

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 market for VR Game Peripheral was estimated to be worth US$ million in 2023 and is forecast to a readjusted size of US$ million by 2030 with a CAGR of % during the forecast period 2024-2030.
North American market for VR Game Peripheral was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for VR Game Peripheral was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for VR Game Peripheral was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of VR Game Peripheral include Oculus, Sony, VIVE, Samsung, Microsoft, HP, DeePoon, AntVR and 3Glasses, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for VR Game Peripheral, focusing on the total sales volume, sales revenue, price, key companies market share and ranking, together with an analysis of VR Game Peripheral by region & country, by Type, and by Application.
The VR Game Peripheral market size, estimations, and forecasts are provided in terms of sales volume (K Units) and sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. 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.
Market Segmentation
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
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size (valve, volume and price). This chapter also provides 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 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: 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 4: 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 5: Sales, revenue of VR Game Peripheral in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Sales, revenue of VR Game Peripheral in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: 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 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Market Overview
1.1 VR Game Peripheral Product Introduction
1.2 Global VR Game Peripheral Market Size Forecast
1.2.1 Global VR Game Peripheral Sales Value (2019-2030)
1.2.2 Global VR Game Peripheral Sales Volume (2019-2030)
1.2.3 Global VR Game Peripheral Sales Price (2019-2030)
1.3 VR Game Peripheral Market Trends & Drivers
1.3.1 VR Game Peripheral Industry Trends
1.3.2 VR Game Peripheral Market Drivers & Opportunity
1.3.3 VR Game Peripheral Market Challenges
1.3.4 VR Game Peripheral Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global VR Game Peripheral Players Revenue Ranking (2023)
2.2 Global VR Game Peripheral Revenue by Company (2019-2024)
2.3 Global VR Game Peripheral Players Sales Volume Ranking (2023)
2.4 Global VR Game Peripheral Sales Volume by Company Players (2019-2024)
2.5 Global VR Game Peripheral Average Price by Company (2019-2024)
2.6 Key Manufacturers VR Game Peripheral Manufacturing Base Distribution and Headquarters
2.7 Key Manufacturers VR Game Peripheral Product Offered
2.8 Key Manufacturers Time to Begin Mass Production of VR Game Peripheral
2.9 VR Game Peripheral Market Competitive Analysis
2.9.1 VR Game Peripheral Market Concentration Rate (2019-2024)
2.9.2 Global 5 and 10 Largest Manufacturers by VR Game Peripheral Revenue in 2023
2.9.3 Global Top Manufacturers by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in VR Game Peripheral as of 2023)
2.10 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Wired Peripheral
3.1.2 Wireless Peripheral
3.2 Global VR Game Peripheral Sales Value by Type
3.2.1 Global VR Game Peripheral Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global VR Game Peripheral Sales Value, by Type (2019-2030)
3.2.3 Global VR Game Peripheral Sales Value, by Type (%) (2019-2030)
3.3 Global VR Game Peripheral Sales Volume by Type
3.3.1 Global VR Game Peripheral Sales Volume by Type (2019 VS 2023 VS 2030)
3.3.2 Global VR Game Peripheral Sales Volume, by Type (2019-2030)
3.3.3 Global VR Game Peripheral Sales Volume, by Type (%) (2019-2030)
3.4 Global VR Game Peripheral Average Price by Type (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Game Entertainment
4.1.2 Film and Television Production
4.1.3 Others
4.2 Global VR Game Peripheral Sales Value by Application
4.2.1 Global VR Game Peripheral Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global VR Game Peripheral Sales Value, by Application (2019-2030)
4.2.3 Global VR Game Peripheral Sales Value, by Application (%) (2019-2030)
4.3 Global VR Game Peripheral Sales Volume by Application
4.3.1 Global VR Game Peripheral Sales Volume by Application (2019 VS 2023 VS 2030)
4.3.2 Global VR Game Peripheral Sales Volume, by Application (2019-2030)
4.3.3 Global VR Game Peripheral Sales Volume, by Application (%) (2019-2030)
4.4 Global VR Game Peripheral Average Price by Application (2019-2030)
5 Segmentation by Region
5.1 Global VR Game Peripheral Sales Value by Region
5.1.1 Global VR Game Peripheral Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global VR Game Peripheral Sales Value by Region (2019-2024)
5.1.3 Global VR Game Peripheral Sales Value by Region (2025-2030)
5.1.4 Global VR Game Peripheral Sales Value by Region (%), (2019-2030)
5.2 Global VR Game Peripheral Sales Volume by Region
5.2.1 Global VR Game Peripheral Sales Volume by Region: 2019 VS 2023 VS 2030
5.2.2 Global VR Game Peripheral Sales Volume by Region (2019-2024)
5.2.3 Global VR Game Peripheral Sales Volume by Region (2025-2030)
5.2.4 Global VR Game Peripheral Sales Volume by Region (%), (2019-2030)
5.3 Global VR Game Peripheral Average Price by Region (2019-2030)
5.4 North America
5.4.1 North America VR Game Peripheral Sales Value, 2019-2030
5.4.2 North America VR Game Peripheral Sales Value by Country (%), 2023 VS 2030
