表紙:バーチャルリアリティゲーミングアクセサリー市場- 成長、将来展望、競合分析、2023年~2031年
市場調査レポート
商品コード
1255988

バーチャルリアリティゲーミングアクセサリー市場- 成長、将来展望、競合分析、2023年~2031年

Virtual Reality Gaming Accessories Market - Growth, Future Prospects and Competitive Analysis, 2023 - 2031

出版日: | 発行: Acute Market Reports | ページ情報: 英文 117 Pages | 納期: 即日から翌営業日

価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=157.14円
バーチャルリアリティゲーミングアクセサリー市場- 成長、将来展望、競合分析、2023年~2031年
出版日: 2023年01月30日
発行: Acute Market Reports
ページ情報: 英文 117 Pages
納期: 即日から翌営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

バーチャルリアリティ(VR)は、ゲーム業界を中心に、さまざまな業界で広く受け入れられている新興技術です。ゲーム業界におけるVR技術の重要性の高まりは、関連するハードウェアおよびアクセサリー市場に好影響を与えると推測されます。世界のVRゲーミングアクセサリー市場は、予測期間中に2桁のCAGRで拡大し、力強い成長を記録すると推測されます。ゲームにおけるVR技術の統合は世界を席巻し、ゲーム業界にとって新たな技術種を開発しました。バーチャルリアリティは、3D環境を再現し、ユーザーが仮想世界とコミュニケーションやインタラクションができるようにすることで、どんな場所でもユーザーに臨場感ある体験を提供します。

バーチャルリアリティのイントロダクションは、すでに魅力的なゲームの世界を拡張し、バーチャルリアリティ機器やアクセサリーの助けを借りて、ゲーマーに魅力的な3D体験を提供しました。ゲーム業界におけるバーチャルリアリティの登場は、VRハードウェアの需要を高め、VR入力デバイスに対応したゲーム機やアクセサリーに大きな可能性をもたらしています。ゲームコミュニティや愛好家がスマートフォンをVR体験のためのプラットフォームとして利用し続ける中、バーチャルリアリティを利用したゲームは世界中で人気を博しています。このように、ゲームにおけるVR技術の浸透が進んでいることと、バーチャルリアリティゲームのための具体的なプラットフォームとして若い世代にスマートフォンが普及していることが、世界中の関連ゲームアクセサリーの需要を促進しています。

また、ケーブルの接続を必要とせず、簡単にVRゲームを楽しめるバーチャルリアリティヘッドセットの需要も、市場の成長をさらに後押ししています。これらすべての要因が、予測期間中の世界のバーチャルリアリティゲーミングアクセサリー市場の二桁成長に寄与しています。インターネット普及率の向上や技術の継続的な進歩により、世界のICT製品・サービスに対する支出はここ数年で大幅に増加しています。地域別では、アジア太平洋地域が予測期間中に大きく成長すると予測されています。中国、日本、韓国を含む国々では、消費者のデジタル習慣の進化とVR技術の普及の拡大により、特にゲーム用途のヘッドマウントディスプレイの需要が増加傾向にあります。

目次

第1章 序文

  • レポート内容
    • 報告書の目的
    • 対象読者
    • 主な提供商品
  • 市場セグメンテーション
  • 調査手法
    • フェーズⅠ-二次調査
    • フェーズⅡ-一次調査
    • フェーズⅢ-有識者別レビュー
    • 前提条件
    • 採用したアプローチ

第2章 エグゼクティブサマリー

  • 市場のスナップショット:世界のバーチャルリアリティゲーミングアクセサリー市場
  • 世界のバーチャルリアリティゲーミングアクセサリー市場:コンポーネント別 2022
  • 世界のバーチャルリアリティゲーミングアクセサリー市場:プラットフォーム別 2022
  • 世界のバーチャルリアリティゲーミングアクセサリー市場:地域別 2022
  • 魅力的な投資提案:地域別 2022

第3章 バーチャルリアリティゲーミングアクセサリー市場:競合分析

  • 主要ベンダーの市場ポジショニング
  • ベンダーが採用する戦略
  • 主要な産業戦略
  • ティア分析:2022 Versus 2031

第4章 バーチャルリアリティゲーミングアクセサリー市場:マクロ分析と市場力学

  • イントロダクション
  • 世界のバーチャルリアリティゲーミングアクセサリー市場金額 2021-2031
  • 市場力学
    • 市場促進要因
    • 市場抑制要因
    • 主な課題
    • 主な機会
  • 促進要因と抑制要因の影響分析
  • シーソー分析

第5章 バーチャルリアリティゲーミングアクセサリー市場:コンポーネント別 2021-2031

  • 市場概要
  • 成長・収益分析:2022 Versus 2031
  • 市場セグメンテーション
    • ヘッドセット
    • コントローラ
    • トレッドミル
    • PCバックパック
    • その他

第6章 バーチャルリアリティゲーミングアクセサリー市場:プラットフォーム別 2021-2031

  • 市場概要
  • 成長・収益分析:2022 Versus 2031
  • 市場セグメンテーション
    • パソコン
    • スマートフォン
    • ゲームコンソール

第7章 北米バーチャルリアリティゲーミングアクセサリー市場 2021-2031

  • 市場概要
  • バーチャルリアリティゲーミングアクセサリー市場:コンポーネント別 2021-2031
  • バーチャルリアリティゲーミングアクセサリー市場:プラットフォーム別 2021-2031
  • バーチャルリアリティゲーミングアクセサリー市場:地域別 2021-2031
    • 北米
      • 米国
      • カナダ
      • その他北米地域

