Global Virtual Reality (VR) Gaming Accessories Supply, Demand and Key Producers, 2023-2029

Global Virtual Reality (VR) Gaming Accessories Supply, Demand and Key Producers, 2023-2029

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Published Date: 24 Jan 2023

Category: Consumer Goods

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  • sp_icon1 sp_icon1_b Description
  • sp_icon2 sp_icon2_b Table of Contents
  • sp_icon3 sp_icon3_b Table of Figures
  • sp_icon4 sp_icon4_b Research Methodology
  • sp_icon1 sp_icon1_b Companies Mentioned
  • sp_icon1 sp_icon1_b Related Reports
  • sp_icon1 sp_icon1_b Product Tags
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Description

The global Virtual Reality (VR) Gaming Accessories market size is expected to reach $ million by 2029, rising at a market growth of % CAGR during the forecast period (2023-2029).

VR gaming or virtual reality gaming refers to games that use virtual reality to give participants the experience of a game environment through a variety of VR gaming accessories such as sensor equipped gloves, VR headsets, and hand controllers.

This report studies the global Virtual Reality (VR) Gaming Accessories production, demand, key manufacturers, and key regions.

This report is a detailed and comprehensive analysis of the world market for Virtual Reality (VR) Gaming Accessories, and provides market size (US$ million) and Year-over-Year (YoY) Growth, considering 2022 as the base year. This report explores demand trends and competition, as well as details the characteristics of Virtual Reality (VR) Gaming Accessories that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global Virtual Reality (VR) Gaming Accessories total production and demand, 2018-2029, (K Units)
Global Virtual Reality (VR) Gaming Accessories total production value, 2018-2029, (USD Million)
Global Virtual Reality (VR) Gaming Accessories production by region & country, production, value, CAGR, 2018-2029, (USD Million) & (K Units)
Global Virtual Reality (VR) Gaming Accessories consumption by region & country, CAGR, 2018-2029 & (K Units)
U.S. VS China: Virtual Reality (VR) Gaming Accessories domestic production, consumption, key domestic manufacturers and share
Global Virtual Reality (VR) Gaming Accessories production by manufacturer, production, price, value and market share 2018-2023, (USD Million) & (K Units)
Global Virtual Reality (VR) Gaming Accessories production by Type, production, value, CAGR, 2018-2029, (USD Million) & (K Units)
Global Virtual Reality (VR) Gaming Accessories production by Application production, value, CAGR, 2018-2029, (USD Million) & (K Units)
This reports profiles key players in the global Virtual Reality (VR) Gaming Accessories market based on the following parameters – company overview, production, value, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include ZEISS Group, Virtuix Omni, Sony Corporation, Oculus, Samsung, HP Development Company, Microsoft Corporation, HTC Corporation and Nintendo, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World Virtual Reality (VR) Gaming Accessories market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), volume (production, consumption) & (K Units) and average price (US$/Unit) by manufacturer, by Type, and by Application. Data is given for the years 2018-2029 by year with 2022 as the base year, 2023 as the estimate year, and 2024-2029 as the forecast year.

Global Virtual Reality (VR) Gaming Accessories Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global Virtual Reality (VR) Gaming Accessories Market, Segmentation by Type
VR Headset
VR Controller
VR Treadmill
VR PC Backpack
Gaming Suit
Others

Global Virtual Reality (VR) Gaming Accessories Market, Segmentation by Application
Smartphone
PC
Gaming Console
Others

Companies Profiled:
ZEISS Group
Virtuix Omni
Sony Corporation
Oculus
Samsung
HP Development Company
Microsoft Corporation
HTC Corporation
Nintendo
Google Inc
Xiaomi
Birdly
Sixense STEM
Teslasuit
Feelreal

Key Questions Answered
1. How big is the global Virtual Reality (VR) Gaming Accessories market?
2. What is the demand of the global Virtual Reality (VR) Gaming Accessories market?
3. What is the year over year growth of the global Virtual Reality (VR) Gaming Accessories market?
4. What is the production and production value of the global Virtual Reality (VR) Gaming Accessories market?
5. Who are the key producers in the global Virtual Reality (VR) Gaming Accessories market?
6. What are the growth factors driving the market demand?
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Table of Contents

1 Supply Summary
1.1 Virtual Reality (VR) Gaming Accessories Introduction
1.2 World Virtual Reality (VR) Gaming Accessories Supply & Forecast
1.2.1 World Virtual Reality (VR) Gaming Accessories Production Value (2018 & 2022 & 2029)
1.2.2 World Virtual Reality (VR) Gaming Accessories Production (2018-2029)
1.2.3 World Virtual Reality (VR) Gaming Accessories Pricing Trends (2018-2029)
1.3 World Virtual Reality (VR) Gaming Accessories Production by Region (Based on Production Site)
1.3.1 World Virtual Reality (VR) Gaming Accessories Production Value by Region (2018-2029)
1.3.2 World Virtual Reality (VR) Gaming Accessories Production by Region (2018-2029)
1.3.3 World Virtual Reality (VR) Gaming Accessories Average Price by Region (2018-2029)
1.3.4 North America Virtual Reality (VR) Gaming Accessories Production (2018-2029)
1.3.5 Europe Virtual Reality (VR) Gaming Accessories Production (2018-2029)
1.3.6 China Virtual Reality (VR) Gaming Accessories Production (2018-2029)
1.3.7 Japan Virtual Reality (VR) Gaming Accessories Production (2018-2029)
1.4 Market Drivers, Restraints and Trends
1.4.1 Virtual Reality (VR) Gaming Accessories Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Virtual Reality (VR) Gaming Accessories Major Market Trends
1.5 Influence of COVID-19 and Russia-Ukraine War
1.5.1 Influence of COVID-19
1.5.2 Influence of Russia-Ukraine War

2 Demand Summary
2.1 World Virtual Reality (VR) Gaming Accessories Demand (2018-2029)
2.2 World Virtual Reality (VR) Gaming Accessories Consumption by Region
2.2.1 World Virtual Reality (VR) Gaming Accessories Consumption by Region (2018-2023)
2.2.2 World Virtual Reality (VR) Gaming Accessories Consumption Forecast by Region (2024-2029)
2.3 United States Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.4 China Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.5 Europe Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.6 Japan Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.7 South Korea Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.8 ASEAN Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.9 India Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)

3 World Virtual Reality (VR) Gaming Accessories Manufacturers Competitive Analysis
3.1 World Virtual Reality (VR) Gaming Accessories Production Value by Manufacturer (2018-2023)
3.2 World Virtual Reality (VR) Gaming Accessories Production by Manufacturer (2018-2023)
3.3 World Virtual Reality (VR) Gaming Accessories Average Price by Manufacturer (2018-2023)
3.4 Virtual Reality (VR) Gaming Accessories Company Evaluation Quadrant
3.5 Industry Rank and Concentration Rate (CR)
3.5.1 Global Virtual Reality (VR) Gaming Accessories Industry Rank of Major Manufacturers
3.5.2 Global Concentration Ratios (CR4) for Virtual Reality (VR) Gaming Accessories in 2022
3.5.3 Global Concentration Ratios (CR8) for Virtual Reality (VR) Gaming Accessories in 2022
3.6 Virtual Reality (VR) Gaming Accessories Market: Overall Company Footprint Analysis
3.6.1 Virtual Reality (VR) Gaming Accessories Market: Region Footprint
3.6.2 Virtual Reality (VR) Gaming Accessories Market: Company Product Type Footprint
3.6.3 Virtual Reality (VR) Gaming Accessories Market: Company Product Application Footprint
3.7 Competitive Environment
3.7.1 Historical Structure of the Industry
3.7.2 Barriers of Market Entry
3.7.3 Factors of Competition
3.8 New Entrant and Capacity Expansion Plans
3.9 Mergers, Acquisition, Agreements, and Collaborations

