Global Virtual Reality (VR) Gaming Accessories Market Growth 2021-2026


Jul, 2021 | Report ID: 192105 | 114 | Consumer Goods

According to this latest study, the 2021 growth of Virtual Reality (VR) Gaming Accessories will have significant change from previous year. By the most conservative estimates of global Virtual Reality (VR) Gaming Accessories market size (most likely outcome) will be a year-over-year revenue growth rate of XX% in 2021, from US$ XX million in 2020. Over the next five years the Virtual Reality (VR) Gaming Accessories market will register a XX% CAGR in terms of revenue, the global market size will reach US$ XX million by 2026.

This report presents a comprehensive overview, market shares, and growth opportunities of Virtual Reality (VR) Gaming Accessories market by product type, application, key manufacturers and key regions and countries.

Segmentation by type: breakdown data from 2016 to 2021, in Section 2.3; and forecast to 2026 in section 11.7.

VR Headset

VR Controller

VR Treadmill

VR PC Backpack

Gaming Suit

Others

Segmentation by application: breakdown data from 2016 to 2021, in Section 2.4; and forecast to 2026 in section 11.8.

Smartphone

PC

Gaming Console

Others

This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.

Americas

United States

Canada

Mexico

Brazil

APAC

China

Japan

Korea

Southeast Asia

India

Australia

Europe

Germany

France

UK

Italy

Russia

Middle East & Africa

Egypt

South Africa

Israel

Turkey

GCC Countries

The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market. The key manufacturers covered in this report: Breakdown data in Chapter 3.

ZEISS Group

Virtuix Omni

Sony Corporation

Oculus

Samsung

HP Development Company

Microsoft Corporation

HTC Corporation

Nintendo

Google Inc

Xiaomi

Birdly

Sixense STEM

Teslasuit

Feelreal


Frequently Asked Questions

The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.

Market is segmented on the basis:

  • By Type
  • By Application
  • By Region
  • By Country
  • By Manufacturer

The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.

The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.

1 Scope of the Report

1.1 Market Introduction

1.2 Years Considered

1.3 Research Objectives

1.4 Market Research Methodology

1.5 Research Process and Data Source

1.6 Economic Indicators

1.7 Currency Considered

2 Executive Summary

2.1 World Market Overview

2.1.1 Global Virtual Reality (VR) Gaming Accessories Consumption 2016-2026

2.1.2 Virtual Reality (VR) Gaming Accessories Consumption CAGR by Region

2.2 Virtual Reality (VR) Gaming Accessories Segment by Type

2.2.1 VR Headset

2.2.2 VR Controller

2.2.3 VR Treadmill

2.2.4 VR PC Backpack

2.2.5 Gaming Suit

2.2.6 Others

2.3 Virtual Reality (VR) Gaming Accessories Sales by Type

2.3.1 Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2021)

2.3.2 Global Virtual Reality (VR) Gaming Accessories Revenue and Market Share by Type (2016-2021)

2.3.3 Global Virtual Reality (VR) Gaming Accessories Sale Price by Type (2016-2021)

2.4 Virtual Reality (VR) Gaming Accessories Segment by Application

2.4.1 Smartphone

2.4.2 PC

2.4.3 Gaming Console

2.4.4 Others

2.5 Virtual Reality (VR) Gaming Accessories Sales by Application

2.5.1 Global Virtual Reality (VR) Gaming Accessories Sale Market Share by Application (2016-2021)

2.5.2 Global Virtual Reality (VR) Gaming Accessories Revenue and Market Share by Application (2016-2021)

2.5.3 Global Virtual Reality (VR) Gaming Accessories Sale Price by Application (2016-2021)

3 Global Virtual Reality (VR) Gaming Accessories by Company

3.1 Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Company

3.1.1 Global Virtual Reality (VR) Gaming Accessories Sales by Company (2019-2021)

3.1.2 Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Company (2019-2021)

