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Global Virtual Reality (VR) Gaming Accessories Market Research Report 2025
Published Date: July 2025
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Report Code: QYRE-Auto-8T10562
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Global Virtual Reality VR Gaming Accessories Market Insights Forecast to 2028
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Global Virtual Reality (VR) Gaming Accessories Market Research Report 2025

Code: QYRE-Auto-8T10562
Report
July 2025
Pages:94
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Virtual Reality (VR) Gaming Accessories Market Size

The global market for Virtual Reality (VR) Gaming Accessories was valued at US$ 250 million in the year 2024 and is projected to reach a revised size of US$ 362 million by 2031, growing at a CAGR of 5.5% during the forecast period.

Virtual Reality (VR) Gaming Accessories Market

Virtual Reality (VR) Gaming Accessories Market

VR gaming or virtual reality gaming refers to games that use virtual reality to give participants the experience of a game environment through a variety of VR gaming accessories such as sensor equipped gloves, VR headsets, and hand controllers.
North American market for Virtual Reality (VR) Gaming Accessories is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for Virtual Reality (VR) Gaming Accessories is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The major global manufacturers of Virtual Reality (VR) Gaming Accessories include ZEISS Group, Virtuix Omni, Sony Corporation, Oculus, Samsung, HP Development Company, Microsoft Corporation, HTC Corporation, Nintendo, Google Inc, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.

Report Scope

This report aims to provide a comprehensive presentation of the global market for Virtual Reality (VR) Gaming Accessories, 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 Virtual Reality (VR) Gaming Accessories.
The Virtual Reality (VR) Gaming Accessories 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 Virtual Reality (VR) Gaming Accessories 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 Virtual Reality (VR) Gaming Accessories 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 Virtual Reality (VR) Gaming Accessories Market Report

Report Metric Details
Report Name Virtual Reality (VR) Gaming Accessories Market
Accounted market size in year US$ 250 million
Forecasted market size in 2031 US$ 362 million
CAGR 5.5%
Base Year year
Forecasted years 2025 - 2031
Segment by Type
Segment by Application
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 ZEISS Group, Virtuix Omni, Sony Corporation, Oculus, Samsung, HP Development Company, Microsoft Corporation, HTC Corporation, Nintendo, Google Inc, Xiaomi, Birdly, Sixense STEM, Teslasuit, Feelreal
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 Virtual Reality (VR) Gaming Accessories manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 3: Sales, revenue of Virtual Reality (VR) Gaming Accessories 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 Virtual Reality (VR) Gaming Accessories Market growing?

Ans: The Virtual Reality (VR) Gaming Accessories Market witnessing a CAGR of 5.5% during the forecast period 2025-2031.

What is the Virtual Reality (VR) Gaming Accessories Market size in 2031?

Ans: The Virtual Reality (VR) Gaming Accessories Market size in 2031 will be US$ 362 million.

Who are the main players in the Virtual Reality (VR) Gaming Accessories Market report?

Ans: The main players in the Virtual Reality (VR) Gaming Accessories Market are ZEISS Group, Virtuix Omni, Sony Corporation, Oculus, Samsung, HP Development Company, Microsoft Corporation, HTC Corporation, Nintendo, Google Inc, Xiaomi, Birdly, Sixense STEM, Teslasuit, Feelreal

What are the Application segmentation covered in the Virtual Reality (VR) Gaming Accessories Market report?

Ans: The Applications covered in the Virtual Reality (VR) Gaming Accessories Market report are Smartphone, PC, Gaming Console, Others

What are the Type segmentation covered in the Virtual Reality (VR) Gaming Accessories Market report?

