▶ 調査レポート

VRゲームアクセサリーの世界市場(~2026年)

• 英文タイトル:Global Virtual Reality Gaming Accessories Market Size, Status and Forecast 2020-2026

QYResearchが調査・発行した産業分析レポートです。VRゲームアクセサリーの世界市場(~2026年) / Global Virtual Reality Gaming Accessories Market Size, Status and Forecast 2020-2026 / MRC2-11QY05041資料のイメージです。• レポートコード:MRC2-11QY05041
• 出版社/出版日:QYResearch / 2020年11月20日
※2024年版があります。お問い合わせください。

• レポート形態:英文、PDF、92ページ
• 納品方法:Eメール(納期:2~3日)
• 産業分類:情報技術・通信
• 販売価格(消費税別)
  Single User¥577,200 (USD3,900)▷ お問い合わせ
  Multi User¥865,800 (USD5,850)▷ お問い合わせ
  Enterprise License¥1,154,400 (USD7,800)▷ お問い合わせ
• ご注文方法:お問い合わせフォーム記入又はEメールでご連絡ください。
• お支払方法:銀行振込(納品後、ご請求書送付)
レポート概要
当調査資料はVRゲームアクセサリーのグローバル市場について調査・分析したレポートです。種類別(ヘッドセット、VRコントローラー、VRトレッドミル、ゲーミングスーツ、VRPCバックパック)市場規模、用途別(ゲーム機、PC、スマートフォン)市場規模、地域別(北米、米国、カナダ、ヨーロッパ、ドイツ、フランス、イギリス、イタリア、ロシア、アジア、日本、中国、韓国、インド、オーストラリア、台湾、中南米、メキシコ、ブラジル、アルゼンチン、中東・アフリカ、トルコ、サウジアラビア、UAE等)市場規模データ、主な企業情報と企業別市場シェア等が収録されています。
・調査範囲
・エグゼクティブサマリー
・企業別VRゲームアクセサリーの競争状況、市場シェア
・世界のVRゲームアクセサリー市場:種類別市場規模 2015年-2020年(ヘッドセット、VRコントローラー、VRトレッドミル、ゲーミングスーツ、VRPCバックパック)
・世界のVRゲームアクセサリー市場:種類別市場規模予測 2021年-2026年(ヘッドセット、VRコントローラー、VRトレッドミル、ゲーミングスーツ、VRPCバックパック)
・世界のVRゲームアクセサリー市場:用途別市場規模 2015年-2020年(ゲーム機、PC、スマートフォン)
・世界のVRゲームアクセサリー市場:用途別市場規模予測 2021年-2026年(ゲーム機、PC、スマートフォン)
・北米のVRゲームアクセサリー市場分析:米国、カナダ
・ヨーロッパのVRゲームアクセサリー市場分析:ドイツ、フランス、イギリス、イタリア、ロシア等
・アジアのVRゲームアクセサリー市場分析:日本、中国、韓国、インド、オーストラリア、台湾等
・中南米のVRゲームアクセサリー市場分析:メキシコ、ブラジル、アルゼンチン等
・中東・アフリカのVRゲームアクセサリー市場分析:トルコ、サウジアラビア、UAE等
・企業情報(企業概要、製品概要、販売量、企業動向)
- 掲載企業(変更可能性あり):HTC、Google、Sony、Microsoft、Virtuix Holdings、Samsung、Nintendo、Oculus VR、HP、Xiaomi
・地域別市場規模予測(2021年-2026年):北米市場、ヨーロッパ市場、アジア市場、中南米市場、中東・アフリカ市場
・市場機会、課題、リスク、環境分析
・バリューチェーン、販売チャネル分析
・調査の結論

Virtual reality has caught the world by storm and the combined effect of virtual reality and gaming has created a new breed of technology hungry individuals with a zeal for exploring hitherto unseen dimensions that define the VR and gaming industry.
An increasing growth in adoption of smartphone based VR headsets and other gaming accessories owing to the feasibility of playing VR games without any connected cables and devices is the primary driver pushing the market towards high revenue growth.

Market Analysis and Insights: Global Virtual Reality Gaming Accessories Market
The global Virtual Reality Gaming Accessories market size is projected to reach US$ XX million by 2026, from US$ XX million in 2020, at a CAGR of XX%% during 2021-2026.

