Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global VR Gaming Accessories Market by Type (VR Headset, VR Controller, VR Treadmill, VR PC Backpack, Gaming Suit, Others), By Application (E-commerce Websites, Company Owned Websites, Supermarket/Hypermarket, Specialty Stores, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global VR Gaming Accessories Market by Type (VR Headset, VR Controller, VR Treadmill, VR PC Backpack, Gaming Suit, Others), By Application (E-commerce Websites, Company Owned Websites, Supermarket/Hypermarket, Specialty Stores, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 273101 4200 Consumer Goods 377 248 Pages 5 (39)
                                          

Market Overview:


The global VR gaming accessories market is expected to grow at a CAGR of XX% 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 virtual reality technology in various sectors such as e-commerce websites, company-owned websites and supermarkets/hypermarkets is also propelling the growth of this market. However, high cost associated with VR gaming accessories may hamper the growth of this market in some regions during the forecast period. On basis of type,the global VR gaming accessories market is segmented intoVR headsets,VR controllers,,VR treadmills,,PC backpacks andgaming suits. Among these segments,. In terms of revenue,. The PC backpack segment is projected to register highest CAGR during 2018-2030 owing to its growing demand from gamers for enhanced immersive experience while playing games. On basis on application,. The ecommerce websitesegment accounted for majority share in 2017andis projectedto maintain its dominance throughoutthe forecast period.


Global VR Gaming Accessories Industry Outlook


Product Definition:


VR Gaming Accessories are used to improve the VR gaming experience. They can include headsets, controllers, and other devices that help create a more immersive experience. The importance of VR Gaming Accessories is that they can help make the experience more realistic and enjoyable for players.


VR Headset:


Virtual reality headset is a device that creates an experience of reality by creating an illusion of sight, sound and touch in the brain. The technology has evolved rapidly over the past few years with improved display resolution, enhanced comfort and increased processing power. VR headsets have been gaining popularity among consumers due to its immersive experience and ability to provide total immersion into any virtual world.


VR Controller:


Virtual Reality Controllers are devices that help in controlling the virtual environment with our physical movements. They offer an immersive experience to the user by tracking and responding to head, hand, and body movements. VR controllers are used for operating games, movies or any other simulation software. The technology is still in its nascent stage; however it has gained significant traction since its inception with the launch of high-end smartphones coupled with a range of motion capturing hardware such as gloves and headsets.


Application Insights:


The company-owned websites application segment dominated the global VR gaming accessories market in 2017. This is attributed to the fact that most of the companies have their offices at a single location and hence it is easier for them to deploy hardware than internet cafes or physical locations where headsets can be used. Moreover, these headsets are compatible with both stationary and mobile devices which makes them convenient for use while playing games on laptops as well. The e-commerce websites application segment is expected to grow significantly over the forecast period owing to increasing consumer preference towards online shopping due to various benefits provided by technology such as convenience, ease of payment options etc.VR headset usage has increased significantly since 2016 when Facebook's Oculus acquired Palmer Luckey's VR company - Oculus Rift Inc., which was later sold back in March 2018 for USD 1 billion (USD 837 million) dollars by Mark Zuckerberg along with his partners at this time there were more than 5 million units were sold globally through different retailers such as Amazon, Best Buy etc.


Regional Analysis:


North America dominated the global market in 2017. The region is expected to maintain its position during the forecast period. North America has a large number of companies offering virtual reality games and related accessories, which makes it one of the largest regional markets for VR gaming accessories. Companies such as HTC Corporation; Oculus VR Inc.; Samsung Electronics Co., Ltd; and Sony Corporation are based in this region, thus making it an important regional market for them to expand their business operations across this region due to high demand from consumers.


Asia Pacific is anticipated to be one of the fastest-growing regions over the forecast period owing to increasing investments by industry leaders in countries such as China and Japan, which have a large consumer base with higher disposable income levels than most other developing nations around Asia Pacific including China and India. Industry leaders are investing huge amounts into advertising campaigns across these nations so that they can reach out more people with greater ease than before through various marketing strategies such as print media, online media etc.