4 United States VS China VS Rest of the World
4.1 United States VS China: Virtual Reality (VR) Gaming Accessories Production Value Comparison
4.1.1 United States VS China: Virtual Reality (VR) Gaming Accessories Production Value Comparison (2018 & 2022 & 2029)
4.1.2 United States VS China: Virtual Reality (VR) Gaming Accessories Production Value Market Share Comparison (2018 & 2022 & 2029)
4.2 United States VS China: Virtual Reality (VR) Gaming Accessories Production Comparison
4.2.1 United States VS China: Virtual Reality (VR) Gaming Accessories Production Comparison (2018 & 2022 & 2029)
4.2.2 United States VS China: Virtual Reality (VR) Gaming Accessories Production Market Share Comparison (2018 & 2022 & 2029)
4.3 United States VS China: Virtual Reality (VR) Gaming Accessories Consumption Comparison
4.3.1 United States VS China: Virtual Reality (VR) Gaming Accessories Consumption Comparison (2018 & 2022 & 2029)
4.3.2 United States VS China: Virtual Reality (VR) Gaming Accessories Consumption Market Share Comparison (2018 & 2022 & 2029)
4.4 United States Based Virtual Reality (VR) Gaming Accessories Manufacturers and Market Share, 2018-2023
4.4.1 United States Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (States, Country)
4.4.2 United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value (2018-2023)
4.4.3 United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023)
4.5 China Based Virtual Reality (VR) Gaming Accessories Manufacturers and Market Share
4.5.1 China Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (Province, Country)
4.5.2 China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value (2018-2023)
4.5.3 China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023)
4.6 Rest of World Based Virtual Reality (VR) Gaming Accessories Manufacturers and Market Share, 2018-2023
4.6.1 Rest of World Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (State, Country)
4.6.2 Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value (2018-2023)
4.6.3 Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023)

5 Market Analysis by Type
5.1 World Virtual Reality (VR) Gaming Accessories Market Size Overview by Type: 2018 VS 2022 VS 2029
5.2 Segment Introduction by Type
5.2.1 VR Headset
5.2.2 VR Controller
5.2.3 VR Treadmill
5.2.4 VR PC Backpack
5.2.5 Gaming Suit
5.2.6 Others
5.3 Market Segment by Type
5.3.1 World Virtual Reality (VR) Gaming Accessories Production by Type (2018-2029)
5.3.2 World Virtual Reality (VR) Gaming Accessories Production Value by Type (2018-2029)
5.3.3 World Virtual Reality (VR) Gaming Accessories Average Price by Type (2018-2029)

6 Market Analysis by Application
6.1 World Virtual Reality (VR) Gaming Accessories Market Size Overview by Application: 2018 VS 2022 VS 2029
6.2 Segment Introduction by Application
6.2.1 Smartphone
6.2.2 PC
6.2.3 Gaming Console
6.2.4 Others
6.3 Market Segment by Application
6.3.1 World Virtual Reality (VR) Gaming Accessories Production by Application (2018-2029)
6.3.2 World Virtual Reality (VR) Gaming Accessories Production Value by Application (2018-2029)
6.3.3 World Virtual Reality (VR) Gaming Accessories Average Price by Application (2018-2029)

7 Company Profiles
7.1 ZEISS Group
7.1.1 ZEISS Group Details
7.1.2 ZEISS Group Major Business
7.1.3 ZEISS Group Virtual Reality (VR) Gaming Accessories Product and Services
7.1.4 ZEISS Group Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.1.5 ZEISS Group Recent Developments/Updates
7.1.6 ZEISS Group Competitive Strengths & Weaknesses
7.2 Virtuix Omni
7.2.1 Virtuix Omni Details
7.2.2 Virtuix Omni Major Business
7.2.3 Virtuix Omni Virtual Reality (VR) Gaming Accessories Product and Services
7.2.4 Virtuix Omni Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.2.5 Virtuix Omni Recent Developments/Updates
7.2.6 Virtuix Omni Competitive Strengths & Weaknesses
7.3 Sony Corporation
7.3.1 Sony Corporation Details
7.3.2 Sony Corporation Major Business
7.3.3 Sony Corporation Virtual Reality (VR) Gaming Accessories Product and Services
7.3.4 Sony Corporation Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.3.5 Sony Corporation Recent Developments/Updates
7.3.6 Sony Corporation Competitive Strengths & Weaknesses
7.4 Oculus
7.4.1 Oculus Details
7.4.2 Oculus Major Business
7.4.3 Oculus Virtual Reality (VR) Gaming Accessories Product and Services
7.4.4 Oculus Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.4.5 Oculus Recent Developments/Updates
7.4.6 Oculus Competitive Strengths & Weaknesses
7.5 Samsung
7.5.1 Samsung Details
7.5.2 Samsung Major Business
7.5.3 Samsung Virtual Reality (VR) Gaming Accessories Product and Services
7.5.4 Samsung Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.5.5 Samsung Recent Developments/Updates
7.5.6 Samsung Competitive Strengths & Weaknesses
7.6 HP Development Company
7.6.1 HP Development Company Details
7.6.2 HP Development Company Major Business
7.6.3 HP Development Company Virtual Reality (VR) Gaming Accessories Product and Services
7.6.4 HP Development Company Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.6.5 HP Development Company Recent Developments/Updates
7.6.6 HP Development Company Competitive Strengths & Weaknesses
7.7 Microsoft Corporation
7.7.1 Microsoft Corporation Details
7.7.2 Microsoft Corporation Major Business
7.7.3 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product and Services
7.7.4 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.7.5 Microsoft Corporation Recent Developments/Updates
7.7.6 Microsoft Corporation Competitive Strengths & Weaknesses
7.8 HTC Corporation
7.8.1 HTC Corporation Details
7.8.2 HTC Corporation Major Business
7.8.3 HTC Corporation Virtual Reality (VR) Gaming Accessories Product and Services
7.8.4 HTC Corporation Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.8.5 HTC Corporation Recent Developments/Updates
7.8.6 HTC Corporation Competitive Strengths & Weaknesses
7.9 Nintendo
7.9.1 Nintendo Details
7.9.2 Nintendo Major Business
7.9.3 Nintendo Virtual Reality (VR) Gaming Accessories Product and Services
7.9.4 Nintendo Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.9.5 Nintendo Recent Developments/Updates
7.9.6 Nintendo Competitive Strengths & Weaknesses
7.10 Google Inc
7.10.1 Google Inc Details
7.10.2 Google Inc Major Business
7.10.3 Google Inc Virtual Reality (VR) Gaming Accessories Product and Services
7.10.4 Google Inc Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.10.5 Google Inc Recent Developments/Updates
7.10.6 Google Inc Competitive Strengths & Weaknesses
7.11 Xiaomi
7.11.1 Xiaomi Details
7.11.2 Xiaomi Major Business
7.11.3 Xiaomi Virtual Reality (VR) Gaming Accessories Product and Services
7.11.4 Xiaomi Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.11.5 Xiaomi Recent Developments/Updates
7.11.6 Xiaomi Competitive Strengths & Weaknesses
7.12 Birdly
7.12.1 Birdly Details
7.12.2 Birdly Major Business
7.12.3 Birdly Virtual Reality (VR) Gaming Accessories Product and Services
7.12.4 Birdly Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.12.5 Birdly Recent Developments/Updates
7.12.6 Birdly Competitive Strengths & Weaknesses
7.13 Sixense STEM
7.13.1 Sixense STEM Details
7.13.2 Sixense STEM Major Business
7.13.3 Sixense STEM Virtual Reality (VR) Gaming Accessories Product and Services
7.13.4 Sixense STEM Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.13.5 Sixense STEM Recent Developments/Updates
7.13.6 Sixense STEM Competitive Strengths & Weaknesses
7.14 Teslasuit
7.14.1 Teslasuit Details
7.14.2 Teslasuit Major Business
7.14.3 Teslasuit Virtual Reality (VR) Gaming Accessories Product and Services
7.14.4 Teslasuit Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.14.5 Teslasuit Recent Developments/Updates
7.14.6 Teslasuit Competitive Strengths & Weaknesses
7.15 Feelreal
7.15.1 Feelreal Details
7.15.2 Feelreal Major Business
7.15.3 Feelreal Virtual Reality (VR) Gaming Accessories Product and Services
7.15.4 Feelreal Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.15.5 Feelreal Recent Developments/Updates
7.15.6 Feelreal Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 Virtual Reality (VR) Gaming Accessories Industry Chain
8.2 Virtual Reality (VR) Gaming Accessories Upstream Analysis
8.2.1 Virtual Reality (VR) Gaming Accessories Core Raw Materials
8.2.2 Main Manufacturers of Virtual Reality (VR) Gaming Accessories Core Raw Materials
8.3 Midstream Analysis
8.4 Downstream Analysis
8.5 Virtual Reality (VR) Gaming Accessories Production Mode
8.6 Virtual Reality (VR) Gaming Accessories Procurement Model
8.7 Virtual Reality (VR) Gaming Accessories Industry Sales Model and Sales Channels
8.7.1 Virtual Reality (VR) Gaming Accessories Sales Model
8.7.2 Virtual Reality (VR) Gaming Accessories Typical Customers

