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COVID-19 Impact on Virtual Reality Gaming Accessories Market , Global Research Reports 2020-2021

  • BMR3860543
  • 91 Pages
  • May 2020
  • ICT & Media
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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.

This report provides a complete quantitative data and qualitative analysis on the global market for Virtual Reality Gaming Accessories. Market size is analysed by country, product type, application, and competitors. Expanded coverage includes additional end-user industry breakdowns and in-depth producer profiles.

Prior to COVID-19, the global market for Virtual Reality Gaming Accessories was anticipated to grow from US$ XX million in 2020 to US$ XX million by 2026; it is expected to grow at a CAGR of xx% during 2021–2026, whereas post-COVID-19 scenario, the market for Virtual Reality Gaming Accessories is projected to grow from US$ XX million in 2020 (a change by ~XX% compared to market estimated for 2020 before the outbreak of COVID-19) to US$ XX billion by 2026; it is expected to grow at a CAGR of XX% during 2021–2026.

This report covers market size and forecasts of Virtual Reality Gaming Accessories, including the following market information:

Global Virtual Reality Gaming Accessories Market Size, 2019-2021, and 2020 (quarterly data), (US$ Million)

Global Virtual Reality Gaming Accessories Market Size by Type and by Application, 2019-2021, and 2020 (quarterly data), (US$ Million)

Global Virtual Reality Gaming Accessories Market Size by Region (and Key Countries), 2019-2021, and 2020 (quarterly data), (US$ Million)

Global Virtual Reality Gaming Accessories Market Size by Company, 2019- 2020 (quarterly data), (US$ Million)

Key market players

Major competitors identified in this market include HTC, Google, Sony, Microsoft, Virtuix Holdings, Samsung, Nintendo, Oculus VR, HP, Xiaomi, etc.

Based on the Region:

Asia-Pacific (China, Japan, South Korea, India and ASEAN)

North America (US and Canada)

Europe (Germany, France, UK and Italy)

Rest of World (Latin America, Middle East & Africa)

Based on the Type:

Headset

VR Controller

VR Treadmill

Gaming Suit

VR PC Backpack

Based on the Application:

