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Global VR Gaming Gear Market Research Report 2022

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1 VR Gaming Gear Market Overview

  • 1.1 Product Overview and Scope of VR Gaming Gear
  • 1.2 VR Gaming Gear Segment by Type
  • 1.2.1 Global VR Gaming Gear Market Size Growth Rate Analysis by Type 2022 VS 2028
  • 1.2.2 Earphone
  • 1.2.3 VR Treadmill
  • 1.2.4 VR Computer Backpack
  • 1.2.5 Others
  • 1.3 VR Gaming Gear Segment by Application
  • 1.3.1 Global VR Gaming Gear Consumption Comparison by Application: 2022 VS 2028
  • 1.3.2 Gaming Console
  • 1.3.3 PC
  • 1.3.4 Smartphone
  • 1.3.5 Others
  • 1.4 Global Market Growth Prospects
  • 1.4.1 Global VR Gaming Gear Revenue Estimates and Forecasts (2017-2028)
  • 1.4.2 Global VR Gaming Gear Production Estimates and Forecasts (2017-2028)
  • 1.5 Global Market Size by Region
  • 1.5.1 Global VR Gaming Gear Market Size Estimates and Forecasts by Region: 2017 VS 2021 VS 2028
  • 1.5.2 North America VR Gaming Gear Estimates and Forecasts (2017-2028)
  • 1.5.3 Europe VR Gaming Gear Estimates and Forecasts (2017-2028)
  • 1.5.4 China VR Gaming Gear Estimates and Forecasts (2017-2028)
  • 1.5.5 Japan VR Gaming Gear Estimates and Forecasts (2017-2028)
  • 2 Market Competition by Manufacturers

    • 2.1 Global VR Gaming Gear Production Market Share by Manufacturers (2017-2022)
    • 2.2 Global VR Gaming Gear Revenue Market Share by Manufacturers (2017-2022)
    • 2.3 VR Gaming Gear Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
    • 2.4 Global VR Gaming Gear Average Price by Manufacturers (2017-2022)
    • 2.5 Manufacturers VR Gaming Gear Production Sites, Area Served, Product Types
    • 2.6 VR Gaming Gear Market Competitive Situation and Trends
    • 2.6.1 VR Gaming Gear Market Concentration Rate
  • 2.6.2 Global 5 and 10 Largest VR Gaming Gear Players Market Share by Revenue
  • 2.6.3 Mergers & Acquisitions, Expansion
  • 3 Production by Region

    • 3.1 Global Production of VR Gaming Gear Market Share by Region (2017-2022)
    • 3.2 Global VR Gaming Gear Revenue Market Share by Region (2017-2022)
    • 3.3 Global VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
    • 3.4 North America VR Gaming Gear Production
    • 3.4.1 North America VR Gaming Gear Production Growth Rate (2017-2022)
  • 3.4.2 North America VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 3.5 Europe VR Gaming Gear Production
  • 3.5.1 Europe VR Gaming Gear Production Growth Rate (2017-2022)
  • 3.5.2 Europe VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 3.6 China VR Gaming Gear Production
  • 3.6.1 China VR Gaming Gear Production Growth Rate (2017-2022)
  • 3.6.2 China VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 3.7 Japan VR Gaming Gear Production
  • 3.7.1 Japan VR Gaming Gear Production Growth Rate (2017-2022)
  • 3.7.2 Japan VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 4 Global VR Gaming Gear Consumption by Region

    • 4.1 Global VR Gaming Gear Consumption by Region
    • 4.1.1 Global VR Gaming Gear Consumption by Region
  • 4.1.2 Global VR Gaming Gear Consumption Market Share by Region
  • 4.2 North America
  • 4.2.1 North America VR Gaming Gear Consumption by Country
  • 4.2.2 United States
  • 4.2.3 Canada
  • 4.3 Europe
  • 4.3.1 Europe VR Gaming Gear Consumption by Country
  • 4.3.2 Germany
  • 4.3.3 France
  • 4.3.4 U.K.
  • 4.3.5 Italy
  • 4.3.6 Russia
  • 4.4 Asia Pacific
  • 4.4.1 Asia Pacific VR Gaming Gear Consumption by Region
  • 4.4.2 China
  • 4.4.3 Japan
  • 4.4.4 South Korea
  • 4.4.5 China Taiwan
  • 4.4.6 Southeast Asia
  • 4.4.7 India
  • 4.4.8 Australia
  • 4.5 Latin America
  • 4.5.1 Latin America VR Gaming Gear Consumption by Country
  • 4.5.2 Mexico
  • 4.5.3 Brazil
  • 5 Segment by Type