Global Virtual Reality Gaming Accessories Scope and Market Size
Virtual Reality Gaming Accessories market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Virtual Reality Gaming Accessories market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

The key players covered in this study
HTC
Google
Sony
Microsoft
Virtuix Holdings
Samsung
Nintendo
Oculus VR
HP
Xiaomi

Market segment by Type, the product can be split into
Headset
VR Controller
VR Treadmill
Gaming Suit
VR PC Backpack
Market segment by Application, split into
Gaming Console
PC
Smartphone

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India

レポート目次

1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Virtual Reality Gaming Accessories Revenue
1.4 Market by Type
1.4.1 Global Virtual Reality Gaming Accessories Market Size Growth Rate by Type: 2020 VS 2026
1.4.2 Headset
1.4.3 VR Controller
1.4.4 VR Treadmill
1.4.5 Gaming Suit
1.4.6 VR PC Backpack
1.5 Market by Application
1.5.1 Global Virtual Reality Gaming Accessories Market Share by Application: 2020 VS 2026
1.5.2 Gaming Console
1.5.3 PC
1.5.4 Smartphone
1.6 Study Objectives
1.7 Years Considered

2 Global Growth Trends
2.1 Global Virtual Reality Gaming Accessories Market Perspective (2015-2026)
2.2 Global Virtual Reality Gaming Accessories Growth Trends by Regions
2.2.1 Virtual Reality Gaming Accessories Market Size by Regions: 2015 VS 2020 VS 2026
2.2.2 Virtual Reality Gaming Accessories Historic Market Share by Regions (2015-2020)
2.2.3 Virtual Reality Gaming Accessories Forecasted Market Size by Regions (2021-2026)
2.3 Industry Trends and Growth Strategy
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Challenges
2.3.4 Porter’s Five Forces Analysis
2.3.5 Virtual Reality Gaming Accessories Market Growth Strategy
2.3.6 Primary Interviews with Key Virtual Reality Gaming Accessories Players (Opinion Leaders)

3 Competition Landscape by Key Players
3.1 Global Top Virtual Reality Gaming Accessories Players by Market Size
3.1.1 Global Top Virtual Reality Gaming Accessories Players by Revenue (2015-2020)
3.1.2 Global Virtual Reality Gaming Accessories Revenue Market Share by Players (2015-2020)
3.1.3 Global Virtual Reality Gaming Accessories Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global Virtual Reality Gaming Accessories Market Concentration Ratio
3.2.1 Global Virtual Reality Gaming Accessories Market Concentration Ratio (CR5 and HHI)
3.2.2 Global Top 10 and Top 5 Companies by Virtual Reality Gaming Accessories Revenue in 2019
3.3 Virtual Reality Gaming Accessories Key Players Head office and Area Served
3.4 Key Players Virtual Reality Gaming Accessories Product Solution and Service
3.5 Date of Enter into Virtual Reality Gaming Accessories Market
3.6 Mergers & Acquisitions, Expansion Plans

4 Market Size by Type (2015-2026)
4.1 Global Virtual Reality Gaming Accessories Historic Market Size by Type (2015-2020)
4.2 Global Virtual Reality Gaming Accessories Forecasted Market Size by Type (2021-2026)

5 Market Size by Application (2015-2026)
5.1 Global Virtual Reality Gaming Accessories Market Size by Application (2015-2020)
5.2 Global Virtual Reality Gaming Accessories Forecasted Market Size by Application (2021-2026)

6 North America
6.1 North America Virtual Reality Gaming Accessories Market Size (2015-2020)
6.2 Virtual Reality Gaming Accessories Key Players in North America (2019-2020)
6.3 North America Virtual Reality Gaming Accessories Market Size by Type (2015-2020)
6.4 North America Virtual Reality Gaming Accessories Market Size by Application (2015-2020)

7 Europe
7.1 Europe Virtual Reality Gaming Accessories Market Size (2015-2020)
7.2 Virtual Reality Gaming Accessories Key Players in Europe (2019-2020)
7.3 Europe Virtual Reality Gaming Accessories Market Size by Type (2015-2020)
7.4 Europe Virtual Reality Gaming Accessories Market Size by Application (2015-2020)

8 China
8.1 China Virtual Reality Gaming Accessories Market Size (2015-2020)
8.2 Virtual Reality Gaming Accessories Key Players in China (2019-2020)
8.3 China Virtual Reality Gaming Accessories Market Size by Type (2015-2020)
8.4 China Virtual Reality Gaming Accessories Market Size by Application (2015-2020)