Ans: The Types covered in the Virtual Reality (VR) Gaming Accessories Market report are VR Headset, VR Controller, VR Treadmill, VR PC Backpack, Gaming Suit, Others

Recommended Reports

VR Hardware Markets

VR Accessories & Peripherals

VR Software & Content

1 Virtual Reality (VR) Gaming Accessories Market Overview
1.1 Product Definition
1.2 Virtual Reality (VR) Gaming Accessories by Type
1.2.1 Global Virtual Reality (VR) Gaming Accessories Market Value Comparison by Type (2024 VS 2031)
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 Virtual Reality (VR) Gaming Accessories by Application
1.3.1 Global Virtual Reality (VR) Gaming Accessories Market Value by Application (2024 VS 2031)
1.3.2 Smartphone
1.3.3 PC
1.3.4 Gaming Console
1.3.5 Others
1.4 Global Virtual Reality (VR) Gaming Accessories Market Size Estimates and Forecasts
1.4.1 Global Virtual Reality (VR) Gaming Accessories Revenue 2020-2031
1.4.2 Global Virtual Reality (VR) Gaming Accessories Sales 2020-2031
1.4.3 Global Virtual Reality (VR) Gaming Accessories Market Average Price (2020-2031)
1.5 Assumptions and Limitations
2 Virtual Reality (VR) Gaming Accessories Market Competition by Manufacturers
2.1 Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Manufacturers (2020-2025)
2.2 Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Manufacturers (2020-2025)
2.3 Global Virtual Reality (VR) Gaming Accessories Average Price by Manufacturers (2020-2025)
2.4 Global Key Players of Virtual Reality (VR) Gaming Accessories, Industry Ranking, 2022 VS 2023 VS 2024
2.5 Global Key Manufacturers of Virtual Reality (VR) Gaming Accessories, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of Virtual Reality (VR) Gaming Accessories, Product Type & Application
2.7 Global Key Manufacturers of Virtual Reality (VR) Gaming Accessories, Date of Enter into This Industry
2.8 Global Virtual Reality (VR) Gaming Accessories Market Competitive Situation and Trends
2.8.1 Global Virtual Reality (VR) Gaming Accessories Market Concentration Rate
2.8.2 The Global 5 and 10 Largest Virtual Reality (VR) Gaming Accessories Players Market Share by Revenue
2.8.3 Global Virtual Reality (VR) Gaming Accessories Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
2.9 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Global Virtual Reality (VR) Gaming Accessories Market Scenario by Region
3.1 Global Virtual Reality (VR) Gaming Accessories Market Size by Region: 2020 Versus 2024 Versus 2031
3.2 Global Virtual Reality (VR) Gaming Accessories Sales by Region: 2020-2031
3.2.1 Global Virtual Reality (VR) Gaming Accessories Sales by Region: 2020-2025
3.2.2 Global Virtual Reality (VR) Gaming Accessories Sales by Region: 2026-2031
3.3 Global Virtual Reality (VR) Gaming Accessories Revenue by Region: 2020-2031
3.3.1 Global Virtual Reality (VR) Gaming Accessories Revenue by Region: 2020-2025
3.3.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Region: 2026-2031
3.4 North America Virtual Reality (VR) Gaming Accessories Market Facts & Figures by Country
3.4.1 North America Virtual Reality (VR) Gaming Accessories Market Size by Country: 2020 VS 2024 VS 2031
3.4.2 North America Virtual Reality (VR) Gaming Accessories Sales by Country (2020-2031)
3.4.3 North America Virtual Reality (VR) Gaming Accessories Revenue by Country (2020-2031)
3.4.4 U.S.
3.4.5 Canada
3.5 Europe Virtual Reality (VR) Gaming Accessories Market Facts & Figures by Country
3.5.1 Europe Virtual Reality (VR) Gaming Accessories Market Size by Country: 2020 VS 2024 VS 2031
3.5.2 Europe Virtual Reality (VR) Gaming Accessories Sales by Country (2020-2031)
3.5.3 Europe Virtual Reality (VR) Gaming Accessories 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 Virtual Reality (VR) Gaming Accessories Market Facts & Figures by Region
3.6.1 Asia Pacific Virtual Reality (VR) Gaming Accessories Market Size by Region: 2020 VS 2024 VS 2031
3.6.2 Asia Pacific Virtual Reality (VR) Gaming Accessories Sales by Region (2020-2031)