    • 5.1 Global VR Gaming Gear Production Market Share by Type (2017-2022)
    • 5.2 Global VR Gaming Gear Revenue Market Share by Type (2017-2022)
    • 5.3 Global VR Gaming Gear Price by Type (2017-2022)

    6 Segment by Application

    • 6.1 Global VR Gaming Gear Production Market Share by Application (2017-2022)
    • 6.2 Global VR Gaming Gear Revenue Market Share by Application (2017-2022)
    • 6.3 Global VR Gaming Gear Price by Application (2017-2022)

    7 Key Companies Profiled

    • 7.1 HTC Corporation
    • 7.1.1 HTC Corporation VR Gaming Gear Corporation Information
  • 7.1.2 HTC Corporation VR Gaming Gear Product Portfolio
  • 7.1.3 HTC Corporation VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.1.4 HTC Corporation Main Business and Markets Served
  • 7.1.5 HTC Corporation Recent Developments/Updates
  • 7.2 Google Inc.
  • 7.2.1 Google Inc. VR Gaming Gear Corporation Information
  • 7.2.2 Google Inc. VR Gaming Gear Product Portfolio
  • 7.2.3 Google Inc. VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.2.4 Google Inc. Main Business and Markets Served
  • 7.2.5 Google Inc. Recent Developments/Updates
  • 7.3 Sony Corporation
  • 7.3.1 Sony Corporation VR Gaming Gear Corporation Information
  • 7.3.2 Sony Corporation VR Gaming Gear Product Portfolio
  • 7.3.3 Sony Corporation VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.3.4 Sony Corporation Main Business and Markets Served
  • 7.3.5 Sony Corporation Recent Developments/Updates
  • 7.4 Microsoft Corporation
  • 7.4.1 Microsoft Corporation VR Gaming Gear Corporation Information
  • 7.4.2 Microsoft Corporation VR Gaming Gear Product Portfolio
  • 7.4.3 Microsoft Corporation VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.4.4 Microsoft Corporation Main Business and Markets Served
  • 7.4.5 Microsoft Corporation Recent Developments/Updates
  • 7.5 Virtuix Holdings Inc.
  • 7.5.1 Virtuix Holdings Inc. VR Gaming Gear Corporation Information
  • 7.5.2 Virtuix Holdings Inc. VR Gaming Gear Product Portfolio
  • 7.5.3 Virtuix Holdings Inc. VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.5.4 Virtuix Holdings Inc. Main Business and Markets Served
  • 7.5.5 Virtuix Holdings Inc. Recent Developments/Updates
  • 7.6 Samsung Corporation
  • 7.6.1 Samsung Corporation VR Gaming Gear Corporation Information
  • 7.6.2 Samsung Corporation VR Gaming Gear Product Portfolio
  • 7.6.3 Samsung Corporation VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.6.4 Samsung Corporation Main Business and Markets Served
  • 7.6.5 Samsung Corporation Recent Developments/Updates
  • 7.7 Nintendo Co Ltd
  • 7.7.1 Nintendo Co Ltd VR Gaming Gear Corporation Information
  • 7.7.2 Nintendo Co Ltd VR Gaming Gear Product Portfolio
  • 7.7.3 Nintendo Co Ltd VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.7.4 Nintendo Co Ltd Main Business and Markets Served
  • 7.7.5 Nintendo Co Ltd Recent Developments/Updates
  • 7.8 Oculus VR, LLC
  • 7.8.1 Oculus VR, LLC VR Gaming Gear Corporation Information
  • 7.8.2 Oculus VR, LLC VR Gaming Gear Product Portfolio
  • 7.8.3 Oculus VR, LLC VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.8.4 Oculus VR, LLC Main Business and Markets Served
  • 7.7.5 Oculus VR, LLC Recent Developments/Updates
  • 7.9 HP Inc
  • 7.9.1 HP Inc VR Gaming Gear Corporation Information
  • 7.9.2 HP Inc VR Gaming Gear Product Portfolio
  • 7.9.3 HP Inc VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.9.4 HP Inc Main Business and Markets Served
  • 7.9.5 HP Inc Recent Developments/Updates
  • 7.10 Xiaomi Corporation