9 Japan
9.1 Japan Virtual Reality Gaming Accessories Market Size (2015-2020)
9.2 Virtual Reality Gaming Accessories Key Players in Japan (2019-2020)
9.3 Japan Virtual Reality Gaming Accessories Market Size by Type (2015-2020)
9.4 Japan Virtual Reality Gaming Accessories Market Size by Application (2015-2020)

10 Southeast Asia
10.1 Southeast Asia Virtual Reality Gaming Accessories Market Size (2015-2020)
10.2 Virtual Reality Gaming Accessories Key Players in Southeast Asia (2019-2020)
10.3 Southeast Asia Virtual Reality Gaming Accessories Market Size by Type (2015-2020)
10.4 Southeast Asia Virtual Reality Gaming Accessories Market Size by Application (2015-2020)

11 India
11.1 India Virtual Reality Gaming Accessories Market Size (2015-2020)
11.2 Virtual Reality Gaming Accessories Key Players in India (2019-2020)
11.3 India Virtual Reality Gaming Accessories Market Size by Type (2015-2020)
11.4 India Virtual Reality Gaming Accessories Market Size by Application (2015-2020)

12 Central & South America
12.1 Central & South America Virtual Reality Gaming Accessories Market Size (2015-2020)
12.2 Virtual Reality Gaming Accessories Key Players in Central & South America (2019-2020)
12.3 Central & South America Virtual Reality Gaming Accessories Market Size by Type (2015-2020)
12.4 Central & South America Virtual Reality Gaming Accessories Market Size by Application (2015-2020)

13 Key Players Profiles
13.1 HTC
13.1.1 HTC Company Details
13.1.2 HTC Business Overview
13.1.3 HTC Virtual Reality Gaming Accessories Introduction
13.1.4 HTC Revenue in Virtual Reality Gaming Accessories Business (2015-2020))
13.1.5 HTC Recent Development
13.2 Google
13.2.1 Google Company Details
13.2.2 Google Business Overview
13.2.3 Google Virtual Reality Gaming Accessories Introduction
13.2.4 Google Revenue in Virtual Reality Gaming Accessories Business (2015-2020)
13.2.5 Google Recent Development
13.3 Sony
13.3.1 Sony Company Details
13.3.2 Sony Business Overview
13.3.3 Sony Virtual Reality Gaming Accessories Introduction
13.3.4 Sony Revenue in Virtual Reality Gaming Accessories Business (2015-2020)
13.3.5 Sony Recent Development
13.4 Microsoft
13.4.1 Microsoft Company Details
13.4.2 Microsoft Business Overview
13.4.3 Microsoft Virtual Reality Gaming Accessories Introduction
13.4.4 Microsoft Revenue in Virtual Reality Gaming Accessories Business (2015-2020)
13.4.5 Microsoft Recent Development
13.5 Virtuix Holdings
13.5.1 Virtuix Holdings Company Details
13.5.2 Virtuix Holdings Business Overview
13.5.3 Virtuix Holdings Virtual Reality Gaming Accessories Introduction
13.5.4 Virtuix Holdings Revenue in Virtual Reality Gaming Accessories Business (2015-2020)
13.5.5 Virtuix Holdings Recent Development
13.6 Samsung
13.6.1 Samsung Company Details
13.6.2 Samsung Business Overview
13.6.3 Samsung Virtual Reality Gaming Accessories Introduction
13.6.4 Samsung Revenue in Virtual Reality Gaming Accessories Business (2015-2020)
13.6.5 Samsung Recent Development
13.7 Nintendo
13.7.1 Nintendo Company Details
13.7.2 Nintendo Business Overview
13.7.3 Nintendo Virtual Reality Gaming Accessories Introduction
13.7.4 Nintendo Revenue in Virtual Reality Gaming Accessories Business (2015-2020)
13.7.5 Nintendo Recent Development
13.8 Oculus VR
13.8.1 Oculus VR Company Details
13.8.2 Oculus VR Business Overview
13.8.3 Oculus VR Virtual Reality Gaming Accessories Introduction
13.8.4 Oculus VR Revenue in Virtual Reality Gaming Accessories Business (2015-2020)
13.8.5 Oculus VR Recent Development
13.9 HP
13.9.1 HP Company Details
13.9.2 HP Business Overview
13.9.3 HP Virtual Reality Gaming Accessories Introduction
13.9.4 HP Revenue in Virtual Reality Gaming Accessories Business (2015-2020)
13.9.5 HP Recent Development
13.10 Xiaomi
13.10.1 Xiaomi Company Details
13.10.2 Xiaomi Business Overview
13.10.3 Xiaomi Virtual Reality Gaming Accessories Introduction
13.10.4 Xiaomi Revenue in Virtual Reality Gaming Accessories Business (2015-2020)
13.10.5 Xiaomi Recent Development

