封面
市場調查報告書
商品編碼
1424099

遊戲市場中的虛擬實境 (VR)、份額、規模、趨勢、行業分析報告:按組件、設備、地區、細分市場預測,2021-2028 年

Virtual Reality (VR) in Gaming Market Share, Size, Trends, Industry Analysis Report, By Component (Hardware, Software); By Device (Smartphone, Gaming Console, Laptop/Desktop); By Regions; Segment Forecast, 2021 - 2028

出版日期: | 出版商: Polaris Market Research | 英文 117 Pages | 商品交期: 最快1-2個工作天內

價格

根據 Polaris Market Research 的最新研究,到 2032 年,全球遊戲虛擬實境 (VR) 市場預計將達到 1,580.4 億美元。 該研究報告提供了對當前市場動態的詳細洞察,並對未來市場成長進行了分析。

在這個市場中,對 3D 環境中的娛樂活動有強烈的需求,尤其是年輕一代,而小型 VR 遊戲設備的使用正在推動這種需求。 透過將沉浸式技術整合到 3D 環境的 VR 模擬中來實現更先進和沈浸式體驗的趨勢是市場成長的主要驅動力。 VR領域不斷的技術創新,加上各種虛擬實境遊戲的發展,正在吸引世界各地的遊戲愛好者。 互動式電玩遊戲、引人入勝的 VR 配件和 3D 逼真環境帶來的增強遊戲體驗預計將推動市場成長。

千禧世代對技術先進的電子遊戲的需求不斷增長預計將推動市場成長。 精通科技的千禧世代尤其被電子遊戲的最新進展所吸引,包括虛擬實境 (VR) 體驗。 對更複雜和身臨其境的遊戲內容的渴望,加上尖端技術的採用,導致對創新電子遊戲的需求激增。 這一趨勢正在推動開發商和製造商不斷增強和推出新功能,從而推動遊戲市場的成長。

與桌上型電腦和遊戲機相容的虛擬實境外圍設備的快速發展預計將推動產業成長。 許多新創公司進入虛擬實境遊戲領域可能會導致遊戲愛好者對頭戴式顯示器 (HMD)、緊身衣、運動追蹤器和手套等穿戴式組件的需求增加。 這些設備通常會分階段引入,最初是在選定的國家/地區。 例如,HTC Vive 最初僅在 24 個國家/地區發售。

VR 遊戲在傳統上不被視為遊戲玩家的新用戶群體中迅速流行。 這種轉變在中國和印度等地區尤其明顯,這些地區的消費者在智慧型手機上沉浸在虛擬實境內容中數小時。 這一市場成長歸因於智慧型手機和平板電腦作為主要遊戲設備的廣泛採用。 使用行動裝置進行 VR 遊戲的可訪問性和便利性正在將用戶群擴展到專用遊戲機和 PC 之外,從而使 VR 體驗更具包容性並吸引更廣泛的受眾。

遊戲市場中的虛擬實境 (VR) 報告亮點

由於連身衣、輸入裝置和手套等穿戴式裝置的快速發展,硬體領域正在快速發展

由於線上遊戲錦標賽和相關獎品的增加,商業部門獲得最大份額

亞太地區快速成長的主要原因是存在大量尋求更豐富遊戲體驗的年輕人

目錄

第一章簡介

第 2 章執行摘要

第三章研究方法

第 4 章遊戲虛擬實境 (VR) 市場洞察

  • 遊戲中的虛擬實境 (VR) 市場 - 使用者快照
  • 遊戲市場動態中的虛擬現實
    • 推動者和機會
      • 身臨其境的遊戲體驗
      • 使用者進度
    • 抑制因素和挑戰
      • 缺乏標準化
  • PESTEL 分析
  • 遊戲虛擬實境 (VR) 市場的使用者趨勢
  • 價值鏈分析
  • COVID-19 感染的影響分析

第 5 章全球遊戲虛擬實境 (VR) 市場:按組成部分

  • 主要發現
  • 簡介
  • 硬體
  • 軟體

第 6 章全球遊戲中的虛擬實境 (VR) 市場:依連接裝置劃分

  • 主要發現
  • 簡介
  • 遊戲機
  • PC/桌上型電腦
  • 智慧型手機

第 7 章全球遊戲中的虛擬實境 (VR) 市場:按使用者劃分

  • 主要發現
  • 簡介
  • 商業空間
  • 個人

第 8 章全球遊戲虛擬實境 (VR) 市場(按地區)

