

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.
The global VR Game Peripheral market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Netherlands-Ukraine War were considered while estimating market sizes.
North American market for VR Game Peripheral is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for VR Game Peripheral is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global manufacturers of VR Game Peripheral include Oculus, Sony, VIVE, Samsung, Microsoft, HP, DeePoon, AntVR and 3Glasses, etc. in 2022, 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 VR Game Peripheral, 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 VR Game Peripheral.
The VR Game Peripheral market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global VR Game Peripheral 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 VR Game Peripheral 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
Sony
VIVE
Samsung
Microsoft
HP
DeePoon
AntVR
3Glasses
MI
Pimax
Pico
Segment by Type
Wired Peripheral
Wireless Peripheral
Segment by Application
Game Entertainment
Film and Television Production
Others
Consumption by Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Southeast Asia
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East & 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 VR Game Peripheral manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of VR Game Peripheral 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 key 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.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 VR Game Peripheral Market Overview
1.1 Product Overview and Scope of VR Game Peripheral
1.2 VR Game Peripheral Segment by Type
1.2.1 Global VR Game Peripheral Market Value Comparison by Type (2023-2029)
1.2.2 Wired Peripheral
1.2.3 Wireless Peripheral
1.3 VR Game Peripheral Segment by Application
1.3.1 Global VR Game Peripheral Market Value by Application: (2023-2029)
1.3.2 Game Entertainment
1.3.3 Film and Television Production
1.3.4 Others
1.4 Global VR Game Peripheral Market Size Estimates and Forecasts
1.4.1 Global VR Game Peripheral Revenue 2018-2029
1.4.2 Global VR Game Peripheral Sales 2018-2029
1.4.3 Global VR Game Peripheral Market Average Price (2018-2029)
1.5 Assumptions and Limitations
2 VR Game Peripheral Market Competition by Manufacturers
2.1 Global VR Game Peripheral Sales Market Share by Manufacturers (2018-2023)
2.2 Global VR Game Peripheral Revenue Market Share by Manufacturers (2018-2023)
2.3 Global VR Game Peripheral Average Price by Manufacturers (2018-2023)
2.4 Global VR Game Peripheral Industry Ranking 2021 VS 2022 VS 2023
2.5 Global Key Manufacturers of VR Game Peripheral, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of VR Game Peripheral, Product Type & Application
2.7 VR Game Peripheral Market Competitive Situation and Trends
2.7.1 VR Game Peripheral Market Concentration Rate
2.7.2 The Global Top 5 and Top 10 Largest VR Game Peripheral Players Market Share by Revenue
2.7.3 Global VR Game Peripheral Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.8 Manufacturers Mergers & Acquisitions, Expansion Plans
3 VR Game Peripheral Retrospective Market Scenario by Region
3.1 Global VR Game Peripheral Market Size by Region: 2018 Versus 2022 Versus 2029
3.2 Global VR Game Peripheral Global VR Game Peripheral Sales by Region: 2018-2029
3.2.1 Global VR Game Peripheral Sales by Region: 2018-2023
3.2.2 Global VR Game Peripheral Sales by Region: 2024-2029
3.3 Global VR Game Peripheral Global VR Game Peripheral Revenue by Region: 2018-2029
3.3.1 Global VR Game Peripheral Revenue by Region: 2018-2023
3.3.2 Global VR Game Peripheral Revenue by Region: 2024-2029
3.4 North America VR Game Peripheral Market Facts & Figures by Country
3.4.1 North America VR Game Peripheral Market Size by Country: 2018 VS 2022 VS 2029
3.4.2 North America VR Game Peripheral Sales by Country (2018-2029)
3.4.3 North America VR Game Peripheral Revenue by Country (2018-2029)
3.4.4 United States
3.4.5 Canada
3.5 Europe VR Game Peripheral Market Facts & Figures by Country
3.5.1 Europe VR Game Peripheral Market Size by Country: 2018 VS 2022 VS 2029
3.5.2 Europe VR Game Peripheral Sales by Country (2018-2029)
3.5.3 Europe VR Game Peripheral Revenue by Country (2018-2029)
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 VR Game Peripheral Market Facts & Figures by Country
3.6.1 Asia Pacific VR Game Peripheral Market Size by Country: 2018 VS 2022 VS 2029
3.6.2 Asia Pacific VR Game Peripheral Sales by Country (2018-2029)
3.6.3 Asia Pacific VR Game Peripheral Revenue by Country (2018-2029)
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 VR Game Peripheral Market Facts & Figures by Country
3.7.1 Latin America VR Game Peripheral Market Size by Country: 2018 VS 2022 VS 2029
3.7.2 Latin America VR Game Peripheral Sales by Country (2018-2029)
3.7.3 Latin America VR Game Peripheral Revenue by Country (2018-2029)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.7.7 Colombia
3.8 Middle East and Africa VR Game Peripheral Market Facts & Figures by Country
3.8.1 Middle East and Africa VR Game Peripheral Market Size by Country: 2018 VS 2022 VS 2029