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World Virtual Reality (VR) Gaming Accessories Production Value by Region (2018, 2022 and 2029) & (USD Million)
Table 2. World Virtual Reality (VR) Gaming Accessories Production Value by Region (2018-2023) & (USD Million)
Table 3. World Virtual Reality (VR) Gaming Accessories Production Value by Region (2024-2029) & (USD Million)
Table 4. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Region (2018-2023)
Table 5. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Region (2024-2029)
Table 6. World Virtual Reality (VR) Gaming Accessories Production by Region (2018-2023) & (K Units)
Table 7. World Virtual Reality (VR) Gaming Accessories Production by Region (2024-2029) & (K Units)
Table 8. World Virtual Reality (VR) Gaming Accessories Production Market Share by Region (2018-2023)
Table 9. World Virtual Reality (VR) Gaming Accessories Production Market Share by Region (2024-2029)
Table 10. World Virtual Reality (VR) Gaming Accessories Average Price by Region (2018-2023) & (US$/Unit)
Table 11. World Virtual Reality (VR) Gaming Accessories Average Price by Region (2024-2029) & (US$/Unit)
Table 12. Virtual Reality (VR) Gaming Accessories Major Market Trends
Table 13. World Virtual Reality (VR) Gaming Accessories Consumption Growth Rate Forecast by Region (2018 & 2022 & 2029) & (K Units)
Table 14. World Virtual Reality (VR) Gaming Accessories Consumption by Region (2018-2023) & (K Units)
Table 15. World Virtual Reality (VR) Gaming Accessories Consumption Forecast by Region (2024-2029) & (K Units)
Table 16. World Virtual Reality (VR) Gaming Accessories Production Value by Manufacturer (2018-2023) & (USD Million)
Table 17. Production Value Market Share of Key Virtual Reality (VR) Gaming Accessories Producers in 2022
Table 18. World Virtual Reality (VR) Gaming Accessories Production by Manufacturer (2018-2023) & (K Units)
Table 19. Production Market Share of Key Virtual Reality (VR) Gaming Accessories Producers in 2022
Table 20. World Virtual Reality (VR) Gaming Accessories Average Price by Manufacturer (2018-2023) & (US$/Unit)
Table 21. Global Virtual Reality (VR) Gaming Accessories Company Evaluation Quadrant
Table 22. World Virtual Reality (VR) Gaming Accessories Industry Rank of Major Manufacturers, Based on Production Value in 2022
Table 23. Head Office and Virtual Reality (VR) Gaming Accessories Production Site of Key Manufacturer
Table 24. Virtual Reality (VR) Gaming Accessories Market: Company Product Type Footprint
Table 25. Virtual Reality (VR) Gaming Accessories Market: Company Product Application Footprint
Table 26. Virtual Reality (VR) Gaming Accessories Competitive Factors
Table 27. Virtual Reality (VR) Gaming Accessories New Entrant and Capacity Expansion Plans
Table 28. Virtual Reality (VR) Gaming Accessories Mergers & Acquisitions Activity
Table 29. United States VS China Virtual Reality (VR) Gaming Accessories Production Value Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 30. United States VS China Virtual Reality (VR) Gaming Accessories Production Comparison, (2018 & 2022 & 2029) & (K Units)
Table 31. United States VS China Virtual Reality (VR) Gaming Accessories Consumption Comparison, (2018 & 2022 & 2029) & (K Units)
Table 32. United States Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (States, Country)
Table 33. United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value, (2018-2023) & (USD Million)
Table 34. United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value Market Share (2018-2023)
Table 35. United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023) & (K Units)
Table 36. United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share (2018-2023)
Table 37. China Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (Province, Country)
Table 38. China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value, (2018-2023) & (USD Million)
Table 39. China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value Market Share (2018-2023)
Table 40. China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023) & (K Units)
Table 41. China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share (2018-2023)
Table 42. Rest of World Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (States, Country)
Table 43. Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value, (2018-2023) & (USD Million)
Table 44. Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value Market Share (2018-2023)
Table 45. Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023) & (K Units)
Table 46. Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share (2018-2023)
Table 47. World Virtual Reality (VR) Gaming Accessories Production Value by Type, (USD Million), 2018 & 2022 & 2029
Table 48. World Virtual Reality (VR) Gaming Accessories Production by Type (2018-2023) & (K Units)
Table 49. World Virtual Reality (VR) Gaming Accessories Production by Type (2024-2029) & (K Units)
Table 50. World Virtual Reality (VR) Gaming Accessories Production Value by Type (2018-2023) & (USD Million)
Table 51. World Virtual Reality (VR) Gaming Accessories Production Value by Type (2024-2029) & (USD Million)
Table 52. World Virtual Reality (VR) Gaming Accessories Average Price by Type (2018-2023) & (US$/Unit)
Table 53. World Virtual Reality (VR) Gaming Accessories Average Price by Type (2024-2029) & (US$/Unit)
Table 54. World Virtual Reality (VR) Gaming Accessories Production Value by Application, (USD Million), 2018 & 2022 & 2029
Table 55. World Virtual Reality (VR) Gaming Accessories Production by Application (2018-2023) & (K Units)
Table 56. World Virtual Reality (VR) Gaming Accessories Production by Application (2024-2029) & (K Units)
Table 57. World Virtual Reality (VR) Gaming Accessories Production Value by Application (2018-2023) & (USD Million)
Table 58. World Virtual Reality (VR) Gaming Accessories Production Value by Application (2024-2029) & (USD Million)
Table 59. World Virtual Reality (VR) Gaming Accessories Average Price by Application (2018-2023) & (US$/Unit)
Table 60. World Virtual Reality (VR) Gaming Accessories Average Price by Application (2024-2029) & (US$/Unit)
Table 61. ZEISS Group Basic Information, Manufacturing Base and Competitors
Table 62. ZEISS Group Major Business
Table 63. ZEISS Group Virtual Reality (VR) Gaming Accessories Product and Services
Table 64. ZEISS Group Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 65. ZEISS Group Recent Developments/Updates
Table 66. ZEISS Group Competitive Strengths & Weaknesses
Table 67. Virtuix Omni Basic Information, Manufacturing Base and Competitors
Table 68. Virtuix Omni Major Business
Table 69. Virtuix Omni Virtual Reality (VR) Gaming Accessories Product and Services
Table 70. Virtuix Omni Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 71. Virtuix Omni Recent Developments/Updates
Table 72. Virtuix Omni Competitive Strengths & Weaknesses
Table 73. Sony Corporation Basic Information, Manufacturing Base and Competitors
Table 74. Sony Corporation Major Business
Table 75. Sony Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 76. Sony Corporation Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 77. Sony Corporation Recent Developments/Updates
Table 78. Sony Corporation Competitive Strengths & Weaknesses
Table 79. Oculus Basic Information, Manufacturing Base and Competitors
Table 80. Oculus Major Business
Table 81. Oculus Virtual Reality (VR) Gaming Accessories Product and Services
Table 82. Oculus Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 83. Oculus Recent Developments/Updates
Table 84. Oculus Competitive Strengths & Weaknesses
Table 85. Samsung Basic Information, Manufacturing Base and Competitors
Table 86. Samsung Major Business
Table 87. Samsung Virtual Reality (VR) Gaming Accessories Product and Services
Table 88. Samsung Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 89. Samsung Recent Developments/Updates
Table 90. Samsung Competitive Strengths & Weaknesses
Table 91. HP Development Company Basic Information, Manufacturing Base and Competitors
Table 92. HP Development Company Major Business
Table 93. HP Development Company Virtual Reality (VR) Gaming Accessories Product and Services
Table 94. HP Development Company Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 95. HP Development Company Recent Developments/Updates
Table 96. HP Development Company Competitive Strengths & Weaknesses
Table 97. Microsoft Corporation Basic Information, Manufacturing Base and Competitors
Table 98. Microsoft Corporation Major Business
Table 99. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 100. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 101. Microsoft Corporation Recent Developments/Updates
Table 102. Microsoft Corporation Competitive Strengths & Weaknesses
Table 103. HTC Corporation Basic Information, Manufacturing Base and Competitors
Table 104. HTC Corporation Major Business
Table 105. HTC Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 106. HTC Corporation Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 107. HTC Corporation Recent Developments/Updates
Table 108. HTC Corporation Competitive Strengths & Weaknesses
Table 109. Nintendo Basic Information, Manufacturing Base and Competitors
Table 110. Nintendo Major Business
Table 111. Nintendo Virtual Reality (VR) Gaming Accessories Product and Services
Table 112. Nintendo Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 113. Nintendo Recent Developments/Updates
Table 114. Nintendo Competitive Strengths & Weaknesses
Table 115. Google Inc Basic Information, Manufacturing Base and Competitors
Table 116. Google Inc Major Business
Table 117. Google Inc Virtual Reality (VR) Gaming Accessories Product and Services
Table 118. Google Inc Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 119. Google Inc Recent Developments/Updates
Table 120. Google Inc Competitive Strengths & Weaknesses
Table 121. Xiaomi Basic Information, Manufacturing Base and Competitors
Table 122. Xiaomi Major Business
Table 123. Xiaomi Virtual Reality (VR) Gaming Accessories Product and Services
Table 124. Xiaomi Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 125. Xiaomi Recent Developments/Updates
Table 126. Xiaomi Competitive Strengths & Weaknesses
Table 127. Birdly Basic Information, Manufacturing Base and Competitors
Table 128. Birdly Major Business
Table 129. Birdly Virtual Reality (VR) Gaming Accessories Product and Services
Table 130. Birdly Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 131. Birdly Recent Developments/Updates
Table 132. Birdly Competitive Strengths & Weaknesses
Table 133. Sixense STEM Basic Information, Manufacturing Base and Competitors
Table 134. Sixense STEM Major Business
Table 135. Sixense STEM Virtual Reality (VR) Gaming Accessories Product and Services
Table 136. Sixense STEM Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 137. Sixense STEM Recent Developments/Updates
Table 138. Sixense STEM Competitive Strengths & Weaknesses
Table 139. Teslasuit Basic Information, Manufacturing Base and Competitors
Table 140. Teslasuit Major Business
Table 141. Teslasuit Virtual Reality (VR) Gaming Accessories Product and Services
Table 142. Teslasuit Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 143. Teslasuit Recent Developments/Updates
Table 144. Feelreal Basic Information, Manufacturing Base and Competitors
Table 145. Feelreal Major Business
Table 146. Feelreal Virtual Reality (VR) Gaming Accessories Product and Services
Table 147. Feelreal Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 148. Global Key Players of Virtual Reality (VR) Gaming Accessories Upstream (Raw Materials)
Table 149. Virtual Reality (VR) Gaming Accessories Typical Customers
Table 150. Virtual Reality (VR) Gaming Accessories Typical Distributors
List of Figure
Figure 1. Virtual Reality (VR) Gaming Accessories Picture
Figure 2. World Virtual Reality (VR) Gaming Accessories Production Value: 2018 & 2022 & 2029, (USD Million)
Figure 3. World Virtual Reality (VR) Gaming Accessories Production Value and Forecast (2018-2029) & (USD Million)
Figure 4. World Virtual Reality (VR) Gaming Accessories Production (2018-2029) & (K Units)
Figure 5. World Virtual Reality (VR) Gaming Accessories Average Price (2018-2029) & (US$/Unit)
Figure 6. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Region (2018-2029)
Figure 7. World Virtual Reality (VR) Gaming Accessories Production Market Share by Region (2018-2029)
Figure 8. North America Virtual Reality (VR) Gaming Accessories Production (2018-2029) & (K Units)
Figure 9. Europe Virtual Reality (VR) Gaming Accessories Production (2018-2029) & (K Units)
Figure 10. China Virtual Reality (VR) Gaming Accessories Production (2018-2029) & (K Units)
Figure 11. Japan Virtual Reality (VR) Gaming Accessories Production (2018-2029) & (K Units)
Figure 12. Virtual Reality (VR) Gaming Accessories Market Drivers
Figure 13. Factors Affecting Demand
Figure 14. World Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 15. World Virtual Reality (VR) Gaming Accessories Consumption Market Share by Region (2018-2029)
Figure 16. United States Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 17. China Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 18. Europe Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 19. Japan Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 20. South Korea Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 21. ASEAN Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 22. India Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 23. Producer Shipments of Virtual Reality (VR) Gaming Accessories by Manufacturer Revenue ($MM) and Market Share (%): 2022
Figure 24. Global Four-firm Concentration Ratios (CR4) for Virtual Reality (VR) Gaming Accessories Markets in 2022
Figure 25. Global Four-firm Concentration Ratios (CR8) for Virtual Reality (VR) Gaming Accessories Markets in 2022
Figure 26. United States VS China: Virtual Reality (VR) Gaming Accessories Production Value Market Share Comparison (2018 & 2022 & 2029)
Figure 27. United States VS China: Virtual Reality (VR) Gaming Accessories Production Market Share Comparison (2018 & 2022 & 2029)
Figure 28. United States VS China: Virtual Reality (VR) Gaming Accessories Consumption Market Share Comparison (2018 & 2022 & 2029)
Figure 29. United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share 2022
Figure 30. China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share 2022
Figure 31. Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share 2022
Figure 32. World Virtual Reality (VR) Gaming Accessories Production Value by Type, (USD Million), 2018 & 2022 & 2029
Figure 33. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Type in 2022
Figure 34. VR Headset
Figure 35. VR Controller
Figure 36. VR Treadmill
Figure 37. VR PC Backpack
Figure 38. Gaming Suit
Figure 39. Others
Figure 40. World Virtual Reality (VR) Gaming Accessories Production Market Share by Type (2018-2029)
Figure 41. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Type (2018-2029)
Figure 42. World Virtual Reality (VR) Gaming Accessories Average Price by Type (2018-2029) & (US$/Unit)
Figure 43. World Virtual Reality (VR) Gaming Accessories Production Value by Application, (USD Million), 2018 & 2022 & 2029
Figure 44. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Application in 2022
Figure 45. Smartphone
Figure 46. PC
Figure 47. Gaming Console
Figure 48. Others
Figure 49. World Virtual Reality (VR) Gaming Accessories Production Market Share by Application (2018-2029)
Figure 50. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Application (2018-2029)
Figure 51. World Virtual Reality (VR) Gaming Accessories Average Price by Application (2018-2029) & (US$/Unit)
Figure 52. Virtual Reality (VR) Gaming Accessories Industry Chain
Figure 53. Virtual Reality (VR) Gaming Accessories Procurement Model
Figure 54. Virtual Reality (VR) Gaming Accessories Sales Model
Figure 55. Virtual Reality (VR) Gaming Accessories Sales Channels, Direct Sales, and Distribution
Figure 56. Methodology
Figure 57. Research Process and Data Source
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Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

