Product Code: 137982-01-23
Virtual Reality (VR) is an emerging technology that is gaining widespread acceptance across different industry verticals, especially the gaming industry. Growing prominence of VR technology in the gaming industry is presumed to have a positive impact on the related hardware and accessories market. The global VR gaming accessories market is presumed to register strong growth, expanding at a double-digit CAGR during the forecast period. Integration of VR technology in gaming has caught the world by storm, developing a new breed of technology for the gaming industry. Virtual reality replicates 3D environment in a way that the user can communicate and interact with the virtual world, thereby providing users with a life-like experience at any location.
The introduction of virtual reality has augmented the already attractive world of gaming, offering a mesmerizing 3D experience to gamers with the help of virtual reality devices and accessories. The advent of virtual reality in the gaming industry has elevated the demand for VR hardware, thereby creating a huge potential for consoles and accessories compatible with VR input devices. Virtual reality-based games are gaining popularity across the globe as the gaming community and enthusiasts continue to use smartphones as a platform for an enhanced VR experience. Thus, increasing penetration of VR technology in gaming coupled with the proliferation of smartphones among the younger generation as a tangible platform for virtual reality gaming is driving demand for related gaming accessories across the globe.
Demand for virtual reality headsets offering the ease for playing VR games without any need for connected cables is further driving the market growth. All these factors are collectively contributing to the double-digit growth of the global virtual reality gaming accessories market during the forecast period. Worldwide spending on ICT products and services has increased significantly over the last few years due to increasing internet penetration and continuous advancements in technologies. In terms of geography, Asia Pacific region is anticipated to grow incrementally during the forecast period. The demand for head-mounted displays, especially for gaming applications in countries including China, Japan, and South Korea is on a rise due to evolving digital habits of consumers and growing penetration of VR technology.
Key Players Identified for Virtual Reality Gaming Accessories Market Include but are Not Limited to:
Google, Inc., HP Development Company, L.P., HTC Corporation, Microsoft, Nintendo, Oculus VR, LLC, SAMSUNG, Sony Corporation, Virtuix, Xiaomi, ZEISS International and Others notable players.
Historical & Forecast Period
This study report represents analysis of each segment from 2021 to 2031 considering 2022 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2022 to 2031.
The current report comprises of quantitative market estimations for each micro market for every geographical region and qualitative market analysis such as micro and macro environment analysis, market trends, competitive intelligence, segment analysis, porters five force model, top winning strategies, top investment markets, emerging trends and technological analysis, case studies, strategic conclusions and recommendations and other key market insights.
Research Methodology
The complete research study was conducted in three phases, namely: secondary research, primary research, and expert panel review. key data point that enables the estimation of Virtual Reality Gaming Accessories market are as follows:
Research and development budgets of manufacturers and government spending
Revenues of key companies in the market segment
Number of end users and consumption volume, price and value.
Geographical revenues generate by countries considered in the report:
Micro and macro environment factors that are currently influencing the Virtual Reality Gaming Accessories market and their expected impact during the forecast period.
Market forecast was performed through proprietary software that analyzes various qualitative and quantitative factors. Growth rate and CAGR were estimated through intensive secondary and primary research. Data triangulation across various data points provides accuracy across various analyzed market segments in the report. Application of both top down and bottom-up approach for validation of market estimation assures logical, methodical and mathematical consistency of the quantitative data.
Market Segmentation
Components
Headset
Controller
Treadmill
PC Backpack
Others
Platform
PC
Smartphone
Gaming Console
Region Segment (2021-2031; US$ Million)
North America
U.S.
Canada
Rest of North America
UK and European Union
UK
Germany
Spain
Italy
France
Rest of Europe
Asia Pacific
China
Japan
India
Australia
South Korea
Rest of Asia Pacific
Latin America
Brazil
Mexico
Rest of Latin America
Middle East and Africa
GCC
Africa
Rest of Middle East and Africa
Key questions answered in this report:
What are the key micro and macro environmental factors that are impacting the growth of Virtual Reality Gaming Accessories market?
What are the key investment pockets with respect to product segments and geographies currently and during the forecast period?
Estimated forecast and market projections up to 2031.
Which segment accounts for the fastest CAGR during the forecast period?
Which market segment holds a larger market share and why?
Are low and middle-income economies investing in the Virtual Reality Gaming Accessories market?
Which is the largest regional market for Virtual Reality Gaming Accessories market?
