Wearable Gaming Accessories Market

Wearable Gaming Accessories Market Analysis, By Accessories (Wearable Controllers, Wearable Audio, Wearable Displays, Haptic Feedback Gear, Health Monitoring Devices), By Power Source, By Gaming Platform Compatibility, By End User, By Age Group, By Sales Channel and Region - Market Insights 2024 to 2034

Analysis of Wearable Gaming Accessories Market Covering 30+ Countries Including Analysis of US, Canada, UK, Germany, France, Nordics, GCC countries, Japan, Korea and many more

Wearable Gaming Accessories Market Outlook (2024 to 2034)

The global wearable gaming accessories market will be valued at US$ 4.6 billion in 2024 and has been forecasted to expand at a noteworthy CAGR of 15.7% to end up at US$ 19.8 billion by 2034.

The popularity of advanced immersive gaming technologies and a growing tendency of consumers towards highly immersive gaming has caused a boom in the market for gaming accessories. In addition to the existing, already well known features of timely feedback in gaming, multi-sensory interaction augmentation in gaming is enhanced by wearable controllers, audio system, screens, haptic devices or even wellness products.

Wearable gaming accessories market is undergoing expansion mainly due to increasing demand for immersive gaming experience. This range of accessories consist of; VR headsets, AR glasses, haptic suits, motion sensors and interactive watches.

Rise of disposable incomes and increasing number of female gamers are some of led factors of market growth while others include; smoking women, technology and the vast majority of everyday people who are computer gamers. Developing virtual and augmented reality technologies is essential since it offers a platform for gamers like no other. Technology is also on the rise among the old and the new market players.

Totality of the above and the COVID-19 pandemic that was of course also a major factor increased the size of this market as people engaged more in indoor recreation. There is an increasing trend with the casual gaming market due to the integration of these mobile devices with these wearable gadgets. Also considering that 5G networks are fast and promising, it is expected also to increase the size of the market in the next few years since it will enable the use of these wearables for went connectivity cloud-based games.

Report Attributes Details
Wearable Gaming Accessories Market Size (2023A) US$ 3.9 Billion
Estimated Market Value (2024E) US$ 4.6 Billion
Forecasted Market Value (2034F) US$ 19.8 Billion
Global Market Growth Rate (2024 to 2034) 15.7% CAGR
East Asia Market Share (2024) 22.4%
China Market Growth Rate (2024 to 2034) 15.7% CAGR
Key Companies Profiled Google Inc.; GoPro Inc.; HTC Corporation; Machina; Microsoft Corporation; Nod Inc.; Oculus VR; Samsung Electronics; Sony Corporation; Thalmic Labs Inc.; Razer Inc.; Vuzix Corporation; Virtuix; Teslasuit; HaptX Inc.; Feelreal Inc.; Tactical Haptics; Magic Leap, Inc.; NeuroSky; Kopin Corporation; Other Market Players.

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Historic Analysis (2019 to 2023) and Future (2024 to 2034) Pathway Analysis for the wearable gaming accessories market

  • Short Term (2024 to 2027): The addition of intelligent wearable gaming devices is expected to significantly accelerate market growth. Customized and dynamic gaming experiences will be feasible due to wearable technology advancements brought about by artificial intelligence's growing capabilities in the gaming sector. Wearable technology, such as haptic suits or smart gloves, use artificial intelligence to detect patterns, body motions, and gaming preferences in order to provide fluid, adaptable interaction that reacts to the game's surroundings.
  • Medium Term (2028 to 2030): As wearable gaming devices with AI capabilities go from being a niche product to becoming popular with the general public, it is expected that their adoption will rise. With the development of wearable AI technology, it is feasible to use predictions to improve gamers' gameplay in addition to meeting the unique needs of users. Even when active wearables are utilized, like VR and AR video games, which are better at simulating the actual world and providing sensory feedback, AI in wearable gear is expected to enhance immersion.
  • Long Term (2031 to 2034): The future of gaming wearables powered by AI is expected to be vital to the gaming industry. These wearables will develop into incredibly intelligent systems that mesh well with current gaming technologies like cloud AI and 5G near real-time. By then, players will be completely engaged by wearables with AI technology, and the difficulties and rewards of the games will be entirely controlled by their emotions and actions in real time. Depending on each player's skill level, haptic technologies, artificial intelligence, and biometric sensors will enable an immersive gaming experience.

Market Dynamics

What are the factors propelling global sales of wearable gaming accessories?

“Increasing consumer interest in immersive gaming experiences is boosting demand”

The growing incorporation of technology in games and the gaming industry as a whole is resulting in the increased sales of wearables gaming accessories as consumers seek better means to engage and collaborate. Gaming wearables comprise of VR headsets, haptic gloves, motion trainers and other implements that fully place the user in the environment and enable to engage with the environment physically.

