Wearable Gaming Accessories Market Forecast, Trend Analysis & Competition Tracking - Global Market insights 2017 to 2026

Published on : Nov-2017 | List of Tables : 236 | List of Figures : 78 | No. of Pages : 170 | Report Code : FACT316MR |

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. The emergence of technology has pushed the adoption of these wearable gaming accessories across the globe. The future of these components is likely to be positive and the global market for wearable gaming accessories is expected to show positive growth graph in the years to follow. There are various types of wearable gaming accessory products, such as wearable gaming body suits, VR headsets, wearable controllers etc. Each of these have their respective importance while performing an activity.

The wearable gaming accessories market research report crafted by Fact.MR focuses on various factors that have an influence on the growth of the global market for wearable gaming accessories. Various factors such as convenience, increasing number of games, increasing number of users of smartphones, innovation in electronic products coupled with technological advancements have contributed to the growth of the global wearable gaming accessories market.

global wearable gaming accessories market

According to Fact.MR, the global wearable gaming accessories market is projected to grow at a stellar CAGR during the period of assessment, 2017-2026 and is estimated to reach a market valuation of US$ 5188.9 Mn by the end of 2026.

The global wearable gaming accessories market is thoroughly analyzed by covering major segments of the market. An in-depth market segmentation is covered below that reflects the vital elements included in the wearable gaming accessories market research report.

Market Taxonomy

Accessories

Buyer Category

Sales Channel

VR Headset

Individual

Third Party Online Channels

Wearable Gaming Body Suit

Institutional

Company Online Channels

Wearable Controllers

 

Company Flagship Retail Stores

Others

 

Franchised Electronic Retail Channels

   

Independent Electronic Retail Stores

   

Gaming Specialty Stores

   

Other Channels

(Additional information, including cross-sectional data and country-wise analysis & forecast is available in the report)

VR Headsets by Accessories to Lead the Global Market With Respect to Market Value; Wearable Controllers to Show High Pace

VR headset segment in the accessories category is anticipated to register significant growth rate throughout the period of assessment, 2017-2026 and is the second fastest growing segment. It is also expected to reflect a higher market valuation by the end of the assessment year (2026) of a bit under US$ 3 Bn. However, this segment is likely to lose BPS by the end of 2026.  The wearable controllers segment is poised to grow at the fastest pace to register a meteoric CAGR during the 2017-2026 timeline with a very high BPS during the assessment period.

Individual Buyer Category to Cement its Dominance by 2026 End

The individual segment in the buyer category is estimated to reach a huge market valuation and is highly attractive segment for the growth of the global wearable gaming accessories market. The individual segment is expected to reach a value more than US$ 4 Bn by the end of assessment year and is also poised to gain high BPS, growing at a robust CAGR during the 2017-2026 timeline.

Competition Tracking

The research report on global wearable gaming accessories market includes an in-depth competitive assessment. A dedicated chapter in this research report covers various aspects of the competition involved in this market, such as, company overview, SWOT analysis, product portfolio, key developments and innovations, key financials and strategies. Key companies such as Samsung Electronics, HTC Corporation, Sony Corporation, Microsoft Corporation, Machina, Oculus VR, LLC, GoPro Inc., Nod Inc., Thalmic Labs Inc., and Google Inc., are profiled in this research report.

Note: The insights mentioned here are of the respective analysts, and do not reflect the position of Fact.MR

Wearable technology is gaining high steam since couple of years. Wearable gaming accessories are expected to witness high growth graph in the years to follow which is attributed to several aspects related to macroeconomics and technology. Various kinds of wearable gaming accessories have been developed to suit customer requirements. North America region is expected to show higher market attractiveness for this industry and largely contribute to the growth of the global wearable gaming accessories market.

This report, compiled by Fact.MR, provides in-depth analysis of the wearable gaming accessories market for the forecast period 2018-2026, and offers key insights about future market direction.

Scope

The scope of Fact.MR’s report is to analyze the wearable gaming accessories market for the forecast period 2017-2026 and provide readers an unbiased and accurate analysis. Wearable gaming accessory manufacturers, stakeholders, and suppliers in the consumer goods sector can benefit from the analysis offered in this report. This report offers a comprehensive analysis, which can be of interest to leading trade magazines and journals pertaining to wearable gaming accessories.

Summary

The report commences with a brief information of the wearable gaming accessories market. This executive summary sets the tone for the rest of the report, providing users the scope of the report. The executive summary includes important facts and statistics on the wearable gaming accessories market.

Overview

The next section offers an overview of the wearable gaming accessories market. This comprises an introduction to the market, along with a standard definition of the product – wearable gaming accessories. In this section, market value and year-over-year growth is offered to the readers. Year-over-year growth provides readers with a broader view of growth patterns over the forecast period.

