▶ 調査レポート

世界のVRゲームコントロールデバイス&キット市場2023年:企業・地域・種類・用途別分析

• 英文タイトル:Global VR Gaming Control Devices and Kits Market 2023 by Manufacturers, Regions, Type and Application, Forecast to 2029

GlobalInfoResearchが調査・発行した産業分析レポートです。世界のVRゲームコントロールデバイス&キット市場2023年:企業・地域・種類・用途別分析 / Global VR Gaming Control Devices and Kits Market 2023 by Manufacturers, Regions, Type and Application, Forecast to 2029 / MRC309Z2877資料のイメージです。• レポートコード:MRC309Z2877
• 出版社/出版日:GlobalInfoResearch / 2023年9月
• レポート形態:英文、PDF、92ページ
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レポート概要
GlobalInfoResearchの最新の調査によると、世界のVRゲームコントロールデバイス&キットの市場規模は2022年のxxx米ドルから2029年にはxxx米ドルと推定され、xxx%の成長率で成長すると予想されます。新型コロナウイルス感染症とロシア・ウクライナ戦争の影響を考慮しながら市場規模を推計しました。
このレポートは、世界のVRゲームコントロールデバイス&キット市場に関する詳細かつ包括的な分析の結果です。定量的分析と定性的分析データが、メーカー別、地域別、国別、種類別、用途別に記載されています。

市場は常に変化しているため、本レポートでは、競争、需要と供給の傾向、および多くの市場にわたる需要の変化に影響する主要な要因を調査しました。主要な競合他社の企業概要と製品例、および2023年の市場シェア予測も記載しました。

本レポートの主な目的は次のとおりです。
- 世界および主要国の市場機会の規模を決定するため
- VRゲームコントロールデバイス&キットの成長可能性を評価するため
- 各製品および最終用途市場の将来の成長を予測するため
- 市場に影響を与える競争要因を評価するため

VRゲームコントロールデバイス&キット市場は種類と用途によって区分されます。2018年~2029年において、量と金額の観点から種類別および用途別セグメントの売上予測データを提供します。この分析は、適格なニッチ市場をターゲットにすることでビジネスを拡大するのに役立ちます。

種類別セグメント
・無線制御、有線制御

用途別セグメント
・個人、ビジネス

主要な市場プレーヤー
・Oculus、HTC、Samsung、PlayStation、SteelSeries、Sony、Leap Motion、MANUS

地域別セグメントは次の地域・国をカバーします。
・北米(米国、カナダ、メキシコ)
・ヨーロッパ(ドイツ、フランス、イギリス、ロシア、イタリア)
・アジア太平洋(日本、中国、韓国、インド、東南アジア、オーストラリア)
・南アメリカ(ブラジル、アルゼンチン、コロンビア)
・中東およびアフリカ(サウジアラビア、UAE、エジプト、南アフリカ)

本調査レポートの内容は計15章あります。
・第1章では、VRゲームコントロールデバイス&キット製品の調査範囲、市場の概要、市場の成長要因・阻害要因、および市場動向について説明します。
・第2章では、主要なVRゲームコントロールデバイス&キットメーカーの企業概要、2019年~2022年までのVRゲームコントロールデバイス&キットの価格、販売量、売上、市場シェアを掲載しています。
・第3章では、主要なVRゲームコントロールデバイス&キットメーカーの競争状況、販売量、売上、世界市場シェアが重点的に比較分析されています。
・第4章では、2018年~2029年までの地域別VRゲームコントロールデバイス&キットの販売量、売上、成長性を示しています。
・第5、6章では、2018年~2029年までのVRゲームコントロールデバイス&キットの種類別と用途別の市場規模、市場シェアと成長率を掲載しています。
・第7、8、9、10、11章では、2018年~2022年までの世界の主要国での販売量、売上、市場シェア、並びに2023年~2029年までの主要地域でのVRゲームコントロールデバイス&キット市場予測を収録しています。
・第12章では、市場力学、成長要因、阻害要因、トレンド、ポーターズファイブフォース分析、新型コロナウイルス感染症とロシア・ウクライナ戦争の影響を掲載しています。
・第13章では、主要な原材料、主要なサプライヤー、およびVRゲームコントロールデバイス&キットの産業チェーンを掲載しています。
・第14、15章では、VRゲームコントロールデバイス&キットの販売チャネル、販売業者、顧客、調査結果について説明します。