  • 7.10.1 Xiaomi Corporation VR Gaming Gear Corporation Information
  • 7.10.2 Xiaomi Corporation VR Gaming Gear Product Portfolio
  • 7.10.3 Xiaomi Corporation VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.10.4 Xiaomi Corporation Main Business and Markets Served
  • 7.10.5 Xiaomi Corporation Recent Developments/Updates
  • 7.11 ZEISS Group
  • 7.11.1 ZEISS Group VR Gaming Gear Corporation Information
  • 7.11.2 ZEISS Group VR Gaming Gear Product Portfolio
  • 7.11.3 ZEISS Group VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.11.4 ZEISS Group Main Business and Markets Served
  • 7.11.5 ZEISS Group Recent Developments/Updates
  • 7.12 Virtuix Omni
  • 7.12.1 Virtuix Omni VR Gaming Gear Corporation Information
  • 7.12.2 Virtuix Omni VR Gaming Gear Product Portfolio
  • 7.12.3 Virtuix Omni VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.12.4 Virtuix Omni Main Business and Markets Served
  • 7.12.5 Virtuix Omni Recent Developments/Updates
  • 7.13 Oculus
  • 7.13.1 Oculus VR Gaming Gear Corporation Information
  • 7.13.2 Oculus VR Gaming Gear Product Portfolio
  • 7.13.3 Oculus VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.13.4 Oculus Main Business and Markets Served
  • 7.13.5 Oculus Recent Developments/Updates
  • 7.14 HP Development Company
  • 7.14.1 HP Development Company VR Gaming Gear Corporation Information
  • 7.14.2 HP Development Company VR Gaming Gear Product Portfolio
  • 7.14.3 HP Development Company VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.14.4 HP Development Company Main Business and Markets Served
  • 7.14.5 HP Development Company Recent Developments/Updates
  • 7.15 Nintendo
  • 7.15.1 Nintendo VR Gaming Gear Corporation Information
  • 7.15.2 Nintendo VR Gaming Gear Product Portfolio
  • 7.15.3 Nintendo VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.15.4 Nintendo Main Business and Markets Served
  • 7.15.5 Nintendo Recent Developments/Updates
  • 7.16 Google Inc
  • 7.16.1 Google Inc VR Gaming Gear Corporation Information
  • 7.16.2 Google Inc VR Gaming Gear Product Portfolio
  • 7.16.3 Google Inc VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.16.4 Google Inc Main Business and Markets Served
  • 7.16.5 Google Inc Recent Developments/Updates
  • 7.17 Birdly
  • 7.17.1 Birdly VR Gaming Gear Corporation Information
  • 7.17.2 Birdly VR Gaming Gear Product Portfolio
  • 7.17.3 Birdly VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.17.4 Birdly Main Business and Markets Served
  • 7.17.5 Birdly Recent Developments/Updates
  • 7.18 Sixense STEM
  • 7.18.1 Sixense STEM VR Gaming Gear Corporation Information
  • 7.18.2 Sixense STEM VR Gaming Gear Product Portfolio
  • 7.18.3 Sixense STEM VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.18.4 Sixense STEM Main Business and Markets Served
  • 7.18.5 Sixense STEM Recent Developments/Updates
  • 7.19 Teslasuit
  • 7.19.1 Teslasuit VR Gaming Gear Corporation Information
  • 7.19.2 Teslasuit VR Gaming Gear Product Portfolio
  • 7.19.3 Teslasuit VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.19.4 Teslasuit Main Business and Markets Served
  • 7.19.5 Teslasuit Recent Developments/Updates
  • 7.20 Feelreal
  • 7.20.1 Feelreal VR Gaming Gear Corporation Information
  • 7.20.2 Feelreal VR Gaming Gear Product Portfolio
  • 7.20.3 Feelreal VR Gaming Gear Production, Revenue, Price and Gross Margin (2017-2022)
  • 7.20.4 Feelreal Main Business and Markets Served
  • 7.20.5 Feelreal Recent Developments/Updates
  • 8 VR Gaming Gear Manufacturing Cost Analysis