  • 主要發現
  • 簡介
    • 2019-2032 年遊戲虛擬實境 (VR) 市場評估(按地區)
  • 遊戲中的虛擬實境 (VR) 市場 - 北美
    • 北美:2019-2032 年遊戲虛擬實境 (VR) 市場(按組成部分)
    • 北美:遊戲虛擬實境 (VR) 市場(按用戶),2019-2032 年
    • 北美:遊戲虛擬實境 (VR) 市場(按連接設備劃分),2019-2032 年
    • 遊戲領域的虛擬實境 (VR) 市場 - 美國
    • 遊戲領域的虛擬實境 (VR) 市場 - 加拿大
  • 遊戲中的虛擬實境 (VR) 市場 - 歐洲
    • 歐洲:2019-2032 年遊戲虛擬實境 (VR) 市場(按組成部分)
    • 歐洲:遊戲虛擬實境 (VR) 市場(按使用者劃分),2019-2032 年
    • 歐洲:遊戲虛擬實境 (VR) 市場(按連接設備劃分),2019-2032 年
    • 遊戲領域的虛擬實境 (VR) 市場 - 英國
    • 遊戲領域的虛擬實境 (VR) 市場 - 法國
    • 遊戲領域的虛擬實境 (VR) 市場 - 德國
    • 遊戲領域的虛擬實境 (VR) 市場 - 義大利
    • 遊戲領域的虛擬實境 (VR) 市場 - 西班牙
    • 遊戲領域的虛擬實境 (VR) 市場 - 荷蘭
    • 遊戲中的虛擬實境 (VR) 市場 - 俄羅斯
  • 遊戲中的虛擬實境 (VR) 市場 - 亞太地區
    • 亞太地區:2019-2032 年遊戲虛擬實境 (VR) 市場(按組成部分)
    • 亞太地區:遊戲虛擬實境 (VR) 市場(按用戶),2019-2032 年
    • 亞太地區:遊戲虛擬實境 (VR) 市場(按連接設備劃分),2019-2032 年
    • 遊戲領域的虛擬實境 (VR) 市場 - 中國
    • 遊戲領域的虛擬實境 (VR) 市場 - 印度
    • 遊戲中的虛擬實境 (VR) 市場 - 馬來西亞
    • 遊戲領域的虛擬實境 (VR) 市場 - 日本
    • 遊戲領域的虛擬實境 (VR) 市場 - 印尼
    • 遊戲領域的虛擬實境 (VR) 市場 - 韓國
  • 遊戲中的虛擬實境 (VR) 市場 - 中東和非洲
    • 中東和非洲:遊戲市場中的虛擬實境 (VR)(按組成部分),2019-2032 年
    • 中東和非洲:遊戲虛擬實境 (VR) 市場(按使用者劃分),2019-2032 年
    • 中東和非洲:遊戲虛擬實境 (VR) 市場(按連接設備劃分),2019-2032 年
    • 遊戲中的虛擬實境 (VR) 市場 - 沙烏地阿拉伯
    • 遊戲中的虛擬實境 (VR) 市場 - 阿拉伯聯合大公國
    • 遊戲中的虛擬實境 (VR) 市場 - 以色列
    • 遊戲領域的虛擬實境 (VR) 市場 - 南非
  • 遊戲中的虛擬實境 (VR) 市場 - 拉丁美洲
    • 拉丁美洲:2019-2032 年遊戲市場中的虛擬實境 (VR)(按組成部分)
    • 拉丁美洲:遊戲虛擬實境 (VR) 市場(按使用者劃分),2019-2032 年
    • 拉丁美洲:遊戲虛擬實境 (VR) 市場(按連接設備劃分),2019-2032 年
    • 遊戲領域的虛擬實境 (VR) 市場 - 墨西哥
    • 遊戲領域的虛擬實境 (VR) 市場 - 巴西
    • 遊戲領域的虛擬實境 (VR) 市場 - 阿根廷

第九章競爭態勢

  • 擴張與收購分析
    • 放大
    • 收購
  • 夥伴關係/協作/協議/揭露

第十章公司簡介

  • Electronic Arts Inc
  • Google Inc
  • HTC Corporation
  • Linden Research, Inc
  • Lucidcam.com
  • Meta
  • Microsoft
  • Nintendo.Games
  • Qualcomm Technologies, Inc
  • SAMSUNG
  • Sony Corporation
  • Tesla Studios
  • Tesla Studios
  • Virtuix
Product Code: PM1082

The global virtual reality in gaming market size is expected to reach USD 158.04 billion by 2032, according to a new study by Polaris Market Research. The report "Virtual Reality in Gaming Market Share, Size, Trends, Industry Analysis Report, By Component, By Connecting Device (Gaming Console, PC/ Desktop, Smartphone), By User (Commercial Space, Individual), By Region, And Segment Forecasts, 2024 - 2032" gives a detailed insight into current market dynamics and provides analysis on future market growth.