What are the market trends and dynamics in emerging markets such as Asia Pacific, Latin America, and Middle East & Africa?
Which are the key trends driving Virtual Reality Gaming Accessories market growth?
Who are the key competitors and what are their key strategies to enhance their market presence in the Virtual Reality Gaming Accessories market worldwide?
Table of Contents
1. Preface
- 1.1. Report Description
- 1.1.1. Purpose of the Report
- 1.1.2. Target Audience
- 1.1.3. Key Offerings
- 1.2. Market Segmentation
- 1.3. Research Methodology
- 1.3.1. Phase I - Secondary Research
- 1.3.2. Phase II - Primary Research
- 1.3.3. Phase III - Expert Panel Review
- 1.3.4. Assumptions
- 1.3.5. Approach Adopted
2. Executive Summary
- 2.1. Market Snapshot: Global Virtual Reality Gaming Accessories Market
- 2.2. Global Virtual Reality Gaming Accessories Market, By Components, 2022 (US$ Million)
- 2.3. Global Virtual Reality Gaming Accessories Market, By Platform, 2022 (US$ Million)
- 2.4. Global Virtual Reality Gaming Accessories Market, By Geography, 2022 (US$ Million)
- 2.5. Attractive Investment Proposition by Geography, 2022
3. Virtual Reality Gaming Accessories Market: Competitive Analysis
- 3.1. Market Positioning of Key Virtual Reality Gaming Accessories Market Vendors
- 3.2. Strategies Adopted by Virtual Reality Gaming Accessories Market Vendors
- 3.3. Key Industry Strategies
- 3.4. Tier Analysis 2022 Versus 2031
4. Virtual Reality Gaming Accessories Market: Macro Analysis & Market Dynamics
- 4.1. Introduction
- 4.2. Global Virtual Reality Gaming Accessories Market Value, 2021 - 2031, (US$ Million)
- 4.3. Market Dynamics
- 4.3.1. Market Drivers
- 4.3.2. Market Restraints
- 4.3.3. Key Challenges
- 4.3.4. Key Opportunities
- 4.4. Impact Analysis of Drivers and Restraints
- 4.5. See-Saw Analysis
5. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 5.1. Market Overview
- 5.2. Growth & Revenue Analysis: 2022 Versus 2031
- 5.3. Market Segmentation
- 5.3.1. Headset
- 5.3.2. Controller
- 5.3.3. Treadmill
- 5.3.4. PC Backpack
- 5.3.5. Others
6. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 6.1. Market Overview
- 6.2. Growth & Revenue Analysis: 2022 Versus 2031
- 6.3. Market Segmentation
- 6.3.1. PC
- 6.3.2. Smartphone
- 6.3.3. Gaming Console
7. North America Virtual Reality Gaming Accessories Market, 2021-2031, USD (Million)
- 7.1. Market Overview
- 7.2. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 7.3. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 7.4.Virtual Reality Gaming Accessories Market: By Region, 2021-2031, USD (Million)
- 7.4.1.North America
- 7.4.1.1. U.S.
- 7.4.1.1.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 7.4.1.1.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 7.4.1.2. Canada
- 7.4.1.2.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 7.4.1.2.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 7.4.1.3. Rest of North America
- 7.4.1.3.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 7.4.1.3.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
8. UK and European Union Virtual Reality Gaming Accessories Market, 2021-2031, USD (Million)
- 8.1. Market Overview
- 8.2. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 8.3. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 8.4.Virtual Reality Gaming Accessories Market: By Region, 2021-2031, USD (Million)
- 8.4.1.UK and European Union
- 8.4.1.1. UK
- 8.4.1.1.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 8.4.1.1.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 8.4.1.2. Germany
- 8.4.1.2.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 8.4.1.2.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 8.4.1.3. Spain
- 8.4.1.3.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 8.4.1.3.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 8.4.1.4. Italy
- 8.4.1.4.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 8.4.1.4.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 8.4.1.5. France
- 8.4.1.5.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 8.4.1.5.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 8.4.1.6. Rest of Europe
- 8.4.1.6.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 8.4.1.6.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
9. Asia Pacific Virtual Reality Gaming Accessories Market, 2021-2031, USD (Million)
- 9.1. Market Overview
- 9.2. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 9.3. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 9.4.Virtual Reality Gaming Accessories Market: By Region, 2021-2031, USD (Million)