    • 8.1 VR Gaming Gear Key Raw Materials Analysis
    • 8.1.1 Key Raw Materials
  • 8.1.2 Key Suppliers of Raw Materials
  • 8.2 Proportion of Manufacturing Cost Structure
  • 8.3 Manufacturing Process Analysis of VR Gaming Gear
  • 8.4 VR Gaming Gear Industrial Chain Analysis
  • 9 Marketing Channel, Distributors and Customers

    • 9.1 Marketing Channel
    • 9.2 VR Gaming Gear Distributors List
    • 9.3 VR Gaming Gear Customers

    10 Market Dynamics

    • 10.1 VR Gaming Gear Industry Trends
    • 10.2 VR Gaming Gear Market Drivers
    • 10.3 VR Gaming Gear Market Challenges
    • 10.4 VR Gaming Gear Market Restraints

    11 Production and Supply Forecast

    • 11.1 Global Forecasted Production of VR Gaming Gear by Region (2023-2028)
    • 11.2 North America VR Gaming Gear Production, Revenue Forecast (2023-2028)
    • 11.3 Europe VR Gaming Gear Production, Revenue Forecast (2023-2028)
    • 11.4 China VR Gaming Gear Production, Revenue Forecast (2023-2028)
    • 11.5 Japan VR Gaming Gear Production, Revenue Forecast (2023-2028)

    12 Consumption and Demand Forecast

    • 12.1 Global Forecasted Demand Analysis of VR Gaming Gear
    • 12.2 North America Forecasted Consumption of VR Gaming Gear by Country
    • 12.3 Europe Market Forecasted Consumption of VR Gaming Gear by Country
    • 12.4 Asia Pacific Market Forecasted Consumption of VR Gaming Gear by Region
    • 12.5 Latin America Forecasted Consumption of VR Gaming Gear by Country

    13 Forecast by Type and by Application (2023-2028)

    • 13.1 Global Production, Revenue and Price Forecast by Type (2023-2028)
    • 13.1.1 Global Forecasted Production of VR Gaming Gear by Type (2023-2028)
  • 13.1.2 Global Forecasted Revenue of VR Gaming Gear by Type (2023-2028)
  • 13.1.3 Global Forecasted Price of VR Gaming Gear by Type (2023-2028)
  • 13.2 Global Forecasted Consumption of VR Gaming Gear by Application (2023-2028)
  • 13.2.1 Global Forecasted Production of VR Gaming Gear by Application (2023-2028)
  • 13.2.2 Global Forecasted Revenue of VR Gaming Gear by Application (2023-2028)
  • 13.2.3 Global Forecasted Price of VR Gaming Gear by Application (2023-2028)
  • 14 Research Finding and Conclusion

      15 Methodology and Data Source

      • 15.1 Methodology/Research Approach
      • 15.1.1 Research Programs/Design
    • 15.1.2 Market Size Estimation
    • 15.1.3 Market Breakdown and Data Triangulation
    • 15.2 Data Source
    • 15.2.1 Secondary Sources
    • 15.2.2 Primary Sources
    • 15.3 Author List
    • Industry Insights
      Due to the COVID-19 pandemic, the global VR Gaming Gear market size is estimated to be worth US$ million in 2022 and is forecast to a readjusted size of US$ million by 2028 with a CAGR of % during the forecast period 2022-2028. Fully considering the economic change by this health crisis, Earphone accounting for % of the VR Gaming Gear global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While Gaming Console segment is altered to an % CAGR throughout this forecast period.

      North America VR Gaming Gear market is estimated at US$ million in 2021, while Europe is forecast to reach US$ million by 2028. The proportion of the North America is % in 2021, while Europe percentage is %, and it is predicted that Europe share will reach % in 2028, trailing a CAGR of % through the analysis period 2022-2028. As for the Asia, the notable markets are Japan and South Korea, CAGR is % and % respectively for the next 6-year period.

      The global major manufacturers of VR Gaming Gear include HTC Corporation, Google Inc., Sony Corporation, Microsoft Corporation, Virtuix Holdings Inc., Samsung Corporation, Nintendo Co Ltd, Oculus VR, LLC and HP Inc, etc. In terms of revenue, the global 3 largest players have a % market share of VR Gaming Gear in 2021.

