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虛擬現實遊戲市場:全球行業趨勢、份額、規模、增長、機會和預測(2021-2026)

Virtual Reality Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026

出版商 IMARC Services Private Limited 商品編碼 1007135
出版日期 內容資訊 英文
商品交期: 2-3個工作天內
價格
虛擬現實遊戲市場:全球行業趨勢、份額、規模、增長、機會和預測(2021-2026) Virtual Reality Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026
出版日期: 2021年05月20日內容資訊: 英文
簡介

2015 年至 2020 年,全球虛擬現實遊戲市場規模呈現強勁增長。虛擬現實遊戲是一種應用程序,它允許人們體驗處於 3D (3-D) 環境中並在遊戲過程中與該環境進行交互。虛擬現實 (VR) 環境可幫助用戶將遊戲體驗為現實。為了生成模擬用戶在虛構世界中的物理存在的逼真圖像、聲音和其他感覺,虛擬現實技術使用虛擬現實耳機、遊戲控制器、動作捕捉方法或多投影使用設置。展望未來,預計全球虛擬現實遊戲市場在預測期內(2021-2026 年)將以約 28% 的複合年增長率增長。

遊戲的虛擬現實為遊戲玩家提供了 360 度的視野、美妙的聲音、完全的沉浸感和更高的真實感。隨著控制器的出現,用戶與虛擬現實環境之間的交互也得到了增強,讓遊戲玩家可以根據需要控制和改變遊戲環境。

對於普通用戶來說,虛擬現實耳機仍然很昂貴。為克服這一挑戰,企業紛紛在商場、商業中心設立遊戲俱樂部或專區,讓兒童和成人熟悉並嘗試這些遊戲。因此,虛擬現實遊戲的消費者群體正在強勁增長。

技術進步使大多數電腦遊戲能夠轉換為虛擬現實格式,為用戶提供新的更好的交互體驗。隨著各種虛擬現實耳機的出現,公司不斷發布新的遊戲和內容。

該報告調查了虛擬現實遊戲市場,並提供了市場概況,以及按細分市場、設備、年齡組、遊戲類型、地區和進入市場的公司簡介的趨勢。...

目錄

第一章前言

第二章範圍和調查方法

第 3 章執行摘要

第 4 章介紹

第 5 章全球現實遊戲市場

  • 市場概覽
  • 市場表現
  • COVID-19 的影響
  • 按細分市場細分
  • 按設備細分市場
  • 按年齡組劃分的遊戲市場細分
  • 區域市場細分
  • SWOT 分析
    • 概述
    • 優勢
    • 弱點
    • 市場機會
    • 威脅
  • 價值鏈分析
    • 概述
    • 研發
    • 輸入
    • 產品和服務
    • 營銷和分銷
    • 用戶
    • 售後服務
  • 波特五力分析
    • 概述
    • 買方的議價能力
    • 供應商談判權
    • 衝突
    • 新進入者的威脅
    • 替代威脅
  • 價格分析

第 6 章市場細分,按細分市場

  • 軟件
  • 硬件

第 7 章市場細分,按設備

  • 電腦
  • 遊戲機
  • 移動設備

第 8 章市場細分,年齡組

  • 成人
  • 兒童

第 9 章市場細分,按遊戲類型

  • 賽車
  • 冒險
  • 戰鬥
  • 射擊
  • 懸疑驚悚片
  • 拼圖
  • 順豐
  • 其他

第 10 章市場細分,按地區

  • 北美
  • 歐洲
  • 亞太地區
  • 中東和非洲
  • 拉丁美洲

第11章競爭形勢

  • 競爭結構
  • 關鍵廠商
  • 關鍵廠商簡介
    • Fove
    • Google
    • HTC
    • Facebook
    • Razer
    • Samsung
    • Sony
    • Zeiss International
    • AMD
    • GoPro
    • Largan Precision
    • Nvidia
    • Qualcomm
目錄
Product Code: SR1020C221_Report

The global virtual reality gaming market exhibited strong growth during 2015-2020. Virtual reality gaming refers to applications where a person can experience being in a three-dimensional (3-D) environment and interact with it during a game. Virtual reality (VR) environments help the user in experiencing the game as reality. To generate realistic images, sounds and other sensations that simulate a user's physical presence in an imaginary world, virtual reality technology uses virtual reality headsets, game controllers and motion capture methods or multi-projected setup. Looking forward, the global virtual reality gaming market is expected to grow at a CAGR of around 28% during the forecast period (2021-2026).