***** 目次(一部) *****

・市場概要
- VRゲームコントロールデバイス&キットの概要
- 種類別分析(2018年vs2022年vs2029年):無線制御、有線制御
- 用途別分析(2018年vs2022年vs2029年):個人、ビジネス
- 世界のVRゲームコントロールデバイス&キット市場規模・予測
- 世界のVRゲームコントロールデバイス&キット生産能力分析
- 市場の成長要因・阻害要因・動向
・メーカー情報(企業概要、製品概要、販売量、価格、売上)
- Oculus、HTC、Samsung、PlayStation、SteelSeries、Sony、Leap Motion、MANUS
・メーカー別市場シェア・市場集中度
・地域別市場分析2018年-2029年
・種類別分析2018年-2029年:無線制御、有線制御
・用途別分析2018年-2029年:個人、ビジネス
・VRゲームコントロールデバイス&キットの北米市場
- 種類別市場規模2018年-2029年
- 用途別市場規模2018年-2029年
- 主要国別市場規模:アメリカ、カナダ、メキシコなど
・VRゲームコントロールデバイス&キットのヨーロッパ市場
- 種類別市場規模2018年-2029年
- 用途別市場規模2018年-2029年
- 主要国別市場規模:ドイツ、イギリス、フランス、ロシア、イタリアなど
・VRゲームコントロールデバイス&キットのアジア市場
- 種類別市場規模2018年-2029年
- 用途別市場規模2018年-2029年
- 主要国別市場規模:中国、日本、韓国、インド、東南アジア、オーストラリアなど
・VRゲームコントロールデバイス&キットの南米市場
- 種類別市場規模2018年-2029年
- 用途別市場規模2018年-2029年
- 主要国別市場規模:ブラジル、アルゼンチンなど
・VRゲームコントロールデバイス&キットの中東・アフリカ市場
- 種類別市場規模2018年-2029年
- 用途別市場規模2018年-2029年
- 主要国別市場規模:サウジアラビア、トルコ、エジプト、南アフリカなど
・市場力学(成長要因、阻害要因、トレンド、ポーターズファイブフォース分析)
・原材料および産業チェーン
・販売チャネル、流通業者・代理店、顧客リスト
・調査の結果・結論

According to our (Global Info Research) latest study, the global VR Gaming Control Devices and Kits market size was valued at USD 231.5 million in 2022 and is forecast to a readjusted size of USD 544.9 million by 2029 with a CAGR of 13.0% during review period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
This report is a detailed and comprehensive analysis for global VR Gaming Control Devices and Kits market. Both quantitative and qualitative analyses are presented by manufacturers, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2023, are provided.
Key Features:
Global VR Gaming Control Devices and Kits market size and forecasts, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2018-2029
Global VR Gaming Control Devices and Kits market size and forecasts by region and country, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2018-2029
Global VR Gaming Control Devices and Kits market size and forecasts, by Type and by Application, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2018-2029
Global VR Gaming Control Devices and Kits market shares of main players, shipments in revenue ($ Million), sales quantity (K Units), and ASP (US$/Unit), 2018-2023
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for VR Gaming Control Devices and Kits
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global VR Gaming Control Devices and Kits market based on the following parameters – company overview, production, value, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Oculus, HTC, Samsung, PlayStation and SteelSeries, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.
Market Segmentation
VR Gaming Control Devices and Kits market is split by Type and by Application. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Wireless Control
Wired Control
Market segment by Application
Personal Use
Business Use
Major players covered
Oculus
HTC
Samsung
PlayStation
SteelSeries
Sony
Leap Motion
MANUS
Market segment by region, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
South America (Brazil, Argentina, Colombia, and Rest of South America)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe VR Gaming Control Devices and Kits product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of VR Gaming Control Devices and Kits, with price, sales, revenue and global market share of VR Gaming Control Devices and Kits from 2018 to 2023.
Chapter 3, the VR Gaming Control Devices and Kits competitive situation, sales quantity, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the VR Gaming Control Devices and Kits breakdown data are shown at the regional level, to show the sales quantity, consumption value and growth by regions, from 2018 to 2029.
Chapter 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, application, from 2018 to 2029.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value and market share for key countries in the world, from 2017 to 2022.and VR Gaming Control Devices and Kits market forecast, by regions, type and application, with sales and revenue, from 2024 to 2029.
Chapter 12, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War.
Chapter 13, the key raw materials and key suppliers, and industry chain of VR Gaming Control Devices and Kits.
Chapter 14 and 15, to describe VR Gaming Control Devices and Kits sales channel, distributors, customers, research findings and conclusion.

