Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global VR Handle Market by Type (Signal controller, Game controllers), By Application (Game, TV, Other) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global VR Handle Market by Type (Signal controller, Game controllers), By Application (Game, TV, Other) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 290859 4200 Consumer Goods 377 195 Pages 4.5 (32)
                                          

Market Overview:


The global VR handle market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The growth in the VR handle market can be attributed to the increasing demand for virtual reality games and applications. In addition, the growing adoption of VR headsets by consumers is also contributing to the growth of this market. Some of the major players operating in this market are Sony Corporation (Japan), Oculus VR LLC (US), HTC Corporation (Taiwan), Samsung Electronics Co., Ltd. (South Korea) and Google Inc. (US).


Global VR Handle Industry Outlook


Product Definition:


A VR Handle is a device that helps to provide a more immersive experience when using virtual reality headsets. They are often used with controllers to provide an extra level of interaction within the virtual world. VR Handles can help to prevent motion sickness and increase the overall feeling of immersion.


Signal controller:


Signal controller is a device that controls the movement of hands in virtual reality (VR) headsets such as Oculus Rift and HTC Vive. It uses an infrared or Bluetooth signal to move the controllers or hands in VR space. The controller can be used with any VR headset, but it's mostly compatible with HTC Vive and Oculus Rift due to its two hand control feature.


Game controllers:


Game controllers are devices that are used to interact with the virtual world. They can be hardware or software based. Hardware game controller is a device which is attached to the body or worn on wrist and it provides complete control over games while using VR headset for gaming purpose. On the other hand, Software Game Controller (SGCC) refers to player interface that enables gamers use their own movements and actions in order to play games using VR Headset.


Application Insights:


The other application segment includes advertisement, education, retail and others. The use of headsets in the advertisement industry is expected to increase product demand over the forecast period. In addition, the growing usage of VR headsets for video-based advertising is anticipated to drive growth over the forecast period. Advertisers are using VR technology for creating awareness about their products among consumers as well as for attracting new customers by providing them with a personalized experience related to their interests. This trend is expected to drive demand from other applications such as TV and game during the forecast period.


The increasing popularity of sports games has fueled demand from both TV and game application segments since 2016.


Regional Analysis:


North America dominated the global market in terms of revenue share in 2017. The region is expected to continue its dominance over the forecast period owing to increasing investments by companies for developing advanced technologies and products. Moreover, presence of key players such as HTC Corporation; Valve Corporation; Google LLC; and Microsoft Corporation is also contributing towards growth of the regional market.


Asia Pacific is anticipated to be one of the fastest-growing regions due to rising adoption by enterprises for various business purposes such as training simulations, meetings & conferences, corporate events, trade shows & exhibitions among others. Presence of major technology companies such as Samsung Electronics Co., Ltd.; Sony Interactive Entertainment Inc.; BSNL Global Jio telecom services Pvt. Ltd.; Huawei Technologies Co., Ltd.


Growth Factors:


  • Increasing demand for VR content from different industries
  • Growing investment in VR technology by various companies
  • Proliferation of affordable VR headsets and accessories
  • Increasing number of developers focusing on VR app development
  • Rapid advancements in virtual reality technology

Scope Of The Report

Report Attributes

Report Details

Report Title

VR Handle Market Research Report

By Type

Signal controller, Game controllers

By Application

Game, TV, Other

By Companies

VIVE, Oculus, Sony, Antvr, Deepoon, Shinecon, Microsoft, VIVE

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

195

Number of Tables & Figures

137

Customization Available

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


Global VR Handle Market Report Segments:

The global VR Handle market is segmented on the basis of:

Types

Signal controller, Game controllers

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

Game, TV, Other

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. VIVE
  2. Oculus
  3. Sony
  4. Antvr
  5. Deepoon
  6. Shinecon
  7. Microsoft
  8. VIVE

Global VR Handle Market Overview


Highlights of The VR Handle 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. Signal controller
    2. Game controllers
  1. By Application:

    1. Game
    2. TV
    3. Other
  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 Handle 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 Handle 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 Handle is a virtual reality handle for devices like the HTC Vive and Oculus Rift. It allows users to interact with virtual objects in a more natural way, by giving them the ability to grip and manipulate them as if they were real.

Some of the major companies in the vr handle market are VIVE, Oculus, Sony, Antvr, Deepoon, Shinecon, Microsoft, VIVE.

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

Chapter 5 Global VR Handle 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 Handle Market Size Forecast by Type
      5.2.1 Signal controller
      5.2.2 Game controllers
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global VR Handle 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 Handle Market Size Forecast by Applications
      6.2.1 Game
      6.2.2 TV
      6.2.3 Other
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global VR Handle 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 Handle 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 Handle Analysis and Forecast
   9.1 Introduction
   9.2 North America VR Handle 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 Handle Market Size Forecast by Type
      9.6.1 Signal controller
      9.6.2 Game controllers
   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 Handle Market Size Forecast by Applications
      9.10.1 Game
      9.10.2 TV
      9.10.3 Other
   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 Handle Analysis and Forecast
   10.1 Introduction
   10.2 Europe VR Handle 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 Handle Market Size Forecast by Type
      10.6.1 Signal controller
      10.6.2 Game controllers
   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 Handle Market Size Forecast by Applications
      10.10.1 Game
      10.10.2 TV
      10.10.3 Other
   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 Handle Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific VR Handle 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 Handle Market Size Forecast by Type
      11.6.1 Signal controller
      11.6.2 Game controllers
   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 Handle Market Size Forecast by Applications
      11.10.1 Game
      11.10.2 TV
      11.10.3 Other
   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 Handle Analysis and Forecast
   12.1 Introduction
   12.2 Latin America VR Handle 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 Handle Market Size Forecast by Type
      12.6.1 Signal controller
      12.6.2 Game controllers
   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 Handle Market Size Forecast by Applications
      12.10.1 Game
      12.10.2 TV
      12.10.3 Other
   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 Handle Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) VR Handle 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 Handle Market Size Forecast by Type
      13.6.1 Signal controller
      13.6.2 Game controllers
   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 Handle Market Size Forecast by Applications
      13.10.1 Game
      13.10.2 TV
      13.10.3 Other
   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 Handle Market: Competitive Dashboard
   14.2 Global VR Handle Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 VIVE
      14.3.2 Oculus
      14.3.3 Sony
      14.3.4 Antvr
      14.3.5 Deepoon
      14.3.6 Shinecon
      14.3.7 Microsoft
      14.3.8 VIVE

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