Wearable gaming accessories are smart electronic gadgets that are worn on human body. They are available in different types, to name a few, they come as spectacles, ear plugs, shoes, wrist bands, clothes etc.
Scope of the Report:
The worldwide market for Wearable Gaming Accessories is expected to grow at a CAGR of roughly xx% over the next five years, will reach xx million US$ in 2023, from xx million US$ in 2017, according to a new GIR (Global Info Research) study.
This report focuses on the Wearable Gaming Accessories in global market, especially in North America, Europe and Asia-Pacific, South America, Middle East and Africa. This report categorizes the market based on manufacturers, regions, type and application.
Market Segment by Manufacturers, this report covers
Sony
Microsoft
Samsung Electronics
Oculus VR
HTC
Machina Wearable Technology
Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Market Segment by Type, covers
VR Headset
Wearable Controller
Wearable Gaming Body Suit
Others
Market Segment by Applications, can be divided into
Flagship Retail Stores
Gaming Specialty Stores
Online Stores
Others
There are 15 Chapters to deeply display the global Wearable Gaming Accessories market.
Chapter 1, to describe Wearable Gaming Accessories Introduction, product scope, market overview, market opportunities, market risk, market driving force;
Chapter 2, to analyze the top manufacturers of Wearable Gaming Accessories, with sales, revenue, and price of Wearable Gaming Accessories, in 2016 and 2017;
Chapter 3, to display the competitive situation among the top manufacturers, with sales, revenue and market share in 2016 and 2017;
Chapter 4, to show the global market by regions, with sales, revenue and market share of Wearable Gaming Accessories, for each region, from 2013 to 2018;
Chapter 5, 6, 7, 8 and 9, to analyze the market by countries, by type, by application and by manufacturers, with sales, revenue and market share by key countries in these regions;
Chapter 10 and 11, to show the market by type and application, with sales market share and growth rate by type, application, from 2013 to 2018;
Chapter 12, Wearable Gaming Accessories market forecast, by regions, type and application, with sales and revenue, from 2018 to 2023;
Chapter 13, 14 and 15, to describe Wearable Gaming Accessories sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source
The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
Market is segmented on the basis:
The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.
The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.
Table of Contents
1 Market Overview
1.1 Wearable Gaming Accessories Introduction
1.2 Market Analysis by Type
1.2.1 VR Headset
1.2.2 Wearable Controller
1.2.3 Wearable Gaming Body Suit
1.2.4 Others
1.3 Market Analysis by Applications
1.3.1 Flagship Retail Stores
1.3.2 Gaming Specialty Stores
1.3.3 Online Stores
1.3.4 Others
1.4 Market Analysis by Regions
1.4.1 North America (United States, Canada and Mexico)
1.4.1.1 United States Market States and Outlook (2013-2023)
1.4.1.2 Canada Market States and Outlook (2013-2023)
1.4.1.3 Mexico Market States and Outlook (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy)
1.4.2.1 Germany Market States and Outlook (2013-2023)
1.4.2.2 France Market States and Outlook (2013-2023)
1.4.2.3 UK Market States and Outlook (2013-2023)
1.4.2.4 Russia Market States and Outlook (2013-2023)
1.4.2.5 Italy Market States and Outlook (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
1.4.3.1 China Market States and Outlook (2013-2023)
1.4.3.2 Japan Market States and Outlook (2013-2023)
1.4.3.3 Korea Market States and Outlook (2013-2023)
1.4.3.4 India Market States and Outlook (2013-2023)
1.4.3.5 Southeast Asia Market States and Outlook (2013-2023)
1.4.4 South America, Middle East and Africa
1.4.4.1 Brazil Market States and Outlook (2013-2023)
1.4.4.2 Egypt Market States and Outlook (2013-2023)
1.4.4.3 Saudi Arabia Market States and Outlook (2013-2023)
1.4.4.4 South Africa Market States and Outlook (2013-2023)
1.4.4.5 Nigeria Market States and Outlook (2013-2023)
1.5 Market Dynamics
1.5.1 Market Opportunities
1.5.2 Market Risk
1.5.3 Market Driving Force
2 Manufacturers Profiles
2.1 Sony
