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Global VR Gaming Accessory Market Research Report 2025
Published Date: July 2025
|
Report Code: QYRE-Auto-37C12732
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Global VR Gaming Accessory Industry Research Report Growth Trends and Competitive Analysis 2022 2028
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Global VR Gaming Accessory Market Research Report 2025

Code: QYRE-Auto-37C12732
Report
July 2025
Pages:84
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

VR Gaming Accessory Market Size

The global market for VR Gaming Accessory was valued at US$ 1923 million in the year 2024 and is projected to reach a revised size of US$ 7858 million by 2031, growing at a CAGR of 22.6% during the forecast period.

VR Gaming Accessory Market

VR Gaming Accessory Market

The VR gaming accessory market size was valued at USD 1.12 billion in 2022 and is projected to reach USD 5.40 billion by 2029, growing at a compound annual growth rate (CAGR) of 21.7% during the forecast period.The growing popularity of virtual reality (VR) gaming and the increasing adoption of VR headsets and gaming consoles are the key factors driving the market growth. VR gaming accessories enhance the gaming experience by providing immersive sensations, improved control, and realistic interactions.

Report Scope

This report aims to provide a comprehensive presentation of the global market for VR Gaming Accessory, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding VR Gaming Accessory.
The VR Gaming Accessory market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global VR Gaming Accessory market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the VR Gaming Accessory manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.

Scope of VR Gaming Accessory Market Report

Report Metric Details
Report Name VR Gaming Accessory Market
Accounted market size in year US$ 1923 million
Forecasted market size in 2031 US$ 7858 million
CAGR 22.6%
Base Year year
Forecasted years 2025 - 2031
Segment by Type
Segment by Application
  • Online Sales
  • Offline Sales
Consumption by Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia)
  • Asia-Pacific (China, Japan, South Korea, Taiwan)
  • Southeast Asia (India)
  • Latin America (Mexico, Brazil)
By Company HTC Corporation, Google, Sony Corporation, Microsoft Corporation, Virtuix Holdings, Samsung Corporation, Nintendo, Oculus VR, HP, Xiaomi Corporation
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Core Chapters

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
  • Chapter 2: Detailed analysis of VR Gaming Accessory manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 3: Sales, revenue of VR Gaming Accessory in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and market size of each country in the world.
  • Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 6: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
  • Chapter 7: Analysis of industrial chain, including the upstream and downstream of the industry.
  • Chapter 8: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
  • Chapter 9: The main points and conclusions of the report. 

FAQ for this report

How fast is VR Gaming Accessory Market growing?

Ans: The VR Gaming Accessory Market witnessing a CAGR of 22.6% during the forecast period 2025-2031.

What is the VR Gaming Accessory Market size in 2031?

Ans: The VR Gaming Accessory Market size in 2031 will be US$ 7858 million.

Who are the main players in the VR Gaming Accessory Market report?

Ans: The main players in the VR Gaming Accessory Market are HTC Corporation, Google, Sony Corporation, Microsoft Corporation, Virtuix Holdings, Samsung Corporation, Nintendo, Oculus VR, HP, Xiaomi Corporation

What are the Application segmentation covered in the VR Gaming Accessory Market report?

Ans: The Applications covered in the VR Gaming Accessory Market report are Online Sales, Offline Sales

What are the Type segmentation covered in the VR Gaming Accessory Market report?

Ans: The Types covered in the VR Gaming Accessory Market report are Gun Controller, Haptic Controller, Handheld Controller

