Report ID: GIR2201180233 | Category: Consumer Goods | Pages: 105 | Format: PDF | Published Date: June 23,2022
1 Market Overview 1.1 VR Gaming Accessories Introduction 1.2 Market Analysis by Type 1.2.1 Overview: Global VR Gaming Accessories Revenue by Type: 2017 Versus 2021 Versus 2028 1.2.2 VR Headset 1.2.3 VR Controller 1.2.4 VR Treadmill 1.2.5 VR PC Backpack 1.2.6 Gaming Suit 1.2.7 Others 1.3 Market Analysis by Application 1.3.1 Overview: Global VR Gaming Accessories Revenue by Application: 2017 Versus 2021 Versus 2028 1.3.2 E-commerce Websites 1.3.3 Company Owned Websites 1.3.4 Supermarket/Hypermarket 1.3.5 Specialty Stores 1.3.6 Others 1.4 Global VR Gaming Accessories Market Size & Forecast 1.4.1 Global VR Gaming Accessories Sales in Value (2017 & 2021 & 2028) 1.4.2 Global VR Gaming Accessories Sales in Volume (2017-2028) 1.4.3 Global VR Gaming Accessories Price (2017-2028) 1.5 Global VR Gaming Accessories Production Capacity Analysis 1.5.1 Global VR Gaming Accessories Total Production Capacity (2017-2028) 1.5.2 Global VR Gaming Accessories Production Capacity by Geographic Region 1.6 Market Drivers, Restraints and Trends 1.6.1 VR Gaming Accessories Market Drivers 1.6.2 VR Gaming Accessories Market Restraints 1.6.3 VR Gaming Accessories Trends Analysis 2 Manufacturers Profiles 2.1 ZEISS Group 2.1.1 ZEISS Group Details 2.1.2 ZEISS Group Major Business 2.1.3 ZEISS Group VR Gaming Accessories Product and Services 2.1.4 ZEISS Group VR Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022) 2.2 Xiaomi 2.2.1 Xiaomi Details 2.2.2 Xiaomi Major Business 2.2.3 Xiaomi VR Gaming Accessories Product and Services 2.2.4 Xiaomi VR Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022) 2.3 Virtuix Omni 2.3.1 Virtuix Omni Details 2.3.2 Virtuix Omni Major Business 2.3.3 Virtuix Omni VR Gaming Accessories Product and Services 2.3.4 Virtuix Omni VR Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022) 2.4 Sony Corporation 2.4.1 Sony Corporation Details 2.4.2 Sony Corporation Major Business 2.4.3 Sony Corporation VR Gaming Accessories Product and Services 2.4.4 Sony Corporation VR Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022) 2.5 Oculus 2.5.1 Oculus Details 2.5.2 Oculus Major Business 2.5.3 Oculus VR Gaming Accessories Product and Services 2.5.4 Oculus VR Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022) 2.6 Samsung 2.6.1 Samsung Details 2.6.2 Samsung Major Business 2.6.3 Samsung VR Gaming Accessories Product and Services 2.6.4 Samsung VR Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022) 2.7 HP Development Company 2.7.1 HP Development Company Details 2.7.2 HP Development Company Major Business 2.7.3 HP Development Company VR Gaming Accessories Product and Services 2.7.4 HP Development Company VR Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022) 2.8 Microsoft Corporation 2.8.1 Microsoft Corporation Details 2.8.2 Microsoft Corporation Major Business 2.8.3 Microsoft Corporation VR Gaming Accessories Product and Services 2.8.4 Microsoft Corporation VR Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022) 2.9 HTC Corporation 2.9.1 HTC Corporation Details 2.9.2 HTC Corporation Major Business 2.9.3 HTC Corporation VR Gaming Accessories Product and Services 2.9.4 HTC Corporation VR Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022) 2.10 Nintendo 2.10.1 Nintendo Details 2.10.2 Nintendo Major Business 2.10.3 Nintendo VR Gaming Accessories Product and Services 2.10.4 Nintendo VR Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022) 3 VR Gaming Accessories Breakdown Data by Manufacturer 3.1 Global VR Gaming Accessories Sales in Volume by Manufacturer (2019, 2020, 2021, and 2022) 3.2 Global VR Gaming Accessories Revenue by Manufacturer (2019, 2020, 2021, and 2022) 3.3 Key Manufacturer Market Position in VR Gaming Accessories 3.4 Market Concentration Rate 3.4.1 Top 3 VR Gaming Accessories Manufacturer Market Share in 2021 3.4.2 Top 6 VR Gaming Accessories Manufacturer Market Share in 2021 3.5 Global VR Gaming Accessories Production Capacity by Company: 2021 VS 2022 3.6 Manufacturer by Geography: Head Office and VR Gaming Accessories Production Site 3.7 New Entrant and Capacity Expansion Plans 3.8 Mergers & Acquisitions 4 Market Analysis by Region 4.1 Global VR Gaming Accessories Market Size by Region 4.1.1 Global VR Gaming Accessories Sales in Volume by Region (2017-2028) 4.1.2 Global VR Gaming Accessories Revenue by Region (2017-2028) 4.2 North America VR Gaming