レポート目次

1 Market Overview
1.1 Product Overview and Scope of VR Gaming Control Devices and Kits
1.2 Market Estimation Caveats and Base Year
1.3 Market Analysis by Type
1.3.1 Overview: Global VR Gaming Control Devices and Kits Consumption Value by Type: 2018 Versus 2022 Versus 2029
1.3.2 Wireless Control
1.3.3 Wired Control
1.4 Market Analysis by Application
1.4.1 Overview: Global VR Gaming Control Devices and Kits Consumption Value by Application: 2018 Versus 2022 Versus 2029
1.4.2 Personal Use
1.4.3 Business Use
1.5 Global VR Gaming Control Devices and Kits Market Size & Forecast
1.5.1 Global VR Gaming Control Devices and Kits Consumption Value (2018 & 2022 & 2029)
1.5.2 Global VR Gaming Control Devices and Kits Sales Quantity (2018-2029)
1.5.3 Global VR Gaming Control Devices and Kits Average Price (2018-2029)
2 Manufacturers Profiles
2.1 Oculus
2.1.1 Oculus Details
2.1.2 Oculus Major Business
2.1.3 Oculus VR Gaming Control Devices and Kits Product and Services
2.1.4 Oculus VR Gaming Control Devices and Kits Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.1.5 Oculus Recent Developments/Updates
2.2 HTC
2.2.1 HTC Details
2.2.2 HTC Major Business
2.2.3 HTC VR Gaming Control Devices and Kits Product and Services
2.2.4 HTC VR Gaming Control Devices and Kits Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.2.5 HTC Recent Developments/Updates
2.3 Samsung
2.3.1 Samsung Details
2.3.2 Samsung Major Business
2.3.3 Samsung VR Gaming Control Devices and Kits Product and Services
2.3.4 Samsung VR Gaming Control Devices and Kits Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.3.5 Samsung Recent Developments/Updates
2.4 PlayStation
2.4.1 PlayStation Details
2.4.2 PlayStation Major Business
2.4.3 PlayStation VR Gaming Control Devices and Kits Product and Services
2.4.4 PlayStation VR Gaming Control Devices and Kits Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.4.5 PlayStation Recent Developments/Updates
2.5 SteelSeries
2.5.1 SteelSeries Details
2.5.2 SteelSeries Major Business
2.5.3 SteelSeries VR Gaming Control Devices and Kits Product and Services
2.5.4 SteelSeries VR Gaming Control Devices and Kits Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.5.5 SteelSeries Recent Developments/Updates
2.6 Sony
2.6.1 Sony Details
2.6.2 Sony Major Business
2.6.3 Sony VR Gaming Control Devices and Kits Product and Services
2.6.4 Sony VR Gaming Control Devices and Kits Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.6.5 Sony Recent Developments/Updates
2.7 Leap Motion
2.7.1 Leap Motion Details
2.7.2 Leap Motion Major Business
2.7.3 Leap Motion VR Gaming Control Devices and Kits Product and Services
2.7.4 Leap Motion VR Gaming Control Devices and Kits Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.7.5 Leap Motion Recent Developments/Updates
2.8 MANUS
2.8.1 MANUS Details
2.8.2 MANUS Major Business
2.8.3 MANUS VR Gaming Control Devices and Kits Product and Services
2.8.4 MANUS VR Gaming Control Devices and Kits Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.8.5 MANUS Recent Developments/Updates
3 Competitive Environment: VR Gaming Control Devices and Kits by Manufacturer
3.1 Global VR Gaming Control Devices and Kits Sales Quantity by Manufacturer (2018-2023)
3.2 Global VR Gaming Control Devices and Kits Revenue by Manufacturer (2018-2023)