14 Analyst’s Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.2 Data Source
15.2 Disclaimer
15.3 Author Details

List of Tables
Table 1. Virtual Reality Gaming Accessories Key Market Segments
Table 2. Key Players Covered: Ranking by Virtual Reality Gaming Accessories Revenue
Table 3. Ranking of Global Top Virtual Reality Gaming Accessories Manufacturers by Revenue (US$ Million) in 2019
Table 4. Global Virtual Reality Gaming Accessories Market Size Growth Rate by Type (US$ Million): 2020 VS 2026
Table 5. Key Players of Headset
Table 6. Key Players of VR Controller
Table 7. Key Players of VR Treadmill
Table 8. Key Players of Gaming Suit
Table 9. Key Players of VR PC Backpack
Table 10. Global Virtual Reality Gaming Accessories Market Size Growth by Application (US$ Million): 2020 VS 2026
Table 11. Global Virtual Reality Gaming Accessories Market Size by Regions (US$ Million): 2020 VS 2026
Table 12. Global Virtual Reality Gaming Accessories Market Size by Regions (2015-2020) (US$ Million)
Table 13. Global Virtual Reality Gaming Accessories Market Share by Regions (2015-2020)
Table 14. Global Virtual Reality Gaming Accessories Forecasted Market Size by Regions (2021-2026) (US$ Million)
Table 15. Global Virtual Reality Gaming Accessories Market Share by Regions (2021-2026)
Table 16. Market Top Trends
Table 17. Key Drivers: Impact Analysis
Table 18. Key Challenges
Table 19. Virtual Reality Gaming Accessories Market Growth Strategy
Table 20. Main Points Interviewed from Key Virtual Reality Gaming Accessories Players
Table 21. Global Virtual Reality Gaming Accessories Revenue by Players (2015-2020) (Million US$)
Table 22. Global Virtual Reality Gaming Accessories Market Share by Players (2015-2020)
Table 23. Global Top Virtual Reality Gaming Accessories Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Virtual Reality Gaming Accessories as of 2019)
Table 24. Global Virtual Reality Gaming Accessories by Players Market Concentration Ratio (CR5 and HHI)
Table 25. Key Players Headquarters and Area Served
Table 26. Key Players Virtual Reality Gaming Accessories Product Solution and Service
Table 27. Date of Enter into Virtual Reality Gaming Accessories Market
Table 28. Mergers & Acquisitions, Expansion Plans
Table 29. Global Virtual Reality Gaming Accessories Market Size by Type (2015-2020) (Million US$)
Table 30. Global Virtual Reality Gaming Accessories Market Size Share by Type (2015-2020)
Table 31. Global Virtual Reality Gaming Accessories Revenue Market Share by Type (2021-2026)
Table 32. Global Virtual Reality Gaming Accessories Market Size Share by Application (2015-2020)
Table 33. Global Virtual Reality Gaming Accessories Market Size by Application (2015-2020) (Million US$)
Table 34. Global Virtual Reality Gaming Accessories Market Size Share by Application (2021-2026)
Table 35. North America Key Players Virtual Reality Gaming Accessories Revenue (2019-2020) (Million US$)
Table 36. North America Key Players Virtual Reality Gaming Accessories Market Share (2019-2020)
Table 37. North America Virtual Reality Gaming Accessories Market Size by Type (2015-2020) (Million US$)
Table 38. North America Virtual Reality Gaming Accessories Market Share by Type (2015-2020)
Table 39. North America Virtual Reality Gaming Accessories Market Size by Application (2015-2020) (Million US$)
Table 40. North America Virtual Reality Gaming Accessories Market Share by Application (2015-2020)
Table 41. Europe Key Players Virtual Reality Gaming Accessories Revenue (2019-2020) (Million US$)
Table 42. Europe Key Players Virtual Reality Gaming Accessories Market Share (2019-2020)
Table 43. Europe Virtual Reality Gaming Accessories Market Size by Type (2015-2020) (Million US$)
Table 44. Europe Virtual Reality Gaming Accessories Market Share by Type (2015-2020)