3.8.2 Middle East and Africa VR Game Peripheral Sales by Country (2018-2029)
3.8.3 Middle East and Africa VR Game Peripheral Revenue by Country (2018-2029)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global VR Game Peripheral Sales by Type (2018-2029)
4.1.1 Global VR Game Peripheral Sales by Type (2018-2023)
4.1.2 Global VR Game Peripheral Sales by Type (2024-2029)
4.1.3 Global VR Game Peripheral Sales Market Share by Type (2018-2029)
4.2 Global VR Game Peripheral Revenue by Type (2018-2029)
4.2.1 Global VR Game Peripheral Revenue by Type (2018-2023)
4.2.2 Global VR Game Peripheral Revenue by Type (2024-2029)
4.2.3 Global VR Game Peripheral Revenue Market Share by Type (2018-2029)
4.3 Global VR Game Peripheral Price by Type (2018-2029)
5 Segment by Application
5.1 Global VR Game Peripheral Sales by Application (2018-2029)
5.1.1 Global VR Game Peripheral Sales by Application (2018-2023)
5.1.2 Global VR Game Peripheral Sales by Application (2024-2029)
5.1.3 Global VR Game Peripheral Sales Market Share by Application (2018-2029)
5.2 Global VR Game Peripheral Revenue by Application (2018-2029)
5.2.1 Global VR Game Peripheral Revenue by Application (2018-2023)
5.2.2 Global VR Game Peripheral Revenue by Application (2024-2029)
5.2.3 Global VR Game Peripheral Revenue Market Share by Application (2018-2029)
5.3 Global VR Game Peripheral Price by Application (2018-2029)
6 Key Companies Profiled
6.1 Oculus
6.1.1 Oculus Corporation Information
6.1.2 Oculus Description and Business Overview
6.1.3 Oculus VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.1.4 Oculus VR Game Peripheral Product Portfolio
6.1.5 Oculus Recent Developments/Updates
6.2 Sony
6.2.1 Sony Corporation Information
6.2.2 Sony Description and Business Overview
6.2.3 Sony VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.2.4 Sony VR Game Peripheral Product Portfolio
6.2.5 Sony Recent Developments/Updates
6.3 VIVE
6.3.1 VIVE Corporation Information
6.3.2 VIVE Description and Business Overview
6.3.3 VIVE VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.3.4 VIVE VR Game Peripheral Product Portfolio
6.3.5 VIVE Recent Developments/Updates
6.4 Samsung
6.4.1 Samsung Corporation Information
6.4.2 Samsung Description and Business Overview
6.4.3 Samsung VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.4.4 Samsung VR Game Peripheral Product Portfolio
6.4.5 Samsung Recent Developments/Updates
6.5 Microsoft
6.5.1 Microsoft Corporation Information
6.5.2 Microsoft Description and Business Overview
6.5.3 Microsoft VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.5.4 Microsoft VR Game Peripheral Product Portfolio
6.5.5 Microsoft Recent Developments/Updates
6.6 HP
6.6.1 HP Corporation Information
6.6.2 HP Description and Business Overview
6.6.3 HP VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.6.4 HP VR Game Peripheral Product Portfolio
6.6.5 HP Recent Developments/Updates
6.7 DeePoon
6.6.1 DeePoon Corporation Information
6.6.2 DeePoon Description and Business Overview
6.6.3 DeePoon VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.4.4 DeePoon VR Game Peripheral Product Portfolio
6.7.5 DeePoon Recent Developments/Updates
6.8 AntVR
6.8.1 AntVR Corporation Information
6.8.2 AntVR Description and Business Overview
6.8.3 AntVR VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.8.4 AntVR VR Game Peripheral Product Portfolio
6.8.5 AntVR Recent Developments/Updates
6.9 3Glasses
6.9.1 3Glasses Corporation Information
6.9.2 3Glasses Description and Business Overview
6.9.3 3Glasses VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.9.4 3Glasses VR Game Peripheral Product Portfolio
6.9.5 3Glasses Recent Developments/Updates
6.10 MI
6.10.1 MI Corporation Information
6.10.2 MI Description and Business Overview
6.10.3 MI VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.10.4 MI VR Game Peripheral Product Portfolio
6.10.5 MI Recent Developments/Updates
6.11 Pimax
6.11.1 Pimax Corporation Information
6.11.2 Pimax VR Game Peripheral Description and Business Overview
6.11.3 Pimax VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.11.4 Pimax VR Game Peripheral Product Portfolio
6.11.5 Pimax Recent Developments/Updates
6.12 Pico
6.12.1 Pico Corporation Information
6.12.2 Pico VR Game Peripheral Description and Business Overview
6.12.3 Pico VR Game Peripheral Sales, Revenue and Gross Margin (2018-2023)
6.12.4 Pico VR Game Peripheral Product Portfolio
6.12.5 Pico Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 VR Game Peripheral Industry Chain Analysis
7.2 VR Game Peripheral Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 VR Game Peripheral Production Mode & Process
7.4 VR Game Peripheral Sales and Marketing
7.4.1 VR Game Peripheral Sales Channels
7.4.2 VR Game Peripheral Distributors
7.5 VR Game Peripheral Customers
8 VR Game Peripheral Market Dynamics
8.1 VR Game Peripheral Industry Trends
8.2 VR Game Peripheral Market Drivers
8.3 VR Game Peripheral Market Challenges
8.4 VR Game Peripheral Market Restraints
9 Research Finding 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
Sony
VIVE
Samsung
Microsoft
HP
DeePoon
AntVR
3Glasses
MI
Pimax
Pico
Ìý
Ìý
*If Applicable.