue and Gross Margin (2019-2021)
12.3.4 Sony Corporation Key Development
12.4 Samsung Corporation
12.4.1 Samsung Corporation Company Information
12.4.2 Samsung Corporation VR Gaming Accessory Product Portfolio, Specification and Application
12.4.3 Samsung Corporation VR Gaming Accessory Sales, Price, Revenue and Gross Margin (2019-2021)
12.4.4 Samsung Corporation Key Development
12.5 Oculus VR
12.5.1 Oculus VR Company Information
12.5.2 Oculus VR VR Gaming Accessory Product Portfolio, Specification and Application
12.5.3 Oculus VR VR Gaming Accessory Sales, Price, Revenue and Gross Margin (2019-2021)
12.5.4 Oculus VR Key Development
12.6 Nintendo
12.6.1 Nintendo Company Information
12.6.2 Nintendo VR Gaming Accessory Product Portfolio, Specification and Application
12.6.3 Nintendo VR Gaming Accessory Sales, Price, Revenue and Gross Margin (2019-2021)
12.6.4 Nintendo Key Development
12.7 Microsoft Corporation
12.7.1 Microsoft Corporation Company Information
12.7.2 Microsoft Corporation VR Gaming Accessory Product Portfolio, Specification and Application
12.7.3 Microsoft Corporation VR Gaming Accessory Sales, Price, Revenue and Gross Margin (2019-2021)
12.7.4 Nintendo Key Development
12.9 HP
12.9.1 HP Company Information
12.9.2 HP VR Gaming Accessory Product Portfolio, Specification and Application
12.9.3 HP VR Gaming Accessory Sales, Price, Revenue and Gross Margin (2019-2021)
12.9.4 HP Key Development
12.8 HTC Corporation
12.8.1 HTC Corporation Company Information
12.8.2 HTC Corporation VR Gaming Accessory Product Portfolio, Specification and Application
12.8.3 HTC Corporation VR Gaming Accessory Sales, Price, Revenue and Gross Margin (2019-2021)
12.8.4 HTC Corporation Key Development

13 Global VR Gaming Accessory Market Forecast by Region by Type and by Application
13.1 Global VR Gaming Accessory Sales, Revenue Forecast 2022-2027
13.2 Global VR Gaming Accessory Forecast by Regions
13.2.1 Global VR Gaming Accessory Sales Forecast by Region 2022-2027
13.2.2 Global VR Gaming Accessory Revenue Forecast by Region 2022-2027
13.3 Global VR Gaming Accessory Forecast by Type
13.3.1 Global VR Gaming Accessory Sales Forecast by Type 2022-2027
13.3.2 Global VR Gaming Accessory Revenue Forecast by Type 2022-2027
13.3.3 Global VR Gaming Accessory Price Forecast by Type 2022-2027
13.4 Global VR Gaming Accessory Forecast by Application
13.4.1 Global VR Gaming Accessory Sales Forecast by Application 2022-2027
13.4.2 Global VR Gaming Accessory Revenue Forecast by Application 2022-2027
13.4.3 Global VR Gaming Accessory Price Forecast by Application 2022-2027

14 Analyst Views and Conclusions

15 Methodology and Data Source
15.1 Methodology
15.2 Research Data Source
15.2.1 Secondary Data
15.2.2 Primary Data
15.2.3 Market Size Estimation
15.3 Legal Disclaimer