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市場調查報告書
商品編碼
1590373

全球 VR 遊戲配件市場:產業分析、規模、佔有率、成長、趨勢、預測(2024-2033)

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

出版日期: | 出版商: Persistence Market Research | 英文 313 Pages | 商品交期: 2-5個工作天內

價格
簡介目錄

本報告研究了全球 VR 遊戲配件市場,並按平台、組件、銷售管道、地區和參與市場的公司概況提供趨勢。

目錄

第 1 章執行摘要

第二章市場介紹

第三章市場展望

第四章北美VR遊戲配件市場分析與預測

第五章拉丁美洲VR遊戲配件市場分析與預測

第六章歐洲VR遊戲配件市場分析與預測

第七章亞太VR遊戲配件市場分析與預測

第八章中東、非洲VR遊戲配件市場分析及預測

第9章預測因子與假設

第10章競爭態勢

  • 市場結構
  • 市佔率分析
  • 競爭強度圖:依市場類別
  • 競爭對手儀表板
  • 公司簡介(詳細資料 - 概述、財務狀況、策略、近期發展)
    • 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章全球VR遊戲配件市場分析:按地區

  • 簡介
  • 過去和目前的市場分析和預測:按地區
  • 市場吸引力分析:依地區劃分

第十二章全球VR遊戲配件市場分析與預測:依平台

  • 簡介
  • 過去和目前的市場分析和預測:按平台
  • 市場吸引力分析:依平台

第十三章全球VR遊戲配件市場分析與預測:按組成部分

  • 簡介
  • 過去和目前的市場分析和預測:按組成部分
  • 市場吸引力分析:依組成部分

第十四章全球VR遊戲配件市場分析與預測:依銷售管道劃分

  • 簡介
  • 過去與目前的市場分析與預測、銷售管道
  • 市場吸引力分析:依銷售管道

第 15 章使用的假設與縮寫

第十六章研究方法

簡介目錄
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