Global Virtual Reality Gaming Accessories Market Size, Status and Forecast 2018-2025

SKU ID : QYR- 12349298

Publishing Date : 26-Sep-2018

No. of pages : 92

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  • Virtual reality has caught the world by storm and the combined effect of virtual reality and gaming has created a new breed of technology hungry individuals with a zeal for exploring hitherto unseen dimensions that define the VR and gaming industry.
    An increasing growth in adoption of smartphone based VR headsets and other gaming accessories owing to the feasibility of playing VR games without any connected cables and devices is the primary driver pushing the market towards high revenue growth.
    In 2017, the global Virtual Reality Gaming Accessories market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.
    This report focuses on the global Virtual Reality Gaming Accessories status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Virtual Reality Gaming Accessories development in United States, Europe and China.


    The key players covered in this study
    HTC
    Google
    Sony
    Microsoft
    Virtuix Holdings
    Samsung
    Nintendo
    Oculus VR
    HP
    Xiaomi

    Market segment by Type, the product can be split into
    Headset
    VR Controller
    VR Treadmill
    Gaming Suit
    VR PC Backpack

    Market segment by Application, split into
    Gaming Console
    PC
    Smartphone

    Market segment by Regions/Countries, this report covers
    United States
    Europe
    China
    Japan
    Southeast Asia
    India
    Central & South America

    The study objectives of this report are:
    To analyze global Virtual Reality Gaming Accessories status, future forecast, growth opportunity, key market and key players.
    To present the Virtual Reality Gaming Accessories development in United States, Europe and China.
    To strategically profile the key players and comprehensively analyze their development plan and strategies.
    To define, describe and forecast the market by product type, market and key regions.

    In this study, the years considered to estimate the market size of Virtual Reality Gaming Accessories are as follows:
    History Year: 2013-2017
    Base Year: 2017
    Estimated Year: 2018
    Forecast Year 2018 to 2025
    For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

    Frequently Asked Questions



    This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.

    • By product type
    • By End User/Applications
    • By Technology
    • By Region

    The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.
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