2.1.1 Business Overview
2.1.2 Wearable Gaming Accessories Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 Sony Wearable Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.2 Microsoft
2.2.1 Business Overview
2.2.2 Wearable Gaming Accessories Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Microsoft Wearable Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.3 Samsung Electronics
2.3.1 Business Overview
2.3.2 Wearable Gaming Accessories Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Samsung Electronics Wearable Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.4 Google
2.4.1 Business Overview
2.4.2 Wearable Gaming Accessories Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 Google Wearable Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.5 Oculus VR
2.5.1 Business Overview
2.5.2 Wearable Gaming Accessories Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 Oculus VR Wearable Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.6 HTC
2.6.1 Business Overview
2.6.2 Wearable Gaming Accessories Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 HTC Wearable Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.7 Machina Wearable Technology
2.7.1 Business Overview
2.7.2 Wearable Gaming Accessories Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 Machina Wearable Technology Wearable Gaming Accessories Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
3 Global Wearable Gaming Accessories Sales, Revenue, Market Share and Competition by Manufacturer (2016-2017)
3.1 Global Wearable Gaming Accessories Sales and Market Share by Manufacturer (2016-2017)
3.2 Global Wearable Gaming Accessories Revenue and Market Share by Manufacturer (2016-2017)
3.3 Market Concentration Rate
3.3.1 Top 3 Wearable Gaming Accessories Manufacturer Market Share in 2017
3.3.2 Top 6 Wearable Gaming Accessories Manufacturer Market Share in 2017
3.4 Market Competition Trend
4 Global Wearable Gaming Accessories Market Analysis by Regions
4.1 Global Wearable Gaming Accessories Sales, Revenue and Market Share by Regions
4.1.1 Global Wearable Gaming Accessories Sales and Market Share by Regions (2013-2018)
4.1.2 Global Wearable Gaming Accessories Revenue and Market Share by Regions (2013-2018)
4.2 North America Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
4.3 Europe Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
4.4 Asia-Pacific Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
4.5 South America Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
4.6 Middle East and Africa Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
5 North America Wearable Gaming Accessories by Countries
5.1 North America Wearable Gaming Accessories Sales, Revenue and Market Share by Countries
5.1.1 North America Wearable Gaming Accessories Sales and Market Share by Countries (2013-2018)
5.1.2 North America Wearable Gaming Accessories Revenue and Market Share by Countries (2013-2018)
5.2 United States Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
5.3 Canada Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
5.4 Mexico Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
6 Europe Wearable Gaming Accessories by Countries
6.1 Europe Wearable Gaming Accessories Sales, Revenue and Market Share by Countries
6.1.1 Europe Wearable Gaming Accessories Sales and Market Share by Countries (2013-2018)
6.1.2 Europe Wearable Gaming Accessories Revenue and Market Share by Countries (2013-2018)
6.2 Germany Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
6.3 UK Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
6.4 France Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
6.5 Russia Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
6.6 Italy Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
7 Asia-Pacific Wearable Gaming Accessories by Countries
7.1 Asia-Pacific Wearable Gaming Accessories Sales, Revenue and Market Share by Countries
7.1.1 Asia-Pacific Wearable Gaming Accessories Sales and Market Share by Countries (2013-2018)
7.1.2 Asia-Pacific Wearable Gaming Accessories Revenue and Market Share by Countries (2013-2018)
7.2 China Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
7.3 Japan Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