5.5 Europe
5.5.1 Europe VR Game Peripheral Sales Value, 2019-2030
5.5.2 Europe VR Game Peripheral Sales Value by Country (%), 2023 VS 2030
5.6 Asia Pacific
5.6.1 Asia Pacific VR Game Peripheral Sales Value, 2019-2030
5.6.2 Asia Pacific VR Game Peripheral Sales Value by Country (%), 2023 VS 2030
5.7 South America
5.7.1 South America VR Game Peripheral Sales Value, 2019-2030
5.7.2 South America VR Game Peripheral Sales Value by Country (%), 2023 VS 2030
5.8 Middle East & Africa
5.8.1 Middle East & Africa VR Game Peripheral Sales Value, 2019-2030
5.8.2 Middle East & Africa VR Game Peripheral Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions VR Game Peripheral Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions VR Game Peripheral Sales Value
6.2.1 Key Countries/Regions VR Game Peripheral Sales Value, 2019-2030
6.2.2 Key Countries/Regions VR Game Peripheral Sales Volume, 2019-2030
6.3 United States
6.3.1 United States VR Game Peripheral Sales Value, 2019-2030
6.3.2 United States VR Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.3.3 United States VR Game Peripheral Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe VR Game Peripheral Sales Value, 2019-2030
6.4.2 Europe VR Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe VR Game Peripheral Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China VR Game Peripheral Sales Value, 2019-2030
6.5.2 China VR Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.5.3 China VR Game Peripheral Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan VR Game Peripheral Sales Value, 2019-2030
6.6.2 Japan VR Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan VR Game Peripheral Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea VR Game Peripheral Sales Value, 2019-2030
6.7.2 South Korea VR Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea VR Game Peripheral Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia VR Game Peripheral Sales Value, 2019-2030
6.8.2 Southeast Asia VR Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia VR Game Peripheral Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India VR Game Peripheral Sales Value, 2019-2030
6.9.2 India VR Game Peripheral Sales Value by Type (%), 2023 VS 2030
6.9.3 India VR Game Peripheral Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Oculus
7.1.1 Oculus Company Information
7.1.2 Oculus Introduction and Business Overview
7.1.3 Oculus VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.1.4 Oculus VR Game Peripheral Product Offerings
7.1.5 Oculus Recent Development
7.2 Sony
7.2.1 Sony Company Information
7.2.2 Sony Introduction and Business Overview
7.2.3 Sony VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.2.4 Sony VR Game Peripheral Product Offerings
7.2.5 Sony Recent Development
7.3 VIVE
7.3.1 VIVE Company Information
7.3.2 VIVE Introduction and Business Overview
7.3.3 VIVE VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.3.4 VIVE VR Game Peripheral Product Offerings
7.3.5 VIVE Recent Development
7.4 Samsung
7.4.1 Samsung Company Information
7.4.2 Samsung Introduction and Business Overview
7.4.3 Samsung VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.4.4 Samsung VR Game Peripheral Product Offerings
7.4.5 Samsung Recent Development
7.5 Microsoft
7.5.1 Microsoft Company Information
7.5.2 Microsoft Introduction and Business Overview
7.5.3 Microsoft VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.5.4 Microsoft VR Game Peripheral Product Offerings
7.5.5 Microsoft Recent Development
7.6 HP
7.6.1 HP Company Information
7.6.2 HP Introduction and Business Overview
7.6.3 HP VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.6.4 HP VR Game Peripheral Product Offerings
7.6.5 HP Recent Development
7.7 DeePoon
7.7.1 DeePoon Company Information
7.7.2 DeePoon Introduction and Business Overview
7.7.3 DeePoon VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.7.4 DeePoon VR Game Peripheral Product Offerings
7.7.5 DeePoon Recent Development
7.8 AntVR
7.8.1 AntVR Company Information
7.8.2 AntVR Introduction and Business Overview
7.8.3 AntVR VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.8.4 AntVR VR Game Peripheral Product Offerings
7.8.5 AntVR Recent Development
7.9 3Glasses
7.9.1 3Glasses Company Information
7.9.2 3Glasses Introduction and Business Overview
7.9.3 3Glasses VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.9.4 3Glasses VR Game Peripheral Product Offerings
7.9.5 3Glasses Recent Development
7.10 MI
7.10.1 MI Company Information
7.10.2 MI Introduction and Business Overview
7.10.3 MI VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.10.4 MI VR Game Peripheral Product Offerings
7.10.5 MI Recent Development
7.11 Pimax
7.11.1 Pimax Company Information
7.11.2 Pimax Introduction and Business Overview
7.11.3 Pimax VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.11.4 Pimax VR Game Peripheral Product Offerings
7.11.5 Pimax Recent Development
7.12 Pico
7.12.1 Pico Company Information
7.12.2 Pico Introduction and Business Overview
7.12.3 Pico VR Game Peripheral Sales, Revenue and Gross Margin (2019-2024)
7.12.4 Pico VR Game Peripheral Product Offerings
7.12.5 Pico Recent Development
8 Industry Chain Analysis
8.1 VR Game Peripheral Industrial Chain
8.2 VR Game Peripheral Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 VR Game Peripheral Sales Model
8.5.2 Sales Channel
8.5.3 VR Game Peripheral Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Oculus
Sony
VIVE
Samsung
Microsoft
HP
DeePoon
AntVR
3Glasses
MI
Pimax
Pico
Ìý
Ìý
*If Applicable.