The market is experiencing a substantial demand for recreational activities set in a 3D environment, particularly among the younger generations, fuelled using compact VR gaming devices. The inclination towards a heightened and immersive experience through the integration of immersive technology into VR simulations of 3D environments is a key driver for market growth. The continuous innovation in the VR space, coupled with the development of a diverse range of virtual reality games, is attracting gaming enthusiasts globally. The enhanced gaming experience, facilitated by interactive video games, appealing VR accessories, & 3D realistic environments, is expected to foster the growth of the market.

The increasing demand for technologically advanced electronic games among millennials is expected to propel market growth. Millennials, being a tech-savvy demographic, are particularly drawn to the latest advancements in electronic gaming, including virtual reality (VR) experiences. The desire for more sophisticated and immersive gaming content, coupled with the adoption of cutting-edge technologies, contributes to the surge in demand for innovative electronic games. This trend is driving developers and manufacturers to continually enhance and introduce new features, thereby fuelling the growth of the gaming market.

The swift progress in the evolution of virtual reality peripherals compatible with desktops and game consoles is expected to fuel industry growth. The entry of numerous startups into the virtual reality gaming sector is likely to lead to a heightened demand for wearable components such as Head-Mounted Displays (HMDs), body suits, motion trackers, & gloves by the gaming enthusiasts. These devices are typically introduced in phases, initially rolling out in select countries. For instance, the HTC Vive was initially launched for commercial availability in only 24 countries.

VR games are experiencing a surge in popularity among a new demographic of users who may not traditionally identify as gamers. This shift is particularly notable in regions like China and India, where consumers are increasingly dedicating numerous hours to VR content on their smartphones. The growth can be attributed to the widespread adoption of smartphones and tablets as primary gaming devices in these markets. The accessibility and convenience of using mobile devices for VR gaming have expanded the user base beyond dedicated gaming consoles or PCs, making VR experiences more inclusive and appealing to a broader audience.

Virtual Reality in Gaming Market Report Highlights

Hardware segment will grow with rapid pace, primarily due to rapid advancements in wearables such as body suits, input devices & gloves

Commercial segment garnered the largest share, due to increase in online gaming tournaments & associated prize money

Asia Pacific will grow rapidly, primarily due to the presence of huge young population seeking enhanced gaming experiences

The key market players include Electronic Arts, Google, HTC Corporation, Lucidcam.com, Meta, Nintendo.Games, Tesla Studios, Ultraleap Limited, and Virtuix.

Polaris Market Research has segmented the virtual reality in gaming market report based on component, connecting device, user, and region:

Virtual Reality in Gaming, Component Outlook (Revenue - USD Billion, 2019 - 2032)

  • Hardware
  • Software

Virtual Reality in Gaming, Connecting Device Outlook (Revenue - USD Billion, 2019 - 2032)

  • Gaming Console
  • PC/Desktop
  • Smartphone

Virtual Reality in Gaming, User Outlook (Revenue - USD Billion, 2019 - 2032)

  • Commercial Space
  • Individual

Virtual Reality in Gaming, Regional Outlook (Revenue - USD Billion, 2019 - 2032)

  • North America
  • U.S.
  • Canada
  • Europe
  • Germany
  • UK
  • France
  • Italy
  • Spain
  • Russia
  • Netherlands
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Malaysia
  • Latin America
  • Argentina
  • Brazil
  • Mexico
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • Israel
  • South Africa

Table of Contents

1. Introduction

  • 1.1. Report Description
    • 1.1.1. Objectives of the Study
    • 1.1.2. Market Scope
    • 1.1.3. Assumptions
  • 1.2. Stakeholders

2. Executive Summary

  • 2.1. Market Highlights

3. Research Methodology

  • 3.1. Overview
    • 3.1.1. Data Mining
  • 3.2. Data Sources
    • 3.2.1. Primary Sources
    • 3.2.2. Secondary Sources

