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Global Wearable Gaming Accessories Market Insights, Forecast to 2025

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Table of Contents

    1 Study Coverage

    • 1.1 Wearable Gaming Accessories Product
    • 1.2 Market Segments
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global Wearable Gaming Accessories Market Size Growth Rate by Product
      • 1.4.2 VR Headset
      • 1.4.3 Wearable Controller
      • 1.4.4 Wearable Gaming Body Suit
      • 1.4.5 Others
    • 1.5 Market by End User
      • 1.5.1 Global Wearable Gaming Accessories Market Size Growth Rate by End User
      • 1.5.2 Flagship Retail Stores
      • 1.5.3 Gaming Specialty Stores
      • 1.5.4 Online Stores
      • 1.5.5 Others
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global Wearable Gaming Accessories Market Size
      • 2.1.1 Global Wearable Gaming Accessories Revenue 2014-2025
      • 2.1.2 Global Wearable Gaming Accessories Sales 2014-2025
    • 2.2 Wearable Gaming Accessories Growth Rate by Regions
      • 2.2.1 Global Wearable Gaming Accessories Sales by Regions
      • 2.2.2 Global Wearable Gaming Accessories Revenue by Regions

    3 Breakdown Data by Manufacturers

    • 3.1 Wearable Gaming Accessories Sales by Manufacturers
      • 3.1.1 Wearable Gaming Accessories Sales by Manufacturers
      • 3.1.2 Wearable Gaming Accessories Sales Market Share by Manufacturers
      • 3.1.3 Global Wearable Gaming Accessories Market Concentration Ratio (CR5 and HHI)
    • 3.2 Wearable Gaming Accessories Revenue by Manufacturers
      • 3.2.1 Wearable Gaming Accessories Revenue by Manufacturers (2014-2019)
      • 3.2.2 Wearable Gaming Accessories Revenue Share by Manufacturers (2014-2019)
    • 3.3 Wearable Gaming Accessories Price by Manufacturers
    • 3.4 Wearable Gaming Accessories Manufacturing Base Distribution, Product Types
      • 3.4.1 Wearable Gaming Accessories Manufacturers Manufacturing Base Distribution, Headquarters
      • 3.4.2 Manufacturers Wearable Gaming Accessories Product Type
      • 3.4.3 Date of International Manufacturers Enter into Wearable Gaming Accessories Market
    • 3.5 Manufacturers Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Product

    • 4.1 Global Wearable Gaming Accessories Sales by Product
    • 4.2 Global Wearable Gaming Accessories Revenue by Product
    • 4.3 Wearable Gaming Accessories Price by Product

    5 Breakdown Data by End User

    • 5.1 Overview
    • 5.2 Global Wearable Gaming Accessories Breakdown Data by End User

    6 North America

    • 6.1 North America Wearable Gaming Accessories by Countries
      • 6.1.1 North America Wearable Gaming Accessories Sales by Countries
      • 6.1.2 North America Wearable Gaming Accessories Revenue by Countries
      • 6.1.3 United States
      • 6.1.4 Canada
      • 6.1.5 Mexico
    • 6.2 North America Wearable Gaming Accessories by Product
    • 6.3 North America Wearable Gaming Accessories by End User

    7 Europe

    • 7.1 Europe Wearable Gaming Accessories by Countries
      • 7.1.1 Europe Wearable Gaming Accessories Sales by Countries
      • 7.1.2 Europe Wearable Gaming Accessories Revenue by Countries
      • 7.1.3 Germany
      • 7.1.4 France
      • 7.1.5 UK
      • 7.1.6 Italy
      • 7.1.7 Russia
    • 7.2 Europe Wearable Gaming Accessories by Product
    • 7.3 Europe Wearable Gaming Accessories by End User