yuan2

Discussion of all the project requirements and queries

Flexibility Check

yuan2

Project Feasibility Analysis

yuan2

Finalizing tentative research programme

yuan2

Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

yuan2

Determination of key drivers, restraints, challenge, and opportunity

yuan2

Identifies market needs and trends

Market Size Estimation & Forecast

yuan2

Estimation of historical data based on secondary and primary data

yuan2

Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

yuan2

Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

yuan2

Consideration of geography, region-specific product/service demand for region segments

yuan2

Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

yuan2

Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Primary Source
Research discussion with manufacturers, distributors, suppliers, end user, industry experts to verify insights.

Validation and
triangulation of
secondary and primary source.

yuan2

Collection of data

yuan2

Cumulating and collating the essential qualitative and quantitative data

yuan2

Generation of report in client requested format by research analysts

yuan2

Reviews by expert analysts

yuan2

Final quality check

yuan2

Clarifying queries

yuan2

Receiving feedback

yuan2

Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

  • yuan01
    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

ZEISS Group
Virtuix Omni
Sony Corporation
Oculus
Samsung
HP Development Company
Microsoft Corporation
HTC Corporation
Nintendo
Google Inc
Xiaomi
Birdly
Sixense STEM
Teslasuit
Feelreal
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Global Virtual Reality (VR) Gaming Accessories Supply, Demand and Key Producers, 2023-2029

Global Virtual Reality (VR) Gaming Accessories Supply, Demand and Key Producers, 2023-2029

Page: 124

Published Date: 24 Jan 2023

Category: Consumer Goods

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Description

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Description

The global Virtual Reality (VR) Gaming Accessories market size is expected to reach $ million by 2029, rising at a market growth of % CAGR during the forecast period (2023-2029).

VR gaming or virtual reality gaming refers to games that use virtual reality to give participants the experience of a game environment through a variety of VR gaming accessories such as sensor equipped gloves, VR headsets, and hand controllers.

This report studies the global Virtual Reality (VR) Gaming Accessories production, demand, key manufacturers, and key regions.

This report is a detailed and comprehensive analysis of the world market for Virtual Reality (VR) Gaming Accessories, and provides market size (US$ million) and Year-over-Year (YoY) Growth, considering 2022 as the base year. This report explores demand trends and competition, as well as details the characteristics of Virtual Reality (VR) Gaming Accessories that contribute to its increasing demand across many markets.