第8章 英国と欧州連合バーチャルリアリティゲーミングアクセサリー市場 2021-2031

  • 市場概要
  • バーチャルリアリティゲーミングアクセサリー市場:コンポーネント別 2021-2031
  • バーチャルリアリティゲーミングアクセサリー市場:プラットフォーム別 2021-2031
  • バーチャルリアリティゲーミングアクセサリー市場:地域別 2021-2031
    • 英国と欧州連合
      • 英国
      • ドイツ
      • スペイン
      • イタリア
      • フランス
      • その他欧州地域

第9章 アジア太平洋バーチャルリアリティゲーミングアクセサリー市場 2021-2031

  • 市場概要
  • バーチャルリアリティゲーミングアクセサリー市場:コンポーネント別 2021-2031
  • バーチャルリアリティゲーミングアクセサリー市場:プラットフォーム別 2021-2031
  • バーチャルリアリティゲーミングアクセサリー市場:地域別 2021-2031
    • アジア太平洋
      • 中国
      • 日本
      • インド
      • オーストラリア
      • 韓国
      • その他アジア太平洋地域

第10章 ラテンアメリカバーチャルリアリティゲーミングアクセサリー市場 2021-2031

  • 市場概要
  • バーチャルリアリティゲーミングアクセサリー市場:コンポーネント別 2021-2031
  • バーチャルリアリティゲーミングアクセサリー市場:プラットフォーム別 2021-2031
  • バーチャルリアリティゲーミングアクセサリー市場:地域別 2021-2031
    • ラテンアメリカ
      • ブラジル
      • メキシコ
      • その他ラテンアメリカ地域

第11章 中東・アフリカバーチャルリアリティゲーミングアクセサリー市場 2021-2031

  • 市場概要
  • バーチャルリアリティゲーミングアクセサリー市場:コンポーネント別 2021-2031
  • バーチャルリアリティゲーミングアクセサリー市場:プラットフォーム別 2021-2031
  • バーチャルリアリティゲーミングアクセサリー市場:地域別 2021-2031
    • 中東・アフリカ
      • GCC
      • アフリカ
      • その他中東・アフリカ地域

第12章 企業プロファイル

  • Google Inc.
  • HP Development Company
  • L.P.
  • HTC Corporation
  • Microsoft
  • Nintendo
  • Oculus VR LLC
  • SAMSUNG
  • Sony Corporation
  • Virtuix
  • Xiaomi
  • ZEISS International
  • その他
図表

List of Tables

  • TABLE 1 Global Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 2 Global Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 3 North America Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 4 North America Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 5 U.S. Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 6 U.S. Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 7 Canada Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 8 Canada Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 9 Rest of North America Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 10 Rest of North America Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 11 UK and European Union Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 12 UK and European Union Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 13 UK Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 14 UK Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 15 Germany Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 16 Germany Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 17 Spain Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 18 Spain Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 19 Italy Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 20 Italy Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 21 France Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 22 France Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 23 Rest of Europe Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 24 Rest of Europe Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 25 Asia Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 26 Asia Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 27 China Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 28 China Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 29 Japan Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 30 Japan Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 31 India Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 32 India Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 33 Australia Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 34 Australia Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 35 South Korea Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 36 South Korea Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 37 Latin America Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 38 Latin America Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 39 Brazil Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 40 Brazil Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 41 Mexico Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 42 Mexico Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 43 Rest of Latin America Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 44 Rest of Latin America Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 45 Middle East and Africa Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 46 Middle East and Africa Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 47 GCC Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 48 GCC Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 49 Africa Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 50 Africa Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)
  • TABLE 51 Rest of Middle East and Africa Virtual Reality Gaming Accessories Market By Components, 2021-2031, USD (Million)
  • TABLE 52 Rest of Middle East and Africa Virtual Reality Gaming Accessories Market By Platform, 2021-2031, USD (Million)

List of Figures

  • FIG. 1 Global Virtual Reality Gaming Accessories Market: Market Coverage
  • FIG. 2 Research Methodology and Data Sources
  • FIG. 3 Market Size Estimation - Top Down & Bottom-Up Approach
  • FIG. 4 Global Virtual Reality Gaming Accessories Market: Quality Assurance
  • FIG. 5 Global Virtual Reality Gaming Accessories Market, By Components, 2022
  • FIG. 6 Global Virtual Reality Gaming Accessories Market, By Platform, 2022
  • FIG. 7 Global Virtual Reality Gaming Accessories Market, By Geography, 2022
  • FIG. 8 Market Geographical Opportunity Matrix - Global Virtual Reality Gaming Accessories Market, 2022
  • FIG. 9 Market Positioning of Key Virtual Reality Gaming Accessories Market Players, 2022
  • FIG. 10 Global Virtual Reality Gaming Accessories Market - Tier Analysis - Percentage of Revenues by Tier Level, 2022 Versus 2031
  • FIG. 11 Global Virtual Reality Gaming Accessories Market, By Components, 2022 Vs 2031, %
  • FIG. 12 Global Virtual Reality Gaming Accessories Market, By Platform, 2022 Vs 2031, %
  • FIG. 13 U.S. Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 14 Canada Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 15 Rest of North America Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 16 UK Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 17 Germany Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 18 Spain Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 19 Italy Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 20 France Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 21 Rest of Europe Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 22 China Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 23 Japan Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 24 India Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 25 Australia Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 26 South Korea Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 27 Rest of Asia Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 28 Brazil Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 29 Mexico Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 30 Rest of Latin America Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 31 GCC Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 32 Africa Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
  • FIG. 33 Rest of Middle East and Africa Virtual Reality Gaming Accessories Market (US$ Million), 2021 - 2031
目次
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