

The global market for Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device was valued at US$ million in the year 2024 and is projected to reach a revised size of US$ million by 2031, growing at a CAGR of %during the forecast period.
Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Devices mainly include handles, tactile gloves and myoelectric bracelets.
North American market for Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The major global manufacturers of Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device include Oculus, HTC, Samsung, PlayStation, SteelSeries, Sony, Leap Motion, MANUS, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device.
The Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
By Company
Oculus
HTC
Samsung
PlayStation
SteelSeries
Sony
Leap Motion
MANUS
Segment by Type
Handle
Tactile Glove
Myoelectric Bracelet
Segment by Application
Online Sale
Offline Sale
Consumption by Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Southeast Asia
Europe
Germany
France
U.K.
Italy
Russia
Latin America
Mexico
Brazil
Argentina
Middle East and Africa
Turkey
Saudi Arabia
UAE
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 7: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 8: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 9: The main points and conclusions of the report. 
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1 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Overview
1.1 Product Definition
1.2 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device by Type
1.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Value Comparison by Type (2024 VS 2031)
1.2.2 Handle
1.2.3 Tactile Glove
1.2.4 Myoelectric Bracelet
1.3 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device by Application
1.3.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Value by Application (2024 VS 2031)
1.3.2 Online Sale
1.3.3 Offline Sale
1.4 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Size Estimates and Forecasts
1.4.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue 2020-2031
1.4.2 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales 2020-2031
1.4.3 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Average Price (2020-2031)
1.5 Assumptions and Limitations
2 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Competition by Manufacturers
2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales Market Share by Manufacturers (2020-2025)
2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue Market Share by Manufacturers (2020-2025)
2.3 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Average Price by Manufacturers (2020-2025)
2.4 Global Key Players of Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device, Industry Ranking, 2022 VS 2023 VS 2024
2.5 Global Key Manufacturers of Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device, Product Type & Application
2.7 Global Key Manufacturers of Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device, Date of Enter into This Industry
2.8 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Competitive Situation and Trends
2.8.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Concentration Rate
2.8.2 The Global 5 and 10 Largest Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Players Market Share by Revenue
2.8.3 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
2.9 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Scenario by Region
3.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Size by Region: 2020 Versus 2024 Versus 2031
3.2 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Region: 2020-2031
3.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Region: 2020-2025
3.2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Region: 2026-2031
3.3 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Region: 2020-2031
3.3.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Region: 2020-2025
3.3.2 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Region: 2026-2031
3.4 North America Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Facts & Figures by Country
3.4.1 North America Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Size by Country: 2020 VS 2024 VS 2031
3.4.2 North America Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Country (2020-2031)
3.4.3 North America Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Country (2020-2031)
3.4.4 United States
3.4.5 Canada
3.5 Europe Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Facts & Figures by Country
3.5.1 Europe Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Size by Country: 2020 VS 2024 VS 2031
3.5.2 Europe Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Country (2020-2031)
3.5.3 Europe Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Country (2020-2031)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Facts & Figures by Region
3.6.1 Asia Pacific Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Size by Region: 2020 VS 2024 VS 2031
3.6.2 Asia Pacific Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Region (2020-2031)
3.6.3 Asia Pacific Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Region (2020-2031)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 China Taiwan
3.6.10 Southeast Asia
3.7 Latin America Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Facts & Figures by Country
3.7.1 Latin America Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Size by Country: 2020 VS 2024 VS 2031
3.7.2 Latin America Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Country (2020-2031)
3.7.3 Latin America Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Country (2020-2031)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.8 Middle East and Africa Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Facts & Figures by Country
3.8.1 Middle East and Africa Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Size by Country: 2020 VS 2024 VS 2031
3.8.2 Middle East and Africa Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Country (2020-2031)
3.8.3 Middle East and Africa Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Country (2020-2031)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Type (2020-2031)
4.1.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Type (2020-2025)
4.1.2 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Type (2026-2031)
4.1.3 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales Market Share by Type (2020-2031)
4.2 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Type (2020-2031)
4.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Type (2020-2025)
4.2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Type (2026-2031)
4.2.3 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue Market Share by Type (2020-2031)
4.3 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Price by Type (2020-2031)
5 Segment by Application
5.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Application (2020-2031)
5.1.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Application (2020-2025)
5.1.2 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales by Application (2026-2031)
5.1.3 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales Market Share by Application (2020-2031)
5.2 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Application (2020-2031)
5.2.1 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Application (2020-2025)
5.2.2 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue by Application (2026-2031)
5.2.3 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Revenue Market Share by Application (2020-2031)
5.3 Global Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Price by Application (2020-2031)
6 Key Companies Profiled
6.1 Oculus
6.1.1 Oculus Company Information
6.1.2 Oculus Description and Business Overview
6.1.3 Oculus Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales, Revenue and Gross Margin (2020-2025)
6.1.4 Oculus Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Product Portfolio
6.1.5 Oculus Recent Developments/Updates
6.2 HTC
6.2.1 HTC Company Information
6.2.2 HTC Description and Business Overview
6.2.3 HTC Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales, Revenue and Gross Margin (2020-2025)
6.2.4 HTC Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Product Portfolio
6.2.5 HTC Recent Developments/Updates
6.3 Samsung
6.3.1 Samsung Company Information
6.3.2 Samsung Description and Business Overview
6.3.3 Samsung Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales, Revenue and Gross Margin (2020-2025)
6.3.4 Samsung Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Product Portfolio
6.3.5 Samsung Recent Developments/Updates
6.4 PlayStation
6.4.1 PlayStation Company Information
6.4.2 PlayStation Description and Business Overview
6.4.3 PlayStation Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales, Revenue and Gross Margin (2020-2025)
6.4.4 PlayStation Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Product Portfolio
6.4.5 PlayStation Recent Developments/Updates
6.5 SteelSeries
6.5.1 SteelSeries Company Information
6.5.2 SteelSeries Description and Business Overview
6.5.3 SteelSeries Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales, Revenue and Gross Margin (2020-2025)
6.5.4 SteelSeries Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Product Portfolio
6.5.5 SteelSeries Recent Developments/Updates
6.6 Sony
6.6.1 Sony Company Information
6.6.2 Sony Description and Business Overview
6.6.3 Sony Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales, Revenue and Gross Margin (2020-2025)
6.6.4 Sony Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Product Portfolio
6.6.5 Sony Recent Developments/Updates
6.7 Leap Motion
6.7.1 Leap Motion Company Information
6.7.2 Leap Motion Description and Business Overview
6.7.3 Leap Motion Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales, Revenue and Gross Margin (2020-2025)
6.7.4 Leap Motion Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Product Portfolio
6.7.5 Leap Motion Recent Developments/Updates
6.8 MANUS
6.8.1 MANUS Company Information
6.8.2 MANUS Description and Business Overview
6.8.3 MANUS Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales, Revenue and Gross Margin (2020-2025)
6.8.4 MANUS Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Product Portfolio
6.8.5 MANUS Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Industry Chain Analysis
7.2 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Raw Material Supply Analysis
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Production Mode & Process Analysis
7.4 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales and Marketing
7.4.1 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Sales Channels
7.4.2 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Distributors
7.5 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Customer Analysis
8 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Dynamics
8.1 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Industry Trends
8.2 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Drivers
8.3 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Challenges
8.4 Virtual Reality (VR) and Augmented Reality (AR) Non-bare-hand Interactive Device Market Restraints
9 Research Findings and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Market Size Estimation
10.1.3 Market Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer
Oculus
HTC
Samsung
PlayStation
SteelSeries
Sony
Leap Motion
MANUS
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*If Applicable.