- 9.4.1.Asia Pacific
- 9.4.1.1. China
- 9.4.1.1.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 9.4.1.1.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 9.4.1.2. Japan
- 9.4.1.2.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 9.4.1.2.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 9.4.1.3. India
- 9.4.1.3.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 9.4.1.3.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 9.4.1.4. Australia
- 9.4.1.4.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 9.4.1.4.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 9.4.1.5. South Korea
- 9.4.1.5.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 9.4.1.5.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 9.4.1.6. Rest of Asia Pacific
- 9.4.1.6.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 9.4.1.6.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
10. Latin America Virtual Reality Gaming Accessories Market, 2021-2031, USD (Million)
- 10.1. Market Overview
- 10.2. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 10.3. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 10.4.Virtual Reality Gaming Accessories Market: By Region, 2021-2031, USD (Million)
- 10.4.1.Latin America
- 10.4.1.1. Brazil
- 10.4.1.1.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 10.4.1.1.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 10.4.1.2. Mexico
- 10.4.1.2.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 10.4.1.2.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 10.4.1.3. Rest of Latin America
- 10.4.1.3.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 10.4.1.3.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
11. Middle East and Africa Virtual Reality Gaming Accessories Market, 2021-2031, USD (Million)
- 11.1. Market Overview
- 11.2. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 11.3. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 11.4.Virtual Reality Gaming Accessories Market: By Region, 2021-2031, USD (Million)
- 11.4.1.Middle East and Africa
- 11.4.1.1. GCC
- 11.4.1.1.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 11.4.1.1.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 11.4.1.2. Africa
- 11.4.1.2.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 11.4.1.2.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
- 11.4.1.3. Rest of Middle East and Africa
- 11.4.1.3.1. Virtual Reality Gaming Accessories Market: By Components, 2021-2031, USD (Million)
- 11.4.1.3.1. Virtual Reality Gaming Accessories Market: By Platform, 2021-2031, USD (Million)
12. Company Profile
- 12.1. Google, Inc.
- 12.1.1. Company Overview
- 12.1.2. Financial Performance
- 12.1.3. Product Portfolio
- 12.1.4. Strategic Initiatives
- 12.2. HP Development Company
- 12.2.1. Company Overview
- 12.2.2. Financial Performance
- 12.2.3. Product Portfolio
- 12.2.4. Strategic Initiatives
- 12.3. L.P.
- 12.3.1. Company Overview
- 12.3.2. Financial Performance
- 12.3.3. Product Portfolio
- 12.3.4. Strategic Initiatives
- 12.4. HTC Corporation
- 12.4.1. Company Overview
- 12.4.2. Financial Performance
- 12.4.3. Product Portfolio
- 12.4.4. Strategic Initiatives
- 12.5. Microsoft
- 12.5.1. Company Overview
- 12.5.2. Financial Performance
- 12.5.3. Product Portfolio
- 12.5.4. Strategic Initiatives
- 12.6. Nintendo
- 12.6.1. Company Overview
- 12.6.2. Financial Performance
- 12.6.3. Product Portfolio
- 12.6.4. Strategic Initiatives
- 12.7. Oculus VR, LLC
- 12.7.1. Company Overview
- 12.7.2. Financial Performance
- 12.7.3. Product Portfolio
- 12.7.4. Strategic Initiatives
- 12.8. SAMSUNG
- 12.8.1. Company Overview
- 12.8.2. Financial Performance
- 12.8.3. Product Portfolio
- 12.8.4. Strategic Initiatives
- 12.9. Sony Corporation
- 12.9.1. Company Overview
- 12.9.2. Financial Performance
- 12.9.3. Product Portfolio
- 12.9.4. Strategic Initiatives
- 12.10. Virtuix
- 12.10.1. Company Overview
- 12.10.2. Financial Performance
- 12.10.3. Product Portfolio
- 12.10.4. Strategic Initiatives
- 12.11. Xiaomi
- 12.11.1. Company Overview
- 12.11.2. Financial Performance
- 12.11.3. Product Portfolio
- 12.11.4. Strategic Initiatives
- 12.12. ZEISS International
- 12.12.1. Company Overview
- 12.12.2. Financial Performance
- 12.12.3. Product Portfolio
- 12.12.4. Strategic Initiatives
- 12.13. Others notable players
- 12.13.1. Company Overview
- 12.13.2. Financial Performance
- 12.13.3. Product Portfolio
- 12.13.4. Strategic Initiatives