Accessories Revenue (2017-2028) 4.3 Europe VR Gaming Accessories Revenue (2017-2028) 4.4 Asia-Pacific VR Gaming Accessories Revenue (2017-2028) 4.5 South America VR Gaming Accessories Revenue (2017-2028) 4.6 Middle East and Africa VR Gaming Accessories Revenue (2017-2028) 5 Market Segment by Type 5.1 Global VR Gaming Accessories Sales in Volume by Type (2017-2028) 5.2 Global VR Gaming Accessories Revenue by Type (2017-2028) 5.3 Global VR Gaming Accessories Price by Type (2017-2028) 6 Market Segment by Application 6.1 Global VR Gaming Accessories Sales in Volume by Application (2017-2028) 6.2 Global VR Gaming Accessories Revenue by Application (2017-2028) 6.3 Global VR Gaming Accessories Price by Application (2017-2028) 7 North America by Country, by Type, and by Application 7.1 North America VR Gaming Accessories Sales by Type (2017-2028) 7.2 North America VR Gaming Accessories Sales by Application (2017-2028) 7.3 North America VR Gaming Accessories Market Size by Country 7.3.1 North America VR Gaming Accessories Sales in Volume by Country (2017-2028) 7.3.2 North America VR Gaming Accessories Revenue by Country (2017-2028) 7.3.3 United States Market Size and Forecast (2017-2028) 7.3.4 Canada Market Size and Forecast (2017-2028) 7.3.5 Mexico Market Size and Forecast (2017-2028) 8 Europe by Country, by Type, and by Application 8.1 Europe VR Gaming Accessories Sales by Type (2017-2028) 8.2 Europe VR Gaming Accessories Sales by Application (2017-2028) 8.3 Europe VR Gaming Accessories Market Size by Country 8.3.1 Europe VR Gaming Accessories Sales in Volume by Country (2017-2028) 8.3.2 Europe VR Gaming Accessories Revenue by Country (2017-2028) 8.3.3 Germany Market Size and Forecast (2017-2028) 8.3.4 France Market Size and Forecast (2017-2028) 8.3.5 United Kingdom Market Size and Forecast (2017-2028) 8.3.6 Russia Market Size and Forecast (2017-2028) 8.3.7 Italy Market Size and Forecast (2017-2028) 9 Asia-Pacific by Region, by Type, and by Application 9.1 Asia-Pacific VR Gaming Accessories Sales by Type (2017-2028) 9.2 Asia-Pacific VR Gaming Accessories Sales by Application (2017-2028) 9.3 Asia-Pacific VR Gaming Accessories Market Size by Region 9.3.1 Asia-Pacific VR Gaming Accessories Sales in Volume by Region (2017-2028) 9.3.2 Asia-Pacific VR Gaming Accessories Revenue by Region (2017-2028) 9.3.3 China Market Size and Forecast (2017-2028) 9.3.4 Japan Market Size and Forecast (2017-2028) 9.3.5 Korea Market Size and Forecast (2017-2028) 9.3.6 India Market Size and Forecast (2017-2028) 9.3.7 Southeast Asia Market Size and Forecast (2017-2028) 9.3.8 Australia Market Size and Forecast (2017-2028) 10 South America by Region, by Type, and by Application 10.1 South America VR Gaming Accessories Sales by Type (2017-2028) 10.2 South America VR Gaming Accessories Sales by Application (2017-2028) 10.3 South America VR Gaming Accessories Market Size by Country 10.3.1 South America VR Gaming Accessories Sales in Volume by Country (2017-2028) 10.3.2 South America VR Gaming Accessories Revenue by Country (2017-2028) 10.3.3 Brazil Market Size and Forecast (2017-2028) 10.3.4 Argentina Market Size and Forecast (2017-2028) 11 Middle East & Africa by Country, by Type, and by Application 11.1 Middle East & Africa VR Gaming Accessories Sales by Type (2017-2028) 11.2 Middle East & Africa VR Gaming Accessories Sales by Application (2017-2028) 11.3 Middle East & Africa VR Gaming Accessories Market Size by Country 11.3.1 Middle East & Africa VR Gaming Accessories Sales in Volume by Country (2017-2028) 11.3.2 Middle East & Africa VR Gaming Accessories Revenue by Country (2017-2028) 11.3.3 Turkey Market Size and Forecast (2017-2028) 11.3.4 Egypt Market Size and Forecast (2017-2028) 11.3.5 Saudi Arabia Market Size and Forecast (2017-2028) 11.3.6 South Africa Market Size and Forecast (2017-2028) 12 Raw Material and Industry Chain 12.1 Raw Material of VR Gaming Accessories and Key Manufacturers 12.2 Manufacturing Costs Percentage of VR Gaming Accessories 12.3 VR Gaming Accessories Production Process 12.4 VR Gaming Accessories Industrial Chain 13 Sales Channel, Distributors, Traders and Dealers 13.1 Sales Channel 13.1.1 Direct Marketing 13.1.2 Indirect Marketing 13.2 VR Gaming Accessories Typical Distributors 13.3 VR Gaming Accessories Typical Customers 14 Research Findings and Conclusion 15 Appendix 15.1 Methodology 15.2 Research Process and Data Source 15.3 Disclaimer
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