3.3 Global VR Gaming Control Devices and Kits Average Price by Manufacturer (2018-2023)
3.4 Market Share Analysis (2022)
3.4.1 Producer Shipments of VR Gaming Control Devices and Kits by Manufacturer Revenue ($MM) and Market Share (%): 2022
3.4.2 Top 3 VR Gaming Control Devices and Kits Manufacturer Market Share in 2022
3.4.2 Top 6 VR Gaming Control Devices and Kits Manufacturer Market Share in 2022
3.5 VR Gaming Control Devices and Kits Market: Overall Company Footprint Analysis
3.5.1 VR Gaming Control Devices and Kits Market: Region Footprint
3.5.2 VR Gaming Control Devices and Kits Market: Company Product Type Footprint
3.5.3 VR Gaming Control Devices and Kits Market: Company Product Application Footprint
3.6 New Market Entrants and Barriers to Market Entry
3.7 Mergers, Acquisition, Agreements, and Collaborations
4 Consumption Analysis by Region
4.1 Global VR Gaming Control Devices and Kits Market Size by Region
4.1.1 Global VR Gaming Control Devices and Kits Sales Quantity by Region (2018-2029)
4.1.2 Global VR Gaming Control Devices and Kits Consumption Value by Region (2018-2029)
4.1.3 Global VR Gaming Control Devices and Kits Average Price by Region (2018-2029)
4.2 North America VR Gaming Control Devices and Kits Consumption Value (2018-2029)
4.3 Europe VR Gaming Control Devices and Kits Consumption Value (2018-2029)
4.4 Asia-Pacific VR Gaming Control Devices and Kits Consumption Value (2018-2029)
4.5 South America VR Gaming Control Devices and Kits Consumption Value (2018-2029)
4.6 Middle East and Africa VR Gaming Control Devices and Kits Consumption Value (2018-2029)
5 Market Segment by Type
5.1 Global VR Gaming Control Devices and Kits Sales Quantity by Type (2018-2029)
5.2 Global VR Gaming Control Devices and Kits Consumption Value by Type (2018-2029)
5.3 Global VR Gaming Control Devices and Kits Average Price by Type (2018-2029)
6 Market Segment by Application
6.1 Global VR Gaming Control Devices and Kits Sales Quantity by Application (2018-2029)
6.2 Global VR Gaming Control Devices and Kits Consumption Value by Application (2018-2029)
6.3 Global VR Gaming Control Devices and Kits Average Price by Application (2018-2029)
7 North America
7.1 North America VR Gaming Control Devices and Kits Sales Quantity by Type (2018-2029)
7.2 North America VR Gaming Control Devices and Kits Sales Quantity by Application (2018-2029)
7.3 North America VR Gaming Control Devices and Kits Market Size by Country
7.3.1 North America VR Gaming Control Devices and Kits Sales Quantity by Country (2018-2029)
7.3.2 North America VR Gaming Control Devices and Kits Consumption Value by Country (2018-2029)
7.3.3 United States Market Size and Forecast (2018-2029)
7.3.4 Canada Market Size and Forecast (2018-2029)
7.3.5 Mexico Market Size and Forecast (2018-2029)
8 Europe
8.1 Europe VR Gaming Control Devices and Kits Sales Quantity by Type (2018-2029)
8.2 Europe VR Gaming Control Devices and Kits Sales Quantity by Application (2018-2029)
8.3 Europe VR Gaming Control Devices and Kits Market Size by Country
8.3.1 Europe VR Gaming Control Devices and Kits Sales Quantity by Country (2018-2029)
8.3.2 Europe VR Gaming Control Devices and Kits Consumption Value by Country (2018-2029)
8.3.3 Germany Market Size and Forecast (2018-2029)
8.3.4 France Market Size and Forecast (2018-2029)
8.3.5 United Kingdom Market Size and Forecast (2018-2029)