3.6.3 Asia Pacific Virtual Reality (VR) Gaming Accessories 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 Taiwan
3.6.10 Indonesia
3.6.11 Thailand
3.6.12 Malaysia
3.6.13 Philippines
3.7 Latin America Virtual Reality (VR) Gaming Accessories Market Facts & Figures by Country
3.7.1 Latin America Virtual Reality (VR) Gaming Accessories Market Size by Country: 2020 VS 2024 VS 2031
3.7.2 Latin America Virtual Reality (VR) Gaming Accessories Sales by Country (2020-2031)
3.7.3 Latin America Virtual Reality (VR) Gaming Accessories Revenue by Country (2020-2031)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.8 Middle East and Africa Virtual Reality (VR) Gaming Accessories Market Facts & Figures by Country
3.8.1 Middle East and Africa Virtual Reality (VR) Gaming Accessories Market Size by Country: 2020 VS 2024 VS 2031
3.8.2 Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales by Country (2020-2031)
3.8.3 Middle East and Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2020-2031)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 U.A.E
4 Segment by Type
4.1 Global Virtual Reality (VR) Gaming Accessories Sales by Type (2020-2031)
4.1.1 Global Virtual Reality (VR) Gaming Accessories Sales by Type (2020-2025)
4.1.2 Global Virtual Reality (VR) Gaming Accessories Sales by Type (2026-2031)
4.1.3 Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2020-2031)
4.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Type (2020-2031)
4.2.1 Global Virtual Reality (VR) Gaming Accessories Revenue by Type (2020-2025)
4.2.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Type (2026-2031)
4.2.3 Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Type (2020-2031)
4.3 Global Virtual Reality (VR) Gaming Accessories Price by Type (2020-2031)
5 Segment by Application
5.1 Global Virtual Reality (VR) Gaming Accessories Sales by Application (2020-2031)
5.1.1 Global Virtual Reality (VR) Gaming Accessories Sales by Application (2020-2025)
5.1.2 Global Virtual Reality (VR) Gaming Accessories Sales by Application (2026-2031)
5.1.3 Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2020-2031)
5.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Application (2020-2031)
5.2.1 Global Virtual Reality (VR) Gaming Accessories Revenue by Application (2020-2025)
5.2.2 Global Virtual Reality (VR) Gaming Accessories Revenue by Application (2026-2031)
5.2.3 Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Application (2020-2031)
5.3 Global Virtual Reality (VR) Gaming Accessories Price by Application (2020-2031)
6 Key Companies Profiled
6.1 ZEISS Group
6.1.1 ZEISS Group Company Information
6.1.2 ZEISS Group Description and Business Overview
6.1.3 ZEISS Group Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.1.4 ZEISS Group Virtual Reality (VR) Gaming Accessories Product Portfolio
6.1.5 ZEISS Group Recent Developments/Updates
6.2 Virtuix Omni
6.2.1 Virtuix Omni Company Information
6.2.2 Virtuix Omni Description and Business Overview
6.2.3 Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.2.4 Virtuix Omni Virtual Reality (VR) Gaming Accessories Product Portfolio
6.2.5 Virtuix Omni 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 Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.3.4 Sony Corporation Virtual Reality (VR) Gaming Accessories Product Portfolio
6.3.5 Sony Corporation Recent Developments/Updates
6.4 Oculus
6.4.1 Oculus Company Information
6.4.2 Oculus Description and Business Overview
6.4.3 Oculus Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.4.4 Oculus Virtual Reality (VR) Gaming Accessories Product Portfolio
6.4.5 Oculus Recent Developments/Updates
6.5 Samsung
6.5.1 Samsung Company Information
6.5.2 Samsung Description and Business Overview
6.5.3 Samsung Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.5.4 Samsung Virtual Reality (VR) Gaming Accessories Product Portfolio
6.5.5 Samsung Recent Developments/Updates
6.6 HP Development Company
6.6.1 HP Development Company Company Information
6.6.2 HP Development Company Description and Business Overview
