世界のウェアラブルゲーム用付属品市場予測2021-2027:VRヘッドセット、ウェアラブルコントローラー、ウェアラブルゲーミングボディスーツ、その他

Market Monitor Globalが発行した調査報告書(MMG21DC08156)
◆英語タイトル:Wearable Gaming Accessories Market - Global Outlook and Forecast 2021-2027
◆商品コード:MMG21DC08156
◆発行会社(リサーチ会社):Market Monitor Global
◆発行日:2021年12月(※2024年版があります。お問い合わせください。)
◆ページ数:91
◆レポート形式:英語 / PDF
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Market Monitor Global社が発行した本調査レポートは、世界のウェアラブルゲーム用付属品市場について調査し取りまとめました。ウェアラブルゲーム用付属品の世界市場規模(2016年-2027年)、市場予測、企業別市場シェア、種類別分析(VRヘッドセット、ウェアラブルコントローラー、ウェアラブルゲーミングボディスーツ、その他)、用途別分析(旗艦店、ゲーム専門店、オンラインストア、その他)、地域別分析(北米、アメリカ、カナダ、メキシコ、ヨーロッパ、ドイツ、フランス、イギリス、アジア、中国、日本、韓国、東南アジア、インド、南米、ブラジル、中東、アフリカなど)、関連メーカーの概要、市場動向・機会・成長・阻害要因、サプライチェーンなどの情報をお届けいたします。
・世界のウェアラブルゲーム用付属品市場規模2021年vs2027年
・世界のウェアラブルゲーム用付属品市場:売上予測2016年-2027年
・主要企業別のウェアラブルゲーム用付属品売上・市場シェア・価格
・ウェアラブルゲーム用付属品の種類別市場規模:VRヘッドセット、ウェアラブルコントローラー、ウェアラブルゲーミングボディスーツ、その他
・ウェアラブルゲーム用付属品の用途別市場規模:旗艦店、ゲーム専門店、オンラインストア、その他
・地域別市場規模
・ウェアラブルゲーム用付属品の北米市場:アメリカ市場、カナダ市場、メキシコ市場
・ウェアラブルゲーム用付属品のヨーロッパ市場:ドイツ市場、フランス市場、イギリス市場など
・ウェアラブルゲーム用付属品のアジア市場:中国市場、日本市場、韓国市場、東南アジア市場など
・ウェアラブルゲーム用付属品の南米市場:ブラジル市場、アルゼンチン市場など
・ウェアラブルゲーム用付属品の中東・アフリカ市場:トルコ市場、サウジアラビア市場、UAE市場など
・主要メーカー及びブランド概要:Sony、Microsoft、Samsung Electronics、Google、Oculus VR、HTC、Machina Wearable Technology
・世界のウェアラブルゲーム用付属品の生産能力2016年-2027年
・市場動向・機会・成長・阻害要因分析
・ウェアラブルゲーム用付属品のサプライチェーン分析
・調査の結論
【レポートの概要】

This report contains market size and forecasts of Wearable Gaming Accessories in global, including the following market information:
Global Wearable Gaming Accessories Market Revenue, 2016-2021, 2022-2027, ($ millions)
Global Wearable Gaming Accessories Market Sales, 2016-2021, 2022-2027, (K Units)
Global top five Wearable Gaming Accessories companies in 2020 (%)
The global Wearable Gaming Accessories market was valued at xx million in 2020 and is projected to reach US$ xx million by 2027, at a CAGR of xx% during the forecast period.
MARKET MONITOR GLOBAL, INC (MMG) has surveyed the Wearable Gaming Accessories manufacturers, suppliers, distributors and industry experts on this industry, involving the sales, revenue, demand, price change, product type, recent development and plan, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Wearable Gaming Accessories Market, By Type, 2016-2021, 2022-2027 ($ Millions) & (K Units)
Global Wearable Gaming Accessories Market Segment Percentages, By Type, 2020 (%)
VR Headset
Wearable Controller
Wearable Gaming Body Suit
Others

