デフォルト表紙
市場調査レポート
商品コード
1590373

VRゲームアクセサリーの世界市場:業界分析、規模、シェア、成長、動向、予測(2024年~2033年)

VR Gaming Accessories Market: Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2024-2033


出版日
ページ情報
英文 313 Pages
納期
2~5営業日
カスタマイズ可能
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=146.99円
VRゲームアクセサリーの世界市場:業界分析、規模、シェア、成長、動向、予測(2024年~2033年)
出版日: 2024年11月14日
発行: Persistence Market Research
ページ情報: 英文 313 Pages
納期: 2~5営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 目次
概要

当レポートでは、世界のVRゲームアクセサリー市場について調査し、プラットフォーム別、コンポーネント別、販売チャネル別、地域別動向、および市場に参入する企業のプロファイルなどを提供しています。

目次

第1章 エグゼクティブサマリー

第2章 市場イントロダクション

第3章 市場の視点

第4章 北米のVRゲームアクセサリー市場の分析と予測

第5章 ラテンアメリカのVRゲームアクセサリー市場の分析と予測

第6章 欧州のVRゲームアクセサリー市場の分析と予測

第7章 アジア太平洋のVRゲームアクセサリー市場の分析と予測

第8章 中東・アフリカのVRゲームアクセサリー市場の分析と予測

第9章 予測要因と仮定

第10章 競合情勢

  • 市場構造
  • 市場シェア分析
  • 競合激化マッピング:市場分類別
  • 競合ダッシュボード
  • 企業プロファイル(詳細- 概要、財務、戦略、最近の動向)
    • HTC Corporation
    • Google Inc.
    • Sony Corporation
    • Microsoft Corporation
    • Virtuix Holdings Inc.
    • Samsung Corporation
    • Nintendo Co Ltd
    • Oculus VR, LLC
    • HP Inc
    • Xiaomi Corporation

第11章 世界のVRゲームアクセサリー市場分析:地域別

  • イントロダクション
  • 過去および現在の市場分析と予測:地域別
  • 市場の魅力分析:地域別

第12章 世界のVRゲームアクセサリー市場の分析と予測:プラットフォーム別

  • イントロダクション
  • 過去および現在の市場分析と予測:プラットフォーム別
  • 市場の魅力分析:プラットフォーム別

第13章 世界のVRゲームアクセサリー市場の分析と予測:コンポーネント別

  • イントロダクション
  • 過去および現在の市場分析と予測:コンポーネント別
  • 市場の魅力分析:コンポーネント別

第14章 世界のVRゲームアクセサリー市場の分析と予測:販売チャネル別

  • イントロダクション
  • 過去および現在の市場分析と予測、販売チャネル
  • 市場の魅力分析:販売チャネル別

第15章 使用される仮定と頭字語

第16章 調査手法

目次
Product Code: PMRREP16492

Persistence Market Research has recently released a comprehensive report on the global VR Gaming Accessories Market, providing an in-depth analysis of key market dynamics, including driving forces, emerging trends, opportunities, and challenges. This report offers a detailed understanding of the market landscape, helping stakeholders make well-informed decisions.

Key Insights:

  • VR Gaming Accessories Market Size (2024E): US$ 23.3 Bn
  • Projected Market Value (2033F): US$ 145.5 Bn
  • Global Market Growth Rate (CAGR 2024 to 2033): 29.9%

VR Gaming Accessories Market - Report Scope:

The VR Gaming Accessories market includes a range of products that enhance the virtual reality gaming experience, such as headsets, controllers, gloves, treadmills, and gaming suits. The market is fueled by the increasing adoption of virtual reality gaming across different platforms, as well as the growing demand for more immersive and interactive experiences. Advancements in VR technology, the release of new VR games, and the integration of VR into mainstream gaming ecosystems are driving significant market growth.

Market Growth Drivers:

Several factors are driving the growth of the global VR Gaming Accessories market, including advancements in virtual reality technology, increasing consumer interest in immersive gaming experiences, and the rise in disposable income leading to higher spending on gaming. The growing popularity of VR gaming in both consumer and commercial sectors, coupled with the introduction of more affordable and user-friendly VR devices, is propelling the market forward. Additionally, strategic partnerships between gaming accessory manufacturers and gaming console developers are further supporting the market's expansion.

Market Restraints:

Despite strong growth prospects, the VR Gaming Accessories market faces challenges such as high production costs and the complexity of creating high-quality immersive experiences. The high initial price of VR gaming equipment and the need for powerful hardware to support VR content can limit adoption among budget-conscious consumers. Additionally, the lack of widespread content availability and potential motion sickness issues may hinder market growth. Consumer awareness and education regarding VR accessories are essential to overcoming these hurdles.

