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

Published Date: 2018-09-25   |   Pages: 90   |   Tables: 104   | Report Id: 745289   | Hits: 83 |   Internet & Communication

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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.

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