Global Virtual Reality (VR) Gaming Accessories Market 2021 by Manufacturers, Regions, Type and Application, Forecast to 2026

Global Virtual Reality (VR) Gaming Accessories Market 2021 by Manufacturers, Regions, Type and Application, Forecast to 2026

Page: 106

Published Date: 07 Apr 2021

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
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Description

The Virtual Reality (VR) Gaming Accessories market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our latest research, the global Virtual Reality (VR) Gaming Accessories size is estimated to be xx million in 2021 from USD XX million in 2020, with a change of XX% between 2020 and 2021. The global Virtual Reality (VR) Gaming Accessories market size is expected to grow at a CAGR of XX% for the next five years.

Market segmentation
Virtual Reality (VR) Gaming Accessories market is split by Type and by Application. For the period 2016-2026, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
VR Headset
VR Controller
VR Treadmill
VR PC Backpack
Gaming Suit
Others

Market segment by Application can be divided into
Smartphone
PC
Gaming Console
Others

The key market players for global Virtual Reality (VR) Gaming Accessories market are listed below:
ZEISS Group
Virtuix Omni
Sony Corporation
Oculus
Samsung
HP Development Company
Microsoft Corporation
HTC Corporation
Nintendo
Google Inc
Xiaomi
Birdly
Sixense STEM
Teslasuit
Feelreal

Market segment by Region, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
South America (Brazil, Argentina, Colombia, and Rest of South America)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)

The content of the study subjects, includes a total of 14 chapters:
Chapter 1, to describe Virtual Reality (VR) Gaming Accessories product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top manufacturers of Virtual Reality (VR) Gaming Accessories, with price, sales, revenue and global market share of Virtual Reality (VR) Gaming Accessories from 2019 to 2021.
Chapter 3, the Virtual Reality (VR) Gaming Accessories competitive situation, sales, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Virtual Reality (VR) Gaming Accessories breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2016 to 2026.
Chapter 5 and 6, to segment the sales by type and application, with sales market share and growth rate by type, application, from 2016 to 2026.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales, revenue and market share for key countries in the world, from 2016 to 2021.and Virtual Reality (VR) Gaming Accessories market forecast, by regions, type and application, with sales and revenue, from 2021 to 2026.
Chapter 12, 13 and 14, to describe Virtual Reality (VR) Gaming Accessories sales channel, distributors, customers, research findings and conclusion, appendix and data source.
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Table of Contents

1 Market Overview
1.1 Virtual Reality (VR) Gaming Accessories Introduction
1.2 Market Analysis by Type
1.2.1 Overview: Global Virtual Reality (VR) Gaming Accessories Revenue by Type: 2019 Versus 2021 Versus 2026
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 Market Analysis by Application
1.3.1 Overview: Global Virtual Reality (VR) Gaming Accessories Revenue by Application: 2019 Versus 2021 Versus 2026
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 & Forecast
1.4.1 Global Virtual Reality (VR) Gaming Accessories Sales in Value (2016-2026))
1.4.2 Global Virtual Reality (VR) Gaming Accessories Sales in Volume (2016-2026)
1.4.3 Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2026) & (US$/Unit)
1.5 Global Virtual Reality (VR) Gaming Accessories Production Capacity Analysis
1.5.1 Global Virtual Reality (VR) Gaming Accessories Total Production Capacity (2016-2026)
1.5.2 Global Virtual Reality (VR) Gaming Accessories Production Capacity by Geographic Region
1.6 Market Drivers, Restraints and Trends
1.6.1 Virtual Reality (VR) Gaming Accessories Market Drivers
1.6.2 Virtual Reality (VR) Gaming Accessories Market Restraints
1.6.3 Virtual Reality (VR) Gaming Accessories Trends Analysis

2 Manufacturers Profiles
2.1 ZEISS Group
2.1.1 ZEISS Group Details
2.1.2 ZEISS Group Major Business
2.1.3 ZEISS Group Virtual Reality (VR) Gaming Accessories Product and Services
2.1.4 ZEISS Group Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.2 Virtuix Omni
2.2.1 Virtuix Omni Details
2.2.2 Virtuix Omni Major Business
2.2.3 Virtuix Omni Virtual Reality (VR) Gaming Accessories Product and Services
2.2.4 Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.3 Sony Corporation
2.3.1 Sony Corporation Details
2.3.2 Sony Corporation Major Business
2.3.3 Sony Corporation Virtual Reality (VR) Gaming Accessories Product and Services
2.3.4 Sony Corporation Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.4 Oculus
2.4.1 Oculus Details
2.4.2 Oculus Major Business
2.4.3 Oculus Virtual Reality (VR) Gaming Accessories Product and Services
2.4.4 Oculus Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.5 Samsung
2.5.1 Samsung Details
2.5.2 Samsung Major Business
2.5.3 Samsung Virtual Reality (VR) Gaming Accessories Product and Services
2.5.4 Samsung Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.6 HP Development Company
2.6.1 HP Development Company Details
2.6.2 HP Development Company Major Business
2.6.3 HP Development Company Virtual Reality (VR) Gaming Accessories Product and Services
2.6.4 HP Development Company Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.7 Microsoft Corporation
2.7.1 Microsoft Corporation Details
2.7.2 Microsoft Corporation Major Business
2.7.3 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product and Services
2.7.4 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.8 HTC Corporation
2.8.1 HTC Corporation Details
2.8.2 HTC Corporation Major Business
2.8.3 HTC Corporation Virtual Reality (VR) Gaming Accessories Product and Services
2.8.4 HTC Corporation Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.9 Nintendo
2.9.1 Nintendo Details
2.9.2 Nintendo Major Business
2.9.3 Nintendo Virtual Reality (VR) Gaming Accessories Product and Services
2.9.4 Nintendo Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.10 Google Inc
2.10.1 Google Inc Details
2.10.2 Google Inc Major Business
2.10.3 Google Inc Virtual Reality (VR) Gaming Accessories Product and Services
2.10.4 Google Inc Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.11 Xiaomi
2.11.1 Xiaomi Details
2.11.2 Xiaomi Major Business
2.11.3 Xiaomi Virtual Reality (VR) Gaming Accessories Product and Services
2.11.4 Xiaomi Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.12 Birdly
2.12.1 Birdly Details
2.12.2 Birdly Major Business
2.12.3 Birdly Virtual Reality (VR) Gaming Accessories Product and Services
2.12.4 Birdly Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.13 Sixense STEM
2.13.1 Sixense STEM Details
2.13.2 Sixense STEM Major Business
2.13.3 Sixense STEM Virtual Reality (VR) Gaming Accessories Product and Services
2.13.4 Sixense STEM Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.14 Teslasuit
2.14.1 Teslasuit Details
2.14.2 Teslasuit Major Business
2.14.3 Teslasuit Virtual Reality (VR) Gaming Accessories Product and Services
2.14.4 Teslasuit Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.15 Feelreal
2.15.1 Feelreal Details
2.15.2 Feelreal Major Business
2.15.3 Feelreal Virtual Reality (VR) Gaming Accessories Product and Services
2.15.4 Feelreal Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)