3.2 Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Company

3.2.1 Global Virtual Reality (VR) Gaming Accessories Revenue by Company (2019-2021)

3.2.2 Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Company (2019-2021)

3.3 Global Virtual Reality (VR) Gaming Accessories Sale Price by Company

3.4 Global Manufacturers Virtual Reality (VR) Gaming Accessories Producing Area Distribution, Sales Area, Product Type

3.4.1 Key Manufacturers Virtual Reality (VR) Gaming Accessories Product Location Distribution

3.4.2 Players Virtual Reality (VR) Gaming Accessories Products Offered

3.5 Market Concentration Rate Analysis

3.5.1 Competition Landscape Analysis

3.5.2 Concentration Ratio (CR3, CR5 and CR10) & (2019-2021)

3.6 New Products and Potential Entrants

3.7 Mergers & Acquisitions, Expansion

4 Virtual Reality (VR) Gaming Accessories by Region

4.1 Global Virtual Reality (VR) Gaming Accessories by Region

4.1.1 Global Virtual Reality (VR) Gaming Accessories Sales by Region

4.1.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Region

4.2 Americas Virtual Reality (VR) Gaming Accessories Sales Growth

4.3 APAC Virtual Reality (VR) Gaming Accessories Sales Growth

4.4 Europe Virtual Reality (VR) Gaming Accessories Sales Growth

4.5 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Growth

5 Americas

5.1 Americas Virtual Reality (VR) Gaming Accessories Sales by Country

5.1.1 Americas Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021)

5.1.2 Americas Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021)

5.2 Americas Virtual Reality (VR) Gaming Accessories Sales by Type

5.3 Americas Virtual Reality (VR) Gaming Accessories Sales by Application

5.4 United States

5.5 Canada

5.6 Mexico

5.7 Brazil

6 APAC

6.1 APAC Virtual Reality (VR) Gaming Accessories Sales by Region

6.1.1 APAC Virtual Reality (VR) Gaming Accessories Sales by Region (2016-2021)

6.1.2 APAC Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2021)

6.2 APAC Virtual Reality (VR) Gaming Accessories Sales by Type

6.3 APAC Virtual Reality (VR) Gaming Accessories Sales by Application

6.4 China

6.5 Japan

6.6 Korea

6.7 Southeast Asia

6.8 India

6.9 Australia

7 Europe

7.1 Europe Virtual Reality (VR) Gaming Accessories by Country

7.1.1 Europe Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021)

7.1.2 Europe Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021)

7.2 Europe Virtual Reality (VR) Gaming Accessories Sales by Type

7.3 Europe Virtual Reality (VR) Gaming Accessories Sales by Application

7.4 Germany

7.5 France

7.6 UK

7.7 Italy

7.8 Russia

8 Middle East & Africa

8.1 Middle East & Africa Virtual Reality (VR) Gaming Accessories by Country

8.1.1 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021)

8.1.2 Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021)