Table 45. Europe Virtual Reality Gaming Accessories Market Size by Application (2015-2020) (Million US$)
Table 46. Europe Virtual Reality Gaming Accessories Market Share by Application (2015-2020)
Table 47. China Key Players Virtual Reality Gaming Accessories Revenue (2019-2020) (Million US$)
Table 48. China Key Players Virtual Reality Gaming Accessories Market Share (2019-2020)
Table 49. China Virtual Reality Gaming Accessories Market Size by Type (2015-2020) (Million US$)
Table 50. China Virtual Reality Gaming Accessories Market Share by Type (2015-2020)
Table 51. China Virtual Reality Gaming Accessories Market Size by Application (2015-2020) (Million US$)
Table 52. China Virtual Reality Gaming Accessories Market Share by Application (2015-2020)
Table 53. Japan Key Players Virtual Reality Gaming Accessories Revenue (2019-2020) (Million US$)
Table 54. Japan Key Players Virtual Reality Gaming Accessories Market Share (2019-2020)
Table 55. Japan Virtual Reality Gaming Accessories Market Size by Type (2015-2020) (Million US$)
Table 56. Japan Virtual Reality Gaming Accessories Market Share by Type (2015-2020)
Table 57. Japan Virtual Reality Gaming Accessories Market Size by Application (2015-2020) (Million US$)
Table 58. Japan Virtual Reality Gaming Accessories Market Share by Application (2015-2020)
Table 59. Southeast Asia Key Players Virtual Reality Gaming Accessories Revenue (2019-2020) (Million US$)
Table 60. Southeast Asia Key Players Virtual Reality Gaming Accessories Market Share (2019-2020)
Table 61. Southeast Asia Virtual Reality Gaming Accessories Market Size by Type (2015-2020) (Million US$)
Table 62. Southeast Asia Virtual Reality Gaming Accessories Market Share by Type (2015-2020)
Table 63. Southeast Asia Virtual Reality Gaming Accessories Market Size by Application (2015-2020) (Million US$)
Table 64. Southeast Asia Virtual Reality Gaming Accessories Market Share by Application (2015-2020)
Table 65. India Key Players Virtual Reality Gaming Accessories Revenue (2019-2020) (Million US$)
Table 66. India Key Players Virtual Reality Gaming Accessories Market Share (2019-2020)
Table 67. India Virtual Reality Gaming Accessories Market Size by Type (2015-2020) (Million US$)
Table 68. India Virtual Reality Gaming Accessories Market Share by Type (2015-2020)
Table 69. India Virtual Reality Gaming Accessories Market Size by Application (2015-2020) (Million US$)
Table 70. India Virtual Reality Gaming Accessories Market Share by Application (2015-2020)
Table 71. Central & South America Key Players Virtual Reality Gaming Accessories Revenue (2019-2020) (Million US$)
Table 72. Central & South America Key Players Virtual Reality Gaming Accessories Market Share (2019-2020)
Table 73. Central & South America Virtual Reality Gaming Accessories Market Size by Type (2015-2020) (Million US$)
Table 74. Central & South America Virtual Reality Gaming Accessories Market Share by Type (2015-2020)
Table 75. Central & South America Virtual Reality Gaming Accessories Market Size by Application (2015-2020) (Million US$)
Table 76. Central & South America Virtual Reality Gaming Accessories Market Share by Application (2015-2020)
Table 77. HTC Company Details
Table 78. HTC Business Overview
Table 79. HTC Product
Table 80. HTC Revenue in Virtual Reality Gaming Accessories Business (2015-2020) (Million US$)
Table 81. HTC Recent Development
Table 82. Google Company Details
Table 83. Google Business Overview
Table 84. Google Product
Table 85. Google Revenue in Virtual Reality Gaming Accessories Business (2015-2020) (Million US$)
Table 86. Google Recent Development
Table 87. Sony Company Details
Table 88. Sony Business Overview
Table 89. Sony Product
Table 90. Sony Revenue in Virtual Reality Gaming Accessories Business (2015-2020) (Million US$)
Table 91. Sony Recent Development
Table 92. Microsoft Company Details
Table 93. Microsoft Business Overview
