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Global Virtual Reality Gaming Accessories Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2023

Published: Nov-2018 | Format: PDF | Global Info Research | Number of pages: 124 | Code: MRS - 391288

Virtual reality has caught the world by storm and the combined effect of virtual reality and gaming has created a new breed of technology hungry individuals with a zeal for exploring hitherto unseen dimensions that define the VR and gaming industry.

Scope of the Report:
An increasing growth in adoption of smartbased VR headsets and other gaming accessories owing to the feasibility of playing VR games without any connected cables and devices is the primary driver pushing the market towards high revenue growth.
The global Virtual Reality Gaming Accessories market is valued at xx million  in 2017 and is expected to reach xx million  by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Virtual Reality Gaming Accessories.
Europe also play important roles in global market, with market size of xx million  in 2017 and will be xx million  in 2023, with a CAGR of xx%.
This report studies the Virtual Reality Gaming Accessories market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Virtual Reality Gaming Accessories market by product type and applications/end industries.

Market Segment by Companies, this report covers
    HTC
    Google
    Sony
    Microsoft
    Virtuix Holdings
    Samsung
    Nintendo
    Oculus VR
    HP
    Xiaomi

Market Segment by Regions, regional analysis covers 
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

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

Market Segment by Applications, can be divided into
    Gaming Console
    PC
    Smartphone
Table of Contents