3 Virtual Reality (VR) Gaming Accessories Sales by Manufacturer
3.1 Global Virtual Reality (VR) Gaming Accessories Sales in Volume by Manufacturer (2019-2021e)
3.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Manufacturer (2019-2021e)
3.3 Key Manufacturer Market Position in Virtual Reality (VR) Gaming Accessories
3.4 Market Concentration Rate
3.4.1 Top 3 Virtual Reality (VR) Gaming Accessories Manufacturer Market Share
3.4.2 Top 6 Virtual Reality (VR) Gaming Accessories Manufacturer Market Share
3.5 Global Virtual Reality (VR) Gaming Accessories Production Capacity by Company
3.6 Manufacturer by Geography: Head Office and Virtual Reality (VR) Gaming Accessories Production Site
3.7 New Entrant and Capacity Expansion Plans
3.8 Mergers & Acquisitions

4 Market Analysis by Region
4.1 Global Virtual Reality (VR) Gaming Accessories Market Size by Region
4.1.1 Global Virtual Reality (VR) Gaming Accessories Sales in Volume by Region (2016-2026)
4.1.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2026)
4.2 North America Virtual Reality (VR) Gaming Accessories Revenue (2016-2026)
4.3 Europe Virtual Reality (VR) Gaming Accessories Revenue (2016-2026)
4.4 Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue (2016-2026)
4.5 South America Virtual Reality (VR) Gaming Accessories Revenue (2016-2026)
4.6 Middle East and Africa Virtual Reality (VR) Gaming Accessories Revenue (2016-2026)

5 Market Segment by Type
5.1 Global Virtual Reality (VR) Gaming Accessories Sales in Volume by Type (2016-2026)
5.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Type (2016-2026)
5.3 Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2026)

6 Market Segment by Application
6.1 Global Virtual Reality (VR) Gaming Accessories Sales in Volume by Application (2016-2026)
6.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Application (2016-2026)
6.3 Global Virtual Reality (VR) Gaming Accessories Price by Application (2016-2026)

7 North America by Country, by Type, and by Application
7.1 North America Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2026)
7.2 North America Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2026)
7.3 North America Virtual Reality (VR) Gaming Accessories Market Size by Country
7.3.1 North America Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2016-2026)
7.3.2 North America Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2026)
7.3.3 United States Market Size and Forecast (2016-2026)
7.3.4 Canada Market Size and Forecast (2016-2026)
7.3.5 Mexico Market Size and Forecast (2016-2026)

8 Europe by Country, by Type, and by Application
8.1 Europe Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2026)
8.2 Europe Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2026)
8.3 Europe Virtual Reality (VR) Gaming Accessories Market Size by Country
8.3.1 Europe Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2016-2026)
8.3.2 Europe Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2026)
8.3.3 Germany Market Size and Forecast (2016-2026)
8.3.4 France Market Size and Forecast (2016-2026)
8.3.5 United Kingdom Market Size and Forecast (2016-2026)
8.3.6 Russia Market Size and Forecast (2016-2026)
8.3.7 Italy Market Size and Forecast (2016-2026)

9 Asia-Pacific by Country, by Type, and by Application
9.1 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2026)
9.2 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2026)
9.3 Asia-Pacific Virtual Reality (VR) Gaming Accessories Market Size by Region
9.3.1 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales in Volume by Region (2016-2026)
9.3.2 Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2026)
9.3.3 China Market Size and Forecast (2016-2026)
9.3.4 Japan Market Size and Forecast (2016-2026)
9.3.5 Korea Market Size and Forecast (2016-2026)
9.3.6 India Market Size and Forecast (2016-2026)
9.3.7 Southeast Asia Market Size and Forecast (2016-2026)
9.3.8 Australia Market Size and Forecast (2016-2026)

10 South America by Country, by Type, and by Application
10.1 South America Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2026)
10.2 South America Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2026)
10.3 South America Virtual Reality (VR) Gaming Accessories Market Size by Country
10.3.1 South America Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2016-2026)
10.3.2 South America Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2026)
10.3.3 Brazil Market Size and Forecast (2016-2026)
10.3.4 Argentina Market Size and Forecast (2016-2026)

11 Middle East & Africa by Country, by Type, and by Application
11.1 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2026)
11.2 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2026)
11.3 Middle East & Africa Virtual Reality (VR) Gaming Accessories Market Size by Country
11.3.1 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2016-2026)
11.3.2 Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2026)
11.3.3 Turkey Market Size and Forecast (2016-2026)
11.3.4 Egypt Market Size and Forecast (2016-2026)
11.3.5 Saudi Arabia Market Size and Forecast (2016-2026)
11.3.6 South Africa Market Size and Forecast (2016-2026)

12 Sales Channel, Distributors, Traders and Dealers
12.1 Sales Channel
12.1.1 Direct Marketing
12.1.2 Indirect Marketing
12.2 Virtual Reality (VR) Gaming Accessories Typical Distributors
12.3 Virtual Reality (VR) Gaming Accessories Typical Customers