This craving for more immersion is making producers bring out more advanced products which are easier to use even for those who just play games for fun and those who bore the titles professionally. With the development of more virtual and augmented reality games, the accessories designed to work with these platforms are also on the rise. The market for wearable gaming accessories is booming supported by the growing use of these devices for the casual mainstream gaming.

“Growing popularity of e-Sports increases demand for gaming accessories”

The accelerating rise of e-sport has increased the rate of consumption of gaming extras, even those that can be worn. Since competitive gaming has become a way of life, every player looks for a new edge to better their performance and the whole experience.

With the likes of VR headsets, haptic vests, and smart gloves, the adoption of these gaming accessories that can be worn has increased in this industry. They enhance gameplay, control and can also monitor physiological activity inside the system in real time. There are smartwatches made for gamers, who wear them when playing video games, that also measure the heart rates and stress of the players to aid them in doing better.

The convergence of e-Sports and wearable technology has propelled manufacturers to new frontiers. This is evident in the production of competitive gaming accessories containing high precision motion controller and biometric sensors. This is not only for the professional gamers but also the leisure ones are using the tools in one way or another to improve their gaming activities.

As e-Sports have a bright future ahead, the adoption of these accessories will further widen the markets of wearable gaming technologies due to several factors such as improved technology and people wanting more engaging and realistic gameplay.

What are the challenges encountered by manufacturers of wearable gaming accessories?

“Short product lifecycle due to fast-evolving technology leads to obsolescence”

The wearable gaming gears market has been heavily influenced by cragged technological evolution which makes a short life span for products before their redundancy sets in. This evolution of technology in gaming is improving at a very high speed and hence makes the accessories for gaming such as VR headsets, haptic gloves, and motion sensor devices quickly out of date.

This quick turnaround creates challenges to the manufacturers and also the end users. Corporates are compelled to constantly come up with new ideas to compete in the market and therefore, a lot of resources are allocated to research and development and launching of new products. The latter leaves the consumers with a lot of problems, since they will have purchased very expensive accessories which will sooner or later become useless, probably after a year or two.

With every new generation of wearables, improvements have been made in features, comfort and overall experience. There is a constant serialization of new advanced products in the market, to the delight of the gamers who get to use the latest technologies. In order to win in this fast-moving sector, companies must also consider innovation and vertical architecture design strategies whereby upgrading of products is simplified and the products last longer.

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Country-wise Insights

Why is Adoption of Wearable Gaming Accessories High in the United States?

“High penetration of gaming consoles increases demand for compatible wearables.”

The North America wearable gaming accessories business is expected to provide maximum absolute $ opportunity to its manufacturers comprehended by the availability of strong supply chain networks of wearable gaming accessories players in this region. Wearable gaming accessories are smart electronic gadgets that are worn on human body and are highly popular in American countries. The emergence of technology has pushed the adoption of these wearable gaming accessories across US, Canada and other countries in this region.

The future of these components in North America is likely to be positive and trade for wearable gaming accessories in this region 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.

What is the Regional Outlook for the Asia Pacific Wearable Gaming Technology Market?

“Increasing VR arcade centers support market expansion for wearable accessories.”

Increase in the number of VR arcade centers, especially in Asia, a scenario which is greatly fueling the growth of the wearable gaming accessories market. This is understandable as VR arcades allow users to enjoy multi player, virtual reality games, with most of them requiring sophisticated wearable devices like haptic gloves, VR headsets and full bodysuits. These facilities provide market players the opportunity to play advanced interactive games with enhanced sensory experience, creating a demand for high-end accessories.

The sales of wearable gaming accessories products in the Asian continent is on the upward trend because of the expenditure on such technologies by arcade operators and even individuals in a bid to enhance the gaming experiences. This tendency is likely to further enhance the prospects of growth of the market in that region.

Category-wise Insights

Which accessories type is expected to lead in wearable gaming accessories market?

“Wearable controllers will gain traction for precision and real-time gaming”

Wearable controllers are expected to see a wider adoption in the wearable gaming accessories market across Asia-Pacific region, as they provide precision and real-time engagement when gaming. These controllers helps to immerse the players even more to the gameplay by aligning their movements to the action taking place in the game.

The gaming sector in Asia is beginning to embrace such experiences comfortably, it is anticipated that the wearables gaming accessories products like the motion-sensing controllers will record an increase in sales. The demand for gaming console escalates and hardcore gamers turn to playing in professional e-sports competitions, like every other gadget that helps enhances, these devices have become a major component among gamers. It is expected that this trend will contribute to the continuous expansion of the market in the region.

Which buying category of wearable gaming accessories is projected to show highest CAGR?