The report’s succeeding section focuses on drivers, restraints and key trends from macroeconomic, demand, and supply perspectives. Impact analysis of weighted average model-based growth drivers is contained in the report for better provision of decision-making insights to clients.

In order to offer readers with up-to-date information about the latest advancements in the wearable gaming accessories market, the report provides updates about market opportunities, which can benefit leading manufacturers of wearable gaming accessories. With continuous evolution of the consumer goods sector, keeping a record of latest developments and trends is fundamental for wearable gaming accessories manufacturers to formulate key business strategies. Detailed insights about raw material sourcing, supply chain, pricing analysis, list of distributors, and cost structure are provided in this section.

Considering the wide scope of the wearable gaming accessories market and to offer in-depth insights, Fact.MR’s report provides segment-wise analysis and forecast. The wearable gaming accessories market has been categorized on the basis of product type, and application. This segmentation analysis is comprehensive, coupled with a detailed country-wise forecast provided on all parameters.

The report’s last section comprises of the wearable gaming accessories market competitive landscape, to provide readers with the dashboard view of company analysis and market players. This competitive intelligence is based on the providers’ categories across value chain, and their presence in the wearable gaming accessories market.

Research Methodology

Fact.MR is committed to offer unbiased and independent market research solutions to its clients. Each market report of Fact.MR is compiled after months of exhaustive research. We bank on a mix of tried-and-tested and innovative research methodologies to offer the most comprehensive and accurate information. Our main sources of research include,

  • Primary research
  • Secondary research
  • Trade research
  • Focused interviews
  • Social media analysis

1. Global Wearable Gaming Accessories Market - Executive Summary

2. Global Wearable Gaming Accessories Market Overview
2.1. Introduction
       2.1.1. Global Wearable Gaming Accessories Market Taxonomy
       2.1.2. Global Wearable Gaming Accessories Market Definition
2.2. Global Wearable Gaming Accessories Market Size (US$ Mn) and Forecast, 2012-2026
       2.2.1. Global Wearable Gaming Accessories Market Y-o-Y Growth
2.3. Global Wearable Gaming Accessories Market Dynamics
2.4. New Product Launches
2.5. Cost Structure
2.6. Comparative Analysis 
2.7. Number of Devices for wearable Technology
2.8. Replacement Scenario of Consumer Electronics by Wearable Technology
2.9. List of Top Ten Companies
2.10. Competition Matrix
2.11. PEST Analysis
2.12. Product life Cycle Analysis
2.13. Key Participants Market Presence (Intensity Map) By Region

3. Global Wearable Gaming Accessories Market Size and Forecast, 2012 - 2026
3.1. Global Wearable Gaming Accessories Market Size and Forecast By Accessories, 2012-2026
       3.1.1. VR Headset Market Size and Forecast, 2012-2026
                3.1.1.1. Revenue (US$ Mn) Comparison, By Region
                3.1.1.2. Market Share Comparison, By Region
                3.1.1.3. Y-o-Y growth Comparison, By Region
       3.1.2. Wearable Gaming Body Suit Market Size and Forecast, 2012-2026
                3.1.2.1. Revenue (US$ Mn) Comparison, By Region
                3.1.2.2. Market Share Comparison, By Region
                3.1.2.3. Y-o-Y growth Comparison, By Region
       3.1.3. Wearable Controllers Market Size and Forecast, 2012-2026
                3.1.3.1. Revenue (US$ Mn) Comparison, By Region
                3.1.3.2. Market Share Comparison, By Region
                3.1.3.3. Y-o-Y growth Comparison, By Region
       3.1.4. Others Market Size and Forecast, 2012-2026
                3.1.4.1. Revenue (US$ Mn) Comparison, By Region
                3.1.4.2. Market Share Comparison, By Region
                3.1.4.3. Y-o-Y growth Comparison, By Region
                3.2. Global Wearable Gaming Accessories Market Size and Forecast By Buyer Category , 2012-2026
       3.2.1. Individual Market Size and Forecast, 2012-2026
                3.2.1.1. Revenue (US$ Mn) Comparison, By Region
                3.2.1.2. Market Share Comparison, By Region
                3.2.1.3. Y-o-Y growth Comparison, By Region
       3.2.2. Institutional Market Size and Forecast, 2012-2026
                3.2.2.1. Revenue (US$ Mn) Comparison, By Region
                3.2.2.2. Market Share Comparison, By Region
                3.2.2.3. Y-o-Y growth Comparison, By Region
3.3. Global Wearable Gaming Accessories Market Size and Forecast By Sales Channel, 2012-2026
       3.3.1. Third Party Online Channels Market Size and Forecast, 2012-2026
                3.3.1.1. Revenue (US$ Mn) Comparison, By Region
                3.3.1.2. Market Share Comparison, By Region
                3.3.1.3. Y-o-Y growth Comparison, By Region
       3.3.2. Company Online Channels Market Size and Forecast, 2012-2026
                3.3.2.1. Revenue (US$ Mn) Comparison, By Region
                3.3.2.2. Market Share Comparison, By Region
                3.3.2.3. Y-o-Y growth Comparison, By Region
       3.3.3. Company Flagship Retail Stores Market Size and Forecast, 2012-2026
                3.3.3.1. Revenue (US$ Mn) Comparison, By Region
                3.3.3.2. Market Share Comparison, By Region
                3.3.3.3. Y-o-Y growth Comparison, By Region
       3.3.4. Franchised Electronic Retail Channels Market Size and Forecast, 2012-2026
                3.3.4.1. Revenue (US$ Mn) Comparison, By Region
                3.3.4.2. Market Share Comparison, By Region
                3.3.4.3. Y-o-Y growth Comparison, By Region
       3.3.5. Independent Electronic Retail Stores Market Size and Forecast, 2012-2026
                3.3.5.1. Revenue (US$ Mn) Comparison, By Region
                3.3.5.2. Market Share Comparison, By Region
                3.3.5.3. Y-o-Y growth Comparison, By Region
       3.3.6. Gaming Specialty Stores Market Size and Forecast, 2012-2026
                3.3.6.1. Revenue (US$ Mn) Comparison, By Region
                3.3.6.2. Market Share Comparison, By Region
                3.3.6.3. Y-o-Y growth Comparison, By Region
       3.3.7. Other Channels Market Size and Forecast, 2012-2026
                3.3.7.1. Revenue (US$ Mn) Comparison, By Region
                3.3.7.2. Market Share Comparison, By Region
                3.3.7.3. Y-o-Y growth Comparison, By Region