    8 Asia Pacific

    • 8.1 Asia Pacific Wearable Gaming Accessories by Countries
      • 8.1.1 Asia Pacific Wearable Gaming Accessories Sales by Countries
      • 8.1.2 Asia Pacific Wearable Gaming Accessories Revenue by Countries
      • 8.1.3 China
      • 8.1.4 Japan
      • 8.1.5 Korea
      • 8.1.6 India
      • 8.1.7 Australia
      • 8.1.8 Indonesia
      • 8.1.9 Malaysia
      • 8.1.10 Philippines
      • 8.1.11 Thailand
      • 8.1.12 Vietnam
      • 8.1.13 Singapore
    • 8.2 Asia Pacific Wearable Gaming Accessories by Product
    • 8.3 Asia Pacific Wearable Gaming Accessories by End User

    9 Central & South America

    • 9.1 Central & South America Wearable Gaming Accessories by Countries
      • 9.1.1 Central & South America Wearable Gaming Accessories Sales by Countries
      • 9.1.2 Central & South America Wearable Gaming Accessories Revenue by Countries
      • 9.1.3 Brazil
    • 9.2 Central & South America Wearable Gaming Accessories by Product
    • 9.3 Central & South America Wearable Gaming Accessories by End User

    10 Middle East and Africa

    • 10.1 Middle East and Africa Wearable Gaming Accessories by Countries
      • 10.1.1 Middle East and Africa Wearable Gaming Accessories Sales by Countries
      • 10.1.2 Middle East and Africa Wearable Gaming Accessories Revenue by Countries
      • 10.1.3 GCC Countries
      • 10.1.4 Turkey
      • 10.1.5 Egypt
      • 10.1.6 South Africa
    • 10.2 Middle East and Africa Wearable Gaming Accessories by Product
    • 10.3 Middle East and Africa Wearable Gaming Accessories by End User

    11 Company Profiles

    • 11.1 Sony
      • 11.1.1 Sony Company Details
      • 11.1.2 Company Business Overview
      • 11.1.3 Sony Wearable Gaming Accessories Sales, Revenue and Gross Margin (2014-2019)
      • 11.1.4 Sony Wearable Gaming Accessories Products Offered
      • 11.1.5 Sony Recent Development
    • 11.2 Microsoft
      • 11.2.1 Microsoft Company Details
      • 11.2.2 Company Business Overview
      • 11.2.3 Microsoft Wearable Gaming Accessories Sales, Revenue and Gross Margin (2014-2019)
      • 11.2.4 Microsoft Wearable Gaming Accessories Products Offered
      • 11.2.5 Microsoft Recent Development
    • 11.3 Samsung Electronics
      • 11.3.1 Samsung Electronics Company Details
      • 11.3.2 Company Business Overview
      • 11.3.3 Samsung Electronics Wearable Gaming Accessories Sales, Revenue and Gross Margin (2014-2019)
      • 11.3.4 Samsung Electronics Wearable Gaming Accessories Products Offered
      • 11.3.5 Samsung Electronics Recent Development
    • 11.4 Google
      • 11.4.1 Google Company Details
      • 11.4.2 Company Business Overview
      • 11.4.3 Google Wearable Gaming Accessories Sales, Revenue and Gross Margin (2014-2019)
      • 11.4.4 Google Wearable Gaming Accessories Products Offered
      • 11.4.5 Google Recent Development
    • 11.5 Oculus VR
      • 11.5.1 Oculus VR Company Details
      • 11.5.2 Company Business Overview
      • 11.5.3 Oculus VR Wearable Gaming Accessories Sales, Revenue and Gross Margin (2014-2019)
      • 11.5.4 Oculus VR Wearable Gaming Accessories Products Offered
      • 11.5.5 Oculus VR Recent Development
    • 11.6 HTC
      • 11.6.1 HTC Company Details
      • 11.6.2 Company Business Overview
      • 11.6.3 HTC Wearable Gaming Accessories Sales, Revenue and Gross Margin (2014-2019)
      • 11.6.4 HTC Wearable Gaming Accessories Products Offered
      • 11.6.5 HTC Recent Development
    • 11.7 Machina Wearable Technology
      • 11.7.1 Machina Wearable Technology Company Details
      • 11.7.2 Company Business Overview
      • 11.7.3 Machina Wearable Technology Wearable Gaming Accessories Sales, Revenue and Gross Margin (2014-2019)
      • 11.7.4 Machina Wearable Technology Wearable Gaming Accessories Products Offered
      • 11.7.5 Machina Wearable Technology Recent Development

