Global VR Game Peripheral Market Growth 2023-2029
The global VR Game Peripheral market size is projected to grow from US$ million in 2022 to US$ million in 2029; it is expected to grow at a CAGR of % from 2023 to 2029.
United States market for VR Game Peripheral is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.
China market for VR Game Peripheral is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.
Europe market for VR Game Peripheral is estimated to increase from US$ million in 2022 to US$ million by 2029, at a CAGR of % from 2023 through 2029.
Global key VR Game Peripheral players cover Oculus, Sony, VIVE, Samsung, Microsoft, HP, DeePoon, AntVR and 3Glasses, etc. In terms of revenue, the global two largest companies occupied for a share nearly % in 2022.
VR game peripherals are hardware devices designed to enhance the virtual reality gaming experience. They use various technologies such as sensors, vibration feedback, controllers, etc. to simulate the real environment in the game, allowing players to experience the game world more immersively. Common VR game peripherals include head-mounted displays, hand-held controllers, gloves, positioning sensors, etc. These peripherals typically need to be connected to a computer or game console to function properly.
LPI (LP Information)' newest research report, the “VR Game Peripheral Industry Forecast” looks at past sales and reviews total world VR Game Peripheral sales in 2022, providing a comprehensive analysis by region and market sector of projected VR Game Peripheral sales for 2023 through 2029. With VR Game Peripheral sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world VR Game Peripheral industry.
This Insight Report provides a comprehensive analysis of the global VR Game Peripheral landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on VR Game Peripheral portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms' unique position in an accelerating global VR Game Peripheral market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for VR Game Peripheral and breaks down the forecast by type, by application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global VR Game Peripheral.
This report presents a comprehensive overview, market shares, and growth opportunities of VR Game Peripheral market by product type, application, key manufacturers and key regions and countries.
Market Segmentation:
Segmentation by type
Wired Peripheral
Wireless Peripheral
Segmentation by application
Game Entertainment
Film and Television Production
Others
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
Oculus
Sony
VIVE
Samsung
Microsoft
HP
DeePoon
AntVR
3Glasses
MI
Pimax
Pico
Key Questions Addressed in this Report
What is the 10-year outlook for the global VR Game Peripheral market?
What factors are driving VR Game Peripheral market growth, globally and by region?
Which technologies are poised for the fastest growth by market and region?
How do VR Game Peripheral market opportunities vary by end market size?
How does VR Game Peripheral break out type, application?
What are the influences of COVID-19 and Russia-Ukraine war?
Please note: The report will take approximately 2 business days to prepare and deliver.
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