04-03-2018 03:28 PM CET - IT, New Media & Software
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Global Wearable Gaming Accessories Market Growth, Innovation by Experts, Competitive Landscape and Outlook till 2022

Press release from: Fact.MR
Fact.MR
Fact.MR


FACT.MR has been actively involved in offering comprehensive research data concerning various topics which are associated to industrial reference and investor utility. This particular research report titled “Wearable Gaming Accessories Market Forecast, Trend Analysis & Competition Tracking: Global Review 2017 to 2022” has been added to the wide online database of FACT.MR which discusses the present as well as future market scenario. Readers can access knowledge related to market volume, regional expanse as well as competitive landscape prevailing in the global wearable gaming accessories market. In order to study development patterns, this smart assessment also focuses on market dynamics, which talks about drivers, restraints and opportunities estimated to influence the concerned market during the period until 2022.

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The global wearable gaming accessories market is estimated to reflect a valuation of US$ 5188.9 Mn and is projected to rise at a meteoric CAGR throughout the period of forecast, 2017-2026.

4 Key Insights by Fact.MR on the Global Wearable Gaming Accessories Market

The global wearable gaming accessories market is segmented by accessories, by buyer category, by sales channel and by region.

1- The North America region is expected to be highly attractive for wearable gaming accessories. Wearable gaming accessories market in North America region is projected to grow at a high CAGR of 13.4% throughout the period of forecast, 2017-2026. The region is characterized by high disposable income of the population coupled with higher spending nature, increasing technological advancements, and greater scope for innovation owing to high investment in research and development

2- Third party online channels segment in the sales channel category is projected to grow at a noteworthy pace to reach a value higher than other segments in this category. It is estimated to reach a value more than US$ 2 Bn thus leading the global market. The gaming specialty stores segment is expected to rise at the highest CAGR during the period of forecast

3- Individual buyer segment is likely to lead the market and also radiates high potential for the growth of wearable gaming accessories. The segment is projected to show a high CAGR of 16.2% during the 2017-2026 period

4- Wearable controllers segment by accessories has caught high steam and is the fastest growing segment and is anticipated to reach a significant valuation by the end of 2026. It is projected to expand at a CAGR of 20.9% throughout the period of forecast. The VR headset segment is the largest segment in terms of value. Both these segments are reflecting high growth potential from revenue generation and growth standpoints. With respect to BPS, the VR headset accessory segment is expected to lose BPS, whereas the wearable controllers segment is poised to gain highest BPS during the assessment period.

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Table of Contents:

Global Wearable Gaming Accessories Market – Executive Summary
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
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
Continued…..

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About Fact.MR
Fact.MR is a fast-growing market research firm that offers the most comprehensive suite of syndicated and customized market research reports. We believe transformative intelligence can educate and inspire businesses to make smarter decisions. We know the limitations of the one-size-fits-all approach; that's why we publish multi-industry global, regional, and country-specific research reports.

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