    12 Future Forecast

    • 12.1 Wearable Gaming Accessories Market Forecast by Regions
      • 12.1.1 Global Wearable Gaming Accessories Sales Forecast by Regions 2019-2025
      • 12.1.2 Global Wearable Gaming Accessories Revenue Forecast by Regions 2019-2025
    • 12.2 Wearable Gaming Accessories Market Forecast by Product
      • 12.2.1 Global Wearable Gaming Accessories Sales Forecast by Product 2019-2025
      • 12.2.2 Global Wearable Gaming Accessories Revenue Forecast by Product 2019-2025
    • 12.3 Wearable Gaming Accessories Market Forecast by End User
    • 12.4 North America Wearable Gaming Accessories Forecast
    • 12.5 Europe Wearable Gaming Accessories Forecast
    • 12.6 Asia Pacific Wearable Gaming Accessories Forecast
    • 12.7 Central & South America Wearable Gaming Accessories Forecast
    • 12.8 Middle East and Africa Wearable Gaming Accessories Forecast

    13 Market Opportunities, Challenges, Risks and Influences Factors Analysis

    • 13.1 Market Opportunities and Drivers
    • 13.2 Market Challenges
    • 13.3 Market Risks/Restraints
    • 13.4 Macroscopic Indicators

    14 Value Chain and Sales Channels Analysis

    • 14.1 Value Chain Analysis
    • 14.2 Wearable Gaming Accessories Customers
    • 14.3 Sales Channels Analysis
      • 14.3.1 Sales Channels
      • 14.3.2 Distributors

    15 Research Findings and Conclusion

      16 Appendix

      • 16.1 Research Methodology
        • 16.1.1 Methodology/Research Approach
        • 16.1.2 Data Source
      • 16.2 Author Details

      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 is valued at xx million US$ in 2018 and will reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025. The objectives of this study are to define, segment, and project the size of the Wearable Gaming Accessories market based on company, product type, end user and key regions.

      This report studies the global market size of Wearable Gaming Accessories in key regions like North America, Europe, Asia Pacific, Central & South America and Middle East & Africa, focuses on the consumption of Wearable Gaming Accessories in these regions.
      This research report categorizes the global Wearable Gaming Accessories market by top players/brands, region, type and end user. This report also studies the global Wearable Gaming Accessories market status, competition landscape, market share, growth rate, future trends, market drivers, opportunities and challenges, sales channels and distributors.

      The following manufacturers are covered in this report, with sales, revenue, market share for each company:
      Sony
      Microsoft
      Samsung Electronics
      Google
      Oculus VR
      HTC
      Machina Wearable Technology

      Market size by Product
      VR Headset
      Wearable Controller
      Wearable Gaming Body Suit
      Others
      Market size by End User
      Flagship Retail Stores
      Gaming Specialty Stores
      Online Stores
      Others

      Market size by Region
      North America
      United States
      Canada
      Mexico
      Asia-Pacific
      China
      India
      Japan
      South Korea
      Australia
      Indonesia
      Singapore
      Malaysia
      Philippines
      Thailand
      Vietnam
      Europe
      Germany
      France
      UK
      Italy
      Spain
      Russia
      Central & South America
      Brazil
      Rest of Central & South America
      Middle East & Africa
      GCC Countries
      Turkey
      Egypt
      South Africa

      The study objectives of this report are:
      To study and analyze the global Wearable Gaming Accessories market size (value & volume) by company, key regions, products and end user, breakdown data from 2014 to 2018, and forecast to 2025.
      To understand the structure of Wearable Gaming Accessories 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).
      Focuses on the key global Wearable Gaming Accessories companies, to define, describe and analyze the sales volume, value, market share, market competition landscape and recent development.
      To project the value and sales volume of Wearable Gaming Accessories submarkets, with respect to key regions.
      To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

      In this study, the years considered to estimate the market size of Wearable Gaming Accessories are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025

      This report includes the estimation of market size for value (million US$) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of Wearable Gaming Accessories market, to estimate the size of various other dependent submarkets in the overall market. 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 primary sources.

      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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