Table 94. Microsoft Product
Table 95. Microsoft Revenue in Virtual Reality Gaming Accessories Business (2015-2020) (Million US$)
Table 96. Microsoft Recent Development
Table 97. Virtuix Holdings Company Details
Table 98. Virtuix Holdings Business Overview
Table 99. Virtuix Holdings Product
Table 100. Virtuix Holdings Revenue in Virtual Reality Gaming Accessories Business (2015-2020) (Million US$)
Table 101. Virtuix Holdings Recent Development
Table 102. Samsung Company Details
Table 103. Samsung Business Overview
Table 104. Samsung Product
Table 105. Samsung Revenue in Virtual Reality Gaming Accessories Business (2015-2020) (Million US$)
Table 106. Samsung Recent Development
Table 107. Nintendo Company Details
Table 108. Nintendo Business Overview
Table 109. Nintendo Product
Table 110. Nintendo Revenue in Virtual Reality Gaming Accessories Business (2015-2020) (Million US$)
Table 111. Nintendo Recent Development
Table 112. Oculus VR Business Overview
Table 113. Oculus VR Product
Table 114. Oculus VR Company Details
Table 115. Oculus VR Revenue in Virtual Reality Gaming Accessories Business (2015-2020) (Million US$)
Table 116. Oculus VR Recent Development
Table 117. HP Company Details
Table 118. HP Business Overview
Table 119. HP Product
Table 120. HP Revenue in Virtual Reality Gaming Accessories Business (2015-2020) (Million US$)
Table 121. HP Recent Development
Table 122. Xiaomi Company Details
Table 123. Xiaomi Business Overview
Table 124. Xiaomi Product
Table 125. Xiaomi Revenue in Virtual Reality Gaming Accessories Business (2015-2020) (Million US$)
Table 126. Xiaomi Recent Development
Table 127. Research Programs/Design for This Report
Table 128. Key Data Information from Secondary Sources
Table 129. Key Data Information from Primary Sources
List of Figures
Figure 1. Global Virtual Reality Gaming Accessories Market Share by Type: 2020 VS 2026
Figure 2. Headset Features
Figure 3. VR Controller Features
Figure 4. VR Treadmill Features
Figure 5. Gaming Suit Features
Figure 6. VR PC Backpack Features
Figure 7. Global Virtual Reality Gaming Accessories Market Share by Application: 2020 VS 2026
Figure 8. Gaming Console Case Studies
Figure 9. PC Case Studies
Figure 10. Smartphone Case Studies
Figure 11. Virtual Reality Gaming Accessories Report Years Considered
Figure 12. Global Virtual Reality Gaming Accessories Market Size YoY Growth 2015-2026 (US$ Million)
Figure 13. Global Virtual Reality Gaming Accessories Market Share by Regions: 2020 VS 2026
Figure 14. Global Virtual Reality Gaming Accessories Market Share by Regions (2021-2026)
Figure 15. Porter's Five Forces Analysis
Figure 16. Global Virtual Reality Gaming Accessories Market Share by Players in 2019
Figure 17. Global Top Virtual Reality Gaming Accessories Players by Company Type (Tier 1, Tier 2 and Tier 3) (based on the Revenue in Virtual Reality Gaming Accessories as of 2019
Figure 18. The Top 10 and 5 Players Market Share by Virtual Reality Gaming Accessories Revenue in 2019
Figure 19. North America Virtual Reality Gaming Accessories Market Size YoY Growth (2015-2020) (Million US$)
Figure 20. Europe Virtual Reality Gaming Accessories Market Size YoY Growth (2015-2020) (Million US$)
Figure 21. China Virtual Reality Gaming Accessories Market Size YoY Growth (2015-2020) (Million US$)
Figure 22. Japan Virtual Reality Gaming Accessories Market Size YoY Growth (2015-2020) (Million US$)
Figure 23. Southeast Asia Virtual Reality Gaming Accessories Market Size YoY Growth (2015-2020) (Million US$)
Figure 24. India Virtual Reality Gaming Accessories Market Size YoY Growth (2015-2020) (Million US$)
Figure 25. Central & South America Virtual Reality Gaming Accessories Market Size YoY Growth (2015-2020) (Million US$)
Figure 26. Bottom-up and Top-down Approaches for This Report
Figure 27. Data Triangulation
Figure 28. Key Executives Interviewed