7.4 Korea Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
7.5 India Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
7.6 Southeast Asia Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
8 South America Wearable Gaming Accessories by Countries
8.1 South America Wearable Gaming Accessories Sales, Revenue and Market Share by Countries
8.1.1 South America Wearable Gaming Accessories Sales and Market Share by Countries (2013-2018)
8.1.2 South America Wearable Gaming Accessories Revenue and Market Share by Countries (2013-2018)
8.2 Brazil Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
8.3 Argentina Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
8.4 Colombia Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
9 Middle East and Africa Wearable Gaming Accessories by Countries
9.1 Middle East and Africa Wearable Gaming Accessories Sales, Revenue and Market Share by Countries
9.1.1 Middle East and Africa Wearable Gaming Accessories Sales and Market Share by Countries (2013-2018)
9.1.2 Middle East and Africa Wearable Gaming Accessories Revenue and Market Share by Countries (2013-2018)
9.2 Saudi Arabia Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
9.3 UAE Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
9.4 Egypt Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
9.5 Nigeria Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
9.6 South Africa Wearable Gaming Accessories Sales and Growth Rate (2013-2018)
10 Global Wearable Gaming Accessories Market Segment by Type
10.1 Global Wearable Gaming Accessories Sales, Revenue and Market Share by Type (2013-2018)
10.1.1 Global Wearable Gaming Accessories Sales and Market Share by Type (2013-2018)
10.1.2 Global Wearable Gaming Accessories Revenue and Market Share by Type (2013-2018)
10.2 VR Headset Sales Growth and Price
10.2.1 Global VR Headset Sales Growth (2013-2018)
10.2.2 Global VR Headset Price (2013-2018)
10.3 Wearable Controller Sales Growth and Price
10.3.1 Global Wearable Controller Sales Growth (2013-2018)
10.3.2 Global Wearable Controller Price (2013-2018)
10.4 Wearable Gaming Body Suit Sales Growth and Price
10.4.1 Global Wearable Gaming Body Suit Sales Growth (2013-2018)
10.4.2 Global Wearable Gaming Body Suit Price (2013-2018)
10.5 Others Sales Growth and Price
10.5.1 Global Others Sales Growth (2013-2018)
10.5.2 Global Others Price (2013-2018)
11 Global Wearable Gaming Accessories Market Segment by Application
11.1 Global Wearable Gaming Accessories Sales Market Share by Application (2013-2018)
11.2 Flagship Retail Stores Sales Growth (2013-2018)
11.3 Gaming Specialty Stores Sales Growth (2013-2018)
11.4 Online Stores Sales Growth (2013-2018)
11.5 Others Sales Growth (2013-2018)
12 Wearable Gaming Accessories Market Forecast (2018-2023)
12.1 Global Wearable Gaming Accessories Sales, Revenue and Growth Rate (2018-2023)
12.2 Wearable Gaming Accessories Market Forecast by Regions (2018-2023)
12.2.1 North America Wearable Gaming Accessories Market Forecast (2018-2023)
12.2.2 Europe Wearable Gaming Accessories Market Forecast (2018-2023)
12.2.3 Asia-Pacific Wearable Gaming Accessories Market Forecast (2018-2023)
12.2.4 South America Wearable Gaming Accessories Market Forecast (2018-2023)
12.2.5 Middle East and Africa Wearable Gaming Accessories Market Forecast (2018-2023)
12.3 Wearable Gaming Accessories Market Forecast by Type (2018-2023)
12.3.1 Global Wearable Gaming Accessories Sales Forecast by Type (2018-2023)
12.3.2 Global Wearable Gaming Accessories Market Share Forecast by Type (2018-2023)
12.4 Wearable Gaming Accessories Market Forecast by Application (2018-2023)
12.4.1 Global Wearable Gaming Accessories Sales Forecast by Application (2018-2023)
12.4.2 Global Wearable Gaming Accessories Market Share Forecast by Application (2018-2023)
13 Sales Channel, Distributors, Traders and Dealers
13.1 Sales Channel
13.1.1 Direct Marketing
13.1.2 Indirect Marketing
13.1.3 Marketing Channel Future Trend
13.2 Distributors, Traders and Dealers
14 Research Findings and Conclusion
15 Appendix
15.1 Methodology
15.2 Data Source
List of Tables and Figures
Figure Wearable Gaming Accessories Picture
Table Product Specifications of Wearable Gaming Accessories
Figure Global Sales Market Share of Wearable Gaming Accessories by Ty