8.2 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Type

8.3 Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Application

8.4 Egypt

8.5 South Africa

8.6 Israel

8.7 Turkey

8.8 GCC Country

9 Market Drivers, Challenges and Trends

9.1 Market Drivers and Impact

9.1.1 Growing Demand from Key Regions

9.1.2 Growing Demand from Key Applications and Potential Industries

9.2 Market Challenges and Impact

9.3 Market Trends

10 Marketing, Distributors and Customer

10.1 Sales Channel

10.1.1 Direct Channels

10.1.2 Indirect Channels

10.2 Virtual Reality (VR) Gaming Accessories Distributors

10.3 Virtual Reality (VR) Gaming Accessories Customer

11 Global Virtual Reality (VR) Gaming Accessories Market Forecast

11.1 Global Virtual Reality (VR) Gaming Accessories Forecast by Region

11.1.1 Global Virtual Reality (VR) Gaming Accessories Forecast by Regions (2021-2026)

11.2.2 Global Virtual Reality (VR) Gaming Accessories Revenue Forecast by Regions (2021-2026)

11.2 Americas Forecast by Country

11.3 APAC Forecast by Region

11.4 Europe Forecast by Country

11.5 Middle East & Africa Forecast by Country

11.6 Global Virtual Reality (VR) Gaming Accessories Forecast by Type

11.7 Global Virtual Reality (VR) Gaming Accessories Forecast by Application

12 Key Players Analysis

12.1 ZEISS Group

12.1.1 ZEISS Group Company Information

12.1.2 ZEISS Group Virtual Reality (VR) Gaming Accessories Product Offered

12.1.3 ZEISS Group Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.1.4 ZEISS Group Main Business Overview

12.1.5 ZEISS Group Latest Developments

12.2 Virtuix Omni

12.2.1 Virtuix Omni Company Information

12.2.2 Virtuix Omni Virtual Reality (VR) Gaming Accessories Product Offered

12.2.3 Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.2.4 Virtuix Omni Main Business Overview

12.2.5 Virtuix Omni Latest Developments

12.3 Sony Corporation

12.3.1 Sony Corporation Company Information

12.3.2 Sony Corporation Virtual Reality (VR) Gaming Accessories Product Offered

12.3.3 Sony Corporation Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.3.4 Sony Corporation Main Business Overview

12.3.5 Sony Corporation Latest Developments

12.4 Oculus

12.4.1 Oculus Company Information

12.4.2 Oculus Virtual Reality (VR) Gaming Accessories Product Offered

12.4.3 Oculus Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.4.4 Oculus Main Business Overview

12.4.5 Oculus Latest Developments

12.5 Samsung

12.5.1 Samsung Company Information

12.5.2 Samsung Virtual Reality (VR) Gaming Accessories Product Offered

12.5.3 Samsung Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.5.4 Samsung Main Business Overview

12.5.5 Samsung Latest Developments

12.6 HP Development Company

12.6.1 HP Development Company Company Information

12.6.2 HP Development Company Virtual Reality (VR) Gaming Accessories Product Offered

12.6.3 HP Development Company Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.6.4 HP Development Company Main Business Overview

12.6.5 HP Development Company Latest Developments

12.7 Microsoft Corporation

12.7.1 Microsoft Corporation Company Information

12.7.2 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product Offered

12.7.3 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.7.4 Microsoft Corporation Main Business Overview