      Key Drivers & Barriers

      The research report has incorporated the analysis of different factors that augment the market’s growth. It constitutes trends, restraints, and drivers that transform the market in either a positive or negative manner. This section also provides the scope of different segments and applications that can potentially influence the market in the future. The detailed information is based on current trends and historic milestones. This section also provides an analysis of the volume of production about the global market and about each type from 2017 to 2028. This section mentions the volume of production by region from 2017 to 2028. Pricing analysis is included in the report according to each type from the year 2017 to 2028, manufacturer from 2017 to 2022, region from 2017 to 2022, and global price from 2017 to 2028.

      A thorough evaluation of the restrains included in the report portrays the contrast to drivers and gives room for strategic planning. Factors that overshadow the market growth are pivotal as they can be understood to devise different bends for getting hold of the lucrative opportunities that are present in the ever-growing market. Additionally, insights into market expert’s opinions have been taken to understand the market better.

      Post-covid-19 Outlook

      The readers in the section will understand how the VR Gaming Gear market scenario changed across the globe during the pandemic and post-pandemic. The study is done keeping in view the changes in aspects such as production, demand, consumption, supply chain. The industry experts have also highlighted the key factors that will help create opportunities for players and stabilize the overall industry in the years to come.

      Segmental Outlook

      Key segments including type and application have been elaborated in this report. The consultants at QY Research have studied every segment and provided the market size using historical data. They have also talked about the growth opportunities that the segment may pose in the future. This study bestows production and revenue data by type and application during the historical period (2017-2022) and forecast period (2023-2028).

      Segment by Type

      Earphone

      VR Treadmill

      VR Computer Backpack

      Others

      Segment by Application

      Gaming Console

      PC

      Smartphone

      Others

      Regional Outlook

      This section of the report provides key insights regarding various regions and the key players operating in each region. Economic, social, environmental, technological, and political factors have been taken into consideration while assessing the growth of the particular region/country. The readers will also get their hands on the revenue and production data of each region and country for the period 2017-2028. This information derived through comprehensive research will help the reader to get familiar with the potential value of the investment in a particular region.

      Production by Region

      North America

      Europe

      China

      Japan

      Consumption by Region

      North America

      United States

      Canada

      Europe

      Germany

      France

      U.K.

      Italy

      Russia

      Asia-Pacific

      China

      Japan

      South Korea

      India

      Australia

      China Taiwan

      Indonesia

      Thailand

      Malaysia

      Latin America

      Mexico

      Brazil

      Argentina

      Competitive Scenario

      In this section, the readers will gain an understanding of the key players competing. The experts at QY Research have studied the key growth strategies, such as innovative trends and developments, intensification of product portfolio, mergers and acquisitions, collaborations, new product innovation, and geographical expansion, undertaken by these participants to maintain their presence. Apart from business strategies, the study includes current developments and key financials. The readers will also get access to the data related to global revenue, price, and production by manufacturers for the period 2017-2022. This all-inclusive report will certainly serve the clients to stay updated and make effective decisions in their businesses. Some of the prominent players reviewed in the research report include:

      HTC Corporation

      Google Inc.

      Sony Corporation

      Microsoft Corporation

      Virtuix Holdings Inc.

      Samsung Corporation

      Nintendo Co Ltd

      Oculus VR, LLC

      HP Inc

      Xiaomi Corporation

      ZEISS Group

      Virtuix Omni

      Oculus

      HP Development Company

      Nintendo

      Google Inc

      Birdly

      Sixense STEM

      Teslasuit

      Feelreal

      Frequently Asked Questions

      Which product segment grabbed the largest share in the VR Gaming Gear market?

      How is the competitive scenario of the VR Gaming Gear market?

      Which are the key factors aiding the VR Gaming Gear market growth?

      Which are the prominent players in the VR Gaming Gear market?

      Which region holds the maximum share in the VR Gaming Gear market?

      What will be the CAGR of the VR Gaming Gear market during the forecast period?

      Which application segment emerged as the leading segment in the VR Gaming Gear market?

      What key trends are likely to emerge in the VR Gaming Gear market in the coming years?

      What will be the VR Gaming Gear market size by 2028?

      Which company held the largest share in the VR Gaming Gear market?

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