Recommended Reports

VR Accessories Hardware

VR Headsets Market

VR Games & Engines

1 VR Gaming Accessory Market Overview
1.1 Product Definition
1.2 VR Gaming Accessory by Type
1.2.1 Global VR Gaming Accessory Market Value Comparison by Type (2024 VS 2031)
1.2.2 Gun Controller
1.2.3 Haptic Controller
1.2.4 Handheld Controller
1.3 VR Gaming Accessory by Application
1.3.1 Global VR Gaming Accessory Market Value by Application (2024 VS 2031)
1.3.2 Online Sales
1.3.3 Offline Sales
1.4 Global VR Gaming Accessory Market Size Estimates and Forecasts
1.4.1 Global VR Gaming Accessory Revenue 2020-2031
1.4.2 Global VR Gaming Accessory Sales 2020-2031
1.4.3 Global VR Gaming Accessory Market Average Price (2020-2031)
1.5 Assumptions and Limitations
2 VR Gaming Accessory Market Competition by Manufacturers
2.1 Global VR Gaming Accessory Sales Market Share by Manufacturers (2020-2025)
2.2 Global VR Gaming Accessory Revenue Market Share by Manufacturers (2020-2025)
2.3 Global VR Gaming Accessory Average Price by Manufacturers (2020-2025)
2.4 Global Key Players of VR Gaming Accessory, Industry Ranking, 2022 VS 2023 VS 2024
2.5 Global Key Manufacturers of VR Gaming Accessory, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of VR Gaming Accessory, Product Type & Application
2.7 Global Key Manufacturers of VR Gaming Accessory, Date of Enter into This Industry
2.8 Global VR Gaming Accessory Market Competitive Situation and Trends
2.8.1 Global VR Gaming Accessory Market Concentration Rate
2.8.2 The Global 5 and 10 Largest VR Gaming Accessory Players Market Share by Revenue
2.8.3 Global VR Gaming Accessory Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
2.9 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Global VR Gaming Accessory Market Scenario by Region
3.1 Global VR Gaming Accessory Market Size by Region: 2020 Versus 2024 Versus 2031
3.2 Global VR Gaming Accessory Sales by Region: 2020-2031
3.2.1 Global VR Gaming Accessory Sales by Region: 2020-2025
3.2.2 Global VR Gaming Accessory Sales by Region: 2026-2031
3.3 Global VR Gaming Accessory Revenue by Region: 2020-2031
3.3.1 Global VR Gaming Accessory Revenue by Region: 2020-2025
3.3.2 Global VR Gaming Accessory Revenue by Region: 2026-2031
3.4 North America VR Gaming Accessory Market Facts & Figures by Country
3.4.1 North America VR Gaming Accessory Market Size by Country: 2020 VS 2024 VS 2031
3.4.2 North America VR Gaming Accessory Sales by Country (2020-2031)
3.4.3 North America VR Gaming Accessory Revenue by Country (2020-2031)
3.4.4 United States
3.4.5 Canada
3.5 Europe VR Gaming Accessory Market Facts & Figures by Country
3.5.1 Europe VR Gaming Accessory Market Size by Country: 2020 VS 2024 VS 2031
3.5.2 Europe VR Gaming Accessory Sales by Country (2020-2031)
3.5.3 Europe VR Gaming Accessory Revenue by Country (2020-2031)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific VR Gaming Accessory Market Facts & Figures by Region
3.6.1 Asia Pacific VR Gaming Accessory Market Size by Region: 2020 VS 2024 VS 2031
3.6.2 Asia Pacific VR Gaming Accessory Sales by Region (2020-2031)
3.6.3 Asia Pacific VR Gaming Accessory Revenue by Region (2020-2031)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 China Taiwan
3.6.10 Indonesia
3.6.11 Thailand
3.6.12 Malaysia
3.7 Latin America VR Gaming Accessory Market Facts & Figures by Country
3.7.1 Latin America VR Gaming Accessory Market Size by Country: 2020 VS 2024 VS 2031
3.7.2 Latin America VR Gaming Accessory Sales by Country (2020-2031)
3.7.3 Latin America VR Gaming Accessory Revenue by Country (2020-2031)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.8 Middle East and Africa VR Gaming Accessory Market Facts & Figures by Country
3.8.1 Middle East and Africa VR Gaming Accessory Market Size by Country: 2020 VS 2024 VS 2031