8.3.6 Russia Market Size and Forecast (2018-2029)
8.3.7 Italy Market Size and Forecast (2018-2029)
9 Asia-Pacific
9.1 Asia-Pacific VR Gaming Control Devices and Kits Sales Quantity by Type (2018-2029)
9.2 Asia-Pacific VR Gaming Control Devices and Kits Sales Quantity by Application (2018-2029)
9.3 Asia-Pacific VR Gaming Control Devices and Kits Market Size by Region
9.3.1 Asia-Pacific VR Gaming Control Devices and Kits Sales Quantity by Region (2018-2029)
9.3.2 Asia-Pacific VR Gaming Control Devices and Kits Consumption Value by Region (2018-2029)
9.3.3 China Market Size and Forecast (2018-2029)
9.3.4 Japan Market Size and Forecast (2018-2029)
9.3.5 Korea Market Size and Forecast (2018-2029)
9.3.6 India Market Size and Forecast (2018-2029)
9.3.7 Southeast Asia Market Size and Forecast (2018-2029)
9.3.8 Australia Market Size and Forecast (2018-2029)
10 South America
10.1 South America VR Gaming Control Devices and Kits Sales Quantity by Type (2018-2029)
10.2 South America VR Gaming Control Devices and Kits Sales Quantity by Application (2018-2029)
10.3 South America VR Gaming Control Devices and Kits Market Size by Country
10.3.1 South America VR Gaming Control Devices and Kits Sales Quantity by Country (2018-2029)
10.3.2 South America VR Gaming Control Devices and Kits Consumption Value by Country (2018-2029)
10.3.3 Brazil Market Size and Forecast (2018-2029)
10.3.4 Argentina Market Size and Forecast (2018-2029)
11 Middle East & Africa
11.1 Middle East & Africa VR Gaming Control Devices and Kits Sales Quantity by Type (2018-2029)
11.2 Middle East & Africa VR Gaming Control Devices and Kits Sales Quantity by Application (2018-2029)
11.3 Middle East & Africa VR Gaming Control Devices and Kits Market Size by Country
11.3.1 Middle East & Africa VR Gaming Control Devices and Kits Sales Quantity by Country (2018-2029)
11.3.2 Middle East & Africa VR Gaming Control Devices and Kits Consumption Value by Country (2018-2029)
11.3.3 Turkey Market Size and Forecast (2018-2029)
11.3.4 Egypt Market Size and Forecast (2018-2029)
11.3.5 Saudi Arabia Market Size and Forecast (2018-2029)
11.3.6 South Africa Market Size and Forecast (2018-2029)
12 Market Dynamics
12.1 VR Gaming Control Devices and Kits Market Drivers
12.2 VR Gaming Control Devices and Kits Market Restraints
12.3 VR Gaming Control Devices and Kits Trends Analysis
12.4 Porters Five Forces Analysis
12.4.1 Threat of New Entrants
12.4.2 Bargaining Power of Suppliers
12.4.3 Bargaining Power of Buyers
12.4.4 Threat of Substitutes
12.4.5 Competitive Rivalry
12.5 Influence of COVID-19 and Russia-Ukraine War
12.5.1 Influence of COVID-19
12.5.2 Influence of Russia-Ukraine War
13 Raw Material and Industry Chain
13.1 Raw Material of VR Gaming Control Devices and Kits and Key Manufacturers
13.2 Manufacturing Costs Percentage of VR Gaming Control Devices and Kits
13.3 VR Gaming Control Devices and Kits Production Process
13.4 VR Gaming Control Devices and Kits Industrial Chain
14 Shipments by Distribution Channel
14.1 Sales Channel
14.1.1 Direct to End-User
14.1.2 Distributors
14.2 VR Gaming Control Devices and Kits Typical Distributors
14.3 VR Gaming Control Devices and Kits Typical Customers
15 Research Findings and Conclusion
16 Appendix
16.1 Methodology
16.2 Research Process and Data Source
16.3 Disclaimer