“Individual buyers are projected to show the highest CAGR in wearable gaming accessories”

Individual buyers have a special affinity towards wearable gaming accessories such as VR headsets, smartwatches and haptic feedback devices. Such accessories enhance performance, provide current information and make the experience better. The functionality and the small size of portable gaming accessories attract a variety of audiences, from occasional players who engage in mobile games to those who are extreme fans.

Since the technology is ever improving and the prices are becoming quite affordable, the pace of acceptance among individual buyers is also projected to increase. This is also due to the continued increase in the number of such games and applications which in turn creates an ecosystem that encourages the development of both the hardware and software aspects of the wearable gaming market.

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Competitive landscape highlights only certain players
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Competitive Landscape

The wearables gaming accessories global market situation is studied and as one concedes it is fissured owing to the presence of many domestic and local firms. Diverse strategies have been devised by the market players. Such strategies are but not limited to mergers or acquisition, growth, joint ventures, or teaming up with other players. Engaging in the strategy of New product development is one of the ways which the best companies use so as to increase their visibility in the market. These developments have led to the development of more advanced wearables for gaming accessories.

  • August 2024, Sony launches "Gaming Virtualizer by 360 Reality Audio," a plug-in for wise that enables developers to easily create spatial game audio for headphones, leveraging 360 Reality Audio technology for immersive experiences.
  • July 2024, Samsung unveils Galaxy Ring, Galaxy Watch7, and Galaxy Watch Ultra, expanding its wearable lineup with AI-powered health monitoring capabilities. These devices offer personalized wellness insights and advanced tracking features for comprehensive health management.

Fact.MR has provided detailed information about the price points of key manufacturers of wearable gaming accessories positioned across regions, sales growth, production capacity, and speculative technological expansion, in the recently published report.

Segmentation of Wearable Gaming Accessories Industry Research

  • By Accessories :

    • Wearable Controllers
    • Wearable Audio
    • Wearable Displays
    • Haptic Feedback Gear
    • Health Monitoring Devices
  • By Power Source :

    • Rechargeable Battery
    • Replaceable Battery
    • Wired (USB Power)
    • Hybrid (Battery + Wired Option)
  • By Gaming Platform Compatibility :

    • PC Gaming
    • Console Gaming (PlayStation, Xbox, Nintendo)
    • Mobile Gaming
    • Cross-platform
  • By End User :

    • Individual Buyers
    • Institutional Buyers
  • By Region :

    • North America
    • Latin America
    • Western Europe
    • Eastern Europe
    • East Asia
    • South Asia & Pacific
    • Middle East & Africa