Highlights and key features of the study
Global Virtual Reality (VR) Gaming Accessories total production and demand, 2018-2029, (K Units)
Global Virtual Reality (VR) Gaming Accessories total production value, 2018-2029, (USD Million)
Global Virtual Reality (VR) Gaming Accessories production by region & country, production, value, CAGR, 2018-2029, (USD Million) & (K Units)
Global Virtual Reality (VR) Gaming Accessories consumption by region & country, CAGR, 2018-2029 & (K Units)
U.S. VS China: Virtual Reality (VR) Gaming Accessories domestic production, consumption, key domestic manufacturers and share
Global Virtual Reality (VR) Gaming Accessories production by manufacturer, production, price, value and market share 2018-2023, (USD Million) & (K Units)
Global Virtual Reality (VR) Gaming Accessories production by Type, production, value, CAGR, 2018-2029, (USD Million) & (K Units)
Global Virtual Reality (VR) Gaming Accessories production by Application production, value, CAGR, 2018-2029, (USD Million) & (K Units)
This reports profiles key players in the global Virtual Reality (VR) Gaming Accessories market based on the following parameters – company overview, production, value, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include ZEISS Group, Virtuix Omni, Sony Corporation, Oculus, Samsung, HP Development Company, Microsoft Corporation, HTC Corporation and Nintendo, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.

Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the World Virtual Reality (VR) Gaming Accessories market
Detailed Segmentation:
Each section contains quantitative market data including market by value (US$ Millions), volume (production, consumption) & (K Units) and average price (US$/Unit) by manufacturer, by Type, and by Application. Data is given for the years 2018-2029 by year with 2022 as the base year, 2023 as the estimate year, and 2024-2029 as the forecast year.

Global Virtual Reality (VR) Gaming Accessories Market, By Region:
United States
China
Europe
Japan
South Korea
ASEAN
India
Rest of World

Global Virtual Reality (VR) Gaming Accessories Market, Segmentation by Type
VR Headset
VR Controller
VR Treadmill
VR PC Backpack
Gaming Suit
Others

Global Virtual Reality (VR) Gaming Accessories Market, Segmentation by Application
Smartphone
PC
Gaming Console
Others

Companies Profiled:
ZEISS Group
Virtuix Omni
Sony Corporation
Oculus
Samsung
HP Development Company
Microsoft Corporation
HTC Corporation
Nintendo
Google Inc
Xiaomi
Birdly
Sixense STEM
Teslasuit
Feelreal

Key Questions Answered
1. How big is the global Virtual Reality (VR) Gaming Accessories market?
2. What is the demand of the global Virtual Reality (VR) Gaming Accessories market?
3. What is the year over year growth of the global Virtual Reality (VR) Gaming Accessories market?
4. What is the production and production value of the global Virtual Reality (VR) Gaming Accessories market?
5. Who are the key producers in the global Virtual Reality (VR) Gaming Accessories market?
6. What are the growth factors driving the market demand?
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Table of Contents

1 Supply Summary
1.1 Virtual Reality (VR) Gaming Accessories Introduction
1.2 World Virtual Reality (VR) Gaming Accessories Supply & Forecast
1.2.1 World Virtual Reality (VR) Gaming Accessories Production Value (2018 & 2022 & 2029)
1.2.2 World Virtual Reality (VR) Gaming Accessories Production (2018-2029)
1.2.3 World Virtual Reality (VR) Gaming Accessories Pricing Trends (2018-2029)
1.3 World Virtual Reality (VR) Gaming Accessories Production by Region (Based on Production Site)
1.3.1 World Virtual Reality (VR) Gaming Accessories Production Value by Region (2018-2029)
1.3.2 World Virtual Reality (VR) Gaming Accessories Production by Region (2018-2029)
1.3.3 World Virtual Reality (VR) Gaming Accessories Average Price by Region (2018-2029)
1.3.4 North America Virtual Reality (VR) Gaming Accessories Production (2018-2029)
1.3.5 Europe Virtual Reality (VR) Gaming Accessories Production (2018-2029)
1.3.6 China Virtual Reality (VR) Gaming Accessories Production (2018-2029)
1.3.7 Japan Virtual Reality (VR) Gaming Accessories Production (2018-2029)
1.4 Market Drivers, Restraints and Trends
1.4.1 Virtual Reality (VR) Gaming Accessories Market Drivers
1.4.2 Factors Affecting Demand
1.4.3 Virtual Reality (VR) Gaming Accessories Major Market Trends
1.5 Influence of COVID-19 and Russia-Ukraine War
1.5.1 Influence of COVID-19
1.5.2 Influence of Russia-Ukraine War

2 Demand Summary
2.1 World Virtual Reality (VR) Gaming Accessories Demand (2018-2029)
2.2 World Virtual Reality (VR) Gaming Accessories Consumption by Region
2.2.1 World Virtual Reality (VR) Gaming Accessories Consumption by Region (2018-2023)
2.2.2 World Virtual Reality (VR) Gaming Accessories Consumption Forecast by Region (2024-2029)
2.3 United States Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.4 China Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.5 Europe Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.6 Japan Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.7 South Korea Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.8 ASEAN Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)
2.9 India Virtual Reality (VR) Gaming Accessories Consumption (2018-2029)

3 World Virtual Reality (VR) Gaming Accessories Manufacturers Competitive Analysis
3.1 World Virtual Reality (VR) Gaming Accessories Production Value by Manufacturer (2018-2023)
3.2 World Virtual Reality (VR) Gaming Accessories Production by Manufacturer (2018-2023)
3.3 World Virtual Reality (VR) Gaming Accessories Average Price by Manufacturer (2018-2023)
3.4 Virtual Reality (VR) Gaming Accessories Company Evaluation Quadrant
3.5 Industry Rank and Concentration Rate (CR)
3.5.1 Global Virtual Reality (VR) Gaming Accessories Industry Rank of Major Manufacturers
3.5.2 Global Concentration Ratios (CR4) for Virtual Reality (VR) Gaming Accessories in 2022
3.5.3 Global Concentration Ratios (CR8) for Virtual Reality (VR) Gaming Accessories in 2022
3.6 Virtual Reality (VR) Gaming Accessories Market: Overall Company Footprint Analysis
3.6.1 Virtual Reality (VR) Gaming Accessories Market: Region Footprint
3.6.2 Virtual Reality (VR) Gaming Accessories Market: Company Product Type Footprint
3.6.3 Virtual Reality (VR) Gaming Accessories Market: Company Product Application Footprint
3.7 Competitive Environment
3.7.1 Historical Structure of the Industry
3.7.2 Barriers of Market Entry
3.7.3 Factors of Competition
3.8 New Entrant and Capacity Expansion Plans
3.9 Mergers, Acquisition, Agreements, and Collaborations

4 United States VS China VS Rest of the World
4.1 United States VS China: Virtual Reality (VR) Gaming Accessories Production Value Comparison
4.1.1 United States VS China: Virtual Reality (VR) Gaming Accessories Production Value Comparison (2018 & 2022 & 2029)
4.1.2 United States VS China: Virtual Reality (VR) Gaming Accessories Production Value Market Share Comparison (2018 & 2022 & 2029)
4.2 United States VS China: Virtual Reality (VR) Gaming Accessories Production Comparison
4.2.1 United States VS China: Virtual Reality (VR) Gaming Accessories Production Comparison (2018 & 2022 & 2029)
4.2.2 United States VS China: Virtual Reality (VR) Gaming Accessories Production Market Share Comparison (2018 & 2022 & 2029)
4.3 United States VS China: Virtual Reality (VR) Gaming Accessories Consumption Comparison
4.3.1 United States VS China: Virtual Reality (VR) Gaming Accessories Consumption Comparison (2018 & 2022 & 2029)
4.3.2 United States VS China: Virtual Reality (VR) Gaming Accessories Consumption Market Share Comparison (2018 & 2022 & 2029)
4.4 United States Based Virtual Reality (VR) Gaming Accessories Manufacturers and Market Share, 2018-2023
4.4.1 United States Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (States, Country)
4.4.2 United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value (2018-2023)
4.4.3 United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023)
4.5 China Based Virtual Reality (VR) Gaming Accessories Manufacturers and Market Share
4.5.1 China Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (Province, Country)
4.5.2 China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value (2018-2023)
4.5.3 China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023)
4.6 Rest of World Based Virtual Reality (VR) Gaming Accessories Manufacturers and Market Share, 2018-2023
4.6.1 Rest of World Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (State, Country)
4.6.2 Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value (2018-2023)
4.6.3 Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023)