Global Virtual Reality Gaming Market: Drivers

Virtual reality in gaming delivers 360 degrees vision, excellent sound, full immersion and increased realism to the gamer. The availability of controllers has also enhanced the interaction of users with virtual reality surroundings allowing gamers to control and modify the game environment according to their requirements.

Virtual reality headsets still remain expensive for a common user. In order to overcome this challenge, companies have established gaming clubs or special areas at malls and business centers for children and adults to get familiar and try out these games. As a result, the consumer base of virtual reality games has been witnessing a strong growth.

Driven by technological advancements, it is now possible to transform most of the computer games into a virtual reality format allowing users to experience new and better interaction. With the large variety of virtual reality headsets now available, companies are continuously launching new games and content.

Market Summary:

  • Based on the segment, the report has divided the market into software and hardware. Software currently represents the larger segment.
  • On the basis of device, personal computers represent the largest segment, followed by the gaming consoles and mobile devices.
  • Based on the age group, the market has been segregated into adults and children.
  • On the basis of type of games, the market has been segregated into racing games, adventure games, fighting games, shooting games, mystery thriller games, puzzle games, science fiction games and others.
  • Region-wise, the market has been categorised into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.
  • The competitive landscape of the market has also been examined with some of the key players being Fove, Google, HTC, Facebook, Razor, Samsung, Sony, Zeiss International, AMD, GoPro, Largan Precision, Nvidia and Qualcomm.
  • This report provides a deep insight into the global virtual reality gaming market covering all its essential aspects. This ranges from macro overview of the market to micro details of the industry performance, recent trends, key market drivers and challenges, SWOT analysis, Porter's five forces analysis, value chain analysis, etc. This report is a must-read for entrepreneurs, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the virtual reality gaming market in any manner.

Key Questions Answered in This Report:

  • How has the global virtual reality gaming market performed so far and how will it perform in the coming years?
  • What are the key regions in the global virtual reality gaming market?
  • What has been the impact of COVID-19 on the global virtual reality gaming market?
  • Which are the popular segments in the global virtual reality gaming market?
  • What are the key devices in the global virtual reality gaming market?
  • What is the share of adults and children in the global virtual reality gaming market?
  • What are the major types of games in the global virtual reality gaming market?
  • What are the various stages in the value chain of the global virtual reality gaming market?
  • What are the key driving factors and challenges in the global virtual reality gaming market?
  • What is the structure of the global virtual reality gaming market and who are the key players?
  • What is the degree of competition in the global virtual reality gaming market?

Table of Contents

1 Preface

2 Scope and Methodology

  • 2.1 Objectives of the Study
  • 2.2 Stakeholders
  • 2.3 Data Sources
    • 2.3.1 Primary Sources
    • 2.3.2 Secondary Sources
  • 2.4 Market Estimation
    • 2.4.1 Bottom-Up Approach
    • 2.4.2 Top-Down Approach
  • 2.5 Forecasting Methodology