13 Research Findings and Conclusion

14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Virtual Reality (VR) Gaming Accessories Revenue by Type, (USD Million), 2021-2026
Table 2. Global Virtual Reality (VR) Gaming Accessories Revenue by Application, (USD Million), 2021-2026
Table 3. ZEISS Group Basic Information, Manufacturing Base and Competitors
Table 4. ZEISS Group Major Business
Table 5. ZEISS Group Virtual Reality (VR) Gaming Accessories Product and Services
Table 6. ZEISS Group Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 7. Virtuix Omni Basic Information, Manufacturing Base and Competitors
Table 8. Virtuix Omni Major Business
Table 9. Virtuix Omni Virtual Reality (VR) Gaming Accessories Product and Services
Table 10. Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 11. Sony Corporation Basic Information, Manufacturing Base and Competitors
Table 12. Sony Corporation Major Business
Table 13. Sony Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 14. Sony Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 15. Oculus Basic Information, Manufacturing Base and Competitors
Table 16. Oculus Major Business
Table 17. Oculus Virtual Reality (VR) Gaming Accessories Product and Services
Table 18. Oculus Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 19. Samsung Basic Information, Manufacturing Base and Competitors
Table 20. Samsung Major Business
Table 21. Samsung Virtual Reality (VR) Gaming Accessories Product and Services
Table 22. Samsung Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 23. HP Development Company Basic Information, Manufacturing Base and Competitors
Table 24. HP Development Company Major Business
Table 25. HP Development Company Virtual Reality (VR) Gaming Accessories Product and Services
Table 26. HP Development Company Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 27. Microsoft Corporation Basic Information, Manufacturing Base and Competitors
Table 28. Microsoft Corporation Major Business
Table 29. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 30. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 31. HTC Corporation Basic Information, Manufacturing Base and Competitors
Table 32. HTC Corporation Major Business
Table 33. HTC Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 34. HTC Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 35. Nintendo Basic Information, Manufacturing Base and Competitors
Table 36. Nintendo Major Business
Table 37. Nintendo Virtual Reality (VR) Gaming Accessories Product and Services
Table 38. Nintendo Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 39. Google Inc Basic Information, Manufacturing Base and Competitors
Table 40. Google Inc Major Business
Table 41. Google Inc Virtual Reality (VR) Gaming Accessories Product and Services
Table 42. Google Inc Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 43. Xiaomi Basic Information, Manufacturing Base and Competitors
Table 44. Xiaomi Major Business
Table 45. Xiaomi Virtual Reality (VR) Gaming Accessories Product and Services
Table 46. Xiaomi Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 47. Birdly Basic Information, Manufacturing Base and Competitors
Table 48. Birdly Major Business
Table 49. Birdly Virtual Reality (VR) Gaming Accessories Product and Services
Table 50. Birdly Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 51. Sixense STEM Basic Information, Manufacturing Base and Competitors
Table 52. Sixense STEM Major Business
Table 53. Sixense STEM Virtual Reality (VR) Gaming Accessories Product and Services
Table 54. Sixense STEM Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 55. Teslasuit Basic Information, Manufacturing Base and Competitors
Table 56. Teslasuit Major Business
Table 57. Teslasuit Virtual Reality (VR) Gaming Accessories Product and Services
Table 58. Teslasuit Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 59. Feelreal Basic Information, Manufacturing Base and Competitors
Table 60. Feelreal Major Business
Table 61. Feelreal Virtual Reality (VR) Gaming Accessories Product and Services
Table 62. Feelreal Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 63. Global Virtual Reality (VR) Gaming Accessories Sales by Manufacturer (2019-2021e) & (K Units)
Table 64. Global Virtual Reality (VR) Gaming Accessories Revenue by Manufacturer (2019-2021e) & (USD Million)
Table 65. Market Position of Manufacturers in Virtual Reality (VR) Gaming Accessories, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2020
Table 66. Global Virtual Reality (VR) Gaming Accessories Production Capacity by Company, (K Units): 2020 VS 2021
Table 67. Head Office and Virtual Reality (VR) Gaming Accessories Production Site of Key Manufacturer
Table 68. Virtual Reality (VR) Gaming Accessories New Entrant and Capacity Expansion Plans
Table 69. Virtual Reality (VR) Gaming Accessories Mergers & Acquisitions in the Past Five Years
Table 70. Global Virtual Reality (VR) Gaming Accessories Sales by Region (2016-2021e) & (K Units)
Table 71. Global Virtual Reality (VR) Gaming Accessories Sales by Region (2021-2026) & (K Units)
Table 72. Global Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2021e) & (USD Million)
Table 73. Global Virtual Reality (VR) Gaming Accessories Revenue by Region (2021-2026) & (USD Million)
Table 74. Global Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 75. Global Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 76. Global Virtual Reality (VR) Gaming Accessories Revenue by Type (2016-2021e) & (USD Million)
Table 77. Global Virtual Reality (VR) Gaming Accessories Revenue by Type (2021-2026) & (USD Million)
Table 78. Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2021e) & (US$/Unit)
Table 79. Global Virtual Reality (VR) Gaming Accessories Price by Type (2021-2026) & (US$/Unit)
Table 80. Global Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 81. Global Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 82. Global Virtual Reality (VR) Gaming Accessories Revenue by Application (2016-2021e) & (USD Million)
Table 83. Global Virtual Reality (VR) Gaming Accessories Revenue by Application (2021-2026) & (USD Million)
Table 84. Global Virtual Reality (VR) Gaming Accessories Price by Application (2016-2021e) & (US$/Unit)
Table 85. Global Virtual Reality (VR) Gaming Accessories Price by Application (2021-2026) & (US$/Unit)
Table 86. North America Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021e) & (K Units)
Table 87. North America Virtual Reality (VR) Gaming Accessories Sales by Country (2021-2026) & (K Units)
Table 88. North America Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021e) & (USD Million)
Table 89. North America Virtual Reality (VR) Gaming Accessories Revenue by Country (2021-2026) & (USD Million)
Table 90. North America Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 91. North America Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 92. North America Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 93. North America Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 94. Europe Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021e) & (K Units)
Table 95. Europe Virtual Reality (VR) Gaming Accessories Sales by Country (2021-2026) & (K Units)
Table 96. Europe Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021e) & (USD Million)
Table 97. Europe Virtual Reality (VR) Gaming Accessories Revenue by Country (2021-2026) & (USD Million)
Table 98. Europe Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 99. Europe Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 100. Europe Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 101. Europe Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 102. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Region (2016-2021e) & (K Units)
Table 103. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Region (2021-2026) & (K Units)