Market Opportunities:

The VR Gaming Accessories market presents significant growth opportunities, particularly with the continuous development of VR technologies and growing consumer demand for realistic gaming experiences. Innovations in accessories, such as haptic controllers and VR suits, are opening new avenues for market growth. Increased investment in the development of VR content, including games, movies, and other entertainment experiences, is also expected to drive demand for accessories. Additionally, the growing use of VR in sectors such as education and healthcare provides further opportunities for accessory manufacturers.

Key Questions Answered in the Report:

  • What are the primary factors driving the growth of the VR Gaming Accessories market?
  • Which regions and market segments are witnessing the highest adoption of VR gaming accessories?
  • How are advancements in VR technology influencing the competitive landscape of the market?
  • Who are the leading players in the VR Gaming Accessories market, and what strategies are they employing to maintain their market positions?
  • What are the emerging trends and future prospects in the global VR Gaming Accessories market?

Competitive Intelligence and Business Strategy:

Leading companies in the global VR Gaming Accessories market, including HTC Corporation, Google Inc., and Sony Corporation, are focusing on technological innovation, product differentiation, and strategic partnerships to maintain a competitive edge. These companies invest heavily in R&D to enhance the quality and performance of VR accessories, expanding their product portfolios and improving user experience. Collaborations with gaming console manufacturers and online gaming platforms are essential for gaining wider market reach. Focused marketing strategies, affordability, and the integration of cutting-edge technologies such as haptics and motion-tracking are key for sustaining leadership in this rapidly evolving market.

Key Companies Profiled:

  • HTC Corporation
  • Google Inc.
  • Sony Corporation
  • Microsoft Corporation
  • Virtuix Holdings Inc.
  • Samsung Corporation
  • Nintendo Co Ltd
  • Oculus VR, LLC
  • HP Inc
  • Xiaomi Corporation
  • Others

VR Gaming Accessories Industry Research by Category:

By Components:

  • Headset
  • VR Controller
  • VR Treadmill
  • Gaming Suit
  • VR PC Backpack

By Platform:

  • Gaming Console
  • PC
  • Smartphone

By Sales Channel:

  • Organized Retail Chain
  • Unorganized Retail Chain
  • Online Store

By Region:

  • North America
  • Latin America
  • Europe
  • Asia Pacific
  • MEA

Table of Contents

1. Executive Summary

  • 1.1. Market Overview
  • 1.2. PMR Analysis and Recommendations
  • 1.3. Wheel of Fortune

2. Market Introduction

  • 2.1. Market Definition
  • 2.2. Market Taxonomy
  • 2.3. Market Evolution
  • 2.4. Value Chain Analysis

3. Market View Point

  • 3.1. Macro-Economic Factors
  • 3.2. Opportunity Analysis
  • 3.3. Market Snapshot
  • 3.4. Global Regulations
  • 3.5. Pricing Comparison

4. North America Virtual Reality Gaming Accessories market Analysis and Forecast

  • 4.1. Introduction
  • 4.2. Regional Market Dynamics
    • 4.2.1. Drivers
    • 4.2.2. Restraints
    • 4.2.3. Trends
  • 4.3. Drivers and Restraints: Impact Analysis
  • 4.4. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Country
    • 4.4.1. U.S.
    • 4.4.2. Canada
  • 4.5. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Platform
    • 4.5.1. Gaming Console
    • 4.5.2. PC
    • 4.5.3. Smartphone
  • 4.6. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Volume (Units) Forecast 2024-2033, By Component
    • 4.6.1. Headset
      • 4.6.1.1. Mobile
      • 4.6.1.2. Tethered
    • 4.6.2. VR Controller
      • 4.6.2.1. VR Glove
      • 4.6.2.2. Gun Controller
      • 4.6.2.3. Gesture Controller
      • 4.6.2.4. Handheld Controller
    • 4.6.3. VR Treadmill
    • 4.6.4. VR Gaming Suit
    • 4.6.5. VR PC Backpack
  • 4.7. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Sales Channel
    • 4.7.1. Organized Retail Chain
    • 4.7.2. Unorganized Retail Chain
    • 4.7.3. Online Store
  • 4.8. Market Attractiveness Analysis
    • 4.8.1. By Country
    • 4.8.2. By Platform
    • 4.8.3. By Component
    • 4.8.4. By Sales Channel
  • 4.9. Market Presence (Intensity Map)