4. North America Wearable Gaming Accessories Market Size and Forecast, 2012-2026
4.1. Revenue (US$ Mn) Comparison, By Country 
4.2. Revenue (US$ Mn) Comparison, By Accessories 
4.3. Revenue (US$ Mn) Comparison, By Buyer Category 
4.4. Revenue (US$ Mn) Comparison, By Sales Channel 

5. Latin America Wearable Gaming Accessories Market Size and Forecast, 2012-2026
5.1. Revenue (US$ Mn) Comparison, By Country 
5.2. Revenue (US$ Mn) Comparison, By Accessories 
5.3. Revenue (US$ Mn) Comparison, By Buyer Category 
5.4. Revenue (US$ Mn) Comparison, By Sales Channel 

6. Europe Wearable Gaming Accessories Market Size and Forecast, 2012-2026
6.1. Revenue (US$ Mn) Comparison, By Country 
6.2. Revenue (US$ Mn) Comparison, By Accessories 
6.3. Revenue (US$ Mn) Comparison, By Buyer Category 
6.4. Revenue (US$ Mn) Comparison, By Sales Channel 

7. Japan Wearable Gaming Accessories Market Size and Forecast, 2012-2026
7.1. Revenue (US$ Mn) Comparison, By Country 
7.2. Revenue (US$ Mn) Comparison, By Accessories 
7.3. Revenue (US$ Mn) Comparison, By Buyer Category 
7.4. Revenue (US$ Mn) Comparison, By Sales Channel 

8. APEJ Wearable Gaming Accessories Market Size and Forecast, 2012-2026
8.1. Revenue (US$ Mn) Comparison, By Country 
8.2. Revenue (US$ Mn) Comparison, By Accessories 
8.3. Revenue (US$ Mn) Comparison, By Buyer Category 
8.4. Revenue (US$ Mn) Comparison, By Sales Channel 

9. MEA Wearable Gaming Accessories Market Size and Forecast, 2012-2026
9.1. Revenue (US$ Mn) Comparison, By Country 
9.2. Revenue (US$ Mn) Comparison, By Accessories 
9.3. Revenue (US$ Mn) Comparison, By Buyer Category 
9.4. Revenue (US$ Mn) Comparison, By Sales Channel 

10. Global Wearable Gaming Accessories Market Company Share, Competition Landscape and Company Profiles
10.1. Company Share Analysis
10.2. Competition Landscape
10.3. Company Profiles
       10.3.1. Samsung Electronics
       10.3.2. HTC Corporation
       10.3.3. Sony Corporation
       10.3.4. Microsoft Corporation
       10.3.5. Machina
       10.3.6. Oculus VR LLC
       10.3.7. GoPro, Inc.
       10.3.8. Nod, Inc.
       10.3.9. Thalmic Labs Inc.
       10.3.10. Google Inc.

11. Research Methodology

12. Secondary and Primary Sources

13. Assumptions and Acronyms

14. Disclaimer

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Wearable Gaming Accessories Market Forecast, Trend Analysis & Competition Tracking - Global Market insights 2017 to 2026