Table 104. Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2021e) & (USD Million)
Table 105. Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue by Region (2021-2026) & (USD Million)
Table 106. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 107. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 108. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 109. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 110. South America Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021e) & (K Units)
Table 111. South America Virtual Reality (VR) Gaming Accessories Sales by Country (2021-2026) & (K Units)
Table 112. South America Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021e) & (USD Million)
Table 113. South America Virtual Reality (VR) Gaming Accessories Revenue by Country (2021-2026) & (USD Million)
Table 114. South America Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 115. South America Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 116. South America Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 117. South America Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 118. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021e) & (K Units)
Table 119. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Country (2021-2026) & (K Units)
Table 120. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021e) & (USD Million)
Table 121. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2021-2026) & (USD Million)
Table 122. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 123. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 124. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 125. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 126. Direct Channel Pros & Cons
Table 127. Indirect Channel Pros & Cons
Table 128. Virtual Reality (VR) Gaming Accessories Typical Distributors
Table 129. Virtual Reality (VR) Gaming Accessories Typical Customers
List of Figures
Figure 1. Virtual Reality (VR) Gaming Accessories Picture
Figure 2. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type in 2020
Figure 3. VR Headset
Figure 4. VR Controller
Figure 5. VR Treadmill
Figure 6. VR PC Backpack
Figure 7. Gaming Suit
Figure 8. Others
Figure 9. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Application in 2020
Figure 10. Smartphone
Figure 11. PC
Figure 12. Gaming Console
Figure 13. Others
Figure 14. Global Virtual Reality (VR) Gaming Accessories Market Size, (USD Million) & (K Units): 2020 VS 2021 VS 2026
Figure 15. Global Virtual Reality (VR) Gaming Accessories Market Size and Forecast (2016-2026) & (USD Million)
Figure 16. Global Virtual Reality (VR) Gaming Accessories Sales (2016-2026) & (K Units)
Figure 17. Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2026) & (US$/Unit)
Figure 18. Global Virtual Reality (VR) Gaming Accessories Production Capacity (2016-2026) & (K Units)
Figure 19. Global Virtual Reality (VR) Gaming Accessories Production Capacity by Geographic Region: 2020 VS 2021
Figure 20. Virtual Reality (VR) Gaming Accessories Market Drivers
Figure 21. Virtual Reality (VR) Gaming Accessories Market Restraints
Figure 22. Virtual Reality (VR) Gaming Accessories Market Trends
Figure 23. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Manufacturer in 2020
Figure 24. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Manufacturer in 2020
Figure 25. Virtual Reality (VR) Gaming Accessories Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
Figure 26. Top 3 Virtual Reality (VR) Gaming Accessories Manufacturer (Revenue) Market Share in 2020
Figure 27. Top 6 Virtual Reality (VR) Gaming Accessories Manufacturer (Revenue) Market Share in 2020
Figure 28. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2016-2026)
Figure 29. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region (2016-2026)
Figure 30. North America Virtual Reality (VR) Gaming Accessories Revenue (2016-2026) & (USD Million)
Figure 31. Europe Virtual Reality (VR) Gaming Accessories Revenue (2016-2026) & (USD Million)
Figure 32. Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue (2016-2026) & (USD Million)
Figure 33. South America Virtual Reality (VR) Gaming Accessories Revenue (2016-2026) & (USD Million)
Figure 34. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue (2016-2026) & (USD Million)
Figure 35. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2026)
Figure 36. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Type (2016-2026)
Figure 37. Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2026) & (US$/Unit)
Figure 38. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 39. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Application (2016-2026)
Figure 40. Global Virtual Reality (VR) Gaming Accessories Price by Application (2016-2026) & (US$/Unit)
Figure 41. North America Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2026)
Figure 42. North America Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 43. North America Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2026)
Figure 44. North America Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2026)
Figure 45. United States Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 46. Canada Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 47. Mexico Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 48. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2026)
Figure 49. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 50. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2026)
Figure 51. Europe Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2026)
Figure 52. Germany Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 53. France Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 54. United Kingdom Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 55. Russia Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 56. Italy Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 57. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2016-2026)
Figure 58. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 59. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2016-2026)
Figure 60. Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region (2016-2026)
Figure 61. China Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 62. Japan Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 63. Korea Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 64. India Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 65. Southeast Asia Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 66. Australia Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 67. South America Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2026)
Figure 68. South America Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 69. South America Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2026)
Figure 70. South America Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2026)
Figure 71. Brazil Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 72. Argentina Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 73. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2026)
Figure 74. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 75. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2026)
Figure 76. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2026)
Figure 77. Turkey Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 78. Egypt Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 79. Saudi Arabia Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 80. South Africa Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 81. Sales Channel: Direct Channel vs Indirect Channel
Figure 82. Methodology
Figure 83. 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 Market 2021 by Manufacturers, Regions, Type and Application, Forecast to 2026