5. Latin America Virtual Reality Gaming Accessories Market Analysis and Forecast

  • 5.1. Introduction
  • 5.2. Regional Market Dynamics
    • 5.2.1. Drivers
    • 5.2.2. Restraints
    • 5.2.3. Trends
  • 5.3. Drivers and Restraints: Impact Analysis
  • 5.4. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Country
    • 5.4.1. Brazil
    • 5.4.2. Mexico
    • 5.4.3. Rest of Latin America
  • 5.5. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Platform
    • 5.5.1. Gaming Console
    • 5.5.2. PC
    • 5.5.3. Smartphone
  • 5.6. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Volume (Units) Forecast 2024-2033, By Component
    • 5.6.1. Headset
      • 5.6.1.1. Mobile
      • 5.6.1.2. Tethered
    • 5.6.2. VR Controller
      • 5.6.2.1. VR Glove
      • 5.6.2.2. Gun Controller
      • 5.6.2.3. Gesture Controller
      • 5.6.2.4. Handheld Controller
    • 5.6.3. VR Treadmill
    • 5.6.4. VR Gaming Suit
    • 5.6.5. VR PC Backpack
  • 5.7. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Sales Channel
    • 5.7.1. Organized Retail Chain
    • 5.7.2. Unorganized Retail Chain
    • 5.7.3. Online Store
  • 5.8. Market Attractiveness Analysis
    • 5.8.1. By Country
    • 5.8.2. By Platform
    • 5.8.3. By Component
    • 5.8.4. By Sales Channel
  • 5.9. Market Presence (Intensity Map)

6. Europe Virtual Reality Gaming Accessories market Analysis and Forecast

  • 6.1. Introduction
  • 6.2. Regional Market Dynamics
    • 6.2.1. Drivers
    • 6.2.2. Restraints
    • 6.2.3. Trends
  • 6.3. Drivers and Restraints: Impact Analysis
  • 6.4. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Country
    • 6.4.1. Germany
    • 6.4.2. U.K.
    • 6.4.3. France
    • 6.4.4. Spain
    • 6.4.5. Italy
    • 6.4.6. Poland
    • 6.4.7. Russia
    • 6.4.8. Rest of Europe
  • 6.5. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Platform
    • 6.5.1. Gaming Console
    • 6.5.2. PC
    • 6.5.3. Smartphone
  • 6.6. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Volume (Units) Forecast 2024-2033, By Component
    • 6.6.1. Headset
      • 6.6.1.1. Mobile
      • 6.6.1.2. Tethered
    • 6.6.2. VR Controller
      • 6.6.2.1. VR Glove
      • 6.6.2.2. Gun Controller
      • 6.6.2.3. Gesture Controller
      • 6.6.2.4. Handheld Controller
    • 6.6.3. VR Treadmill
    • 6.6.4. VR Gaming Suit
    • 6.6.5. VR PC Backpack
  • 6.7. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Sales Channel
    • 6.7.1. Organized Retail Chain
    • 6.7.2. Unorganized Retail Chain
    • 6.7.3. Online Store
  • 6.8. Market Attractiveness Analysis
    • 6.8.1. By Country
    • 6.8.2. By Platform
    • 6.8.3. By Component
    • 6.8.4. By Sales Channel
  • 6.9. Market Presence (Intensity Map)

7. Asia Pacific Virtual Reality Gaming Accessories market Analysis and Forecast

  • 7.1. Introduction
  • 7.2. Regional Market Dynamics
    • 7.2.1. Drivers
    • 7.2.2. Restraints
    • 7.2.3. Trends
  • 7.3. Drivers and Restraints: Impact Analysis
  • 7.4. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Country
    • 7.4.1. China
    • 7.4.2. Japan
    • 7.4.3. India
    • 7.4.4. ASEAN
    • 7.4.5. Australia and New Zealand
    • 7.4.6. Rest of Asia Pacific
  • 7.5. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Platform Type
    • 7.5.1. Gaming Console
    • 7.5.2. PC
    • 7.5.3. Smartphone
  • 7.6. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Volume (Units) Forecast 2024-2033, By Component
    • 7.6.1. Headset
      • 7.6.1.1. Mobile
      • 7.6.1.2. Tethered
    • 7.6.2. VR Controller
      • 7.6.2.1. VR Glove
      • 7.6.2.2. Gun Controller
      • 7.6.2.3. Gesture Controller
      • 7.6.2.4. Handheld Controller
    • 7.6.3. VR Treadmill
    • 7.6.4. VR Gaming Suit
    • 7.6.5. VR PC Backpack
  • 7.7. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Sales Channel
    • 7.7.1. Organized Retail Chain
    • 7.7.2. Unorganized Retail Chain
    • 7.7.3. Online Store
  • 7.8. Market Attractiveness Analysis
    • 7.8.1. By Country
    • 7.8.2. By Platform
    • 7.8.3. By Component
    • 7.8.4. By Sales Channel
  • 7.9. Market Presence (Intensity Map)

