Market Overview:
The global virtual reality (VR) gaming accessories market is expected to grow at a CAGR of over 25% during the forecast period from 2018 to 2030. The growth in the VR gaming accessories market can be attributed to the increasing demand for VR headsets, controllers, treadmills, PC backpacks and gaming suits from gamers across the globe. In addition, rising adoption of VR technology in various industries such as education, healthcare and retail is also propelling the growth of this market. On the basis of type, the global VR gaming accessories market can be segmented into VR headsets, controllers, treadmills PC backpacks and gaming suits. Among these segments, VR headsets are expected to account for a major share of this market during the forecast period owing to their growing popularity among gamers worldwide. On account of their low cost and easy availability through online and offline channels alike; smartphones are anticipated to be one of key applications fuelling growth in this market over next few years.
Product Definition:
Virtual Reality (VR) Gaming Accessories are devices which provide an enhanced Virtual Reality experience for gamers. They can include headsets, controllers, and other peripherals which create a more immersive gaming environment. The importance of VR Gaming Accessories is that they allow gamers to more fully immerse themselves in the game world, providing a more realistic experience. This can lead to a greater sense of enjoyment and engagement with the game.
VR Headset:
VR headset is a device that creates an immersive experience by creating three-dimensional images for the user. The headsets include displays, sensors and processors which help in providing an enhanced visual experience to the user. The major factor driving market growth includes increasing investments in virtual reality technology by manufacturers such as Facebook’s Oculus VR, Sony Corporation with their Morpheus VR Headset and Microsoft with their HoloLens Development Kit.
VR Controller:
The Virtual Reality (VR) controller is a device that enables users to interact with the virtual environment created by VR headsets. The VR controllers are used in various applications such as gaming, entertainment, and military training. The increasing demand for immersive technology across different industry verticals has led to the rapid growth of the market over the past few years. Immersive technology provides an experience of being present in the virtual world instead of using traditional technologies which can provide only limited aspects of reality.
Application Insights:
The smartphone application segment led the global virtual reality gaming accessories market in 2017. The global penetration of smartphones has been rising steadily over the years and this trend is expected to continue over the forecast period. As of 2018, around 4 billion smartphones have been sold globally which indicates a significant growth potential for VR gaming applications on mobile phones.
The PC application segment is also expected to witness significant growth during the forecast period owing to increasing demand for high-end computers equipped with graphics cards and processors that can handle VR games with ease. Moreover, increasing investments by game developers in order to create cutting edge graphics suitable for VR headsets will boost industry expansion further. However, high cost associated with developing VR games may hamper industry growth in some regions such as Asia Pacific where development costs are relatively higher than other regions due to various factors such as taxes imposed by different governments on software royalties etc.
Regional Analysis:
North America dominated the global market in 2017. The region is expected to maintain its dominance over the forecast period as well, owing to increasing investments by industry players and a growing number of commercial establishments that offer VR games. Asia Pacific is projected to be the fastest-growing regional market from 2018 to 2030 due to increasing awareness about emerging technologies and availability of cheap labor in countries, such as China and India. Moreover, Japan has been one of the early adopters for various VR technology platforms; thus it has led to an increased demand for VR gaming accessories in this region.
Growth Factors:
- Increasing demand for VR gaming from consumers
- Growing popularity of VR games
- Advent of new and innovative VR gaming accessories
- Rising disposable income of consumers
- Growing awareness about the benefits of VR gaming
Scope Of The Report
Report Attributes
Report Details
Report Title
Virtual Reality (VR) Gaming Accessories Market Research Report
By Type
VR Headset, VR Controller, VR Treadmill, VR PC Backpack, Gaming Suit, Others
By Application
Smartphone, PC, Gaming Console, Others
By Companies
ZEISS Group, Virtuix Omni, Sony Corporation, Oculus, Samsung, HP Development Company, Microsoft Corporation, HTC Corporation, Nintendo, Google Inc, ZEISS Group, Birdly, Sixense STEM, Teslasuit, Feelreal
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
223
Number of Tables & Figures
157
Customization Available
Yes, the report can be customized as per your need.
Global Virtual Reality (VR) Gaming Accessories Market Report Segments:
The global Virtual Reality (VR) Gaming Accessories market is segmented on the basis of:
Types
VR Headset, VR Controller, VR Treadmill, VR PC Backpack, Gaming Suit, Others
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Smartphone, PC, Gaming Console, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- ZEISS Group
- Virtuix Omni
- Sony Corporation
- Oculus
- Samsung
- HP Development Company
- Microsoft Corporation
- HTC Corporation
- Nintendo
- Google Inc
- ZEISS Group
- Birdly
- Sixense STEM
- Teslasuit
- Feelreal
Highlights of The Virtual Reality (VR) Gaming Accessories Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- VR Headset
- VR Controller
- VR Treadmill
- VR PC Backpack
- Gaming Suit
- Others
- By Application:
- Smartphone
- PC
- Gaming Console
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Virtual Reality (VR) Gaming Accessories Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Virtual Reality gaming accessories are devices that help gamers experience virtual reality games in a more immersive way. Some of the most popular VR gaming accessories include headsets, controllers, and motion sensors.