6.6.3 HP Development Company Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.6.4 HP Development Company Virtual Reality (VR) Gaming Accessories Product Portfolio
6.6.5 HP Development Company Recent Developments/Updates
6.7 Microsoft Corporation
6.7.1 Microsoft Corporation Company Information
6.7.2 Microsoft Corporation Description and Business Overview
6.7.3 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.7.4 Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product Portfolio
6.7.5 Microsoft Corporation Recent Developments/Updates
6.8 HTC Corporation
6.8.1 HTC Corporation Company Information
6.8.2 HTC Corporation Description and Business Overview
6.8.3 HTC Corporation Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.8.4 HTC Corporation Virtual Reality (VR) Gaming Accessories Product Portfolio
6.8.5 HTC Corporation Recent Developments/Updates
6.9 Nintendo
6.9.1 Nintendo Company Information
6.9.2 Nintendo Description and Business Overview
6.9.3 Nintendo Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.9.4 Nintendo Virtual Reality (VR) Gaming Accessories Product Portfolio
6.9.5 Nintendo Recent Developments/Updates
6.10 Google Inc
6.10.1 Google Inc Company Information
6.10.2 Google Inc Description and Business Overview
6.10.3 Google Inc Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.10.4 Google Inc Virtual Reality (VR) Gaming Accessories Product Portfolio
6.10.5 Google Inc Recent Developments/Updates
6.11 Xiaomi
6.11.1 Xiaomi Company Information
6.11.2 Xiaomi Description and Business Overview
6.11.3 Xiaomi Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.11.4 Xiaomi Virtual Reality (VR) Gaming Accessories Product Portfolio
6.11.5 Xiaomi Recent Developments/Updates
6.12 Birdly
6.12.1 Birdly Company Information
6.12.2 Birdly Description and Business Overview
6.12.3 Birdly Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.12.4 Birdly Virtual Reality (VR) Gaming Accessories Product Portfolio
6.12.5 Birdly Recent Developments/Updates
6.13 Sixense STEM
6.13.1 Sixense STEM Company Information
6.13.2 Sixense STEM Description and Business Overview
6.13.3 Sixense STEM Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.13.4 Sixense STEM Virtual Reality (VR) Gaming Accessories Product Portfolio
6.13.5 Sixense STEM Recent Developments/Updates
6.14 Teslasuit
6.14.1 Teslasuit Company Information
6.14.2 Teslasuit Description and Business Overview
6.14.3 Teslasuit Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.14.4 Teslasuit Virtual Reality (VR) Gaming Accessories Product Portfolio
6.14.5 Teslasuit Recent Developments/Updates
6.15 Feelreal
6.15.1 Feelreal Company Information
6.15.2 Feelreal Description and Business Overview
6.15.3 Feelreal Virtual Reality (VR) Gaming Accessories Sales, Revenue and Gross Margin (2020-2025)
6.15.4 Feelreal Virtual Reality (VR) Gaming Accessories Product Portfolio
6.15.5 Feelreal Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 Virtual Reality (VR) Gaming Accessories Industry Chain Analysis
7.2 Virtual Reality (VR) Gaming Accessories Raw Material Supply Analysis
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Virtual Reality (VR) Gaming Accessories Production Mode & Process Analysis
7.4 Virtual Reality (VR) Gaming Accessories Sales and Marketing
7.4.1 Virtual Reality (VR) Gaming Accessories Sales Channels
7.4.2 Virtual Reality (VR) Gaming Accessories Distributors
7.5 Virtual Reality (VR) Gaming Accessories Customer Analysis
8 Virtual Reality (VR) Gaming Accessories Market Dynamics
8.1 Virtual Reality (VR) Gaming Accessories Industry Trends
8.2 Virtual Reality (VR) Gaming Accessories Market Drivers
8.3 Virtual Reality (VR) Gaming Accessories Market Challenges
8.4 Virtual Reality (VR) Gaming Accessories 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 Virtual Reality (VR) Gaming Accessories Market Value Comparison by Type (2024 VS 2031) & (US$ Million)
 Table 2. Global Virtual Reality (VR) Gaming Accessories Market Value by Application (2024 VS 2031) & (US$ Million)