Global Virtual Reality (VR) Gaming Accessories Market 2021 by Manufacturers, Regions, Type and Application, Forecast to 2026

Page: 106

Published Date: 07 Apr 2021

Category: Consumer Goods

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Description

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Description

The Virtual Reality (VR) Gaming Accessories market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

According to our latest research, the global Virtual Reality (VR) Gaming Accessories size is estimated to be xx million in 2021 from USD XX million in 2020, with a change of XX% between 2020 and 2021. The global Virtual Reality (VR) Gaming Accessories market size is expected to grow at a CAGR of XX% for the next five years.

Market segmentation
Virtual Reality (VR) Gaming Accessories market is split by Type and by Application. For the period 2016-2026, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type, covers
VR Headset
VR Controller
VR Treadmill
VR PC Backpack
Gaming Suit
Others

Market segment by Application can be divided into
Smartphone
PC
Gaming Console
Others

The key market players for global Virtual Reality (VR) Gaming Accessories market are listed below:
ZEISS Group
Virtuix Omni
Sony Corporation
Oculus
Samsung
HP Development Company
Microsoft Corporation
HTC Corporation
Nintendo
Google Inc
Xiaomi
Birdly
Sixense STEM
Teslasuit
Feelreal

Market segment by Region, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
South America (Brazil, Argentina, Colombia, and Rest of South America)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)

The content of the study subjects, includes a total of 14 chapters:
Chapter 1, to describe Virtual Reality (VR) Gaming Accessories product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top manufacturers of Virtual Reality (VR) Gaming Accessories, with price, sales, revenue and global market share of Virtual Reality (VR) Gaming Accessories from 2019 to 2021.
Chapter 3, the Virtual Reality (VR) Gaming Accessories competitive situation, sales, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Virtual Reality (VR) Gaming Accessories breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2016 to 2026.
Chapter 5 and 6, to segment the sales by type and application, with sales market share and growth rate by type, application, from 2016 to 2026.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales, revenue and market share for key countries in the world, from 2016 to 2021.and Virtual Reality (VR) Gaming Accessories market forecast, by regions, type and application, with sales and revenue, from 2021 to 2026.
Chapter 12, 13 and 14, to describe Virtual Reality (VR) Gaming Accessories sales channel, distributors, customers, research findings and conclusion, appendix and data source.
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Table of Contents

1 Market Overview
1.1 Virtual Reality (VR) Gaming Accessories Introduction
1.2 Market Analysis by Type
1.2.1 Overview: Global Virtual Reality (VR) Gaming Accessories Revenue by Type: 2019 Versus 2021 Versus 2026
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 Market Analysis by Application
1.3.1 Overview: Global Virtual Reality (VR) Gaming Accessories Revenue by Application: 2019 Versus 2021 Versus 2026
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 & Forecast
1.4.1 Global Virtual Reality (VR) Gaming Accessories Sales in Value (2016-2026))
1.4.2 Global Virtual Reality (VR) Gaming Accessories Sales in Volume (2016-2026)
1.4.3 Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2026) & (US$/Unit)
1.5 Global Virtual Reality (VR) Gaming Accessories Production Capacity Analysis
1.5.1 Global Virtual Reality (VR) Gaming Accessories Total Production Capacity (2016-2026)
1.5.2 Global Virtual Reality (VR) Gaming Accessories Production Capacity by Geographic Region
1.6 Market Drivers, Restraints and Trends
1.6.1 Virtual Reality (VR) Gaming Accessories Market Drivers
1.6.2 Virtual Reality (VR) Gaming Accessories Market Restraints
1.6.3 Virtual Reality (VR) Gaming Accessories Trends Analysis

2 Manufacturers Profiles
2.1 ZEISS Group
2.1.1 ZEISS Group Details
2.1.2 ZEISS Group Major Business
2.1.3 ZEISS Group Virtual Reality (VR) Gaming Accessories Product and Services
2.1.4 ZEISS Group Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.2 Virtuix Omni
2.2.1 Virtuix Omni Details
2.2.2 Virtuix Omni Major Business
2.2.3 Virtuix Omni Virtual Reality (VR) Gaming Accessories Product and Services
2.2.4 Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.3 Sony Corporation
2.3.1 Sony Corporation Details
2.3.2 Sony Corporation Major Business
2.3.3 Sony Corporation Virtual Reality (VR) Gaming Accessories Product and Services
2.3.4 Sony Corporation Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.4 Oculus
2.4.1 Oculus Details
2.4.2 Oculus Major Business
2.4.3 Oculus Virtual Reality (VR) Gaming Accessories Product and Services
2.4.4 Oculus Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.5 Samsung
2.5.1 Samsung Details
2.5.2 Samsung Major Business
2.5.3 Samsung Virtual Reality (VR) Gaming Accessories Product and Services
2.5.4 Samsung Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.6 HP Development Company
2.6.1 HP Development Company Details
2.6.2 HP Development Company Major Business
2.6.3 HP Development Company Virtual Reality (VR) Gaming Accessories Product and Services
2.6.4 HP Development Company Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.7 Microsoft Corporation
2.7.1 Microsoft Corporation Details
2.7.2 Microsoft Corporation Major Business
2.7.3 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product and Services
2.7.4 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.8 HTC Corporation
2.8.1 HTC Corporation Details
2.8.2 HTC Corporation Major Business
2.8.3 HTC Corporation Virtual Reality (VR) Gaming Accessories Product and Services
2.8.4 HTC Corporation Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.9 Nintendo
2.9.1 Nintendo Details
2.9.2 Nintendo Major Business
2.9.3 Nintendo Virtual Reality (VR) Gaming Accessories Product and Services
2.9.4 Nintendo Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.10 Google Inc
2.10.1 Google Inc Details
2.10.2 Google Inc Major Business
2.10.3 Google Inc Virtual Reality (VR) Gaming Accessories Product and Services
2.10.4 Google Inc Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.11 Xiaomi
2.11.1 Xiaomi Details
2.11.2 Xiaomi Major Business
2.11.3 Xiaomi Virtual Reality (VR) Gaming Accessories Product and Services
2.11.4 Xiaomi Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.12 Birdly
2.12.1 Birdly Details
2.12.2 Birdly Major Business
2.12.3 Birdly Virtual Reality (VR) Gaming Accessories Product and Services
2.12.4 Birdly Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.13 Sixense STEM
2.13.1 Sixense STEM Details
2.13.2 Sixense STEM Major Business
2.13.3 Sixense STEM Virtual Reality (VR) Gaming Accessories Product and Services
2.13.4 Sixense STEM Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.14 Teslasuit
2.14.1 Teslasuit Details
2.14.2 Teslasuit Major Business
2.14.3 Teslasuit Virtual Reality (VR) Gaming Accessories Product and Services
2.14.4 Teslasuit Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)
2.15 Feelreal
2.15.1 Feelreal Details
2.15.2 Feelreal Major Business
2.15.3 Feelreal Virtual Reality (VR) Gaming Accessories Product and Services
2.15.4 Feelreal Virtual Reality (VR) Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019-2021)