Some of the major companies in the virtual reality (vr) gaming accessories market are ZEISS Group, Virtuix Omni, Sony Corporation, Oculus, Samsung, HP Development Company, Microsoft Corporation, HTC Corporation, Nintendo, Google Inc, ZEISS Group, Birdly, Sixense STEM, Teslasuit, Feelreal.
The virtual reality (vr) gaming accessories market is expected to grow at a compound annual growth rate of 25%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Virtual Reality (VR) Gaming Accessories Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Virtual Reality (VR) Gaming Accessories Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Virtual Reality (VR) Gaming Accessories Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Virtual Reality (VR) Gaming Accessories Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Virtual Reality (VR) Gaming Accessories Market Size & Forecast, 2018-2028 4.5.1 Virtual Reality (VR) Gaming Accessories Market Size and Y-o-Y Growth 4.5.2 Virtual Reality (VR) Gaming Accessories Market Absolute $ Opportunity
Chapter 5 Global Virtual Reality (VR) Gaming Accessories Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Virtual Reality (VR) Gaming Accessories Market Size Forecast 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 Attractiveness Analysis by Type
Chapter 6 Global Virtual Reality (VR) Gaming Accessories Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Virtual Reality (VR) Gaming Accessories Market Size Forecast by Applications
6.2.1 Smartphone
6.2.2 PC
6.2.3 Gaming Console
6.2.4 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Virtual Reality (VR) Gaming Accessories Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Virtual Reality (VR) Gaming Accessories Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Virtual Reality (VR) Gaming Accessories Analysis and Forecast
9.1 Introduction
9.2 North America Virtual Reality (VR) Gaming Accessories Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Virtual Reality (VR) Gaming Accessories Market Size Forecast by Type
9.6.1 VR Headset
9.6.2 VR Controller
9.6.3 VR Treadmill
9.6.4 VR PC Backpack
9.6.5 Gaming Suit
9.6.6 Others
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Virtual Reality (VR) Gaming Accessories Market Size Forecast by Applications
9.10.1 Smartphone
9.10.2 PC
9.10.3 Gaming Console
9.10.4 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Virtual Reality (VR) Gaming Accessories Analysis and Forecast
10.1 Introduction
10.2 Europe Virtual Reality (VR) Gaming Accessories Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Virtual Reality (VR) Gaming Accessories Market Size Forecast by Type
10.6.1 VR Headset
10.6.2 VR Controller
10.6.3 VR Treadmill
10.6.4 VR PC Backpack
10.6.5 Gaming Suit
10.6.6 Others
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Virtual Reality (VR) Gaming Accessories Market Size Forecast by Applications
10.10.1 Smartphone
10.10.2 PC
10.10.3 Gaming Console
10.10.4 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Virtual Reality (VR) Gaming Accessories Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Virtual Reality (VR) Gaming Accessories Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Virtual Reality (VR) Gaming Accessories Market Size Forecast by Type
11.6.1 VR Headset
11.6.2 VR Controller
11.6.3 VR Treadmill
11.6.4 VR PC Backpack
11.6.5 Gaming Suit
11.6.6 Others
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Virtual Reality (VR) Gaming Accessories Market Size Forecast by Applications
11.10.1 Smartphone
11.10.2 PC
11.10.3 Gaming Console
11.10.4 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Virtual Reality (VR) Gaming Accessories Analysis and Forecast
12.1 Introduction
12.2 Latin America Virtual Reality (VR) Gaming Accessories Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Virtual Reality (VR) Gaming Accessories Market Size Forecast by Type
12.6.1 VR Headset
12.6.2 VR Controller
12.6.3 VR Treadmill
12.6.4 VR PC Backpack
12.6.5 Gaming Suit
12.6.6 Others
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Virtual Reality (VR) Gaming Accessories Market Size Forecast by Applications
12.10.1 Smartphone
12.10.2 PC
12.10.3 Gaming Console
12.10.4 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Virtual Reality (VR) Gaming Accessories Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Virtual Reality (VR) Gaming Accessories Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Virtual Reality (VR) Gaming Accessories Market Size Forecast by Type
13.6.1 VR Headset
13.6.2 VR Controller
13.6.3 VR Treadmill
13.6.4 VR PC Backpack
13.6.5 Gaming Suit
13.6.6 Others
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Virtual Reality (VR) Gaming Accessories Market Size Forecast by Applications
13.10.1 Smartphone
13.10.2 PC
13.10.3 Gaming Console
13.10.4 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Virtual Reality (VR) Gaming Accessories Market: Competitive Dashboard
14.2 Global Virtual Reality (VR) Gaming Accessories Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 ZEISS Group
14.3.2 Virtuix Omni
14.3.3 Sony Corporation
14.3.4 Oculus
14.3.5 Samsung
14.3.6 HP Development Company
14.3.7 Microsoft Corporation
14.3.8 HTC Corporation
14.3.9 Nintendo
14.3.10 Google Inc
14.3.11 ZEISS Group
14.3.12 Birdly
14.3.13 Sixense STEM
14.3.14 Teslasuit
14.3.15 Feelreal