12.7.5 Microsoft Corporation Latest Developments

12.8 HTC Corporation

12.8.1 HTC Corporation Company Information

12.8.2 HTC Corporation Virtual Reality (VR) Gaming Accessories Product Offered

12.8.3 HTC Corporation Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.8.4 HTC Corporation Main Business Overview

12.8.5 HTC Corporation Latest Developments

12.9 Nintendo

12.9.1 Nintendo Company Information

12.9.2 Nintendo Virtual Reality (VR) Gaming Accessories Product Offered

12.9.3 Nintendo Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.9.4 Nintendo Main Business Overview

12.9.5 Nintendo Latest Developments

12.10 Google Inc

12.10.1 Google Inc Company Information

12.10.2 Google Inc Virtual Reality (VR) Gaming Accessories Product Offered

12.10.3 Google Inc Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.10.4 Google Inc Main Business Overview

12.10.5 Google Inc Latest Developments

12.11 Xiaomi

12.11.1 Xiaomi Company Information

12.11.2 Xiaomi Virtual Reality (VR) Gaming Accessories Product Offered

12.11.3 Xiaomi Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.11.4 Xiaomi Main Business Overview

12.11.5 Xiaomi Latest Developments

12.12 Birdly

12.12.1 Birdly Company Information

12.12.2 Birdly Virtual Reality (VR) Gaming Accessories Product Offered

12.12.3 Birdly Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.12.4 Birdly Main Business Overview

12.12.5 Birdly Latest Developments

12.13 Sixense STEM

12.13.1 Sixense STEM Company Information

12.13.2 Sixense STEM Virtual Reality (VR) Gaming Accessories Product Offered

12.13.3 Sixense STEM Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.13.4 Sixense STEM Main Business Overview

12.13.5 Sixense STEM Latest Developments

12.14 Teslasuit

12.14.1 Teslasuit Company Information

12.14.2 Teslasuit Virtual Reality (VR) Gaming Accessories Product Offered

12.14.3 Teslasuit Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.14.4 Teslasuit Main Business Overview

12.14.5 Teslasuit Latest Developments

12.15 Feelreal

12.15.1 Feelreal Company Information

12.15.2 Feelreal Virtual Reality (VR) Gaming Accessories Product Offered

12.15.3 Feelreal Virtual Reality (VR) Gaming Accessories Sales, Revenue, Price and Gross Margin (2019-2021)

12.15.4 Feelreal Main Business Overview

12.15.5 Feelreal Latest Developments

13 Research Findings and Conclusion

List of Tables

Table 1. Virtual Reality (VR) Gaming Accessories Consumption CAGR by Region (2020-2026) & ($ Millions)

Table 2. Major Players of VR Headset

Table 3. Major Players of VR Controller

Table 4. Major Players of VR Treadmill

Table 5. Major Players of VR PC Backpack

Table 6. Major Players of Gaming Suit

Table 7. Major Players of Others

Table 8. Global Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021) & (K Units)

Table 9. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2021)

Table 10. Global Virtual Reality (VR) Gaming Accessories Revenue by Type (2016-2021) & ($ million)

Table 11. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Type (2016-2021)

Table 12. Global Virtual Reality (VR) Gaming Accessories Sale Price by Type (2016-2021)

Table 13. Global Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021) & (K Units)

Table 14. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2021)

Table 15. Global Virtual Reality (VR) Gaming Accessories Value by Application (2016-2021)

Table 16. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Application (2016-2021)

Table 17. Global Virtual Reality (VR) Gaming Accessories Sale Price by Application (2016-2021)

Table 18. Global Virtual Reality (VR) Gaming Accessories Sales by Company (2019-2021) & (K Units)

Table 19. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Company (2019-2021)

Table 20. Global Virtual Reality (VR) Gaming Accessories Revenue by Company (2019-2021) ($ Millions)

Table 21. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Company (2019-2021)

Table 22. Global Virtual Reality (VR) Gaming Accessories Sale Price by Company (2019-2021)

Table 23. Key Manufacturers Virtual Reality (VR) Gaming Accessories Producing Area Distribution and Sales Area

Table 24. Players Virtual Reality (VR) Gaming Accessories Products Offered

Table 25. Virtual Reality (VR) Gaming Accessories Concentration Ratio (CR3, CR5 and CR10) & (2019-2021)

Table 26. New Products and Potential Entrants

Table 27. Mergers & Acquisitions, Expansion

Table 28. Global Virtual Reality (VR) Gaming Accessories Sales by Region (2016-2021) (K Units)

Table 29. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2016-2021)

Table 30. Global Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2021) & ($ Millions)

Table 31. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region (2016-2021)

Table 32. Americas Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021) & (K Units)

Table 33. Americas Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2021)

Table 34. Americas Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021) & ($ Millions)

Table 35. Americas Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2021)

Table 36. Americas Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021) & (K Units)

Table 37. Americas Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2021)

Table 38. Americas Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021) & (K Units)

Table 39. Americas Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2021)

Table 40. APAC Virtual Reality (VR) Gaming Accessories Sales by Region (2016-2021) & (K Units)

Table 41. APAC Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2016-2021)

Table 42. APAC Virtual Reality (VR) Gaming Accessories Revenue by Region (2016-2021) & ($ Millions)

Table 43. APAC Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region (2016-2021)

