The virtual reality accessories market reached $ 3.1 billion by 2025
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  • Jimmy at
  • September 15, 2017

With the growth of virtual reality market (VR), VR demand and software demand is increasing, but the report shows that VR-related market has also been greatly affected. Specifically, the demand for VR peripherals and accessories continues to grow. The report by Persistence Market Research predicts that the global market for VR accessories will grow from $ 9.5 billion at the end of 2017 to $ 31 billion in 2025.

In the report, VR video game market accessories have different classification areas. Such as virtual reality headset, virtual reality controller, VR treadmill, game suite and virtual reality PC backpack. Virtual reality platform is divided into PC-side, mobile and VR one machine.

vr headsets

The report predicts that the Asia-Pacific region will become the most attractive area of the VR accessories market during the forecast period and is expected to reach $ 14 billion in market valuation by the end of 2020. North America is expected to be the next largest market, with an estimated $ 8 billion in revenue by the end of 2025.

Virtual Reality The market is expected to be one of the largest markets, with global market capitalization of $ 12 billion by the end of 2025, and smartphone / mobile VR is expected to lead the market during the forecast, despite the PC side expected to make significant progress.

Now VR has gradually entered the people's vision, with the future VR full outbreak, virtual reality accessories market will usher in a big outbreak, to 2025 virtual reality accessories market may be as predicted in the report, the market value will be as high as 31 billion Dollars, no matter how the results are still very much looking forward to.

Goldman Sachs estimates that last year the virtual reality headset equipmentsales in China accounted for one third of total global sales. According to US Digital Capital, which is engaged in technology M & A consulting, Asia will become the largest market for virtual reality headset in terms of revenue, with 45% of the global market share.