3.8.2 Middle East and Africa VR Gaming Accessory Sales by Country (2020-2031)
3.8.3 Middle East and Africa VR Gaming Accessory Revenue by Country (2020-2031)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global VR Gaming Accessory Sales by Type (2020-2031)
4.1.1 Global VR Gaming Accessory Sales by Type (2020-2025)
4.1.2 Global VR Gaming Accessory Sales by Type (2026-2031)
4.1.3 Global VR Gaming Accessory Sales Market Share by Type (2020-2031)
4.2 Global VR Gaming Accessory Revenue by Type (2020-2031)
4.2.1 Global VR Gaming Accessory Revenue by Type (2020-2025)
4.2.2 Global VR Gaming Accessory Revenue by Type (2026-2031)
4.2.3 Global VR Gaming Accessory Revenue Market Share by Type (2020-2031)
4.3 Global VR Gaming Accessory Price by Type (2020-2031)
5 Segment by Application
5.1 Global VR Gaming Accessory Sales by Application (2020-2031)
5.1.1 Global VR Gaming Accessory Sales by Application (2020-2025)
5.1.2 Global VR Gaming Accessory Sales by Application (2026-2031)
5.1.3 Global VR Gaming Accessory Sales Market Share by Application (2020-2031)
5.2 Global VR Gaming Accessory Revenue by Application (2020-2031)
5.2.1 Global VR Gaming Accessory Revenue by Application (2020-2025)
5.2.2 Global VR Gaming Accessory Revenue by Application (2026-2031)
5.2.3 Global VR Gaming Accessory Revenue Market Share by Application (2020-2031)
5.3 Global VR Gaming Accessory Price by Application (2020-2031)
6 Key Companies Profiled
6.1 HTC Corporation
6.1.1 HTC Corporation Company Information
6.1.2 HTC Corporation Description and Business Overview
6.1.3 HTC Corporation VR Gaming Accessory Sales, Revenue and Gross Margin (2020-2025)
6.1.4 HTC Corporation VR Gaming Accessory Product Portfolio
6.1.5 HTC Corporation Recent Developments/Updates
6.2 Google
6.2.1 Google Company Information
6.2.2 Google Description and Business Overview
6.2.3 Google VR Gaming Accessory Sales, Revenue and Gross Margin (2020-2025)
6.2.4 Google VR Gaming Accessory Product Portfolio
6.2.5 Google Recent Developments/Updates
6.3 Sony Corporation
6.3.1 Sony Corporation Company Information
6.3.2 Sony Corporation Description and Business Overview
6.3.3 Sony Corporation VR Gaming Accessory Sales, Revenue and Gross Margin (2020-2025)
6.3.4 Sony Corporation VR Gaming Accessory Product Portfolio
6.3.5 Sony Corporation Recent Developments/Updates
6.4 Microsoft Corporation
6.4.1 Microsoft Corporation Company Information
6.4.2 Microsoft Corporation Description and Business Overview
6.4.3 Microsoft Corporation VR Gaming Accessory Sales, Revenue and Gross Margin (2020-2025)
6.4.4 Microsoft Corporation VR Gaming Accessory Product Portfolio
6.4.5 Microsoft Corporation Recent Developments/Updates
6.5 Virtuix Holdings
6.5.1 Virtuix Holdings Company Information
6.5.2 Virtuix Holdings Description and Business Overview
6.5.3 Virtuix Holdings VR Gaming Accessory Sales, Revenue and Gross Margin (2020-2025)
6.5.4 Virtuix Holdings VR Gaming Accessory Product Portfolio
6.5.5 Virtuix Holdings Recent Developments/Updates
6.6 Samsung Corporation
6.6.1 Samsung Corporation Company Information
6.6.2 Samsung Corporation Description and Business Overview
6.6.3 Samsung Corporation VR Gaming Accessory Sales, Revenue and Gross Margin (2020-2025)
6.6.4 Samsung Corporation VR Gaming Accessory Product Portfolio
6.6.5 Samsung Corporation Recent Developments/Updates
6.7 Nintendo
6.7.1 Nintendo Company Information
6.7.2 Nintendo Description and Business Overview
6.7.3 Nintendo VR Gaming Accessory Sales, Revenue and Gross Margin (2020-2025)
6.7.4 Nintendo VR Gaming Accessory Product Portfolio
6.7.5 Nintendo Recent Developments/Updates
6.8 Oculus VR
6.8.1 Oculus VR Company Information
6.8.2 Oculus VR Description and Business Overview
6.8.3 Oculus VR VR Gaming Accessory Sales, Revenue and Gross Margin (2020-2025)
6.8.4 Oculus VR VR Gaming Accessory Product Portfolio