3 Virtual Reality (VR) Gaming Accessories Sales by Manufacturer
3.1 Global Virtual Reality (VR) Gaming Accessories Sales in Volume by Manufacturer (2019-2021e)
3.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Manufacturer (2019-2021e)
3.3 Key Manufacturer Market Position in Virtual Reality (VR) Gaming Accessories
3.4 Market Concentration Rate
3.4.1 Top 3 Virtual Reality (VR) Gaming Accessories Manufacturer Market Share
3.4.2 Top 6 Virtual Reality (VR) Gaming Accessories Manufacturer Market Share
3.5 Global Virtual Reality (VR) Gaming Accessories Production Capacity by Company
3.6 Manufacturer by Geography: Head Office and Virtual Reality (VR) Gaming Accessories Production Site
3.7 New Entrant and Capacity Expansion Plans
3.8 Mergers & Acquisitions

4 Market Analysis by Region
4.1 Global Virtual Reality (VR) Gaming Accessories Market Size by Region
4.1.1 Global Virtual Reality (VR) Gaming Accessories Sales in Volume by Region (2016-2026)
4.1.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2026)
4.2 North America Virtual Reality (VR) Gaming Accessories Revenue (2016-2026)
4.3 Europe Virtual Reality (VR) Gaming Accessories Revenue (2016-2026)
4.4 Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue (2016-2026)
4.5 South America Virtual Reality (VR) Gaming Accessories Revenue (2016-2026)
4.6 Middle East and Africa Virtual Reality (VR) Gaming Accessories Revenue (2016-2026)

5 Market Segment by Type
5.1 Global Virtual Reality (VR) Gaming Accessories Sales in Volume by Type (2016-2026)
5.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Type (2016-2026)
5.3 Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2026)

6 Market Segment by Application
6.1 Global Virtual Reality (VR) Gaming Accessories Sales in Volume by Application (2016-2026)
6.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Application (2016-2026)
6.3 Global Virtual Reality (VR) Gaming Accessories Price by Application (2016-2026)

7 North America by Country, by Type, and by Application
7.1 North America Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2026)
7.2 North America Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2026)
7.3 North America Virtual Reality (VR) Gaming Accessories Market Size by Country
7.3.1 North America Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2016-2026)
7.3.2 North America Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2026)
7.3.3 United States Market Size and Forecast (2016-2026)
7.3.4 Canada Market Size and Forecast (2016-2026)
7.3.5 Mexico Market Size and Forecast (2016-2026)

8 Europe by Country, by Type, and by Application
8.1 Europe Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2026)
8.2 Europe Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2026)
8.3 Europe Virtual Reality (VR) Gaming Accessories Market Size by Country
8.3.1 Europe Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2016-2026)
8.3.2 Europe Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2026)
8.3.3 Germany Market Size and Forecast (2016-2026)
8.3.4 France Market Size and Forecast (2016-2026)
8.3.5 United Kingdom Market Size and Forecast (2016-2026)
8.3.6 Russia Market Size and Forecast (2016-2026)
8.3.7 Italy Market Size and Forecast (2016-2026)

9 Asia-Pacific by Country, by Type, and by Application
9.1 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2026)
9.2 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2026)
9.3 Asia-Pacific Virtual Reality (VR) Gaming Accessories Market Size by Region
9.3.1 Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales in Volume by Region (2016-2026)
9.3.2 Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2026)
9.3.3 China Market Size and Forecast (2016-2026)
9.3.4 Japan Market Size and Forecast (2016-2026)
9.3.5 Korea Market Size and Forecast (2016-2026)
9.3.6 India Market Size and Forecast (2016-2026)
9.3.7 Southeast Asia Market Size and Forecast (2016-2026)
9.3.8 Australia Market Size and Forecast (2016-2026)

10 South America by Country, by Type, and by Application
10.1 South America Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2026)
10.2 South America Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2026)
10.3 South America Virtual Reality (VR) Gaming Accessories Market Size by Country
10.3.1 South America Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2016-2026)
10.3.2 South America Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2026)
10.3.3 Brazil Market Size and Forecast (2016-2026)
10.3.4 Argentina Market Size and Forecast (2016-2026)

11 Middle East & Africa by Country, by Type, and by Application
11.1 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2026)
11.2 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2026)
11.3 Middle East & Africa Virtual Reality (VR) Gaming Accessories Market Size by Country
11.3.1 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales in Volume by Country (2016-2026)
11.3.2 Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2026)
11.3.3 Turkey Market Size and Forecast (2016-2026)
11.3.4 Egypt Market Size and Forecast (2016-2026)
11.3.5 Saudi Arabia Market Size and Forecast (2016-2026)
11.3.6 South Africa Market Size and Forecast (2016-2026)

12 Sales Channel, Distributors, Traders and Dealers
12.1 Sales Channel
12.1.1 Direct Marketing
12.1.2 Indirect Marketing
12.2 Virtual Reality (VR) Gaming Accessories Typical Distributors
12.3 Virtual Reality (VR) Gaming Accessories Typical Customers

13 Research Findings and Conclusion

14 Appendix
14.1 Methodology
14.2 Research Process and Data Source
14.3 Disclaimer
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Table of Figures