Gaming Console

PC

Smartphone

1.1 Research Scope

1.2 Market Segmentation

1.3 Research Objectives

1.4 Research Methodology

1.4.1 Research Process

1.4.2 Data Triangulation

1.4.3 Research Approach

1.4.4 Base Year

1.5 Coronavirus Disease 2019 (Covid-19) Impact Will Have a Severe Impact on Global Growth

1.5.1 Covid-19 Impact: Global GDP Growth, 2019, 2020 and 2021 Projections

1.5.2 Covid-19 Impact: Commodity Prices Indices

1.5.3 Covid-19 Impact: Global Major Government Policy

1.6 The Covid-19 Impact on Virtual Reality Gaming Accessories Industry

1.7 COVID-19 Impact: Virtual Reality Gaming Accessories Market Trends

2 Global Virtual Reality Gaming Accessories Quarterly Market Size Analysis

2.1 Virtual Reality Gaming Accessories Business Impact Assessment - COVID-19

2.1.1 Global Virtual Reality Gaming Accessories Market Size, Pre-COVID-19 and Post- COVID-19 Comparison, 2015-2026

2.2 Global Virtual Reality Gaming Accessories Quarterly Market Size 2020-2021

2.3 COVID-19-Driven Market Dynamics and Factor Analysis

2.3.1 Drivers

2.3.2 Restraints

2.3.3 Opportunities

2.3.4 Challenges

3 Quarterly Competitive Assessment, 2020

3.1 By Players, Global Virtual Reality Gaming Accessories Quarterly Market Size, 2019 VS 2020

3.2 By Players, Virtual Reality Gaming Accessories Headquarters and Area Served

3.3 Date of Key Players Enter into Virtual Reality Gaming Accessories Market

3.4 Key Players Virtual Reality Gaming Accessories Product Offered

3.5 Mergers & Acquisitions, Expansion Plans

4 Impact of Covid-19 on Virtual Reality Gaming Accessories Segments, By Type

4.1 Introduction

1.4.1 Headset

1.4.2 VR Controller

1.4.3 VR Treadmill

1.4.4 Gaming Suit

1.4.5 VR PC Backpack

4.2 By Type, Global Virtual Reality Gaming Accessories Market Size, 2019-2021

5 Impact of Covid-19 on Virtual Reality Gaming Accessories Segments, By Application

5.1 Overview

5.5.1 Gaming Console

5.5.2 PC

5.5.3 Smartphone

5.2 By Application, Global Virtual Reality Gaming Accessories Market Size, 2019-2021

5.2.1 By Application, Global Virtual Reality Gaming Accessories Market Size by Application, 2019-2021

6 Geographic Analysis

6.1 Introduction

6.2 North America

6.2.1 Macroeconomic Indicators of US

6.2.2 US

6.2.3 Canada

6.3 Europe

6.3.1 Macroeconomic Indicators of Europe

6.3.2 Germany

6.3.3 France

6.3.4 UK

6.3.5 Italy

6.4 Asia-Pacific

6.4.1 Macroeconomic Indicators of Asia-Pacific

6.4.2 China

6.4.3 Japan

6.4.4 South Korea

6.4.5 India

6.4.6 ASEAN

6.5 Rest of World

6.5.1 Latin America

6.5.2 Middle East and Africa

7 Company Profiles

7.1 HTC

7.1.1 HTC Business Overview

7.1.2 HTC Virtual Reality Gaming Accessories Quarterly Revenue, 2020

7.1.3 HTC Virtual Reality Gaming Accessories Product Introduction

7.1.4 HTC Response to COVID-19 and Related Developments

7.2 Google

7.2.1 Google Business Overview

7.2.2 Google Virtual Reality Gaming Accessories Quarterly Revenue, 2020

7.2.3 Google Virtual Reality Gaming Accessories Product Introduction

7.2.4 Google Response to COVID-19 and Related Developments

7.3 Sony

7.3.1 Sony Business Overview

7.3.2 Sony Virtual Reality Gaming Accessories Quarterly Revenue, 2020

7.3.3 Sony Virtual Reality Gaming Accessories Product Introduction

7.3.4 Sony Response to COVID-19 and Related Developments

7.4 Microsoft

7.4.1 Microsoft Business Overview

7.4.2 Microsoft Virtual Reality Gaming Accessories Quarterly Revenue, 2020

7.4.3 Microsoft Virtual Reality Gaming Accessories Product Introduction

7.4.4 Microsoft Response to COVID-19 and Related Developments

7.5 Virtuix Holdings

7.5.1 Virtuix Holdings Business Overview

7.5.2 Virtuix Holdings Virtual Reality Gaming Accessories Quarterly Revenue, 2020

7.5.3 Virtuix Holdings Virtual Reality Gaming Accessories Product Introduction

7.5.4 Virtuix Holdings Response to COVID-19 and Related Developments

7.6 Samsung

7.6.1 Samsung Business Overview

7.6.2 Samsung Virtual Reality Gaming Accessories Quarterly Revenue, 2020

7.6.3 Samsung Virtual Reality Gaming Accessories Product Introduction

7.6.4 Samsung Response to COVID-19 and Related Developments

7.7 Nintendo

7.7.1 Nintendo Business Overview

7.7.2 Nintendo Virtual Reality Gaming Accessories Quarterly Revenue, 2020

7.7.3 Nintendo Virtual Reality Gaming Accessories Product Introduction

7.7.4 Nintendo Response to COVID-19 and Related Developments

7.8 Oculus VR

7.8.1 Oculus VR Business Overview

7.8.2 Oculus VR Virtual Reality Gaming Accessories Quarterly Revenue, 2020

7.8.3 Oculus VR Virtual Reality Gaming Accessories Product Introduction

7.8.4 Oculus VR Response to COVID-19 and Related Developments

7.9 HP

7.9.1 HP Business Overview

7.9.2 HP Virtual Reality Gaming Accessories Quarterly Revenue, 2020

7.9.3 HP Virtual Reality Gaming Accessories Product Introduction

7.9.4 HP Response to COVID-19 and Related Developments

7.10 Xiaomi

7.10.1 Xiaomi Business Overview

7.10.2 Xiaomi Virtual Reality Gaming Accessories Quarterly Revenue, 2020

7.10.3 Xiaomi Virtual Reality Gaming Accessories Product Introduction

7.10.4 Xiaomi Response to COVID-19 and Related Developments

8 Key Findings

9 Appendix

9.1 About US

9.2 Disclaimer

List of Tables

Table 1. Overview of the World Economic Outlook Projections

Table 2. Summary of World Real per Capita Output (Annual percent change; in international currency at purchasing power parity)

Table 3. European Economies: Real GDP, Consumer Prices, Current Account Balance, and Unemployment (Annual percent change, unless noted otherwise)