 Table 3. Global Virtual Reality (VR) Gaming Accessories Market Competitive Situation by Manufacturers in 2024
 Table 4. Global Virtual Reality (VR) Gaming Accessories Sales (K Units) of Key Manufacturers (2020-2025)
 Table 5. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Manufacturers (2020-2025)
 Table 6. Global Virtual Reality (VR) Gaming Accessories Revenue (US$ Million) by Manufacturers (2020-2025)
 Table 7. Global Virtual Reality (VR) Gaming Accessories Revenue Share by Manufacturers (2020-2025)
 Table 8. Global Market Virtual Reality (VR) Gaming Accessories Average Price (US$/Unit) of Key Manufacturers (2020-2025)
 Table 9. Global Key Players of Virtual Reality (VR) Gaming Accessories, Industry Ranking, 2022 VS 2023 VS 2024
 Table 10. Global Key Manufacturers of Virtual Reality (VR) Gaming Accessories, Manufacturing Sites & Headquarters
 Table 11. Global Key Manufacturers of Virtual Reality (VR) Gaming Accessories, Product Type & Application
 Table 12. Global Key Manufacturers of Virtual Reality (VR) Gaming Accessories, Date of Enter into This Industry
 Table 13. Global Manufacturers Market Concentration Ratio (CR5 and HHI)
 Table 14. Global Virtual Reality (VR) Gaming Accessories by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Reality (VR) Gaming Accessories as of 2024)
 Table 15. Manufacturers Mergers & Acquisitions, Expansion Plans
 Table 16. Global Virtual Reality (VR) Gaming Accessories Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 17. Global Virtual Reality (VR) Gaming Accessories Sales by Region (2020-2025) & (K Units)
 Table 18. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2020-2025)
 Table 19. Global Virtual Reality (VR) Gaming Accessories Sales by Region (2026-2031) & (K Units)
 Table 20. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2026-2031)
 Table 21. Global Virtual Reality (VR) Gaming Accessories Revenue by Region (2020-2025) & (US$ Million)
 Table 22. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region (2020-2025)
 Table 23. Global Virtual Reality (VR) Gaming Accessories Revenue by Region (2026-2031) & (US$ Million)
 Table 24. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region (2026-2031)
 Table 25. North America Virtual Reality (VR) Gaming Accessories Revenue by Country: 2020 VS 2024 VS 2031 (US$ Million)
 Table 26. North America Virtual Reality (VR) Gaming Accessories Sales by Country (2020-2025) & (K Units)
 Table 27. North America Virtual Reality (VR) Gaming Accessories Sales by Country (2026-2031) & (K Units)
 Table 28. North America Virtual Reality (VR) Gaming Accessories Revenue by Country (2020-2025) & (US$ Million)
 Table 29. North America Virtual Reality (VR) Gaming Accessories Revenue by Country (2026-2031) & (US$ Million)
 Table 30. Europe Virtual Reality (VR) Gaming Accessories Revenue by Country: 2020 VS 2024 VS 2031 (US$ Million)
 Table 31. Europe Virtual Reality (VR) Gaming Accessories Sales by Country (2020-2025) & (K Units)
 Table 32. Europe Virtual Reality (VR) Gaming Accessories Sales by Country (2026-2031) & (K Units)
 Table 33. Europe Virtual Reality (VR) Gaming Accessories Revenue by Country (2020-2025) & (US$ Million)
 Table 34. Europe Virtual Reality (VR) Gaming Accessories Revenue by Country (2026-2031) & (US$ Million)
 Table 35. Asia Pacific Virtual Reality (VR) Gaming Accessories Revenue by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Table 36. Asia Pacific Virtual Reality (VR) Gaming Accessories Sales by Region (2020-2025) & (K Units)
 Table 37. Asia Pacific Virtual Reality (VR) Gaming Accessories Sales by Region (2026-2031) & (K Units)
 Table 38. Asia Pacific Virtual Reality (VR) Gaming Accessories Revenue by Region (2020-2025) & (US$ Million)
 Table 39. Asia Pacific Virtual Reality (VR) Gaming Accessories Revenue by Region (2026-2031) & (US$ Million)
 Table 40. Latin America Virtual Reality (VR) Gaming Accessories Revenue by Country: 2020 VS 2024 VS 2031 (US$ Million)