6.8.5 Oculus VR Recent Developments/Updates
6.9 HP
6.9.1 HP Company Information
6.9.2 HP Description and Business Overview
6.9.3 HP VR Gaming Accessory Sales, Revenue and Gross Margin (2020-2025)
6.9.4 HP VR Gaming Accessory Product Portfolio
6.9.5 HP Recent Developments/Updates
6.10 Xiaomi Corporation
6.10.1 Xiaomi Corporation Company Information
6.10.2 Xiaomi Corporation Description and Business Overview
6.10.3 Xiaomi Corporation VR Gaming Accessory Sales, Revenue and Gross Margin (2020-2025)
6.10.4 Xiaomi Corporation VR Gaming Accessory Product Portfolio
6.10.5 Xiaomi Corporation Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 VR Gaming Accessory Industry Chain Analysis
7.2 VR Gaming Accessory Raw Material Supply Analysis
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 VR Gaming Accessory Production Mode & Process Analysis
7.4 VR Gaming Accessory Sales and Marketing
7.4.1 VR Gaming Accessory Sales Channels
7.4.2 VR Gaming Accessory Distributors
7.5 VR Gaming Accessory Customer Analysis
8 VR Gaming Accessory Market Dynamics
8.1 VR Gaming Accessory Industry Trends
8.2 VR Gaming Accessory Market Drivers
8.3 VR Gaming Accessory Market Challenges
8.4 VR Gaming Accessory Market Restraints
9 Research Findings and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Market Size Estimation
10.1.3 Market Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer
List of Tables
 Table 1. Global VR Gaming Accessory Market Value Comparison by Type (2024 VS 2031) & (US$ Million)
 Table 2. Global VR Gaming Accessory Market Value by Application (2024 VS 2031) & (US$ Million)
 Table 3. Global VR Gaming Accessory Market Competitive Situation by Manufacturers in 2024
 Table 4. Global VR Gaming Accessory Sales (K Units) of Key Manufacturers (2020-2025)
 Table 5. Global VR Gaming Accessory Sales Market Share by Manufacturers (2020-2025)
 Table 6. Global VR Gaming Accessory Revenue (US$ Million) by Manufacturers (2020-2025)
 Table 7. Global VR Gaming Accessory Revenue Share by Manufacturers (2020-2025)
 Table 8. Global Market VR Gaming Accessory Average Price (USD/Unit) of Key Manufacturers (2020-2025)
 Table 9. Global Key Players of VR Gaming Accessory, Industry Ranking, 2022 VS 2023 VS 2024
 Table 10. Global Key Manufacturers of VR Gaming Accessory, Manufacturing Sites & Headquarters
 Table 11. Global Key Manufacturers of VR Gaming Accessory, Product Type & Application
 Table 12. Global Key Manufacturers of VR Gaming Accessory, Date of Enter into This Industry
 Table 13. Global Manufacturers Market Concentration Ratio (CR5 and HHI)
 Table 14. Global VR Gaming Accessory by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in VR Gaming Accessory as of 2024)
 Table 15. Manufacturers Mergers & Acquisitions, Expansion Plans
 Table 16. Global VR Gaming Accessory Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 17. Global VR Gaming Accessory Sales by Region (2020-2025) & (K Units)
 Table 18. Global VR Gaming Accessory Sales Market Share by Region (2020-2025)
 Table 19. Global VR Gaming Accessory Sales by Region (2026-2031) & (K Units)
 Table 20. Global VR Gaming Accessory Sales Market Share by Region (2026-2031)
 Table 21. Global VR Gaming Accessory Revenue by Region (2020-2025) & (US$ Million)
 Table 22. Global VR Gaming Accessory Revenue Market Share by Region (2020-2025)
 Table 23. Global VR Gaming Accessory Revenue by Region (2026-2031) & (US$ Million)
 Table 24. Global VR Gaming Accessory Revenue Market Share by Region (2026-2031)
 Table 25. North America VR Gaming Accessory Revenue by Country: 2020 VS 2024 VS 2031 (US$ Million)
 Table 26. North America VR Gaming Accessory Sales by Country (2020-2025) & (K Units)
 Table 27. North America VR Gaming Accessory Sales by Country (2026-2031) & (K Units)
