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Global Wearable Gaming Accessories Market: Wearables will Directly Affect Gameplay of Users in the Foreseeable Future – Fact.MR’s Report

04-11-2018 12:55 PM CET | Business, Economy, Finances, Banking & Insurance

Press release from: Fact.MR

Fact.MR

Fact.MR

The global market discussion on “Wearable Gaming Accessories Market” can be found in the latest study by Fact.MR, which has been freshly added to its massive collection of research database. The report is titled “Wearable Gaming Accessories Market: Wearables will Directly Affect Gameplay of Users in the Foreseeable Future”, which works to enlighten the readers about the major factors prompting the growth of the concerned market. Apart from that, the research majorly focuses on global Wearable Gaming Accessories Market market’s competitive outlook by profiling major players functioning across the globe. As the report moves ahead, information regarding the prominent trends as well as opportunities in the key geographical segments have also been elaborated, thus enabling companies to be able to make region-specific strategies for gaining competitive lead. Some of the prime regions emphasized in the study include key regions.

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.

Wearables such as ear buds and wristbands are soon likely to double up as control devices for fast-growing virtual reality gaming and video gaming industry, with technology becoming more precise at recording data. For virtual reality gaming, sensors are required for detecting whether the user is squatting or standing, and to control input. However, wearable devices, such as a ring, have the capability to execute same operations easily. Devices worn on hands, such as smartwatches, will soon be able to interact with the virtual reality gaming interfaces, and track user movements. Smartwatches have the potential on the back of their rich user experiences and complex interactions.

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Wearable Technology has Potential Application in Biometric Gaming & Immersive Virtual Reality Gaming

The potential has not been lost on the developers of video games as well, and some of them have commenced creating titles to leverage from the wearable technology. Wearable technology is on the verge of becoming an increasingly accurate mode of recording data including calories burned and heart rate. Technology such as this has potential application in the immersive virtual reality gaming as well as in biometric gaming, wherein the user’s gameplay is directly affected by his/her biometric response.

One of the pioneers in the biometric gaming industry, Ubisoft, a French gaming company, in the previous year introduced O.zen, which is a wearable device that monitors heart rate and can be plugged into lightning port on an iPad or iPhone. O.zen measures the heart rate of users, which in turn controls and affects the gameplay for over ten mini games that are available on the accompanying application. Biometric gaming is yet in its nascent stage, however there are organizations who are experimenting and integrating with biometric sensors currently. For example – Valencell’s biometric sensors are being integrated into several wearable devices such as ear buds and wristbands developed by technology giants such as Sony, LG and Jabra.

Virtual Reality Technology Must First Mature prior to Take-Off of Peripherals

With the evolution of the virtual reality hardware, more and more interesting functions will be included. In addition, increasing number of virtual reality gaming applications will require support from a large number of wearable accessories. According to a recently compiled report by Fact.MR, over US$ 5,000 Mn worth of wearable gaming accessories are forecast to be sold by 2026-end. Third party online channels will remain the most lucrative sales channels for wearable gaming accessories, however sales in specialty stores will exhibit the fastest expansion through 2026. In addition, wearable controllers will continue to be the fast-expanding accessories in the global wearable gaming accessories market.

Other upcoming applications of wearable technology in the gaming industry may include action games. For example, games where users are required to hold their breath when character in the game is underwater. Another lucrative application might be for the heart rate of gamers to directly impact accuracy in shooting games. With the emergence of virtual reality along with its accessibility to ear buds, wearables might play a pivotal role in the gaming industry in the foreseeable future. However, it is believed that although wearables possess enormous potential in the integration of virtual reality control functionalities, the virtual reality technology must first mature prior to the take-off of the peripherals that are only considered as accessories to virtual reality.

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Table of Content

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
       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

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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