8. Middle East & Africa Virtual Reality Gaming Accessories market Analysis and Forecast

  • 8.1. Introduction
  • 8.2. Key Regulations
  • 8.3. Regional Market Dynamics
    • 8.3.1. Drivers
    • 8.3.2. Restraints
    • 8.3.3. Trends
  • 8.4. Drivers and Restraints: Impact Analysis
  • 8.5. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Country
    • 8.5.1. GCC Countries
    • 8.5.2. North Africa
    • 8.5.3. South Africa
    • 8.5.4. Turkey
    • 8.5.5. Rest of Middle East and Africa
  • 8.6. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Platform Type
    • 8.6.1. Gaming Console
    • 8.6.2. PC
    • 8.6.3. Smartphone
  • 8.7. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Volume (Units) Forecast 2024-2033, By Component
    • 8.7.1. Headset
      • 8.7.1.1. Mobile
      • 8.7.1.2. Tethered
    • 8.7.2. VR Controller
      • 8.7.2.1. VR Glove
      • 8.7.2.2. Gun Controller
      • 8.7.2.3. Gesture Controller
      • 8.7.2.4. Handheld Controller
    • 8.7.3. VR Treadmill
    • 8.7.4. VR Gaming Suit
    • 8.7.5. VR PC Backpack
  • 8.8. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Sales Channel
    • 8.8.1. Organized Retail Chain
    • 8.8.2. Unorganized Retail Chain
    • 8.8.3. Online Store
  • 8.9. Market Attractiveness Analysis
    • 8.9.1. By Country
    • 8.9.2. By Platform
    • 8.9.3. By Component
    • 8.9.4. By Sales Channel
  • 8.10. Market Presence (Intensity Map)

9. Forecast Factors & Assumptions

10. Competition Landscape

  • 10.1. Market Structure
  • 10.2. Market Share Analysis
  • 10.3. Competition Intensity Mapping By Market Taxonomy
  • 10.4. Competition Dashboard
  • 10.5. Company Profiles (Details - Overview, Financials, Strategy, Recent Developments)
    • 10.5.1. HTC Corporation
    • 10.5.2. Google Inc.
    • 10.5.3. Sony Corporation
    • 10.5.4. Microsoft Corporation
    • 10.5.5. Virtuix Holdings Inc.
    • 10.5.6. Samsung Corporation
    • 10.5.7. Nintendo Co Ltd
    • 10.5.8. Oculus VR, LLC
    • 10.5.9. HP Inc
    • 10.5.10. Xiaomi Corporation

11. Global Virtual Reality Gaming Accessories market Analysis, By Region

  • 11.1. Introduction
  • 11.2. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Region
    • 11.2.1. North America
    • 11.2.2. Latin America
    • 11.2.3. Europe
    • 11.2.4. Asia Pacific
    • 11.2.5. Middle East and Africa
  • 11.3. Market Attractiveness Analysis By Region

12. Global Virtual Reality Gaming Accessories market Analysis & Forecast, By Platform

  • 12.1. Introduction
  • 12.2. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, By Platform
    • 12.2.1. Gaming Console
    • 12.2.2. PC
    • 12.2.3. Smartphone
  • 12.3. Market Attractiveness Analysis By Platform

13. Global Virtual Reality Gaming Accessories market Analysis & Forecast, By Component

  • 13.1. Introduction
  • 13.2. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Volume (Units) Forecast 2024-2033 By Component
    • 13.2.1. Headset
      • 13.2.1.1. Mobile
      • 13.2.1.2. Tethered
    • 13.2.2. VR Controller
      • 13.2.2.1. VR Glove
      • 13.2.2.2. Gun Controller
      • 13.2.2.3. Gesture Controller
      • 13.2.2.4. Handheld Controller
    • 13.2.3. VR Treadmill
    • 13.2.4. VR Gaming Suit
    • 13.2.5. VR PC Backpack
  • 13.3. Market Attractiveness Analysis By Component

14. Global Virtual Reality Gaming Accessories market Analysis & Forecast, By Sales Channel

  • 14.1. Introduction
  • 14.2. Historical & Current Market Size (US$ Bn) Analysis 2019-2023 & Forecast 2024-2033, Sales Channel
    • 14.2.1. Organized Retail Chain
    • 14.2.2. Unorganized Retail Chain
    • 14.2.3. Online Store
  • 14.3. Market Attractiveness Analysis By Sales Channel

15. Assumptions and Acronyms Used

16. Research Methodology