Table 4. Asian and Pacific Economies: Real GDP, Consumer Prices, Current Account Balance, and Unemployment (Annual percent change, unless noted otherwise)

Table 5. Western Hemisphere Economies: Real GDP, Consumer Prices, Current Account Balance, and Unemployment (Annual percent change, unless noted otherwise)

Table 6. Middle Eastern and Central Asian Economies: Real GDP, Consumer Prices, Current Account Balance, and Unemployment (Annual percent change, unless noted otherwise)

Table 7. Covid-19 Impact: Global Major Government Policy

Table 8. The Covid-19 Impact on Virtual Reality Gaming Accessories Assessment

Table 9. COVID-19 Impact: Virtual Reality Gaming Accessories Market Trends

Table 10. COVID-19 Impact Global Virtual Reality Gaming Accessories Market Size

Table 11. Global Virtual Reality Gaming Accessories Quarterly Market Size, 2020 (US$ Million)

Table 12. Global Virtual Reality Gaming Accessories Market Size, Pre-COVID-19 and Post- COVID-19 Quarterly Comparison, 2020-2021 (US$ Million)

Table 13. Global Virtual Reality Gaming Accessories Market Growth Drivers

Table 14. Global Virtual Reality Gaming Accessories Market Restraints

Table 15. Global Virtual Reality Gaming Accessories Market Opportunities

Table 16. Global Virtual Reality Gaming Accessories Market Challenges

Table 17. By Players, Virtual Reality Gaming Accessories Quarterly Revenue, 2019 VS 2020 (US$ Million)

Table 18. Key Players, Virtual Reality Gaming Accessories Revenue Market Share, 2019 VS 2020 (%)

Table 19. Key Virtual Reality Gaming Accessories Players Headquarters and Area Served

Table 20. Date of Key Players Enter into Virtual Reality Gaming Accessories Market

Table 21. Key Players Virtual Reality Gaming Accessories Product Type

Table 22. Mergers & Acquisitions, Expansion Plans

Table 23. By Players, Global Virtual Reality Gaming Accessories Market Size 2019-2021, (US$ Million)

Table 24. Global Virtual Reality Gaming Accessories Market Size by Application: 2019-2021 (US$ Million)

Table 25. Global Virtual Reality Gaming Accessories Market Size by Region, 2019-2021 (US$ Million)

Table 26. By Country, North America Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 27. By Type, US Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 28. By Application, US Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 29. By Type, Canada Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 30. By Application, Canada Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 31. Macroeconomic Indicators of Europe (Germany, France, UK and Italy)

Table 32. By Country, Europe Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 33. By Type, Germany Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 34. By Application, Germany Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 35. By Type, France Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 36. By Application, France Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 37. By Type, UK Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 38. By Application, UK Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 39. By Type, Italy Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 40. By Application, Italy Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 41. Macroeconomic Indicators of Asia-Pacific (China, Japan, South Korea, India and ASEAN)

Table 42. By Region, Asia-Pacific Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 43. By Type, China Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 44. By Application, China Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 45. By Type, Japan Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 46. By Application, Japan Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 47. By Type, South Korea Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 48. By Application, South Korea Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 49. By Type, India Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 50. By Application, India Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 51. By Type, ASEAN Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 52. By Application, ASEAN Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 53. By Type, Latin America Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 54. By Application, Latin America Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 55. By Type, Middle East and Africa Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 56. By Application, Middle East and Africa Virtual Reality Gaming Accessories Market Size, 2019-2021 (US$ Million)

Table 57. HTC Business Overview

Table 58. HTC Virtual Reality Gaming Accessories Revenue (US$ Million), (Q1, Q2, Q3, Q4) Quarter 2020

Table 59. HTC Virtual Reality Gaming Accessories Product

Table 60. HTC Response to COVID-19 and Related Developments

Table 61. Google Business Overview

Table 62. Google Virtual Reality Gaming Accessories Revenue (US$ Million), (Q1, Q2, Q3, Q4) Quarter 2020

Table 63. Google Virtual Reality Gaming Accessories Product

Table 64. Google Response to COVID-19 and Related Developments

Table 65. Sony Business Overview

Table 66. Sony Virtual Reality Gaming Accessories Revenue (US$ Million), (Q1, Q2, Q3, Q4) Quarter 2020

Table 67. Sony Virtual Reality Gaming Accessories Product

Table 68. Sony Response to COVID-19 and Related Developments

Table 69. Microsoft Business Overview

Table 70. Microsoft Virtual Reality Gaming Accessories Revenue (US$ Million), (Q1, Q2, Q3, Q4) Quarter 2020