 Table 28. North America VR Gaming Accessory Revenue by Country (2020-2025) & (US$ Million)
 Table 29. North America VR Gaming Accessory Revenue by Country (2026-2031) & (US$ Million)
 Table 30. Europe VR Gaming Accessory Revenue by Country: 2020 VS 2024 VS 2031 (US$ Million)
 Table 31. Europe VR Gaming Accessory Sales by Country (2020-2025) & (K Units)
 Table 32. Europe VR Gaming Accessory Sales by Country (2026-2031) & (K Units)
 Table 33. Europe VR Gaming Accessory Revenue by Country (2020-2025) & (US$ Million)
 Table 34. Europe VR Gaming Accessory Revenue by Country (2026-2031) & (US$ Million)
 Table 35. Asia Pacific VR Gaming Accessory Revenue by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Table 36. Asia Pacific VR Gaming Accessory Sales by Region (2020-2025) & (K Units)
 Table 37. Asia Pacific VR Gaming Accessory Sales by Region (2026-2031) & (K Units)
 Table 38. Asia Pacific VR Gaming Accessory Revenue by Region (2020-2025) & (US$ Million)
 Table 39. Asia Pacific VR Gaming Accessory Revenue by Region (2026-2031) & (US$ Million)
 Table 40. Latin America VR Gaming Accessory Revenue by Country: 2020 VS 2024 VS 2031 (US$ Million)
 Table 41. Latin America VR Gaming Accessory Sales by Country (2020-2025) & (K Units)
 Table 42. Latin America VR Gaming Accessory Sales by Country (2026-2031) & (K Units)
 Table 43. Latin America VR Gaming Accessory Revenue by Country (2020-2025) & (US$ Million)
 Table 44. Latin America VR Gaming Accessory Revenue by Country (2026-2031) & (US$ Million)
 Table 45. Middle East and Africa VR Gaming Accessory Revenue by Country: 2020 VS 2024 VS 2031 (US$ Million)
 Table 46. Middle East and Africa VR Gaming Accessory Sales by Country (2020-2025) & (K Units)
 Table 47. Middle East and Africa VR Gaming Accessory Sales by Country (2026-2031) & (K Units)
 Table 48. Middle East and Africa VR Gaming Accessory Revenue by Country (2020-2025) & (US$ Million)
 Table 49. Middle East and Africa VR Gaming Accessory Revenue by Country (2026-2031) & (US$ Million)
 Table 50. Global VR Gaming Accessory Sales (K Units) by Type (2020-2025)
 Table 51. Global VR Gaming Accessory Sales (K Units) by Type (2026-2031)
 Table 52. Global VR Gaming Accessory Sales Market Share by Type (2020-2025)
 Table 53. Global VR Gaming Accessory Sales Market Share by Type (2026-2031)
 Table 54. Global VR Gaming Accessory Revenue (US$ Million) by Type (2020-2025)
 Table 55. Global VR Gaming Accessory Revenue (US$ Million) by Type (2026-2031)
 Table 56. Global VR Gaming Accessory Revenue Market Share by Type (2020-2025)
 Table 57. Global VR Gaming Accessory Revenue Market Share by Type (2026-2031)
 Table 58. Global VR Gaming Accessory Price (USD/Unit) by Type (2020-2025)
 Table 59. Global VR Gaming Accessory Price (USD/Unit) by Type (2026-2031)
 Table 60. Global VR Gaming Accessory Sales (K Units) by Application (2020-2025)
 Table 61. Global VR Gaming Accessory Sales (K Units) by Application (2026-2031)
 Table 62. Global VR Gaming Accessory Sales Market Share by Application (2020-2025)
 Table 63. Global VR Gaming Accessory Sales Market Share by Application (2026-2031)
 Table 64. Global VR Gaming Accessory Revenue (US$ Million) by Application (2020-2025)
 Table 65. Global VR Gaming Accessory Revenue (US$ Million) by Application (2026-2031)
 Table 66. Global VR Gaming Accessory Revenue Market Share by Application (2020-2025)
 Table 67. Global VR Gaming Accessory Revenue Market Share by Application (2026-2031)
 Table 68. Global VR Gaming Accessory Price (USD/Unit) by Application (2020-2025)
 Table 69. Global VR Gaming Accessory Price (USD/Unit) by Application (2026-2031)
 Table 70. HTC Corporation Company Information
 Table 71. HTC Corporation Description and Business Overview
 Table 72. HTC Corporation VR Gaming Accessory Sales (K Units), Revenue (US$ Million), Price (USD/Unit) and Gross Margin (2020-2025)
