Global Virtual Reality Gaming Accessories Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2023

  • receipt Report ID : 152037
  • calendar_today Published On: Apr, 2019
  • file_copy Pages: 124
  • list Technology

Virtual reality has caught the world by storm and the combined effect of virtual reality and gaming has created a new breed of technology hungry individuals with a zeal for exploring hitherto unseen dimensions that define the VR and gaming industry.

Scope of the Report:

An increasing growth in adoption of smartphone based VR headsets and other gaming accessories owing to the feasibility of playing VR games without any connected cables and devices is the primary driver pushing the market towards high revenue growth.

The global Virtual Reality Gaming Accessories market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Virtual Reality Gaming Accessories.

Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

This report studies the Virtual Reality Gaming Accessories market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Virtual Reality Gaming Accessories market by product type and applications/end industries.

Market Segment by Companies, this report covers

HTC

Google

Sony

Microsoft

Virtuix Holdings

Samsung

Nintendo

Oculus VR

HP

Xiaomi

Market Segment by Regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia and Italy)

Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

South America (Brazil, Argentina, Colombia)

Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers

Headset

VR Controller

VR Treadmill

Gaming Suit

VR PC Backpack

Market Segment by Applications, can be divided into

Gaming Console

PC

Smartphone

Frequently Asked Questions

The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.

Market is segmented on the basis:

  • By Type
  • By Application
  • By Region
  • By Country
  • By Manufacturer

The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.

The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.

Table of Contents

1 Virtual Reality Gaming Accessories Market Overview

1.1 Product Overview and Scope of Virtual Reality Gaming Accessories

1.2 Classification of Virtual Reality Gaming Accessories by Types

1.2.1 Global Virtual Reality Gaming Accessories Revenue Comparison by Types (2017-2023)

1.2.2 Global Virtual Reality Gaming Accessories Revenue Market Share by Types in 2017

1.2.3 Headset

1.2.4 VR Controller

1.2.5 VR Treadmill

1.2.6 Gaming Suit

1.2.7 VR PC Backpack

1.3 Global Virtual Reality Gaming Accessories Market by Application

1.3.1 Global Virtual Reality Gaming Accessories Market Size and Market Share Comparison by Applications (2013-2023)

1.3.2 Gaming Console

1.3.3 PC

1.3.4 Smartphone

1.4 Global Virtual Reality Gaming Accessories Market by Regions

1.4.1 Global Virtual Reality Gaming Accessories Market Size (Million USD) Comparison by Regions (2013-2023)

1.4.1 North America (USA, Canada and Mexico) Virtual Reality Gaming Accessories Status and Prospect (2013-2023)

1.4.2 Europe (Germany, France, UK, Russia and Italy) Virtual Reality Gaming Accessories Status and Prospect (2013-2023)

1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Virtual Reality Gaming Accessories Status and Prospect (2013-2023)

1.4.4 South America (Brazil, Argentina, Colombia) Virtual Reality Gaming Accessories Status and Prospect (2013-2023)

1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Virtual Reality Gaming Accessories Status and Prospect (2013-2023)

