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Global Wearable Gaming Accessories Market Analysis 2017-26: Gross Margin, Cost Structure, Consumption Value and Sale Price.

06-20-2018 01:13 PM CET | IT, New Media & Software

Press release from: Fact.MR

Fact.MR

Fact.MR

A fresh study, covering “Global Wearable Gaming Accessories Market Analysis 2017-26: Gross Margin, Cost Structure, Consumption Value and Sale Price” has been broadcasted to wide online repository of Fact MR, which presents deep focus on the Global Wearable Gaming Accessories Market. This smart study contains precise data that offers a clear insight about market current scenario and future projections for the benefit of readers. Moreover, the study enclosed significant data which tends to make the research a powerful source for analysts and industry experts who are looking to gain necessary knowledge about the prevailing market trends, opportunities and drivers present in the Global Wearable Gaming Accessories Market.

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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.

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 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
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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