1 Virtual Reality Gaming Accessories Market Overview
    1.1 Product Overview and Scope of Virtual Reality Gaming Accessories
    1.2 Classification of Virtual Reality Gaming Accessories by Types
        1.2.1 Global Virtual Reality Gaming Accessories Revenue Comparison by Types (2017-2023)
        1.2.2 Global Virtual Reality Gaming Accessories Revenue Market Share by Types in 2017
        1.2.3 Headset
        1.2.4 VR Controller
        1.2.5 VR Treadmill
        1.2.6 Gaming Suit
        1.2.7 VR PC Backpack
    1.3 Global Virtual Reality Gaming Accessories Market by Application
        1.3.1 Global Virtual Reality Gaming Accessories Market Size and Market Share Comparison by Applications (2013-2023)
        1.3.2 Gaming Console
        1.3.3 PC
        1.3.4 Smartphone
    1.4 Global Virtual Reality Gaming Accessories Market by Regions
        1.4.1 Global Virtual Reality Gaming Accessories Market Size (Million ) Comparison by Regions (2013-2023)
        1.4.1 North America (USA, Canada and Mexico) Virtual Reality Gaming Accessories Status and Prospect (2013-2023)
        1.4.2 Europe (Germany, France, UK, Russia and Italy) Virtual Reality Gaming Accessories Status and Prospect (2013-2023)
        1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Virtual Reality Gaming Accessories Status and Prospect (2013-2023)
        1.4.4 South America (Brazil, Argentina, Colombia) Virtual Reality Gaming Accessories Status and Prospect (2013-2023)
        1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Virtual Reality Gaming Accessories Status and Prospect (2013-2023)
    1.5 Global Market Size of Virtual Reality Gaming Accessories (2013-2023)
2 Manufacturers Profiles
    2.1 HTC
        2.1.1 Business Overview
        2.1.2 Virtual Reality Gaming Accessories Type and Applications
            2.1.2.1 Product A
            2.1.2.2 Product B
        2.1.3 HTC Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)
    2.2 Google
        2.2.1 Business Overview
        2.2.2 Virtual Reality Gaming Accessories Type and Applications
            2.2.2.1 Product A
            2.2.2.2 Product B
        2.2.3 Google Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)
    2.3 Sony
        2.3.1 Business Overview
        2.3.2 Virtual Reality Gaming Accessories Type and Applications
            2.3.2.1 Product A
            2.3.2.2 Product B
        2.3.3 Sony Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)
    2.4 Microsoft
        2.4.1 Business Overview
        2.4.2 Virtual Reality Gaming Accessories Type and Applications
            2.4.2.1 Product A
            2.4.2.2 Product B
        2.4.3 Microsoft Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)
    2.5 Virtuix Holdings
        2.5.1 Business Overview
        2.5.2 Virtual Reality Gaming Accessories Type and Applications
            2.5.2.1 Product A
            2.5.2.2 Product B
        2.5.3 Virtuix Holdings Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)
    2.6 Samsung
        2.6.1 Business Overview
        2.6.2 Virtual Reality Gaming Accessories Type and Applications
            2.6.2.1 Product A
            2.6.2.2 Product B
        2.6.3 Samsung Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)
    2.7 Nintendo
        2.7.1 Business Overview
        2.7.2 Virtual Reality Gaming Accessories Type and Applications
            2.7.2.1 Product A
            2.7.2.2 Product B
        2.7.3 Nintendo Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)
    2.8 Oculus VR
        2.8.1 Business Overview
        2.8.2 Virtual Reality Gaming Accessories Type and Applications
            2.8.2.1 Product A
            2.8.2.2 Product B
        2.8.3 Oculus VR Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)
    2.9 HP
        2.9.1 Business Overview
        2.9.2 Virtual Reality Gaming Accessories Type and Applications
            2.9.2.1 Product A
            2.9.2.2 Product B
        2.9.3 HP Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)
    2.10 Xiaomi
        2.10.1 Business Overview
        2.10.2 Virtual Reality Gaming Accessories Type and Applications
            2.10.2.1 Product A
            2.10.2.2 Product B
        2.10.3 Xiaomi Virtual Reality Gaming Accessories Revenue, Gross Margin and Market Share (2016-2017)
3 Global Virtual Reality Gaming Accessories Market Competition, by Players
    3.1 Global Virtual Reality Gaming Accessories Revenue and Share by Players (2013-2018)
    3.2 Market Concentration Rate
        3.2.1 Top 5 Virtual Reality Gaming Accessories Players Market Share
        3.2.2 Top 10 Virtual Reality Gaming Accessories Players Market Share
    3.3 Market Competition Trend
4 Global Virtual Reality Gaming Accessories Market Size by Regions
    4.1 Global Virtual Reality Gaming Accessories Revenue and Market Share by Regions
    4.2 North America Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    4.3 Europe Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    4.4 Asia-Pacific Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    4.5 South America Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    4.6 Middle East and Africa Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
5 North America Virtual Reality Gaming Accessories Revenue by Countries
    5.1 North America Virtual Reality Gaming Accessories Revenue by Countries (2013-2018)
    5.2 USA Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    5.3 Canada Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    5.4 Mexico Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
6 Europe Virtual Reality Gaming Accessories Revenue by Countries
    6.1 Europe Virtual Reality Gaming Accessories Revenue by Countries (2013-2018)
    6.2 Germany Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    6.3 UK Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    6.4 France Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    6.5 Russia Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    6.6 Italy Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
7 Asia-Pacific Virtual Reality Gaming Accessories Revenue by Countries
    7.1 Asia-Pacific Virtual Reality Gaming Accessories Revenue by Countries (2013-2018)
    7.2 China Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    7.3 Japan Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    7.4 Korea Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    7.5 India Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    7.6 Southeast Asia Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
8 South America Virtual Reality Gaming Accessories Revenue by Countries
    8.1 South America Virtual Reality Gaming Accessories Revenue by Countries (2013-2018)
    8.2 Brazil Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    8.3 Argentina Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    8.4 Colombia Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
9 Middle East and Africa Revenue Virtual Reality Gaming Accessories by Countries
    9.1 Middle East and Africa Virtual Reality Gaming Accessories Revenue by Countries (2013-2018)
    9.2 Saudi Arabia Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    9.3 UAE Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    9.4 Egypt Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    9.5 Nigeria Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
    9.6 South Africa Virtual Reality Gaming Accessories Revenue and Growth Rate (2013-2018)
10 Global Virtual Reality Gaming Accessories Market Segment by Type
    10.1 Global Virtual Reality Gaming Accessories Revenue and Market Share by Type (2013-2018)
    10.2 Global Virtual Reality Gaming Accessories Market Forecast by Type (2018-2023)
    10.3 Headset Revenue Growth Rate (2013-2023)
    10.4 VR Controller Revenue Growth Rate (2013-2023)
    10.5 VR Treadmill Revenue Growth Rate (2013-2023)
    10.6 Gaming Suit Revenue Growth Rate (2013-2023)
    10.7 VR PC Backpack Revenue Growth Rate (2013-2023)
11 Global Virtual Reality Gaming Accessories Market Segment by Application
    11.1 Global Virtual Reality Gaming Accessories Revenue Market Share by Application (2013-2018)
    11.2 Virtual Reality Gaming Accessories Market Forecast by Application (2018-2023)
    11.3 Gaming Console Revenue Growth (2013-2018)
    11.4 PC Revenue Growth (2013-2018)
    11.5 Smartphone Revenue Growth (2013-2018)
12 Global Virtual Reality Gaming Accessories Market Size Forecast (2018-2023)
    12.1 Global Virtual Reality Gaming Accessories Market Size Forecast (2018-2023)
    12.2 Global Virtual Reality Gaming Accessories Market Forecast by Regions (2018-2023)
    12.3 North America Virtual Reality Gaming Accessories Revenue Market Forecast (2018-2023)
    12.4 Europe Virtual Reality Gaming Accessories Revenue Market Forecast (2018-2023)
    12.5 Asia-Pacific Virtual Reality Gaming Accessories Revenue Market Forecast (2018-2023)
    12.6 South America Virtual Reality Gaming Accessories Revenue Market Forecast (2018-2023)
    12.7 Middle East and Africa Virtual Reality Gaming Accessories Revenue Market Forecast (2018-2023)
13 Research Findings and Conclusion
14 Appendix
    14.1 Methodology
    14.2 Data Source

                        
            

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