 Table 73. HTC Corporation VR Gaming Accessory Product
 Table 74. HTC Corporation Recent Developments/Updates
 Table 75. Google Company Information
 Table 76. Google Description and Business Overview
 Table 77. Google VR Gaming Accessory Sales (K Units), Revenue (US$ Million), Price (USD/Unit) and Gross Margin (2020-2025)
 Table 78. Google VR Gaming Accessory Product
 Table 79. Google Recent Developments/Updates
 Table 80. Sony Corporation Company Information
 Table 81. Sony Corporation Description and Business Overview
 Table 82. Sony Corporation VR Gaming Accessory Sales (K Units), Revenue (US$ Million), Price (USD/Unit) and Gross Margin (2020-2025)
 Table 83. Sony Corporation VR Gaming Accessory Product
 Table 84. Sony Corporation Recent Developments/Updates
 Table 85. Microsoft Corporation Company Information
 Table 86. Microsoft Corporation Description and Business Overview
 Table 87. Microsoft Corporation VR Gaming Accessory Sales (K Units), Revenue (US$ Million), Price (USD/Unit) and Gross Margin (2020-2025)
 Table 88. Microsoft Corporation VR Gaming Accessory Product
 Table 89. Microsoft Corporation Recent Developments/Updates
 Table 90. Virtuix Holdings Company Information
 Table 91. Virtuix Holdings Description and Business Overview
 Table 92. Virtuix Holdings VR Gaming Accessory Sales (K Units), Revenue (US$ Million), Price (USD/Unit) and Gross Margin (2020-2025)
 Table 93. Virtuix Holdings VR Gaming Accessory Product
 Table 94. Virtuix Holdings Recent Developments/Updates
 Table 95. Samsung Corporation Company Information
 Table 96. Samsung Corporation Description and Business Overview
 Table 97. Samsung Corporation VR Gaming Accessory Sales (K Units), Revenue (US$ Million), Price (USD/Unit) and Gross Margin (2020-2025)
 Table 98. Samsung Corporation VR Gaming Accessory Product
 Table 99. Samsung Corporation Recent Developments/Updates
 Table 100. Nintendo Company Information
 Table 101. Nintendo Description and Business Overview
 Table 102. Nintendo VR Gaming Accessory Sales (K Units), Revenue (US$ Million), Price (USD/Unit) and Gross Margin (2020-2025)
 Table 103. Nintendo VR Gaming Accessory Product
 Table 104. Nintendo Recent Developments/Updates
 Table 105. Oculus VR Company Information
 Table 106. Oculus VR Description and Business Overview
 Table 107. Oculus VR VR Gaming Accessory Sales (K Units), Revenue (US$ Million), Price (USD/Unit) and Gross Margin (2020-2025)
 Table 108. Oculus VR VR Gaming Accessory Product
 Table 109. Oculus VR Recent Developments/Updates
 Table 110. HP Company Information
 Table 111. HP Description and Business Overview
 Table 112. HP VR Gaming Accessory Sales (K Units), Revenue (US$ Million), Price (USD/Unit) and Gross Margin (2020-2025)
 Table 113. HP VR Gaming Accessory Product
 Table 114. HP Recent Developments/Updates
 Table 115. Xiaomi Corporation Company Information
 Table 116. Xiaomi Corporation Description and Business Overview
 Table 117. Xiaomi Corporation VR Gaming Accessory Sales (K Units), Revenue (US$ Million), Price (USD/Unit) and Gross Margin (2020-2025)
 Table 118. Xiaomi Corporation VR Gaming Accessory Product
 Table 119. Xiaomi Corporation Recent Developments/Updates
 Table 120. Key Raw Materials Lists
 Table 121. Raw Materials Key Suppliers Lists
 Table 122. VR Gaming Accessory Distributors List
 Table 123. VR Gaming Accessory Customers List
 Table 124. VR Gaming Accessory Market Trends
 Table 125. VR Gaming Accessory Market Drivers
 Table 126. VR Gaming Accessory Market Challenges
 Table 127. VR Gaming Accessory Market Restraints
 Table 128. Research Programs/Design for This Report
 Table 129. Key Data Information from Secondary Sources
 Table 130. Key Data Information from Primary Sources
 Table 131. Authors List of This Report