Growth Factors:


  • Increasing demand for VR gaming from consumers
  • Advent of new and innovative VR gaming accessories
  • Growing popularity of VR games among gamers
  • Rising disposable income of consumers
  • Technological advancements in the field of virtual reality

Scope Of The Report

Report Attributes

Report Details

Report Title

VR Gaming Accessories Market Research Report

By Type

VR Headset, VR Controller, VR Treadmill, VR PC Backpack, Gaming Suit, Others

By Application

E-commerce Websites, Company Owned Websites, Supermarket/Hypermarket, Specialty Stores, Others

By Companies

ZEISS Group, Xiaomi, Virtuix Omni, Sony Corporation, Oculus, Samsung, HP Development Company, Microsoft Corporation, HTC Corporation, Nintendo, ZEISS Group

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

248

Number of Tables & Figures

174

Customization Available

Yes, the report can be customized as per your need.


Global VR Gaming Accessories Market Report Segments:

The global 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

E-commerce Websites, Company Owned Websites, Supermarket/Hypermarket, Specialty Stores, 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:

  1. ZEISS Group
  2. Xiaomi
  3. Virtuix Omni
  4. Sony Corporation
  5. Oculus
  6. Samsung
  7. HP Development Company
  8. Microsoft Corporation
  9. HTC Corporation
  10. Nintendo
  11. ZEISS Group

Global VR Gaming Accessories Market Overview


Highlights of The VR Gaming Accessories Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. VR Headset
    2. VR Controller
    3. VR Treadmill
    4. VR PC Backpack
    5. Gaming Suit
    6. Others
  1. By Application:

    1. E-commerce Websites
    2. Company Owned Websites
    3. Supermarket/Hypermarket
    4. Specialty Stores
    5. Others
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the 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

Global VR Gaming Accessories Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


VR gaming accessories are devices that help gamers experience virtual reality games in a more immersive way. These can include things like headsets, controllers, and other hardware.

Some of the major players in the vr gaming accessories market are ZEISS Group, Xiaomi, Virtuix Omni, Sony Corporation, Oculus, Samsung, HP Development Company, Microsoft Corporation, HTC Corporation, Nintendo, ZEISS Group.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 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 VR Gaming Accessories Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 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 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 VR Gaming Accessories Market Size & Forecast, 2018-2028       4.5.1 VR Gaming Accessories Market Size and Y-o-Y Growth       4.5.2 VR Gaming Accessories Market Absolute $ Opportunity

Chapter 5 Global 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 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 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 VR Gaming Accessories Market Size Forecast by Applications
      6.2.1 E-commerce Websites
      6.2.2 Company Owned Websites
      6.2.3 Supermarket/Hypermarket
      6.2.4 Specialty Stores
      6.2.5 Others
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global 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 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 VR Gaming Accessories Analysis and Forecast
   9.1 Introduction
   9.2 North America 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 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 VR Gaming Accessories Market Size Forecast by Applications
      9.10.1 E-commerce Websites
      9.10.2 Company Owned Websites
      9.10.3 Supermarket/Hypermarket
      9.10.4 Specialty Stores
      9.10.5 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 VR Gaming Accessories Analysis and Forecast
   10.1 Introduction
   10.2 Europe 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 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 VR Gaming Accessories Market Size Forecast by Applications
      10.10.1 E-commerce Websites
      10.10.2 Company Owned Websites
      10.10.3 Supermarket/Hypermarket
      10.10.4 Specialty Stores
      10.10.5 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 VR Gaming Accessories Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific 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 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 VR Gaming Accessories Market Size Forecast by Applications
      11.10.1 E-commerce Websites
      11.10.2 Company Owned Websites
      11.10.3 Supermarket/Hypermarket
      11.10.4 Specialty Stores
      11.10.5 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 VR Gaming Accessories Analysis and Forecast
   12.1 Introduction
   12.2 Latin America 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 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 VR Gaming Accessories Market Size Forecast by Applications
      12.10.1 E-commerce Websites
      12.10.2 Company Owned Websites
      12.10.3 Supermarket/Hypermarket
      12.10.4 Specialty Stores
      12.10.5 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) VR Gaming Accessories Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) 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) 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) VR Gaming Accessories Market Size Forecast by Applications
      13.10.1 E-commerce Websites
      13.10.2 Company Owned Websites
      13.10.3 Supermarket/Hypermarket
      13.10.4 Specialty Stores
      13.10.5 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 VR Gaming Accessories Market: Competitive Dashboard
   14.2 Global 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 Xiaomi
      14.3.3 Virtuix Omni
      14.3.4 Sony Corporation
      14.3.5 Oculus
      14.3.6 Samsung
      14.3.7 HP Development Company
      14.3.8 Microsoft Corporation
      14.3.9 HTC Corporation
      14.3.10 Nintendo
      14.3.11 ZEISS Group

Our Trusted Clients

Contact Us