Table 71. Microsoft Virtual Reality Gaming Accessories Product

Table 72. Microsoft Response to COVID-19 and Related Developments

Table 73. Virtuix Holdings Business Overview

Table 74. Virtuix Holdings Virtual Reality Gaming Accessories Revenue (US$ Million), (Q1, Q2, Q3, Q4) Quarter 2020

Table 75. Virtuix Holdings Virtual Reality Gaming Accessories Product

Table 76. Virtuix Holdings Response to COVID-19 and Related Developments

Table 77. Samsung Business Overview

Table 78. Samsung Virtual Reality Gaming Accessories Revenue (US$ Million), (Q1, Q2, Q3, Q4) Quarter 2020

Table 79. Samsung Virtual Reality Gaming Accessories Product

Table 80. Samsung Response to COVID-19 and Related Developments

Table 81. Nintendo Business Overview

Table 82. Nintendo Virtual Reality Gaming Accessories Revenue (US$ Million), (Q1, Q2, Q3, Q4) Quarter 2020

Table 83. Nintendo Virtual Reality Gaming Accessories Product

Table 84. Nintendo Response to COVID-19 and Related Developments

Table 85. Oculus VR Business Overview

Table 86. Oculus VR Virtual Reality Gaming Accessories Revenue (US$ Million), (Q1, Q2, Q3, Q4) Quarter 2020

Table 87. Oculus VR Virtual Reality Gaming Accessories Product

Table 88. Oculus VR Response to COVID-19 and Related Developments

Table 89. HP Business Overview

Table 90. HP Virtual Reality Gaming Accessories Revenue (US$ Million), (Q1, Q2, Q3, Q4) Quarter 2020

Table 91. HP Virtual Reality Gaming Accessories Product

Table 92. HP Response to COVID-19 and Related Developments

Table 93. Xiaomi Business Overview

Table 94. Xiaomi Virtual Reality Gaming Accessories Revenue (US$ Million), (Q1, Q2, Q3, Q4) Quarter 2020

Table 95. Xiaomi Virtual Reality Gaming Accessories Product

Table 96. Xiaomi Response to COVID-19 and Related Developments

List of Figures

Figure 1. Virtual Reality Gaming Accessories Product Picture

Figure 2. Virtual Reality Gaming Accessories Market Segmentation

Figure 3. Research Objectives

Figure 4. Research Process

Figure 5. Data Triangulation

Figure 6. Research Approach

Figure 7. Commodity Prices-Metals Price Indices

Figure 8. Commodity Prices- Precious Metal Price Indices

Figure 9. Commodity Prices- Agricultural Raw Material Price Indices

Figure 10. Commodity Prices- Food and Beverage Price Indices

Figure 11. Commodity Prices- Fertilizer Price Indices

Figure 12. Commodity Prices- Energy Price Indices

Figure 13. G20+: Economic Policy Responses to COVID-19

Figure 14. Global Virtual Reality Gaming Accessories Market Size, Pre-COVID-19 and Post- COVID-19 Comparison, 2015-2026 (US$ Million)

Figure 15. Global Virtual Reality Gaming Accessories Market Size, Pre-COVID-19 and Post- COVID-19, Year-over-Year Growth Rate, 2015-2026 (%)

Figure 16. Global Virtual Reality Gaming Accessories Market Size, Quarterly Growth, 2020-2021 (%)

Figure 17. Global Virtual Reality Gaming Accessories Market Size, Market Share by Type, 2019 VS 2020 (%)

Figure 18. Global Virtual Reality Gaming Accessories Market Size, Market Share by Application, 2019 VS 2020 (%)

Figure 19. Global Virtual Reality Gaming Accessories Market Size Market Share by Region, 2019 VS 2020 (%)

Figure 20. United States Composite PMI and GDP

Figure 21. Eurozone Composite PMI and GDP

Figure 22. Eurozone Core v. Periphery PMI Output Indices

Figure 23. Core v. Periphery PMI Employment Indices

Figure 24. UK Composite PMI and GDP

Figure 25. Caixin China Composite Output Index

Figure 26. Caixin China General Services Business Activity Index

Figure 27. Japan Composite Output Index

Figure 28. South Korea Manufacturing PMI

Figure 29. India Composite Output Index

Figure 30. ASEAN Manufacturing PMI

Figure 31. By Region, Asia-Pacific Virtual Reality Gaming Accessories Market Size Market Share, 2019-2021

 
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