Table 44. APAC Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021) & (K Units)

Table 45. APAC Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2021)

Table 46. APAC Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021) & (K Units)

Table 47. APAC Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2021)

Table 48. Europe Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021) & (K Units)

Table 49. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2021)

Table 50. Europe Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021) & ($ Millions)

Table 51. Europe Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2021)

Table 52. Europe Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021) & (K Units)

Table 53. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2021)

Table 54. Europe Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021) & (K Units)

Table 55. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2021)

Table 56. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Country (2016-2021) & (K Units)

Table 57. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2016-2021)

Table 58. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2016-2021) & ($ Millions)

Table 59. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2016-2021)

Table 60. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Type (2016-2021) & (K Units)

Table 61. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2016-2021)

Table 62. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales by Application (2016-2021) & (K Units)

Table 63. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2021)

Table 64. Key and Potential Regions of Virtual Reality (VR) Gaming Accessories

Table 65. Key Application and Potential Industries of Virtual Reality (VR) Gaming Accessories

Table 66. Key Challenges of Virtual Reality (VR) Gaming Accessories

Table 67. Key Trends of Virtual Reality (VR) Gaming Accessories

Table 68. Virtual Reality (VR) Gaming Accessories Distributors List

Table 69. Virtual Reality (VR) Gaming Accessories Customer List

Table 70. Global Virtual Reality (VR) Gaming Accessories Sales Forecast by Region (2021-2026) & (K Units)

Table 71. Global Virtual Reality (VR) Gaming Accessories Consumption Market Forecast by Region

Table 72. Global Virtual Reality (VR) Gaming Accessories Revenue Forecast by Region (2021-2026) & ($ millions)

Table 73. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share Forecast by Region (2021-2026)

Table 74. Americas Virtual Reality (VR) Gaming Accessories Sales Forecast by Country (2021-2026) & (K Units)

Table 75. Americas Virtual Reality (VR) Gaming Accessories Revenue Forecast by Country (2021-2026) & ($ millions)

Table 76. APAC Virtual Reality (VR) Gaming Accessories Sales Forecast by Region (2021-2026) & (K Units)

Table 77. APAC Virtual Reality (VR) Gaming Accessories Revenue Forecast by Region (2021-2026) & ($ millions)

Table 78. Europe Virtual Reality (VR) Gaming Accessories Sales Forecast by Country (2021-2026) & (K Units)

Table 79. Europe Virtual Reality (VR) Gaming Accessories Revenue Forecast by Country (2021-2026) & ($ millions)

Table 80. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Forecast by Country (2021-2026) & (K Units)

Table 81. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue Forecast by Country (2021-2026) & ($ millions)

Table 82. Global Virtual Reality (VR) Gaming Accessories Sales Forecast by Type (2021-2026) & (K Units)

Table 83. Global Virtual Reality (VR) Gaming Accessories Sales Market Share Forecast by Type (2021-2026)

Table 84. Global Virtual Reality (VR) Gaming Accessories Revenue Forecast by Type (2021-2026) & ($ Millions)

Table 85. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share Forecast by Type (2021-2026)

Table 86. Global Virtual Reality (VR) Gaming Accessories Sales Forecast by Application (2021-2026) & (K Units)

Table 87. Global Virtual Reality (VR) Gaming Accessories Sales Market Share Forecast by Application (2021-2026)

Table 88. Global Virtual Reality (VR) Gaming Accessories Revenue Forecast by Application (2021-2026) & ($ Millions)

Table 89. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share Forecast by Application (2021-2026)

Table 90. ZEISS Group Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 91. ZEISS Group Virtual Reality (VR) Gaming Accessories Product Offered

Table 92. ZEISS Group Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 93. ZEISS Group Main Business

Table 94. ZEISS Group Latest Developments

Table 95. Virtuix Omni Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 96. Virtuix Omni Virtual Reality (VR) Gaming Accessories Product Offered