Global Wearable Gaming Accessories Market, By Application, 2016-2021, 2022-2027 ($ Millions) & (K Units)
Global Wearable Gaming Accessories Market Segment Percentages, By Application, 2020 (%)
Flagship Retail Stores
Gaming Specialty Stores
Online Stores
Others

Global Wearable Gaming Accessories Market, By Region and Country, 2016-2021, 2022-2027 ($ Millions) & (K Units)
Global Wearable Gaming Accessories Market Segment Percentages, By Region and Country, 2020 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa

Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Wearable Gaming Accessories revenues in global market, 2016-2021 (Estimated), ($ millions)
Key companies Wearable Gaming Accessories revenues share in global market, 2020 (%)
Key companies Wearable Gaming Accessories sales in global market, 2016-2021 (Estimated), (K Units)
Key companies Wearable Gaming Accessories sales share in global market, 2020 (%)
Further, the report presents profiles of competitors in the market, key players include:
Sony
Microsoft
Samsung Electronics
Google
Oculus VR
HTC
Machina Wearable Technology

【レポートの目次】

1 Introduction to Research & Analysis Reports
1.1 Wearable Gaming Accessories Market Definition
1.2 Market Segments
1.2.1 Market by Type
1.2.2 Market by Application
1.3 Global Wearable Gaming Accessories Market Overview
1.4 Features & Benefits of This Report
1.5 Methodology & Sources of Information
1.5.1 Research Methodology
1.5.2 Research Process
1.5.3 Base Year
1.5.4 Report Assumptions & Caveats
2 Global Wearable Gaming Accessories Overall Market Size
2.1 Global Wearable Gaming Accessories Market Size: 2021 VS 2027
2.2 Global Wearable Gaming Accessories Revenue, Prospects & Forecasts: 2016-2027
2.3 Global Wearable Gaming Accessories Sales (Consumption): 2016-2027
3 Company Landscape
3.1 Top Wearable Gaming Accessories Players in Global Market
3.2 Top Global Wearable Gaming Accessories Companies Ranked by Revenue
3.3 Global Wearable Gaming Accessories Revenue by Companies
3.4 Global Wearable Gaming Accessories Sales by Companies
3.5 Global Wearable Gaming Accessories Price by Manufacturer (2016-2021)
3.6 Top 3 and Top 5 Wearable Gaming Accessories Companies in Global Market, by Revenue in 2020
3.7 Global Manufacturers Wearable Gaming Accessories Product Type
3.8 Tier 1, Tier 2 and Tier 3 Wearable Gaming Accessories Players in Global Market
3.8.1 List of Global Tier 1 Wearable Gaming Accessories Companies
3.8.2 List of Global Tier 2 and Tier 3 Wearable Gaming Accessories Companies
4 Sights by Product
4.1 Overview
4.1.1 By Type – Global Wearable Gaming Accessories Market Size Markets, 2021 & 2027
4.1.2 VR Headset
4.1.3 Wearable Controller
4.1.4 Wearable Gaming Body Suit
4.1.5 Others
4.2 By Type – Global Wearable Gaming Accessories Revenue & Forecasts
4.2.1 By Type – Global Wearable Gaming Accessories Revenue, 2016-2021
4.2.2 By Type – Global Wearable Gaming Accessories Revenue, 2022-2027
4.2.3 By Type – Global Wearable Gaming Accessories Revenue Market Share, 2016-2027
4.3 By Type – Global Wearable Gaming Accessories Sales & Forecasts
4.3.1 By Type – Global Wearable Gaming Accessories Sales, 2016-2021
4.3.2 By Type – Global Wearable Gaming Accessories Sales, 2022-2027
4.3.3 By Type – Global Wearable Gaming Accessories Sales Market Share, 2016-2027
4.4 By Type – Global Wearable Gaming Accessories Price (Manufacturers Selling Prices), 2016-2027