 Table 41. Latin America Virtual Reality (VR) Gaming Accessories Sales by Country (2020-2025) & (K Units)
 Table 42. Latin America Virtual Reality (VR) Gaming Accessories Sales by Country (2026-2031) & (K Units)
 Table 43. Latin America Virtual Reality (VR) Gaming Accessories Revenue by Country (2020-2025) & (US$ Million)
 Table 44. Latin America Virtual Reality (VR) Gaming Accessories Revenue by Country (2026-2031) & (US$ Million)
 Table 45. Middle East and Africa Virtual Reality (VR) Gaming Accessories Revenue by Country: 2020 VS 2024 VS 2031 (US$ Million)
 Table 46. Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales by Country (2020-2025) & (K Units)
 Table 47. Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales by Country (2026-2031) & (K Units)
 Table 48. Middle East and Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2020-2025) & (US$ Million)
 Table 49. Middle East and Africa Virtual Reality (VR) Gaming Accessories Revenue by Country (2026-2031) & (US$ Million)
 Table 50. Global Virtual Reality (VR) Gaming Accessories Sales (K Units) by Type (2020-2025)
 Table 51. Global Virtual Reality (VR) Gaming Accessories Sales (K Units) by Type (2026-2031)
 Table 52. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2020-2025)
 Table 53. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Type (2026-2031)
 Table 54. Global Virtual Reality (VR) Gaming Accessories Revenue (US$ Million) by Type (2020-2025)
 Table 55. Global Virtual Reality (VR) Gaming Accessories Revenue (US$ Million) by Type (2026-2031)
 Table 56. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Type (2020-2025)
 Table 57. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Type (2026-2031)
 Table 58. Global Virtual Reality (VR) Gaming Accessories Price (US$/Unit) by Type (2020-2025)
 Table 59. Global Virtual Reality (VR) Gaming Accessories Price (US$/Unit) by Type (2026-2031)
 Table 60. Global Virtual Reality (VR) Gaming Accessories Sales (K Units) by Application (2020-2025)
 Table 61. Global Virtual Reality (VR) Gaming Accessories Sales (K Units) by Application (2026-2031)
 Table 62. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2020-2025)
 Table 63. Global Virtual Reality (VR) Gaming Accessories Sales Market Share by Application (2026-2031)
 Table 64. Global Virtual Reality (VR) Gaming Accessories Revenue (US$ Million) by Application (2020-2025)
 Table 65. Global Virtual Reality (VR) Gaming Accessories Revenue (US$ Million) by Application (2026-2031)
 Table 66. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Application (2020-2025)
 Table 67. Global Virtual Reality (VR) Gaming Accessories Revenue Market Share by Application (2026-2031)
 Table 68. Global Virtual Reality (VR) Gaming Accessories Price (US$/Unit) by Application (2020-2025)
 Table 69. Global Virtual Reality (VR) Gaming Accessories Price (US$/Unit) by Application (2026-2031)
 Table 70. ZEISS Group Company Information
 Table 71. ZEISS Group Description and Business Overview
 Table 72. ZEISS Group Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 73. ZEISS Group Virtual Reality (VR) Gaming Accessories Product
 Table 74. ZEISS Group Recent Developments/Updates
 Table 75. Virtuix Omni Company Information
 Table 76. Virtuix Omni Description and Business Overview
 Table 77. Virtuix Omni Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 78. Virtuix Omni Virtual Reality (VR) Gaming Accessories Product
 Table 79. Virtuix Omni Recent Developments/Updates
 Table 80. Sony Corporation Company Information
 Table 81. Sony Corporation Description and Business Overview
 Table 82. Sony Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 83. Sony Corporation Virtual Reality (VR) Gaming Accessories Product
 Table 84. Sony Corporation Recent Developments/Updates
 Table 85. Oculus Company Information
 Table 86. Oculus Description and Business Overview
 Table 87. Oculus Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 88. Oculus Virtual Reality (VR) Gaming Accessories Product
 Table 89. Oculus Recent Developments/Updates