List of Tables
Table 1. Global Virtual Reality (VR) Gaming Accessories Revenue by Type, (USD Million), 2021-2026
Table 2. Global Virtual Reality (VR) Gaming Accessories Revenue by Application, (USD Million), 2021-2026
Table 3. ZEISS Group Basic Information, Manufacturing Base and Competitors
Table 4. ZEISS Group Major Business
Table 5. ZEISS Group Virtual Reality (VR) Gaming Accessories Product and Services
Table 6. ZEISS Group Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 7. Virtuix Omni Basic Information, Manufacturing Base and Competitors
Table 8. Virtuix Omni Major Business
Table 9. Virtuix Omni Virtual Reality (VR) Gaming Accessories Product and Services
Table 10. Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 11. Sony Corporation Basic Information, Manufacturing Base and Competitors
Table 12. Sony Corporation Major Business
Table 13. Sony Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 14. Sony Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 15. Oculus Basic Information, Manufacturing Base and Competitors
Table 16. Oculus Major Business
Table 17. Oculus Virtual Reality (VR) Gaming Accessories Product and Services
Table 18. Oculus Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 19. Samsung Basic Information, Manufacturing Base and Competitors
Table 20. Samsung Major Business
Table 21. Samsung Virtual Reality (VR) Gaming Accessories Product and Services
Table 22. Samsung Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 23. HP Development Company Basic Information, Manufacturing Base and Competitors
Table 24. HP Development Company Major Business
Table 25. HP Development Company Virtual Reality (VR) Gaming Accessories Product and Services
Table 26. HP Development Company Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 27. Microsoft Corporation Basic Information, Manufacturing Base and Competitors
Table 28. Microsoft Corporation Major Business
Table 29. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 30. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 31. HTC Corporation Basic Information, Manufacturing Base and Competitors
Table 32. HTC Corporation Major Business
Table 33. HTC Corporation Virtual Reality (VR) Gaming Accessories Product and Services
Table 34. HTC Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 35. Nintendo Basic Information, Manufacturing Base and Competitors
Table 36. Nintendo Major Business
Table 37. Nintendo Virtual Reality (VR) Gaming Accessories Product and Services
Table 38. Nintendo Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 39. Google Inc Basic Information, Manufacturing Base and Competitors
Table 40. Google Inc Major Business
Table 41. Google Inc Virtual Reality (VR) Gaming Accessories Product and Services
Table 42. Google Inc Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 43. Xiaomi Basic Information, Manufacturing Base and Competitors
Table 44. Xiaomi Major Business
Table 45. Xiaomi Virtual Reality (VR) Gaming Accessories Product and Services
Table 46. Xiaomi Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 47. Birdly Basic Information, Manufacturing Base and Competitors
Table 48. Birdly Major Business
Table 49. Birdly Virtual Reality (VR) Gaming Accessories Product and Services
Table 50. Birdly Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 51. Sixense STEM Basic Information, Manufacturing Base and Competitors
Table 52. Sixense STEM Major Business
Table 53. Sixense STEM Virtual Reality (VR) Gaming Accessories Product and Services
Table 54. Sixense STEM Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 55. Teslasuit Basic Information, Manufacturing Base and Competitors
Table 56. Teslasuit Major Business
Table 57. Teslasuit Virtual Reality (VR) Gaming Accessories Product and Services
Table 58. Teslasuit Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 59. Feelreal Basic Information, Manufacturing Base and Competitors
Table 60. Feelreal Major Business
Table 61. Feelreal Virtual Reality (VR) Gaming Accessories Product and Services
Table 62. Feelreal Virtual Reality (VR) Gaming Accessories Sales (K Units), Price (US$/Unit), Revenue (USD Million), Gross Margin and Market Share (2019-2021e)
Table 63. Global Virtual Reality (VR) Gaming Accessories Sales by Manufacturer (2019-2021e) & (K Units)
Table 64. Global Virtual Reality (VR) Gaming Accessories Revenue by Manufacturer (2019-2021e) & (USD Million)
Table 65. Market Position of Manufacturers in Virtual Reality (VR) Gaming Accessories, (Tier 1, Tier 2, and Tier 3), Based on Revenue in 2020
Table 66. Global Virtual Reality (VR) Gaming Accessories Production Capacity by Company, (K Units): 2020 VS 2021
Table 67. Head Office and Virtual Reality (VR) Gaming Accessories Production Site of Key Manufacturer
Table 68. Virtual Reality (VR) Gaming Accessories New Entrant and Capacity Expansion Plans
Table 69. Virtual Reality (VR) Gaming Accessories Mergers & Acquisitions in the Past Five Years
Table 70. Global Virtual Reality (VR) Gaming Accessories Sales by Region (2016-2021e) & (K Units)
Table 71. Global Virtual Reality (VR) Gaming Accessories Sales by Region (2021-2026) & (K Units)
Table 72. Global Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2021e) & (USD Million)
Table 73. Global Virtual Reality (VR) Gaming Accessories Revenue by Region (2021-2026) & (USD Million)
Table 74. Global Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 75. Global Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 76. Global Virtual Reality (VR) Gaming Accessories Revenue by Type (2016-2021e) & (USD Million)
Table 77. Global Virtual Reality (VR) Gaming Accessories Revenue by Type (2021-2026) & (USD Million)
Table 78. Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2021e) & (US$/Unit)
Table 79. Global Virtual Reality (VR) Gaming Accessories Price by Type (2021-2026) & (US$/Unit)
Table 80. Global Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 81. Global Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 82. Global Virtual Reality (VR) Gaming Accessories Revenue by Application (2016-2021e) & (USD Million)
Table 83. Global Virtual Reality (VR) Gaming Accessories Revenue by Application (2021-2026) & (USD Million)
Table 84. Global Virtual Reality (VR) Gaming Accessories Price by Application (2016-2021e) & (US$/Unit)
Table 85. Global Virtual Reality (VR) Gaming Accessories Price by Application (2021-2026) & (US$/Unit)
Table 86. North America Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021e) & (K Units)
Table 87. North America Virtual Reality (VR) Gaming Accessories Sales by Country (2021-2026) & (K Units)
Table 88. North America Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021e) & (USD Million)
Table 89. North America Virtual Reality (VR) Gaming Accessories Revenue by Country (2021-2026) & (USD Million)
Table 90. North America Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 91. North America Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 92. North America Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 93. North America Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 94. Europe Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021e) & (K Units)
Table 95. Europe Virtual Reality (VR) Gaming Accessories Sales by Country (2021-2026) & (K Units)
Table 96. Europe Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021e) & (USD Million)
Table 97. Europe Virtual Reality (VR) Gaming Accessories Revenue by Country (2021-2026) & (USD Million)
Table 98. Europe Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 99. Europe Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 100. Europe Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 101. Europe Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 102. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Region (2016-2021e) & (K Units)
Table 103. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Region (2021-2026) & (K Units)
Table 104. Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2021e) & (USD Million)
Table 105. Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue by Region (2021-2026) & (USD Million)
Table 106. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 107. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 108. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 109. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 110. South America Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021e) & (K Units)
Table 111. South America Virtual Reality (VR) Gaming Accessories Sales by Country (2021-2026) & (K Units)
Table 112. South America Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021e) & (USD Million)
Table 113. South America Virtual Reality (VR) Gaming Accessories Revenue by Country (2021-2026) & (USD Million)
Table 114. South America Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 115. South America Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 116. South America Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 117. South America Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 118. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021e) & (K Units)
Table 119. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Country (2021-2026) & (K Units)