5 Sights by Application
5.1 Overview
5.1.1 By Application – Global Wearable Gaming Accessories Market Size, 2021 & 2027
5.1.2 Flagship Retail Stores
5.1.3 Gaming Specialty Stores
5.1.4 Online Stores
5.1.5 Others
5.2 By Application – Global Wearable Gaming Accessories Revenue & Forecasts
5.2.1 By Application – Global Wearable Gaming Accessories Revenue, 2016-2021
5.2.2 By Application – Global Wearable Gaming Accessories Revenue, 2022-2027
5.2.3 By Application – Global Wearable Gaming Accessories Revenue Market Share, 2016-2027
5.3 By Application – Global Wearable Gaming Accessories Sales & Forecasts
5.3.1 By Application – Global Wearable Gaming Accessories Sales, 2016-2021
5.3.2 By Application – Global Wearable Gaming Accessories Sales, 2022-2027
5.3.3 By Application – Global Wearable Gaming Accessories Sales Market Share, 2016-2027
5.4 By Application – Global Wearable Gaming Accessories Price (Manufacturers Selling Prices), 2016-2027
6 Sights by Region
6.1 By Region – Global Wearable Gaming Accessories Market Size, 2021 & 2027
6.2 By Region – Global Wearable Gaming Accessories Revenue & Forecasts
6.2.1 By Region – Global Wearable Gaming Accessories Revenue, 2016-2021
6.2.2 By Region – Global Wearable Gaming Accessories Revenue, 2022-2027
6.2.3 By Region – Global Wearable Gaming Accessories Revenue Market Share, 2016-2027
6.3 By Region – Global Wearable Gaming Accessories Sales & Forecasts
6.3.1 By Region – Global Wearable Gaming Accessories Sales, 2016-2021
6.3.2 By Region – Global Wearable Gaming Accessories Sales, 2022-2027
6.3.3 By Region – Global Wearable Gaming Accessories Sales Market Share, 2016-2027
6.4 North America
6.4.1 By Country – North America Wearable Gaming Accessories Revenue, 2016-2027
6.4.2 By Country – North America Wearable Gaming Accessories Sales, 2016-2027
6.4.3 US Wearable Gaming Accessories Market Size, 2016-2027
6.4.4 Canada Wearable Gaming Accessories Market Size, 2016-2027
6.4.5 Mexico Wearable Gaming Accessories Market Size, 2016-2027
6.5 Europe
6.5.1 By Country – Europe Wearable Gaming Accessories Revenue, 2016-2027
6.5.2 By Country – Europe Wearable Gaming Accessories Sales, 2016-2027
6.5.3 Germany Wearable Gaming Accessories Market Size, 2016-2027
6.5.4 France Wearable Gaming Accessories Market Size, 2016-2027
6.5.5 U.K. Wearable Gaming Accessories Market Size, 2016-2027
6.5.6 Italy Wearable Gaming Accessories Market Size, 2016-2027
6.5.7 Russia Wearable Gaming Accessories Market Size, 2016-2027
6.5.8 Nordic Countries Wearable Gaming Accessories Market Size, 2016-2027
6.5.9 Benelux Wearable Gaming Accessories Market Size, 2016-2027
6.6 Asia
6.6.1 By Region – Asia Wearable Gaming Accessories Revenue, 2016-2027
6.6.2 By Region – Asia Wearable Gaming Accessories Sales, 2016-2027
6.6.3 China Wearable Gaming Accessories Market Size, 2016-2027
6.6.4 Japan Wearable Gaming Accessories Market Size, 2016-2027
6.6.5 South Korea Wearable Gaming Accessories Market Size, 2016-2027
6.6.6 Southeast Asia Wearable Gaming Accessories Market Size, 2016-2027
6.6.7 India Wearable Gaming Accessories Market Size, 2016-2027
6.7 South America
6.7.1 By Country – South America Wearable Gaming Accessories Revenue, 2016-2027
6.7.2 By Country – South America Wearable Gaming Accessories Sales, 2016-2027
6.7.3 Brazil Wearable Gaming Accessories Market Size, 2016-2027