4. Global Virtual Reality in Gaming Market Insights

  • 4.1. Virtual Reality in Gaming Market - User Snapshot
  • 4.2. Virtual Reality in Gaming Market Dynamics
    • 4.2.1. Drivers and Opportunities
      • 4.2.1.1. Immersive Gaming Experience
      • 4.2.1.2. Advancements in User
    • 4.2.2. Restraints and Challenges
      • 4.2.2.1. Lack of Standardization
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers (Moderate)
    • 4.3.2. Threats of New Entrants: (Low)
    • 4.3.3. Bargaining Power of Buyers (Moderate)
    • 4.3.4. Threat of Substitute (Moderate)
    • 4.3.5. Rivalry among existing firms (High)
  • 4.4. PESTEL Analysis
  • 4.5. Virtual Reality in Gaming Market User Trends
  • 4.6. Value Chain Analysis
  • 4.7. COVID-19 Impact Analysis

5. Global Virtual Reality in Gaming Market, by Component

  • 5.1. Key Findings
  • 5.2. Introduction
    • 5.2.1. Global Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • 5.3. Hardware
    • 5.3.1. Global Virtual Reality in Gaming Market, by Hardware, by Region, 2019-2032 (USD Billion)
  • 5.4. Software
    • 5.4.1. Global Virtual Reality in Gaming Market, by Software, by Region, 2019-2032 (USD Billion)

6. Global Virtual Reality in Gaming Market, by Connecting Device

  • 6.1. Key Findings
  • 6.2. Introduction
    • 6.2.1. Global Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • 6.3. Gaming Console
    • 6.3.1. Global Virtual Reality in Gaming Market, by Gaming Console, by Region, 2019-2032 (USD Billion)
  • 6.4. PC/Desktop
    • 6.4.1. Global Virtual Reality in Gaming Market, by PC/Desktop, by Region, 2019-2032 (USD Billion)
  • 6.5. Smartphone
    • 6.5.1. Global Virtual Reality in Gaming Market, by Smartphone, by Region, 2019-2032 (USD Billion)

7. Global Virtual Reality in Gaming Market, by User

  • 7.1. Key Findings
  • 7.2. Introduction
    • 7.2.1. Global Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • 7.3. Commercial Space
    • 7.3.1. Global Virtual Reality in Gaming Market, by Commercial Space, By Region, 2019-2032 (USD Billion)
  • 7.4. Individual
    • 7.4.1. Global Virtual Reality in Gaming Market, by Individual, By Region, 2019-2032 (USD Billion)