 Table 90. Samsung Company Information
 Table 91. Samsung Description and Business Overview
 Table 92. Samsung Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 93. Samsung Virtual Reality (VR) Gaming Accessories Product
 Table 94. Samsung Recent Developments/Updates
 Table 95. HP Development Company Company Information
 Table 96. HP Development Company Description and Business Overview
 Table 97. HP Development Company Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 98. HP Development Company Virtual Reality (VR) Gaming Accessories Product
 Table 99. HP Development Company Recent Developments/Updates
 Table 100. Microsoft Corporation Company Information
 Table 101. Microsoft Corporation Description and Business Overview
 Table 102. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 103. Microsoft Corporation Virtual Reality (VR) Gaming Accessories Product
 Table 104. Microsoft Corporation Recent Developments/Updates
 Table 105. HTC Corporation Company Information
 Table 106. HTC Corporation Description and Business Overview
 Table 107. HTC Corporation Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 108. HTC Corporation Virtual Reality (VR) Gaming Accessories Product
 Table 109. HTC Corporation Recent Developments/Updates
 Table 110. Nintendo Company Information
 Table 111. Nintendo Description and Business Overview
 Table 112. Nintendo Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 113. Nintendo Virtual Reality (VR) Gaming Accessories Product
 Table 114. Nintendo Recent Developments/Updates
 Table 115. Google Inc Company Information
 Table 116. Google Inc Description and Business Overview
 Table 117. Google Inc Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 118. Google Inc Virtual Reality (VR) Gaming Accessories Product
 Table 119. Google Inc Recent Developments/Updates
 Table 120. Xiaomi Company Information
 Table 121. Xiaomi Description and Business Overview
 Table 122. Xiaomi Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 123. Xiaomi Virtual Reality (VR) Gaming Accessories Product
 Table 124. Xiaomi Recent Developments/Updates
 Table 125. Birdly Company Information
 Table 126. Birdly Description and Business Overview
 Table 127. Birdly Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 128. Birdly Virtual Reality (VR) Gaming Accessories Product
 Table 129. Birdly Recent Developments/Updates
 Table 130. Sixense STEM Company Information
 Table 131. Sixense STEM Description and Business Overview
 Table 132. Sixense STEM Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 133. Sixense STEM Virtual Reality (VR) Gaming Accessories Product
 Table 134. Sixense STEM Recent Developments/Updates
 Table 135. Teslasuit Company Information
 Table 136. Teslasuit Description and Business Overview
 Table 137. Teslasuit Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 138. Teslasuit Virtual Reality (VR) Gaming Accessories Product
 Table 139. Teslasuit Recent Developments/Updates
 Table 140. Feelreal Company Information
 Table 141. Feelreal Description and Business Overview
 Table 142. Feelreal Virtual Reality (VR) Gaming Accessories Sales (K Units), Revenue (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 143. Feelreal Virtual Reality (VR) Gaming Accessories Product
 Table 144. Feelreal Recent Developments/Updates
 Table 145. Key Raw Materials Lists
 Table 146. Raw Materials Key Suppliers Lists
 Table 147. Virtual Reality (VR) Gaming Accessories Distributors List
 Table 148. Virtual Reality (VR) Gaming Accessories Customers List
 Table 149. Virtual Reality (VR) Gaming Accessories Market Trends
 Table 150. Virtual Reality (VR) Gaming Accessories Market Drivers
 Table 151. Virtual Reality (VR) Gaming Accessories Market Challenges
 Table 152. Virtual Reality (VR) Gaming Accessories Market Restraints
 Table 153. Research Programs/Design for This Report
 Table 154. Key Data Information from Secondary Sources
 Table 155. Key Data Information from Primary Sources
 Table 156. Authors List of This Report