Table of Content

  • 1. Executive Summary
  • 2. Industry Introduction, Including Taxonomy and Market Definition
  • 3. Trends and Success Factors, Including Macro-economic Factors, Market Dynamics, and Recent Industry Developments
  • 4. Global Demand Analysis 2019 to 2023 and Forecast 2024 to 2034, Including Historical Analysis and Future Projections
  • 5. Pricing Analysis
  • 6. Global Analysis 2019 to 2023 and Forecast 2024 to 2034
    • 6.1. Accessories
    • 6.2. Power Source
    • 6.3. Gaming Platform Compatibility
    • 6.4. End User
    • 6.5. Age Group
    • 6.6. Sales Channel
  • 7. Global Analysis 2019 to 2023 and Forecast 2024 to 2034, By Accessories
    • 7.1. Wearable Controllers
      • 7.1.1. Motion-Sensing Gloves
      • 7.1.2. Handheld Motion Controllers
      • 7.1.3. Body Motion Trackers
      • 7.1.4. Wearable Joysticks
      • 7.1.5. Gesture-Based Armbands
      • 7.1.6. Foot Motion Sensors
    • 7.2. Wearable Audio
      • 7.2.1. Wireless Gaming Headsets
      • 7.2.2. Gaming Earbuds
      • 7.2.3. Bone Conduction Headphones
      • 7.2.4. 3D Sound Gaming Headsets
      • 7.2.5. Noise-Cancelling Gaming Headsets
      • 7.2.6. Surround Sound Gaming Helmets
    • 7.3. Wearable Displays
      • 7.3.1. Virtual Reality (VR) Headsets
      • 7.3.2. Augmented Reality (AR) Glasses
      • 7.3.3. Mixed Reality Headsets
      • 7.3.4. Smart Glasses
      • 7.3.5. Heads-Up Displays (HUD)
    • 7.4. Haptic Feedback Gear
      • 7.4.1. Haptic Feedback Gloves
      • 7.4.2. Haptic Suits
      • 7.4.3. Haptic Vests
      • 7.4.4. Vibration Feedback Wristbands
      • 7.4.5. Haptic Shoes
    • 7.5. Health Monitoring Devices
      • 7.5.1. Gaming Heart Rate Monitors
      • 7.5.2. Gaming Smartwatches
      • 7.5.3. Biofeedback Sensors
      • 7.5.4. Stress Monitoring Wearables
      • 7.5.5. Fitness-Tracking Gaming Bands
  • 8. Global Analysis 2019 to 2023 and Forecast 2024 to 2034, By Power Source
    • 8.1. Rechargeable Battery
    • 8.2. Replaceable Battery
    • 8.3. Wired (USB Power)
    • 8.4. Hybrid (Battery + Wired Option)
  • 9. Global Analysis 2019 to 2023 and Forecast 2024 to 2034, By Gaming Platform Compatibility
    • 9.1. PC Gaming
    • 9.2. Console Gaming (PlayStation, Xbox, Nintendo)
    • 9.3. Mobile Gaming
    • 9.4. Cross-platform
  • 10. Global Analysis 2019 to 2023 and Forecast 2024 to 2034, By End User
    • 10.1. Individual Buyers
      • 10.1.1. Casual Gamers
      • 10.1.2. Professional Gamers
      • 10.1.3. Tech Enthusiasts
      • 10.1.4. Fitness Gamers
    • 10.2. Institutional Buyers
      • 10.2.1. Gaming Arcades
      • 10.2.2. Educational Institutions
      • 10.2.3. Healthcare Institutions
      • 10.2.4. Corporate
      • 10.2.5. Military and Defense
      • 10.2.6. Entertainment Industry
  • 11. Global Analysis 2019 to 2023 and Forecast 2024 to 2034, By Age Group
    • 11.1. Children (Under 13)
    • 11.2. Teenagers (13-18)
    • 11.3. Young Adults (19-25)
    • 11.4. Adults (26-40)
    • 11.5. Mature Adults (Above 40)
  • 12. Global Analysis 2019 to 2023 and Forecast 2024 to 2034, By Sales Channel
    • 12.1. Online Sales Channel
      • 12.1.1. e-Commerce Platforms
      • 12.1.2. Subscription Services
      • 12.1.3. Company Websites
    • 12.2. Offline Sales Channel
      • 12.2.1. Retail Stores
      • 12.2.2. Institutional Sales
      • 12.2.3. Franchised Electronic Retail Channels
      • 12.2.4. Independent Electronic Retail Stores
      • 12.2.5. Gaming Specialty Stores
  • 13. Global Analysis 2019 to 2023 and Forecast 2024 to 2034, By Region
    • 13.1. North America
    • 13.2. Latin America
    • 13.3. Western Europe
    • 13.4. South Asia & Pacific
    • 13.5. East Asia
    • 13.6. Eastern Europe
    • 13.7. Middle East & Africa
  • 14. North America Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries
  • 15. Latin America Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries
  • 16. Western Europe Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries
  • 17. South Asia & Pacific Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries
  • 18. East Asia Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries
  • 19. Eastern Europe Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries
  • 20. Middle East & Africa Sales Analysis 2019 to 2023 and Forecast 2024 to 2034, by Key Segments and Countries
  • 21. Key Countries Sales Forecast 2024 to 2034 by Accessories, Power Source, Platform Compatibility, End User, Age Group, and Sales Channel
  • 22. Competition Outlook, Including Market Structure Analysis, Company Share Analysis by Key Players, and Competition Dashboard
  • 23. Company Profile
    • 23.1. Google Inc.
    • 23.2. GoPro Inc.
    • 23.3. HTC Corporation
    • 23.4. Machina
    • 23.5. Microsoft Corporation
    • 23.6. Nod Inc.
    • 23.7. Oculus VR
    • 23.8. Samsung Electronics
    • 23.9. Sony Corporation
    • 23.10. Thalmic Labs Inc.
    • 23.11. Razer Inc.
    • 23.12. Vuzix Corporation
    • 23.13. Virtuix
    • 23.14. Teslasuit
    • 23.15. HaptX Inc.
    • 23.16. Feelreal Inc.
    • 23.17. Tactical Haptics
    • 23.18. Magic Leap, Inc.
    • 23.19. NeuroSky
    • 23.20. Kopin Corporation
    • 23.21. Other Market Players
  • 24. Assumptions & Acronyms Used
  • 25. Research Methodology

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- FAQs -

What was the global wearable gaming accessories market size reported by Fact.MR for 2023?

The global wearable gaming accessories market was valued at US$ 3.9 billion in 2023.

Who are the major players operating in the wearable gaming accessories market?

Prominent players in the market include Google Inc, HTC Corporation, Microsoft Corporation, Samsung Electronics and Sony Corporation.

What is the estimated valuation of the wearable gaming accessories market in 2034?

The market is expected to reach a valuation of US$ 19.8 billion in 2034.

What value CAGR did the wearable gaming accessories market exhibit over the last five years?

The historic growth rate of the wearable gaming accessories market was 14.2% from 2019 to 2023.

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