5 Market Analysis by Type
5.1 World Virtual Reality (VR) Gaming Accessories Market Size Overview by Type: 2018 VS 2022 VS 2029
5.2 Segment Introduction by Type
5.2.1 VR Headset
5.2.2 VR Controller
5.2.3 VR Treadmill
5.2.4 VR PC Backpack
5.2.5 Gaming Suit
5.2.6 Others
5.3 Market Segment by Type
5.3.1 World Virtual Reality (VR) Gaming Accessories Production by Type (2018-2029)
5.3.2 World Virtual Reality (VR) Gaming Accessories Production Value by Type (2018-2029)
5.3.3 World Virtual Reality (VR) Gaming Accessories Average Price by Type (2018-2029)

6 Market Analysis by Application
6.1 World Virtual Reality (VR) Gaming Accessories Market Size Overview by Application: 2018 VS 2022 VS 2029
6.2 Segment Introduction by Application
6.2.1 Smartphone
6.2.2 PC
6.2.3 Gaming Console
6.2.4 Others
6.3 Market Segment by Application
6.3.1 World Virtual Reality (VR) Gaming Accessories Production by Application (2018-2029)
6.3.2 World Virtual Reality (VR) Gaming Accessories Production Value by Application (2018-2029)
6.3.3 World Virtual Reality (VR) Gaming Accessories Average Price by Application (2018-2029)

7 Company Profiles
7.1 ZEISS Group
7.1.1 ZEISS Group Details
7.1.2 ZEISS Group Major Business
7.1.3 ZEISS Group Virtual Reality (VR) Gaming Accessories Product and Services
7.1.4 ZEISS Group Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.1.5 ZEISS Group Recent Developments/Updates
7.1.6 ZEISS Group Competitive Strengths & Weaknesses
7.2 Virtuix Omni
7.2.1 Virtuix Omni Details
7.2.2 Virtuix Omni Major Business
7.2.3 Virtuix Omni Virtual Reality (VR) Gaming Accessories Product and Services
7.2.4 Virtuix Omni Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.2.5 Virtuix Omni Recent Developments/Updates
7.2.6 Virtuix Omni Competitive Strengths & Weaknesses
7.3 Sony Corporation
7.3.1 Sony Corporation Details
7.3.2 Sony Corporation Major Business
7.3.3 Sony Corporation Virtual Reality (VR) Gaming Accessories Product and Services
7.3.4 Sony Corporation Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.3.5 Sony Corporation Recent Developments/Updates
7.3.6 Sony Corporation Competitive Strengths & Weaknesses
7.4 Oculus
7.4.1 Oculus Details
7.4.2 Oculus Major Business
7.4.3 Oculus Virtual Reality (VR) Gaming Accessories Product and Services
7.4.4 Oculus Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.4.5 Oculus Recent Developments/Updates
7.4.6 Oculus Competitive Strengths & Weaknesses
7.5 Samsung
7.5.1 Samsung Details
7.5.2 Samsung Major Business
7.5.3 Samsung Virtual Reality (VR) Gaming Accessories Product and Services
7.5.4 Samsung Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.5.5 Samsung Recent Developments/Updates
7.5.6 Samsung Competitive Strengths & Weaknesses
7.6 HP Development Company
7.6.1 HP Development Company Details
7.6.2 HP Development Company Major Business
7.6.3 HP Development Company Virtual Reality (VR) Gaming Accessories Product and Services
7.6.4 HP Development Company Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.6.5 HP Development Company Recent Developments/Updates
7.6.6 HP Development Company Competitive Strengths & Weaknesses
7.7 Microsoft Corporation
7.7.1 Microsoft Corporation Details
7.7.2 Microsoft Corporation Major Business
7.7.3 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product and Services
7.7.4 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.7.5 Microsoft Corporation Recent Developments/Updates
7.7.6 Microsoft Corporation Competitive Strengths & Weaknesses
7.8 HTC Corporation
7.8.1 HTC Corporation Details
7.8.2 HTC Corporation Major Business
7.8.3 HTC Corporation Virtual Reality (VR) Gaming Accessories Product and Services
7.8.4 HTC Corporation Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.8.5 HTC Corporation Recent Developments/Updates
7.8.6 HTC Corporation Competitive Strengths & Weaknesses
7.9 Nintendo
7.9.1 Nintendo Details
7.9.2 Nintendo Major Business
7.9.3 Nintendo Virtual Reality (VR) Gaming Accessories Product and Services
7.9.4 Nintendo Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.9.5 Nintendo Recent Developments/Updates
7.9.6 Nintendo Competitive Strengths & Weaknesses
7.10 Google Inc
7.10.1 Google Inc Details
7.10.2 Google Inc Major Business
7.10.3 Google Inc Virtual Reality (VR) Gaming Accessories Product and Services
7.10.4 Google Inc Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.10.5 Google Inc Recent Developments/Updates
7.10.6 Google Inc Competitive Strengths & Weaknesses
7.11 Xiaomi
7.11.1 Xiaomi Details
7.11.2 Xiaomi Major Business
7.11.3 Xiaomi Virtual Reality (VR) Gaming Accessories Product and Services
7.11.4 Xiaomi Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.11.5 Xiaomi Recent Developments/Updates
7.11.6 Xiaomi Competitive Strengths & Weaknesses
7.12 Birdly
7.12.1 Birdly Details
7.12.2 Birdly Major Business
7.12.3 Birdly Virtual Reality (VR) Gaming Accessories Product and Services
7.12.4 Birdly Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.12.5 Birdly Recent Developments/Updates
7.12.6 Birdly Competitive Strengths & Weaknesses
7.13 Sixense STEM
7.13.1 Sixense STEM Details
7.13.2 Sixense STEM Major Business
7.13.3 Sixense STEM Virtual Reality (VR) Gaming Accessories Product and Services
7.13.4 Sixense STEM Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.13.5 Sixense STEM Recent Developments/Updates
7.13.6 Sixense STEM Competitive Strengths & Weaknesses
7.14 Teslasuit
7.14.1 Teslasuit Details
7.14.2 Teslasuit Major Business
7.14.3 Teslasuit Virtual Reality (VR) Gaming Accessories Product and Services
7.14.4 Teslasuit Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.14.5 Teslasuit Recent Developments/Updates
7.14.6 Teslasuit Competitive Strengths & Weaknesses
7.15 Feelreal
7.15.1 Feelreal Details
7.15.2 Feelreal Major Business
7.15.3 Feelreal Virtual Reality (VR) Gaming Accessories Product and Services
7.15.4 Feelreal Virtual Reality (VR) Gaming Accessories Production, Price, Value, Gross Margin and Market Share (2018-2023)
7.15.5 Feelreal Recent Developments/Updates
7.15.6 Feelreal Competitive Strengths & Weaknesses

8 Industry Chain Analysis
8.1 Virtual Reality (VR) Gaming Accessories Industry Chain
8.2 Virtual Reality (VR) Gaming Accessories Upstream Analysis
8.2.1 Virtual Reality (VR) Gaming Accessories Core Raw Materials
8.2.2 Main Manufacturers of Virtual Reality (VR) Gaming Accessories Core Raw Materials
8.3 Midstream Analysis
8.4 Downstream Analysis
8.5 Virtual Reality (VR) Gaming Accessories Production Mode
8.6 Virtual Reality (VR) Gaming Accessories Procurement Model
8.7 Virtual Reality (VR) Gaming Accessories Industry Sales Model and Sales Channels
8.7.1 Virtual Reality (VR) Gaming Accessories Sales Model
8.7.2 Virtual Reality (VR) Gaming Accessories Typical Customers

9 Research Findings and Conclusion

10 Appendix
10.1 Methodology
10.2 Research Process and Data Source
10.3 Disclaimer
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Table of Figures

