Global VR Gaming Gear Market 2025 by Manufacturers, Regions, Type and Application, Forecast to 2031

According to our (Global Info Research) latest study, the global VR Gaming Gear market size was valued at US$ 10040 million in 2024 and is forecast to a readjusted size of USD 21760 million by 2031 with a CAGR of 11.8% during review period.

VR gaming gear, also known as virtual reality gaming gear, refers to a collection of hardware devices and accessories designed to create immersive virtual reality experiences for gaming enthusiasts. Virtual reality (VR) technology allows players to step into a computer-generated world and interact with it as if they were physically present within the game environment.

VR headset manufacturers have been working to enhance the resolution and display technology of their devices. Higher-resolution displays, reduced screen door effects, and improved refresh rates contribute to more lifelike and immersive visuals.

This report is a detailed and comprehensive analysis for global VR Gaming Gear market. Both quantitative and qualitative analyses are presented by manufacturers, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.

Key Features:

Global VR Gaming Gear market size and forecasts, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2020-2031

Global VR Gaming Gear market size and forecasts by region and country, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2020-2031

Global VR Gaming Gear market size and forecasts, by Type and by Application, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2020-2031

Global VR Gaming Gear market shares of main players, shipments in revenue ($ Million), sales quantity (K Units), and ASP (US$/Unit), 2020-2025

The Primary Objectives in This Report Are:

To determine the size of the total market opportunity of global and key countries

To assess the growth potential for VR Gaming Gear

To forecast future growth in each product and end-use market

To assess competitive factors affecting the marketplace

This report profiles key players in the global VR Gaming Gear market based on the following parameters - company overview, sales quantity, revenue, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include HTC Corporation, Google Inc., Sony Corporation, Microsoft Corporation, Virtuix Holdings Inc., Samsung Corporation, Nintendo Co Ltd, Oculus VR, LLC, HP Inc, Xiaomi Corporation, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.

Market Segmentation

VR Gaming Gear market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type
Earphone
VR Treadmill
VR Computer Backpack
Others

Market segment by Application
Gaming Console
PC
Smartphone
Others

Major players covered
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

Market segment by region, regional analysis covers

North America (United States, Canada, and Mexico)

Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)

Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)

South America (Brazil, Argentina, Colombia, and Rest of South America)

Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)

The content of the study subjects, includes a total of 15 chapters:

Chapter 1, to describe VR Gaming Gear product scope, market overview, market estimation caveats and base year.

Chapter 2, to profile the top manufacturers of VR Gaming Gear, with price, sales quantity, revenue, and global market share of VR Gaming Gear from 2020 to 2025.

Chapter 3, the VR Gaming Gear competitive situation, sales quantity, revenue, and global market share of top manufacturers are analyzed emphatically by landscape contrast.

Chapter 4, the VR Gaming Gear breakdown data are shown at the regional level, to show the sales quantity, consumption value, and growth by regions, from 2020 to 2031.

Chapter 5 and 6, to segment the sales by Type and by Application, with sales market share and growth rate by Type, by Application, from 2020 to 2031.

Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value, and market share for key countries in the world, from 2020 to 2025.and VR Gaming Gear market forecast, by regions, by Type, and by Application, with sales and revenue, from 2026 to 2031.

Chapter 12, market dynamics, drivers, restraints, trends, and Porters Five Forces analysis.

Chapter 13, the key raw materials and key suppliers, and industry chain of VR Gaming Gear.

Chapter 14 and 15, to describe VR Gaming Gear sales channel, distributors, customers, research findings and conclusion.


1 Market Overview
2 Manufacturers Profiles
3 Competitive Environment: VR Gaming Gear by Manufacturer
4 Consumption Analysis by Region
5 Market Segment by Type
6 Market Segment by Application
7 North America
8 Europe
9 Asia-Pacific
10 South America
11 Middle East & Africa
12 Market Dynamics
13 Raw Material and Industry Chain
14 Shipments by Distribution Channel
15 Research Findings and Conclusion
16 Appendix

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