Table 97. Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 98. Virtuix Omni Main Business

Table 99. Virtuix Omni Latest Developments

Table 100. Sony Corporation Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 101. Sony Corporation Virtual Reality (VR) Gaming Accessories Product Offered

Table 102. Sony Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 103. Sony Corporation Main Business

Table 104. Sony Corporation Latest Developments

Table 105. Oculus Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 106. Oculus Virtual Reality (VR) Gaming Accessories Product Offered

Table 107. Oculus Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 108. Oculus Main Business

Table 109. Oculus Latest Developments

Table 110. Samsung Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 111. Samsung Virtual Reality (VR) Gaming Accessories Product Offered

Table 112. Samsung Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 113. Samsung Main Business

Table 114. Samsung Latest Developments

Table 115. HP Development Company Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 116. HP Development Company Virtual Reality (VR) Gaming Accessories Product Offered

Table 117. HP Development Company Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 118. HP Development Company Main Business

Table 119. HP Development Company Latest Developments

Table 120. Microsoft Corporation Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 121. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product Offered

Table 122. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 123. Microsoft Corporation Main Business

Table 124. Microsoft Corporation Latest Developments

Table 125. HTC Corporation Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 126. HTC Corporation Virtual Reality (VR) Gaming Accessories Product Offered

Table 127. HTC Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 128. HTC Corporation Main Business

Table 129. HTC Corporation Latest Developments

Table 130. Nintendo Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 131. Nintendo Virtual Reality (VR) Gaming Accessories Product Offered

Table 132. Nintendo Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 133. Nintendo Main Business

Table 134. Nintendo Latest Developments

Table 135. Google Inc Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 136. Google Inc Virtual Reality (VR) Gaming Accessories Product Offered

Table 137. Google Inc Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 138. Google Inc Main Business

Table 139. Google Inc Latest Developments

Table 140. Xiaomi Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 141. Xiaomi Virtual Reality (VR) Gaming Accessories Product Offered

Table 142. Xiaomi Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 143. Xiaomi Main Business

Table 144. Xiaomi Latest Developments

Table 145. Birdly Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 146. Birdly Virtual Reality (VR) Gaming Accessories Product Offered

Table 147. Birdly Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 148. Birdly Main Business

Table 149. Birdly Latest Developments

Table 150. Sixense STEM Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 151. Sixense STEM Virtual Reality (VR) Gaming Accessories Product Offered

Table 152. Sixense STEM Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 153. Sixense STEM Main Business

Table 154. Sixense STEM Latest Developments

Table 155. Teslasuit Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 156. Teslasuit Virtual Reality (VR) Gaming Accessories Product Offered

Table 157. Teslasuit Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 158. Teslasuit Main Business

Table 159. Teslasuit Latest Developments

Table 160. Feelreal Basic Information, Virtual Reality (VR) Gaming Accessories Manufacturing Base, Sales Area and Its Competitors

Table 161. Feelreal Virtual Reality (VR) Gaming Accessories Product Offered

Table 162. Feelreal Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2019-2021E)

Table 163. Feelreal Main Business

Table 164. Feelreal Latest Developments

List of Figures

Figure 1. Picture of Virtual Reality (VR) Gaming Accessories

Figure 2. Virtual Reality (VR) Gaming Accessories Report Years Considered

Figure 3. Research Objectives

Figure 4. Research Methodology

Figure 5. Research Process and Data Source

Figure 6. Global Virtual Reality (VR) Gaming Accessories Sales Growth Rate 2016-2026 (K Units)

Figure 7. Global Virtual Reality (VR) Gaming Accessories Revenue Growth Rate 2016-2026 ($ Millions)

Figure 8. Virtual Reality (VR) Gaming Accessories Sales by Region (2021 & 2026) & ($ millions)