8. Global Virtual Reality in Gaming Market, by Geography

  • 8.1. Key findings
  • 8.2. Introduction
    • 8.2.1. Virtual Reality in Gaming Market Assessment, By Geography, 2019-2032 (USD Billion)
  • 8.3. Virtual Reality in Gaming Market - North America
    • 8.3.1. North America: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
    • 8.3.2. North America: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
    • 8.3.3. North America: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.3.4. Virtual Reality in Gaming Market - U.S.
      • 8.3.4.1. U.S.: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.3.4.2. U.S.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.3.4.3. U.S.: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.3.5. Virtual Reality in Gaming Market - Canada
      • 8.3.5.1. Canada: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.3.5.2. Canada.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.3.5.3. Canada: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • 8.4. Virtual Reality in Gaming Market - Europe
    • 8.4.1. Europe: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
    • 8.4.2. Europe.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
    • 8.4.3. Europe: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.4. Virtual Reality in Gaming Market - UK
      • 8.4.4.1. UK: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.4.2. UK.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.4.3. UK: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.5. Virtual Reality in Gaming Market - France
      • 8.4.5.1. France: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.5.2. France.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.5.3. France: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.6. Virtual Reality in Gaming Market - Germany
      • 8.4.6.1. Germany: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.6.2. Germany.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.6.3. Germany: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.7. Virtual Reality in Gaming Market - Italy
      • 8.4.7.1. Italy: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.7.2. Italy.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.7.3. Italy: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.8. Virtual Reality in Gaming Market - Spain
      • 8.4.8.1. Spain: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.8.2. Spain.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.8.3. Spain: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.9. Virtual Reality in Gaming Market - Netherlands
      • 8.4.9.1. Netherlands: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.9.2. Netherlands.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.9.3. Netherlands: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.10. Virtual Reality in Gaming Market - Russia
      • 8.4.10.1. Russia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.10.2. Russia.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.10.3. Russia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • 8.5. Virtual Reality in Gaming Market - Asia Pacific
    • 8.5.1. Asia Pacific: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
    • 8.5.2. Asia Pacific.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
    • 8.5.3. Asia Pacific: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.4. Virtual Reality in Gaming Market - China
      • 8.5.4.1. China: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.4.2. China.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.4.3. China: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.5. Virtual Reality in Gaming Market - India
      • 8.5.5.1. India: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.5.2. India.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.5.3. India: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.6. Virtual Reality in Gaming Market - Malaysia
      • 8.5.6.1. Malaysia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.6.2. Malaysia.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.6.3. Malaysia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.7. Virtual Reality in Gaming Market - Japan
      • 8.5.7.1. Japan: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.7.2. Japan.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.7.3. Japan: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.8. Virtual Reality in Gaming Market - Indonesia
      • 8.5.8.1. Indonesia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.8.2. Indonesia.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.8.3. Indonesia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.9. Virtual Reality in Gaming Market - South Korea
      • 8.5.9.1. South Korea: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.9.2. South Korea.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.9.3. South Korea: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • 8.6. Virtual Reality in Gaming Market - Middle East & Africa
    • 8.6.1. Middle East & Africa: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
    • 8.6.2. Middle East & Africa.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
    • 8.6.3. Middle East & Africa: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.6.4. Virtual Reality in Gaming Market - Saudi Arabia
      • 8.6.4.1. Saudi Arabia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.6.4.2. Saudi Arabia.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.6.4.3. Saudi Arabia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.6.5. Virtual Reality in Gaming Market - UAE
      • 8.6.5.1. UAE: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.6.5.2. UAE.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.6.5.3. UAE: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.6.6. Virtual Reality in Gaming Market - Israel
      • 8.6.6.1. Israel: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.6.6.2. Israel.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.6.6.3. Israel: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.6.7. Virtual Reality in Gaming Market - South Africa
      • 8.6.7.1. South Africa: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.6.7.2. South Africa.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.6.7.3. South Africa: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • 8.7. Virtual Reality in Gaming Market - Latin America
    • 8.7.1. Latin America: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
    • 8.7.2. Latin America.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
    • 8.7.3. Latin America: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.7.4. Virtual Reality in Gaming Market - Mexico
      • 8.7.4.1. Mexico: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.7.4.2. Mexico.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.7.4.3. Mexico: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.7.5. Virtual Reality in Gaming Market - Brazil
      • 8.7.5.1. Brazil: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.7.5.2. Brazil.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.7.5.3. Brazil: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.7.6. Virtual Reality in Gaming Market - Argentina
      • 8.7.6.1. Argentina: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.7.6.2. Argentina.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.7.6.3. Argentina: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)

9. Competitive Landscape

  • 9.1. Expansion and Acquisition Analysis
    • 9.1.1. Expansion
    • 9.1.2. Acquisitions
  • 9.2. Partnerships/Collaborations/Agreements/Exhibitions