List of Figures
 Figure 1. Product Picture of Virtual Reality (VR) Gaming Accessories
 Figure 2. Global Virtual Reality (VR) Gaming Accessories Market Value Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global Virtual Reality (VR) Gaming Accessories Market Share by Type: 2024 & 2031
 Figure 4. VR Headset Product Picture
 Figure 5. VR Controller Product Picture
 Figure 6. VR Treadmill Product Picture
 Figure 7. VR PC Backpack Product Picture
 Figure 8. Gaming Suit Product Picture
 Figure 9. Others Product Picture
 Figure 10. Global Virtual Reality (VR) Gaming Accessories Market Value by Application (2020-2031) & (US$ Million)
 Figure 11. Global Virtual Reality (VR) Gaming Accessories Market Share by Application: 2024 & 2031
 Figure 12. Smartphone
 Figure 13. PC
 Figure 14. Gaming Console
 Figure 15. Others
 Figure 16. Global Virtual Reality (VR) Gaming Accessories Revenue, (US$ Million), 2020 VS 2024 VS 2031
 Figure 17. Global Virtual Reality (VR) Gaming Accessories Market Size (2020-2031) & (US$ Million)
 Figure 18. Global Virtual Reality (VR) Gaming Accessories Sales (2020-2031) & (K Units)
 Figure 19. Global Virtual Reality (VR) Gaming Accessories Average Price (US$/Unit) & (2020-2031)
 Figure 20. Virtual Reality (VR) Gaming Accessories Report Years Considered
 Figure 21. Virtual Reality (VR) Gaming Accessories Sales Share by Manufacturers in 2024
 Figure 22. Global Virtual Reality (VR) Gaming Accessories Revenue Share by Manufacturers in 2024
 Figure 23. Global 5 and 10 Largest Virtual Reality (VR) Gaming Accessories Players: Market Share by Revenue in Virtual Reality (VR) Gaming Accessories in 2024
 Figure 24. Virtual Reality (VR) Gaming Accessories Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
 Figure 25. Global Virtual Reality (VR) Gaming Accessories Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Figure 26. North America Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2020-2031)
 Figure 27. North America Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2020-2031)
 Figure 28. U.S. Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 29. Canada Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 30. Europe Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2020-2031)
 Figure 31. Europe Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2020-2031)
 Figure 32. Germany Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 33. France Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 34. U.K. Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 35. Italy Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 36. Russia Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 37. Asia Pacific Virtual Reality (VR) Gaming Accessories Sales Market Share by Region (2020-2031)
 Figure 38. Asia Pacific Virtual Reality (VR) Gaming Accessories Revenue Market Share by Region (2020-2031)
 Figure 39. China Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 40. Japan Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 41. South Korea Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 42. India Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 43. Australia Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 44. Taiwan Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 45. Indonesia Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 46. Thailand Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 47. Malaysia Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 48. Philippines Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 49. Latin America Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2020-2031)
 Figure 50. Latin America Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2020-2031)
 Figure 51. Mexico Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 52. Brazil Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 53. Argentina Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 54. Middle East and Africa Virtual Reality (VR) Gaming Accessories Sales Market Share by Country (2020-2031)
 Figure 55. Middle East and Africa Virtual Reality (VR) Gaming Accessories Revenue Market Share by Country (2020-2031)
 Figure 56. Turkey Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 57. Saudi Arabia Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 58. U.A.E Virtual Reality (VR) Gaming Accessories Revenue Growth Rate (2020-2031) & (US$ Million)
 Figure 59. Global Sales Market Share of Virtual Reality (VR) Gaming Accessories by Type (2020-2031)
 Figure 60. Global Revenue Market Share of Virtual Reality (VR) Gaming Accessories by Type (2020-2031)
 Figure 61. Global Virtual Reality (VR) Gaming Accessories Price (US$/Unit) by Type (2020-2031)
 Figure 62. Global Sales Market Share of Virtual Reality (VR) Gaming Accessories by Application (2020-2031)
 Figure 63. Global Revenue Market Share of Virtual Reality (VR) Gaming Accessories by Application (2020-2031)
 Figure 64. Global Virtual Reality (VR) Gaming Accessories Price (US$/Unit) by Application (2020-2031)
 Figure 65. Virtual Reality (VR) Gaming Accessories Value Chain
 Figure 66. Channels of Distribution (Direct Vs Distribution)
 Figure 67. Bottom-up and Top-down Approaches for This Report
 Figure 68. Data Triangulation
 Figure 69. Key Executives Interviewed
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