Report Detail

Consumer Goods Global Virtual Reality (VR) Gaming Accessories Market Research Report 2021

  • RnM4314190
  • |
  • 01 May, 2021
  • |
  • Global
  • |
  • 129 Pages
  • |
  • QYResearch
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  • Consumer Goods

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


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

    Summary:
    Get latest Market Research Reports on Virtual Reality (VR) Gaming Accessories. Industry analysis & Market Report on Virtual Reality (VR) Gaming Accessories is a syndicated market report, published as Global Virtual Reality (VR) Gaming Accessories Market Research Report 2021. It is complete Research Study and Industry Analysis of Virtual Reality (VR) Gaming Accessories market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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