List of Tables
Table 1. World Virtual Reality (VR) Gaming Accessories Production Value by Region (2018, 2022 and 2029) & (USD Million)
Table 2. World Virtual Reality (VR) Gaming Accessories Production Value by Region (2018-2023) & (USD Million)
Table 3. World Virtual Reality (VR) Gaming Accessories Production Value by Region (2024-2029) & (USD Million)
Table 4. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Region (2018-2023)
Table 5. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Region (2024-2029)
Table 6. World Virtual Reality (VR) Gaming Accessories Production by Region (2018-2023) & (K Units)
Table 7. World Virtual Reality (VR) Gaming Accessories Production by Region (2024-2029) & (K Units)
Table 8. World Virtual Reality (VR) Gaming Accessories Production Market Share by Region (2018-2023)
Table 9. World Virtual Reality (VR) Gaming Accessories Production Market Share by Region (2024-2029)
Table 10. World Virtual Reality (VR) Gaming Accessories Average Price by Region (2018-2023) & (US$/Unit)
Table 11. World Virtual Reality (VR) Gaming Accessories Average Price by Region (2024-2029) & (US$/Unit)
Table 12. Virtual Reality (VR) Gaming Accessories Major Market Trends
Table 13. World Virtual Reality (VR) Gaming Accessories Consumption Growth Rate Forecast by Region (2018 & 2022 & 2029) & (K Units)
Table 14. World Virtual Reality (VR) Gaming Accessories Consumption by Region (2018-2023) & (K Units)
Table 15. World Virtual Reality (VR) Gaming Accessories Consumption Forecast by Region (2024-2029) & (K Units)
Table 16. World Virtual Reality (VR) Gaming Accessories Production Value by Manufacturer (2018-2023) & (USD Million)
Table 17. Production Value Market Share of Key Virtual Reality (VR) Gaming Accessories Producers in 2022
Table 18. World Virtual Reality (VR) Gaming Accessories Production by Manufacturer (2018-2023) & (K Units)
Table 19. Production Market Share of Key Virtual Reality (VR) Gaming Accessories Producers in 2022
Table 20. World Virtual Reality (VR) Gaming Accessories Average Price by Manufacturer (2018-2023) & (US$/Unit)
Table 21. Global Virtual Reality (VR) Gaming Accessories Company Evaluation Quadrant
Table 22. World Virtual Reality (VR) Gaming Accessories Industry Rank of Major Manufacturers, Based on Production Value in 2022
Table 23. Head Office and Virtual Reality (VR) Gaming Accessories Production Site of Key Manufacturer
Table 24. Virtual Reality (VR) Gaming Accessories Market: Company Product Type Footprint
Table 25. Virtual Reality (VR) Gaming Accessories Market: Company Product Application Footprint
Table 26. Virtual Reality (VR) Gaming Accessories Competitive Factors
Table 27. Virtual Reality (VR) Gaming Accessories New Entrant and Capacity Expansion Plans
Table 28. Virtual Reality (VR) Gaming Accessories Mergers & Acquisitions Activity
Table 29. United States VS China Virtual Reality (VR) Gaming Accessories Production Value Comparison, (2018 & 2022 & 2029) & (USD Million)
Table 30. United States VS China Virtual Reality (VR) Gaming Accessories Production Comparison, (2018 & 2022 & 2029) & (K Units)
Table 31. United States VS China Virtual Reality (VR) Gaming Accessories Consumption Comparison, (2018 & 2022 & 2029) & (K Units)
Table 32. United States Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (States, Country)
Table 33. United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value, (2018-2023) & (USD Million)
Table 34. United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value Market Share (2018-2023)
Table 35. United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023) & (K Units)
Table 36. United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share (2018-2023)
Table 37. China Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (Province, Country)
Table 38. China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value, (2018-2023) & (USD Million)
Table 39. China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value Market Share (2018-2023)
Table 40. China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023) & (K Units)
Table 41. China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share (2018-2023)
Table 42. Rest of World Based Virtual Reality (VR) Gaming Accessories Manufacturers, Headquarters and Production Site (States, Country)
Table 43. Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value, (2018-2023) & (USD Million)
Table 44. Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Value Market Share (2018-2023)
Table 45. Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production (2018-2023) & (K Units)
Table 46. Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share (2018-2023)
Table 47. World Virtual Reality (VR) Gaming Accessories Production Value by Type, (USD Million), 2018 & 2022 & 2029
Table 48. World Virtual Reality (VR) Gaming Accessories Production by Type (2018-2023) & (K Units)
Table 49. World Virtual Reality (VR) Gaming Accessories Production by Type (2024-2029) & (K Units)
Table 50. World Virtual Reality (VR) Gaming Accessories Production Value by Type (2018-2023) & (USD Million)
Table 51. World Virtual Reality (VR) Gaming Accessories Production Value by Type (2024-2029) & (USD Million)
Table 52. World Virtual Reality (VR) Gaming Accessories Average Price by Type (2018-2023) & (US$/Unit)
Table 53. World Virtual Reality (VR) Gaming Accessories Average Price by Type (2024-2029) & (US$/Unit)
Table 54. World Virtual Reality (VR) Gaming Accessories Production Value by Application, (USD Million), 2018 & 2022 & 2029
Table 55. World Virtual Reality (VR) Gaming Accessories Production by Application (2018-2023) & (K Units)
Table 56. World Virtual Reality (VR) Gaming Accessories Production by Application (2024-2029) & (K Units)
Table 57. World Virtual Reality (VR) Gaming Accessories Production Value by Application (2018-2023) & (USD Million)
Table 58. World Virtual Reality (VR) Gaming Accessories Production Value by Application (2024-2029) & (USD Million)
Table 59. World Virtual Reality (VR) Gaming Accessories Average Price by Application (2018-2023) & (US$/Unit)
Table 60. World Virtual Reality (VR) Gaming Accessories Average Price by Application (2024-2029) & (US$/Unit)
Table 61. ZEISS Group Basic Information, Manufacturing Base and Competitors
Table 62. ZEISS Group Major Business
Table 63. ZEISS Group Virtual Reality (VR) Gaming Accessories Product and Services
Table 64. ZEISS Group Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 65. ZEISS Group Recent Developments/Updates
Table 66. ZEISS Group Competitive Strengths & Weaknesses
Table 67. Virtuix Omni Basic Information, Manufacturing Base and Competitors
Table 68. Virtuix Omni Major Business
Table 69. Virtuix Omni Virtual Reality (VR) Gaming Accessories Product and Services
Table 70. Virtuix Omni Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 71. Virtuix Omni Recent Developments/Updates
Table 72. Virtuix Omni Competitive Strengths & Weaknesses
Table 73. Sony Corporation Basic Information, Manufacturing Base and Competitors
Table 74. Sony Corporation Major Business
Table 75. Sony Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 76. Sony Corporation Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 77. Sony Corporation Recent Developments/Updates
Table 78. Sony Corporation Competitive Strengths & Weaknesses
Table 79. Oculus Basic Information, Manufacturing Base and Competitors
Table 80. Oculus Major Business
Table 81. Oculus Virtual Reality (VR) Gaming Accessories Product and Services
Table 82. Oculus Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 83. Oculus Recent Developments/Updates
Table 84. Oculus Competitive Strengths & Weaknesses
Table 85. Samsung Basic Information, Manufacturing Base and Competitors
Table 86. Samsung Major Business
Table 87. Samsung Virtual Reality (VR) Gaming Accessories Product and Services
Table 88. Samsung Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 89. Samsung Recent Developments/Updates
Table 90. Samsung Competitive Strengths & Weaknesses
Table 91. HP Development Company Basic Information, Manufacturing Base and Competitors
Table 92. HP Development Company Major Business
Table 93. HP Development Company Virtual Reality (VR) Gaming Accessories Product and Services
Table 94. HP Development Company Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 95. HP Development Company Recent Developments/Updates
Table 96. HP Development Company Competitive Strengths & Weaknesses
Table 97. Microsoft Corporation Basic Information, Manufacturing Base and Competitors
Table 98. Microsoft Corporation Major Business
Table 99. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 100. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 101. Microsoft Corporation Recent Developments/Updates
Table 102. Microsoft Corporation Competitive Strengths & Weaknesses
Table 103. HTC Corporation Basic Information, Manufacturing Base and Competitors
Table 104. HTC Corporation Major Business
Table 105. HTC Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 106. HTC Corporation Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 107. HTC Corporation Recent Developments/Updates
Table 108. HTC Corporation Competitive Strengths & Weaknesses
Table 109. Nintendo Basic Information, Manufacturing Base and Competitors
Table 110. Nintendo Major Business
Table 111. Nintendo Virtual Reality (VR) Gaming Accessories Product and Services
Table 112. Nintendo Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 113. Nintendo Recent Developments/Updates
Table 114. Nintendo Competitive Strengths & Weaknesses
Table 115. Google Inc Basic Information, Manufacturing Base and Competitors
Table 116. Google Inc Major Business
Table 117. Google Inc Virtual Reality (VR) Gaming Accessories Product and Services
Table 118. Google Inc Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 119. Google Inc Recent Developments/Updates
Table 120. Google Inc Competitive Strengths & Weaknesses
Table 121. Xiaomi Basic Information, Manufacturing Base and Competitors
Table 122. Xiaomi Major Business
Table 123. Xiaomi Virtual Reality (VR) Gaming Accessories Product and Services
Table 124. Xiaomi Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 125. Xiaomi Recent Developments/Updates
Table 126. Xiaomi Competitive Strengths & Weaknesses
Table 127. Birdly Basic Information, Manufacturing Base and Competitors
Table 128. Birdly Major Business
Table 129. Birdly Virtual Reality (VR) Gaming Accessories Product and Services
Table 130. Birdly Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 131. Birdly Recent Developments/Updates
Table 132. Birdly Competitive Strengths & Weaknesses
Table 133. Sixense STEM Basic Information, Manufacturing Base and Competitors
Table 134. Sixense STEM Major Business
Table 135. Sixense STEM Virtual Reality (VR) Gaming Accessories Product and Services
Table 136. Sixense STEM Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 137. Sixense STEM Recent Developments/Updates
Table 138. Sixense STEM Competitive Strengths & Weaknesses
Table 139. Teslasuit Basic Information, Manufacturing Base and Competitors
Table 140. Teslasuit Major Business
Table 141. Teslasuit Virtual Reality (VR) Gaming Accessories Product and Services
Table 142. Teslasuit Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 143. Teslasuit Recent Developments/Updates
Table 144. Feelreal Basic Information, Manufacturing Base and Competitors
Table 145. Feelreal Major Business
Table 146. Feelreal Virtual Reality (VR) Gaming Accessories Product and Services
Table 147. Feelreal Virtual Reality (VR) Gaming Accessories Production (K Units), Price (US$/Unit), Production Value (USD Million), Gross Margin and Market Share (2018-2023)
Table 148. Global Key Players of Virtual Reality (VR) Gaming Accessories Upstream (Raw Materials)
Table 149. Virtual Reality (VR) Gaming Accessories Typical Customers
Table 150. Virtual Reality (VR) Gaming Accessories Typical Distributors
List of Figure
Figure 1. Virtual Reality (VR) Gaming Accessories Picture
Figure 2. World Virtual Reality (VR) Gaming Accessories Production Value: 2018 & 2022 & 2029, (USD Million)
Figure 3. World Virtual Reality (VR) Gaming Accessories Production Value and Forecast (2018-2029) & (USD Million)
Figure 4. World Virtual Reality (VR) Gaming Accessories Production (2018-2029) & (K Units)
Figure 5. World Virtual Reality (VR) Gaming Accessories Average Price (2018-2029) & (US$/Unit)
Figure 6. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Region (2018-2029)
Figure 7. World Virtual Reality (VR) Gaming Accessories Production Market Share by Region (2018-2029)
Figure 8. North America Virtual Reality (VR) Gaming Accessories Production (2018-2029) & (K Units)
Figure 9. Europe Virtual Reality (VR) Gaming Accessories Production (2018-2029) & (K Units)
Figure 10. China Virtual Reality (VR) Gaming Accessories Production (2018-2029) & (K Units)
Figure 11. Japan Virtual Reality (VR) Gaming Accessories Production (2018-2029) & (K Units)
Figure 12. Virtual Reality (VR) Gaming Accessories Market Drivers
Figure 13. Factors Affecting Demand
Figure 14. World Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 15. World Virtual Reality (VR) Gaming Accessories Consumption Market Share by Region (2018-2029)
Figure 16. United States Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 17. China Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 18. Europe Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 19. Japan Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 20. South Korea Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 21. ASEAN Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 22. India Virtual Reality (VR) Gaming Accessories Consumption (2018-2029) & (K Units)
Figure 23. Producer Shipments of Virtual Reality (VR) Gaming Accessories by Manufacturer Revenue ($MM) and Market Share (%): 2022
Figure 24. Global Four-firm Concentration Ratios (CR4) for Virtual Reality (VR) Gaming Accessories Markets in 2022
Figure 25. Global Four-firm Concentration Ratios (CR8) for Virtual Reality (VR) Gaming Accessories Markets in 2022
Figure 26. United States VS China: Virtual Reality (VR) Gaming Accessories Production Value Market Share Comparison (2018 & 2022 & 2029)
Figure 27. United States VS China: Virtual Reality (VR) Gaming Accessories Production Market Share Comparison (2018 & 2022 & 2029)
Figure 28. United States VS China: Virtual Reality (VR) Gaming Accessories Consumption Market Share Comparison (2018 & 2022 & 2029)
Figure 29. United States Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share 2022
Figure 30. China Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share 2022
Figure 31. Rest of World Based Manufacturers Virtual Reality (VR) Gaming Accessories Production Market Share 2022
Figure 32. World Virtual Reality (VR) Gaming Accessories Production Value by Type, (USD Million), 2018 & 2022 & 2029
Figure 33. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Type in 2022
Figure 34. VR Headset
Figure 35. VR Controller
Figure 36. VR Treadmill
Figure 37. VR PC Backpack
Figure 38. Gaming Suit
Figure 39. Others
Figure 40. World Virtual Reality (VR) Gaming Accessories Production Market Share by Type (2018-2029)
Figure 41. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Type (2018-2029)
Figure 42. World Virtual Reality (VR) Gaming Accessories Average Price by Type (2018-2029) & (US$/Unit)
Figure 43. World Virtual Reality (VR) Gaming Accessories Production Value by Application, (USD Million), 2018 & 2022 & 2029
Figure 44. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Application in 2022
Figure 45. Smartphone
Figure 46. PC
Figure 47. Gaming Console
Figure 48. Others
Figure 49. World Virtual Reality (VR) Gaming Accessories Production Market Share by Application (2018-2029)
Figure 50. World Virtual Reality (VR) Gaming Accessories Production Value Market Share by Application (2018-2029)
Figure 51. World Virtual Reality (VR) Gaming Accessories Average Price by Application (2018-2029) & (US$/Unit)
Figure 52. Virtual Reality (VR) Gaming Accessories Industry Chain
Figure 53. Virtual Reality (VR) Gaming Accessories Procurement Model
Figure 54. Virtual Reality (VR) Gaming Accessories Sales Model
Figure 55. Virtual Reality (VR) Gaming Accessories Sales Channels, Direct Sales, and Distribution
Figure 56. Methodology
Figure 57. Research Process and Data Source
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Research Methodology

