Wearable Gaming Accessories Market Evaluation Targets Advancement Anticipated until 2026
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.
[UKPRwire, Tue Aug 20 2019] 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.
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.
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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.
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.
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.
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.
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.
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
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
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
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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