Table 120. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021e) & (USD Million)
Table 121. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2021-2026) & (USD Million)
Table 122. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021e) & (K Units)
Table 123. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Type (2021-2026) & (K Units)
Table 124. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021e) & (K Units)
Table 125. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Application (2021-2026) & (K Units)
Table 126. Direct Channel Pros & Cons
Table 127. Indirect Channel Pros & Cons
Table 128. Virtual Reality (VR) Gaming Accessories Typical Distributors
Table 129. Virtual Reality (VR) Gaming Accessories Typical Customers
List of Figures
Figure 1. Virtual Reality (VR) Gaming Accessories Picture
Figure 2. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type in 2020
Figure 3. VR Headset
Figure 4. VR Controller
Figure 5. VR Treadmill
Figure 6. VR PC Backpack
Figure 7. Gaming Suit
Figure 8. Others
Figure 9. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Application in 2020
Figure 10. Smartphone
Figure 11. PC
Figure 12. Gaming Console
Figure 13. Others
Figure 14. Global Virtual Reality (VR) Gaming Accessories Market Size, (USD Million) & (K Units): 2020 VS 2021 VS 2026
Figure 15. Global Virtual Reality (VR) Gaming Accessories Market Size and Forecast (2016-2026) & (USD Million)
Figure 16. Global Virtual Reality (VR) Gaming Accessories Sales (2016-2026) & (K Units)
Figure 17. Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2026) & (US$/Unit)
Figure 18. Global Virtual Reality (VR) Gaming Accessories Production Capacity (2016-2026) & (K Units)
Figure 19. Global Virtual Reality (VR) Gaming Accessories Production Capacity by Geographic Region: 2020 VS 2021
Figure 20. Virtual Reality (VR) Gaming Accessories Market Drivers
Figure 21. Virtual Reality (VR) Gaming Accessories Market Restraints
Figure 22. Virtual Reality (VR) Gaming Accessories Market Trends
Figure 23. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Manufacturer in 2020
Figure 24. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Manufacturer in 2020
Figure 25. Virtual Reality (VR) Gaming Accessories Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
Figure 26. Top 3 Virtual Reality (VR) Gaming Accessories Manufacturer (Revenue) Market Share in 2020
Figure 27. Top 6 Virtual Reality (VR) Gaming Accessories Manufacturer (Revenue) Market Share in 2020
Figure 28. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2016-2026)
Figure 29. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region (2016-2026)
Figure 30. North America Virtual Reality (VR) Gaming Accessories Revenue (2016-2026) & (USD Million)
Figure 31. Europe Virtual Reality (VR) Gaming Accessories Revenue (2016-2026) & (USD Million)
Figure 32. Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue (2016-2026) & (USD Million)
Figure 33. South America Virtual Reality (VR) Gaming Accessories Revenue (2016-2026) & (USD Million)
Figure 34. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue (2016-2026) & (USD Million)
Figure 35. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2026)
Figure 36. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Type (2016-2026)
Figure 37. Global Virtual Reality (VR) Gaming Accessories Price by Type (2016-2026) & (US$/Unit)
Figure 38. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 39. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Application (2016-2026)
Figure 40. Global Virtual Reality (VR) Gaming Accessories Price by Application (2016-2026) & (US$/Unit)
Figure 41. North America Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2026)
Figure 42. North America Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 43. North America Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2026)
Figure 44. North America Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2026)
Figure 45. United States Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 46. Canada Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 47. Mexico Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 48. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2026)
Figure 49. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 50. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2026)
Figure 51. Europe Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2026)
Figure 52. Germany Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 53. France Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 54. United Kingdom Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 55. Russia Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 56. Italy Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 57. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2016-2026)
Figure 58. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 59. Asia-Pacific Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2016-2026)
Figure 60. Asia-Pacific Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region (2016-2026)
Figure 61. China Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 62. Japan Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 63. Korea Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 64. India Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 65. Southeast Asia Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 66. Australia Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 67. South America Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2026)
Figure 68. South America Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 69. South America Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2026)
Figure 70. South America Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2026)
Figure 71. Brazil Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 72. Argentina Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 73. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2026)
Figure 74. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2026)
Figure 75. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2026)
Figure 76. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2026)
Figure 77. Turkey Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 78. Egypt Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 79. Saudi Arabia Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 80. South Africa Virtual Reality (VR) Gaming Accessories Revenue and Growth Rate (2016-2026) & (USD Million)
Figure 81. Sales Channel: Direct Channel vs Indirect Channel
Figure 82. Methodology
Figure 83. Research Process and Data Source
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Research Methodology

Client Requirements

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Review and analyze client requirements

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Discussion of all the project requirements and queries

Flexibility Check

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Project Feasibility Analysis

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Finalizing tentative research programme

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Structuring project proposal with scope, timeline, and costs

Analyzing Market Dynamics

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Determination of key drivers, restraints, challenge, and opportunity

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Identifies market needs and trends

Market Size Estimation & Forecast

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Estimation of historical data based on secondary and primary data

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

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

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

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

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Data Source

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

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Discussion of all the project requirements and queries

Validation and triangulation of secondary and primary source.

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Collection of data

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Cumulating and collating the essential qualitative and quantitative data

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Generation of report in client requested format by research analysts

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Reviews by expert analysts

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Final quality check

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Clarifying queries

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Receiving feedback

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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.

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    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.

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    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.

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    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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