List of Figures
 Figure 1. Product Picture of VR Gaming Accessory
 Figure 2. Global VR Gaming Accessory Market Value Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global VR Gaming Accessory Market Share by Type: 2024 & 2031
 Figure 4. Gun Controller Product Picture
 Figure 5. Haptic Controller Product Picture
 Figure 6. Handheld Controller Product Picture
 Figure 7. Global VR Gaming Accessory Market Value by Application (2020-2031) & (US$ Million)
 Figure 8. Global VR Gaming Accessory Market Share by Application: 2024 & 2031
 Figure 9. Online Sales
 Figure 10. Offline Sales
 Figure 11. Global VR Gaming Accessory Revenue, (US$ Million), 2020 VS 2024 VS 2031
 Figure 12. Global VR Gaming Accessory Market Size (2020-2031) & (US$ Million)
 Figure 13. Global VR Gaming Accessory Sales (2020-2031) & (K Units)
 Figure 14. Global VR Gaming Accessory Average Price (USD/Unit) & (2020-2031)
 Figure 15. VR Gaming Accessory Report Years Considered
 Figure 16. VR Gaming Accessory Sales Share by Manufacturers in 2024
 Figure 17. Global VR Gaming Accessory Revenue Share by Manufacturers in 2024
 Figure 18. Global 5 and 10 Largest VR Gaming Accessory Players: Market Share by Revenue in VR Gaming Accessory in 2024
 Figure 19. VR Gaming Accessory Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
 Figure 20. Global VR Gaming Accessory Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Figure 21. North America VR Gaming Accessory Sales Market Share by Country (2020-2031)
 Figure 22. North America VR Gaming Accessory Revenue Market Share by Country (2020-2031)
 Figure 23. United States VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 24. Canada VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 25. Europe VR Gaming Accessory Sales Market Share by Country (2020-2031)
 Figure 26. Europe VR Gaming Accessory Revenue Market Share by Country (2020-2031)
 Figure 27. Germany VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 28. France VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 29. U.K. VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 30. Italy VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 31. Russia VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 32. Asia Pacific VR Gaming Accessory Sales Market Share by Region (2020-2031)
 Figure 33. Asia Pacific VR Gaming Accessory Revenue Market Share by Region (2020-2031)
 Figure 34. China VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 35. Japan VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 36. South Korea VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 37. India VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 38. Australia VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 39. China Taiwan VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 40. Indonesia VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 41. Thailand VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 42. Malaysia VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 43. Latin America VR Gaming Accessory Sales Market Share by Country (2020-2031)
 Figure 44. Latin America VR Gaming Accessory Revenue Market Share by Country (2020-2031)
 Figure 45. Mexico VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 46. Brazil VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 47. Argentina VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 48. Middle East and Africa VR Gaming Accessory Sales Market Share by Country (2020-2031)
 Figure 49. Middle East and Africa VR Gaming Accessory Revenue Market Share by Country (2020-2031)
 Figure 50. Turkey VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 51. Saudi Arabia VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 52. UAE VR Gaming Accessory Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 53. Global Sales Market Share of VR Gaming Accessory by Type (2020-2031)
 Figure 54. Global Revenue Market Share of VR Gaming Accessory by Type (2020-2031)
 Figure 55. Global VR Gaming Accessory Price (USD/Unit) by Type (2020-2031)
 Figure 56. Global Sales Market Share of VR Gaming Accessory by Application (2020-2031)
 Figure 57. Global Revenue Market Share of VR Gaming Accessory by Application (2020-2031)
 Figure 58. Global VR Gaming Accessory Price (USD/Unit) by Application (2020-2031)
 Figure 59. VR Gaming Accessory Value Chain
 Figure 60. Channels of Distribution (Direct Vs Distribution)
 Figure 61. Bottom-up and Top-down Approaches for This Report
 Figure 62. Data Triangulation
 Figure 63. Key Executives Interviewed
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