Figure 9. Product Picture of VR Headset

Figure 10. Product Picture of VR Controller

Figure 11. Product Picture of VR Treadmill

Figure 12. Product Picture of VR PC Backpack

Figure 13. Product Picture of Gaming Suit

Figure 14. Product Picture of Others

Figure 15. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type in 2020

Figure 16. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Type (2016-2021)

Figure 17. Virtual Reality (VR) Gaming Accessories Consumed in Smartphone

Figure 18. Global Virtual Reality (VR) Gaming Accessories Market: Smartphone (2016-2021) & (K Units)

Figure 19. Virtual Reality (VR) Gaming Accessories Consumed in PC

Figure 20. Global Virtual Reality (VR) Gaming Accessories Market: PC (2016-2021) & (K Units)

Figure 21. Virtual Reality (VR) Gaming Accessories Consumed in Gaming Console

Figure 22. Global Virtual Reality (VR) Gaming Accessories Market: Gaming Console (2016-2021) & (K Units)

Figure 23. Virtual Reality (VR) Gaming Accessories Consumed in Others

Figure 24. Global Virtual Reality (VR) Gaming Accessories Market: Others (2016-2021) & (K Units)

Figure 25. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2016-2021)

Figure 26. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Application in 2020

Figure 27. Virtual Reality (VR) Gaming Accessories Revenue Market by Company in 2020 ($ Million)

Figure 28. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Company in 2020

Figure 29. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Regions (2016-2021)

Figure 30. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region in 2020

Figure 31. Americas Virtual Reality (VR) Gaming Accessories Sales 2016-2021 (K Units)

Figure 32. Americas Virtual Reality (VR) Gaming Accessories Revenue 2016-2021 ($ Millions)

Figure 33. APAC Virtual Reality (VR) Gaming Accessories Sales 2016-2021 (K Units)

Figure 34. APAC Virtual Reality (VR) Gaming Accessories Revenue 2016-2021 ($ Millions)

Figure 35. Europe Virtual Reality (VR) Gaming Accessories Sales 2016-2021 (K Units)

Figure 36. Europe Virtual Reality (VR) Gaming Accessories Revenue 2016-2021 ($ Millions)

Figure 37. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales 2016-2021 (K Units)

Figure 38. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue 2016-2021 ($ Millions)

Figure 39. Americas Virtual Reality (VR) Gaming Accessories Sales Market Share by Country in 2020

Figure 40. Americas Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country in 2020

Figure 41. Americas Virtual Reality (VR) Gaming Accessories Sales Market Share by Type in 2020

Figure 42. Americas Virtual Reality (VR) Gaming Accessories Sales Market Share by Application in 2020

Figure 43. United States Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 44. Canada Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 45. Mexico Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 46. Brazil Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 47. APAC Virtual Reality (VR) Gaming Accessories Sales Market Share by Region in 2020

Figure 48. APAC Virtual Reality (VR) Gaming Accessories Revenue Market Share by Regions in 2020

Figure 49. APAC Virtual Reality (VR) Gaming Accessories Sales Market Share by Type in 2020

Figure 50. APAC Virtual Reality (VR) Gaming Accessories Sales Market Share by Application in 2020

Figure 51. China Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 52. Japan Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 53. Korea Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 54. Southeast Asia Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 55. India Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 56. Australia Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 57. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Country in 2020

Figure 58. Europe Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country in 2020

Figure 59. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Type in 2020

Figure 60. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Application in 2020

Figure 61. Germany Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 62. France Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 63. UK Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 64. Italy Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 65. Russia Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 66. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Country in 2020

Figure 67. Middle East & Africa Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country in 2020

Figure 68. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Type in 2020

Figure 69. Middle East & Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Application in 2020

Figure 70. Egypt Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 71. South Africa Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 72. Israel Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 73. Turkey Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 74. GCC Country Virtual Reality (VR) Gaming Accessories Revenue Growth 2016-2021 ($ Millions)

Figure 75. Channels of Distribution

Figure 76. Distributors Profiles

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