6.7.4 Argentina Wearable Gaming Accessories Market Size, 2016-2027
6.8 Middle East & Africa
6.8.1 By Country – Middle East & Africa Wearable Gaming Accessories Revenue, 2016-2027
6.8.2 By Country – Middle East & Africa Wearable Gaming Accessories Sales, 2016-2027
6.8.3 Turkey Wearable Gaming Accessories Market Size, 2016-2027
6.8.4 Israel Wearable Gaming Accessories Market Size, 2016-2027
6.8.5 Saudi Arabia Wearable Gaming Accessories Market Size, 2016-2027
6.8.6 UAE Wearable Gaming Accessories Market Size, 2016-2027
7 Manufacturers & Brands Profiles
7.1 Sony
7.1.1 Sony Corporate Summary
7.1.2 Sony Business Overview
7.1.3 Sony Wearable Gaming Accessories Major Product Offerings
7.1.4 Sony Wearable Gaming Accessories Sales and Revenue in Global (2016-2021)
7.1.5 Sony Key News
7.2 Microsoft
7.2.1 Microsoft Corporate Summary
7.2.2 Microsoft Business Overview
7.2.3 Microsoft Wearable Gaming Accessories Major Product Offerings
7.2.4 Microsoft Wearable Gaming Accessories Sales and Revenue in Global (2016-2021)
7.2.5 Microsoft Key News
7.3 Samsung Electronics
7.3.1 Samsung Electronics Corporate Summary
7.3.2 Samsung Electronics Business Overview
7.3.3 Samsung Electronics Wearable Gaming Accessories Major Product Offerings
7.3.4 Samsung Electronics Wearable Gaming Accessories Sales and Revenue in Global (2016-2021)
7.3.5 Samsung Electronics Key News
7.4 Google
7.4.1 Google Corporate Summary
7.4.2 Google Business Overview
7.4.3 Google Wearable Gaming Accessories Major Product Offerings
7.4.4 Google Wearable Gaming Accessories Sales and Revenue in Global (2016-2021)
7.4.5 Google Key News
7.5 Oculus VR
7.5.1 Oculus VR Corporate Summary
7.5.2 Oculus VR Business Overview
7.5.3 Oculus VR Wearable Gaming Accessories Major Product Offerings
7.5.4 Oculus VR Wearable Gaming Accessories Sales and Revenue in Global (2016-2021)
7.5.5 Oculus VR Key News
7.6 HTC
7.6.1 HTC Corporate Summary
7.6.2 HTC Business Overview
7.6.3 HTC Wearable Gaming Accessories Major Product Offerings
7.6.4 HTC Wearable Gaming Accessories Sales and Revenue in Global (2016-2021)
7.6.5 HTC Key News
7.7 Machina Wearable Technology
7.7.1 Machina Wearable Technology Corporate Summary
7.7.2 Machina Wearable Technology Business Overview
7.7.3 Machina Wearable Technology Wearable Gaming Accessories Major Product Offerings
7.4.4 Machina Wearable Technology Wearable Gaming Accessories Sales and Revenue in Global (2016-2021)
7.7.5 Machina Wearable Technology Key News
8 Global Wearable Gaming Accessories Production Capacity, Analysis
8.1 Global Wearable Gaming Accessories Production Capacity, 2016-2027
8.2 Wearable Gaming Accessories Production Capacity of Key Manufacturers in Global Market
8.3 Global Wearable Gaming Accessories Production by Region
9 Key Market Trends, Opportunity, Drivers and Restraints
9.1 Market Opportunities & Trends
9.2 Market Drivers
9.3 Market Restraints
10 Wearable Gaming Accessories Supply Chain Analysis
10.1 Wearable Gaming Accessories Industry Value Chain
10.2 Wearable Gaming Accessories Upstream Market
10.3 Wearable Gaming Accessories Downstream and Clients
10.4 Marketing Channels Analysis
10.4.1 Marketing Channels
10.4.2 Wearable Gaming Accessories Distributors and Sales Agents in Global
11 Conclusion
12 Appendix
12.1 Note
12.2 Examples of Clients
12.3 Disclaimer

...

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