1.5 Global Market Size of Virtual Reality Gaming Accessories (2013-2023)

2 Manufacturers Profiles

2.1 HTC

2.1.1 Business Overview

2.1.2 Virtual Reality Gaming Accessories Type and Applications

2.1.2.1 Product A

2.1.2.2 Product B

2.1.3 HTC Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)

2.2 Google

2.2.1 Business Overview

2.2.2 Virtual Reality Gaming Accessories Type and Applications

2.2.2.1 Product A

2.2.2.2 Product B

2.2.3 Google Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)

2.3 Sony

2.3.1 Business Overview

2.3.2 Virtual Reality Gaming Accessories Type and Applications

2.3.2.1 Product A

2.3.2.2 Product B

2.3.3 Sony Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)

2.4 Microsoft

2.4.1 Business Overview

2.4.2 Virtual Reality Gaming Accessories Type and Applications

2.4.2.1 Product A

2.4.2.2 Product B

2.4.3 Microsoft Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)

2.5 Virtuix Holdings

2.5.1 Business Overview

2.5.2 Virtual Reality Gaming Accessories Type and Applications

2.5.2.1 Product A

2.5.2.2 Product B

2.5.3 Virtuix Holdings Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)

2.6 Samsung

2.6.1 Business Overview

2.6.2 Virtual Reality Gaming Accessories Type and Applications

2.6.2.1 Product A

2.6.2.2 Product B

2.6.3 Samsung Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)

2.7 Nintendo

2.7.1 Business Overview

2.7.2 Virtual Reality Gaming Accessories Type and Applications

2.7.2.1 Product A

2.7.2.2 Product B

2.7.3 Nintendo Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)

2.8 Oculus VR

2.8.1 Business Overview

2.8.2 Virtual Reality Gaming Accessories Type and Applications

2.8.2.1 Product A

2.8.2.2 Product B

2.8.3 Oculus VR Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)

2.9 HP

2.9.1 Business Overview

2.9.2 Virtual Reality Gaming Accessories Type and Applications

2.9.2.1 Product A

2.9.2.2 Product B

2.9.3 HP Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)

2.10 Xiaomi

2.10.1 Business Overview

2.10.2 Virtual Reality Gaming Accessories Type and Applications

2.10.2.1 Product A

2.10.2.2 Product B

2.10.3 Xiaomi Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)

3 Global Virtual Reality Gaming Accessories Market Competition, by Players

3.1 Global Virtual Reality Gaming Accessories Revenue and Share by Players (2013-2018)

3.2 Market Concentration Rate

3.2.1 Top 5 Virtual Reality Gaming Accessories Players Market Share

3.2.2 Top 10 Virtual Reality Gaming Accessories Players Market Share

3.3 Market Competition Trend

4 Global Virtual Reality Gaming Accessories Market Size by Regions

4.1 Global Virtual Reality Gaming Accessories Revenue and Market Share by Regions

4.2 North America Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

4.3 Europe Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

4.4 Asia-Pacific Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

4.5 South America Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

4.6 Middle East and Africa Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

5 North America Virtual Reality Gaming Accessories Revenue by Countries

5.1 North America Virtual Reality Gaming Accessories Revenue by Countries (2013-2018)

5.2 USA Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

5.3 Canada Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

5.4 Mexico Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

6 Europe Virtual Reality Gaming Accessories Revenue by Countries

6.1 Europe Virtual Reality Gaming Accessories Revenue by Countries (2013-2018)

6.2 Germany Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

6.3 UK Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

6.4 France Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

6.5 Russia Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

6.6 Italy Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

7 Asia-Pacific Virtual Reality Gaming Accessories Revenue by Countries

7.1 Asia-Pacific Virtual Reality Gaming Accessories Revenue by Countries (2013-2018)

7.2 China Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

7.3 Japan Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

7.4 Korea Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

7.5 India Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

7.6 Southeast Asia Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

8 South America Virtual Reality Gaming Accessories Revenue by Countries

8.1 South America Virtual Reality Gaming Accessories Revenue by Countries (2013-2018)

8.2 Brazil Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

8.3 Argentina Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

8.4 Colombia Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

9 Middle East and Africa Revenue Virtual Reality Gaming Accessories by Countries

9.1 Middle East and Africa Virtual Reality Gaming Accessories Revenue by Countries (2013-2018)

9.2 Saudi Arabia Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

9.3 UAE Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

9.4 Egypt Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

9.5 Nigeria Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

9.6 South Africa Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)

10 Global Virtual Reality Gaming Accessories Market Segment by Type

10.1 Global Virtual Reality Gaming Accessories Revenue and Market Share by Type (2013-2018)

10.2 Global Virtual Reality Gaming Accessories Market Forecast by Type (2018-2023)

10.3 Headset Revenue Growth Rate (2013-2023)

10.4 VR Controller Revenue Growth Rate (2013-2023)

10.5 VR Treadmill Revenue Growth Rate (2013-2023)

10.6 Gaming Suit Revenue Growth Rate (2013-2023)

10.7 VR PC Backpack Revenue Growth Rate (2013-2023)

11 Global Virtual Reality Gaming Accessories Market Segment by Application

11.1 Global Virtual Reality Gaming Accessories Revenue Market Share by Application (2013-2018)

11.2 Virtual Reality Gaming Accessories Market Forecast by Application (2018-2023)

11.3 Gaming Console Revenue Growth (2013-2018)

11.4 PC Revenue Growth (2013-2018)

11.5 Smartphone Revenue Growth (2013-2018)

12 Global Virtual Reality Gaming Accessories Market Size Forecast (2018-2023)

12.1 Global Virtual Reality Gaming Accessories Market Size Forecast (2018-2023)

12.2 Global Virtual Reality Gaming Accessories Market Forecast by Regions (2018-2023)

12.3 North America Virtual Reality Gaming Accessories Revenue Market Forecast (2018-2023)

12.4 Europe Virtual Reality Gaming Accessories Revenue Market Forecast (2018-2023)

12.5 Asia-Pacific Virtual Reality Gaming Accessories Revenue Market Forecast (2018-2023)

12.6 South America Virtual Reality Gaming Accessories Revenue Market Forecast (2018-2023)

12.7 Middle East and Africa Virtual Reality Gaming Accessories Revenue Market Forecast (2018-2023)

13 Research Findings and Conclusion

14 Appendix

14.1 Methodology

14.2 Data Source

List of Tables and Figures

Figure Virtual Reality Gaming Accessories Picture

Table Product Specifications of Virtual Reality Gaming Accessories

Table Global Virtual Reality Gaming Accessories and Rev

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