Client Requirements

yuan2

Review and analyze client requirements

yuan2

Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

yuan2

Finalizing tentative research programme

yuan2

Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

yuan2

Determination of key drivers, restraints, challenge, and opportunity

yuan2

Identifies market needs and trends

Market Size Estimation & Forecast

yuan2

Estimation of historical data based on secondary and primary data

yuan2

Anticipating market recast by assigning weightage to market forces (drivers, restraints, opportunities)

yuan2

Freezing historical and forecast market size estimations based on evolution, trends, outlook, and strategies

yuan2

Consideration of geography, region-specific product/service demand for region segments

yuan2

Consideration of product utilization rates, product demand outlook for segments by application or end-user.

tuBiao1

Data Source

yuan2

Secondary Source
Data collections from annual reports, presentations,associations, journals, analyst reports, paid database, press releases, blogs, newsletters,and GIR repositories.

yuan2

Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

yuan2

Collection of data

yuan2

Cumulating and collating the essential qualitative and quantitative data

yuan2

Generation of report in client requested format by research analysts

yuan2

Reviews by expert analysts

yuan2

Final quality check

yuan2

Clarifying queries

yuan2

Receiving feedback

yuan2

Ensuring satisfaction

  • yuan01
    liuCheng01

    01 Identification of data

    This step involves identification of several primary and secondary data research sources, including Global Info Research's internal data sources. The primary sources consist of in-depth discussions and interviews with policy makers, industry experts, and data evaluators, whereas secondary sources include a thorough study of market journals, press releases, annual reports, and government and non-government agencies websites.

  • yuan01
    liuCheng01

    02 Evaluation of Market Dynamic

    This phase includes a detailed evaluation of several factors that are likely to affect the market dynamics. It involves a comprehensive assessment of major market pain points, drivers, and trends. It also comprises a detailed study of research plans and methodology.

  • yuan01
    liuCheng01

    03 Collection of Data

    This process consists of gathering data, accessing proprietary databases, and reaching out to key industry participants that operate in the market across the value chain. It also involves studying several patterns in the historical data and comparing it with the current scenario.

  • yuan01
    liuCheng01

    04 Collaboration of Data

    This stage involves the validation of data and arrival at actual statistics, and evolution of the market over the years. It entails the study and analyzes various segments and verticals of the market. An impact analysis is also performed to observe which factors will affect the market in the next few years.

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    liuCheng01

    05 Verification and Analysis

    This is the final stage, which involves both quantity and quality checks. Although the process of data verification is an integral part of the research process, all data points and statistics and figures are re-checked to uphold their authenticity and validity.

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Companies Mentioned

ZEISS Group
Virtuix Omni
Sony Corporation
Oculus
Samsung
HP Development Company
Microsoft Corporation
HTC Corporation
Nintendo
Google Inc
Xiaomi
Birdly
Sixense STEM
Teslasuit
Feelreal
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