10. Company Profiles

  • 10.1. Electronic Arts Inc
    • 10.1.1. Company Overview
    • 10.1.2. Financial Performance
    • 10.1.3. Product Benchmarking
    • 10.1.4. Recent Development
  • 10.2. Google Inc
    • 10.2.1. Company Overview
    • 10.2.2. Financial Performance
    • 10.2.3. Product Benchmarking
    • 10.2.4. Recent Development
  • 10.3. HTC Corporation
    • 10.3.1. Company Overview
    • 10.3.2. Financial Performance
    • 10.3.3. Product Benchmarking
    • 10.3.4. Recent Development
  • 10.4. Linden Research, Inc
    • 10.4.1. Company Overview
    • 10.4.2. Financial Performance
    • 10.4.3. Product Benchmarking
    • 10.4.4. Recent Development
  • 10.5. Lucidcam.com
    • 10.5.1. Company Overview
    • 10.5.2. Financial Performance
    • 10.5.3. Product Benchmarking
    • 10.5.4. Recent Development
  • 10.6. Meta
    • 10.6.1. Company Overview
    • 10.6.2. Financial Performance
    • 10.6.3. Product Benchmarking
    • 10.6.4. Recent Development
  • 10.7. Microsoft
    • 10.7.1. Company Overview
    • 10.7.2. Financial Performance
    • 10.7.3. Product Benchmarking
    • 10.7.4. Recent Development
  • 10.8. Nintendo.Games
    • 10.8.1. Company Overview
    • 10.8.2. Financial Performance
    • 10.8.3. Product Benchmarking
    • 10.8.4. Recent Development
  • 10.9. Qualcomm Technologies, Inc
    • 10.9.1. Company Overview
    • 10.9.2. Financial Performance
    • 10.9.3. Product Benchmarking
    • 10.9.4. Recent Development
  • 10.10. SAMSUNG
    • 10.10.1. Company Overview
    • 10.10.2. Financial Performance
    • 10.10.3. Product Benchmarking
    • 10.10.4. Recent Development
  • 10.11. Sony Corporation
    • 10.11.1. Company Overview
    • 10.11.2. Financial Performance
    • 10.11.3. Product Benchmarking
    • 10.11.4. Recent Development
  • 10.12. Tesla Studios
    • 10.12.1. Company Overview
    • 10.12.2. Financial Performance
    • 10.12.3. Product Benchmarking
    • 10.12.4. Recent Development
  • 10.13. Tesla Studios
    • 10.13.1. Company Overview
    • 10.13.2. Financial Performance
    • 10.13.3. Product Benchmarking
    • 10.13.4. Recent Development
  • 10.14. Virtuix
    • 10.14.1. Company Overview
    • 10.14.2. Financial Performance
    • 10.14.3. Product Benchmarking
    • 10.14.4. Recent Development

List of Tables

  • Table 1 Global Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 2 Global Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 3 Global Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 4 Virtual Reality in Gaming Market Assessment, By Geography, 2019-2032 (USD Billion)
  • Table 5 North America: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 6 North America: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 7 North America: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 8 U.S.: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 9 U.S.: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 10 U.S.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 11 Canada: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 12 Canada: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 13 Canada: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 14 Europe: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 15 Europe: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 16 Europe: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 17 UK: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 18 UK: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 19 UK: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 20 France: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 21 France: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 22 France: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 23 Germany: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 24 Germany: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 25 Germany: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 26 Italy: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 27 Italy: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 28 Italy: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 29 Spain: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 30 Spain: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 31 Spain: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 32 Netherlands: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 33 Netherlands: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 34 Netherlands: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 35 Russia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 36 Russia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 37 Russia: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 38 Asia Pacific: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 39 Asia Pacific: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 40 Asia Pacific: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 41 China: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 42 China: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 43 China: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 44 India: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 45 India: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 46 India: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 47 Malaysia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 48 Malaysia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 49 Malaysia: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 50 Japan: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 51 Japan: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 52 Japan: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 53 Indonesia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 54 Indonesia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 55 Indonesia: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 56 South Korea: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 57 South Korea: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 58 South Korea: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 59 Middle East & Africa: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 60 Middle East & Africa: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 61 Middle East & Africa: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 62 Saudi Arabia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 63 Saudi Arabia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 64 Saudi Arabia: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 65 UAE: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 66 UAE: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 67 UAE: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 68 Israel: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 69 Israel: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 70 Israel: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 71 South Africa: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 72 South Africa: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 73 South Africa: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 74 Latin America: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 75 Latin America: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 76 Latin America: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 77 Mexico: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 78 Mexico: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 79 Mexico: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 80 Brazil: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 81 Brazil: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 82 Brazil: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 83 Argentina: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 84 Argentina: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 85 Argentina: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)

List of Figures

  • Figure 1. Global Virtual Reality in Gaming Market, 2019-2032 (USD Billion)
  • Figure 2. Integrated Ecosystem
  • Figure 3. Research Methodology: Top-Down & Bottom-Up Approach
  • Figure 4. Market by Geography
  • Figure 5. Porter's Five Forces
  • Figure 6. Market by Connecting Device
  • Figure 7. Global Virtual Reality in Gaming Market, by Connecting Device, 2022 & 2032 (USD Billion)
  • Figure 8. Market by Component
  • Figure 9. Global Virtual Reality in Gaming Market, by Component, 2022 & 2032 (USD Billion)
  • Figure 10. Market by User
  • Figure 11. Global Virtual Reality in Gaming Market, by User, 2022 & 2032 (USD Billion)
  • Figure 12. Virtual Reality in Gaming Market Assessment, By Geography, 2019-2032 (USD Billion)
  • Figure 13. Strategic Analysis - Virtual Reality in Gaming Market