3 Executive Summary

4 Introduction

  • 4.1 Overview
  • 4.2 Key Industry Trends

5 Global Virtual Reality Gaming Market

  • 5.1 Market Overview
  • 5.2 Market Performance
  • 5.3 Impact of COVID-19
  • 5.4 Market Breakup by Segment
  • 5.5 Market Breakup by Device
  • 5.6 Market Breakup by Age Group
  • 5.7 Market Breakup by Types of Game
  • 5.8 Market Breakup by Region
  • 5.9 Market Forecast
  • 5.10 SWOT Analysis
    • 5.10.1 Overview
    • 5.10.2 Strengths
    • 5.10.3 Weaknesses
    • 5.10.4 Opportunities
    • 5.10.5 Threats
  • 5.11 Value Chain Analysis
    • 5.11.1 Overview
    • 5.11.2 Research and Development
    • 5.11.3 Inputs
    • 5.11.4 Products and Services
    • 5.11.5 Marketing and Distribution
    • 5.11.6 End-Users
    • 5.11.7 Post Sales Service
  • 5.12 Porter's Five Forces Analysis
    • 5.12.1 Overview
    • 5.12.2 Bargaining Power of Buyers
    • 5.12.3 Bargaining Power of Suppliers
    • 5.12.4 Degree of Competition
    • 5.12.5 Threat of New Entrants
    • 5.12.6 Threat of Substitutes
  • 5.13 Price Analysis

6 Market Breakup by Segment

  • 6.1 Software
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2 Hardware
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7 Market Breakup by Device

  • 7.1 Personal Computers
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2 Gaming Consoles
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3 Mobile Devices
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8 Market Breakup by Age Group

  • 8.1 Adults
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2 Children
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9 Market Breakup by Types of Games

  • 9.1 Racing
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2 Adventure
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3 Fighting
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4 Shooting
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5 Mystery Thriller
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6 Puzzle
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast
  • 9.7 Science Fiction
    • 9.7.1 Market Trends
    • 9.7.2 Market Forecast
  • 9.8 Others
    • 9.8.1 Market Trends
    • 9.8.2 Market Forecast

10 Market Breakup by Region

  • 10.1 North America
    • 10.1.1 Market Trends
    • 10.1.2 Market Forecast
  • 10.2 Europe
    • 10.2.1 Market Trends
    • 10.2.2 Market Forecast
  • 10.3 Asia Pacific
    • 10.3.1 Market Trends
    • 10.3.2 Market Forecast
  • 10.4 Middle East and Africa
    • 10.4.1 Market Trends
    • 10.4.2 Market Forecast
  • 10.5 Latin America
    • 10.5.1 Market Trends
    • 10.5.2 Market Forecast

11 Competitive Landscape

  • 11.1 Competitive Structure
  • 11.2 Key Players
  • 11.3 Profiles of Key Players
    • 11.3.1 Fove
    • 11.3.2 Google
    • 11.3.3 HTC
    • 11.3.4 Facebook
    • 11.3.5 Razer
    • 11.3.6 Samsung
    • 11.3.7 Sony
    • 11.3.8 Zeiss International
    • 11.3.9 AMD
    • 11.3.10 GoPro
    • 11.3.11 Largan Precision
    • 11.3.12 Nvidia
    • 11.3.13 Qualcomm

List of Figures

  • Figure 1: Global: Virtual Reality Gaming Market: Major Drivers and Challenges
  • Figure 2: Global: Virtual Reality Gaming Market: Sales Value (in Billion US$), 2015-2020
  • Figure 3: Global: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
  • Figure 4: Global: Virtual Reality Gaming Market: Breakup by Device (in %), 2020
  • Figure 5: Global: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
  • Figure 6: Global: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
  • Figure 7: Global: Virtual Reality Gaming Market: Breakup by Region (in %), 2020
  • Figure 8: Global: Virtual Reality Gaming Market Forecast: Sales Value (in Billion US$), 2021-2026
  • Figure 9: Global: Virtual Reality Gaming Industry: SWOT Analysis
  • Figure 10: Global: Virtual Reality Gaming Industry: Value Chain Analysis
  • Figure 11: Global: Virtual Reality Gaming Industry: Porter's Five Forces Analysis
  • Figure 12: Global: Virtual Reality Gaming Market (Software): Sales Value (in Million US$), 2015 & 2020
  • Figure 13: Global: Virtual Reality Gaming Market Forecast (Software): Sales Value (in Million US$), 2021-2026
  • Figure 14: Global: Virtual Reality Gaming Market (Hardware): Sales Value (in Million US$), 2015 & 2020
  • Figure 15: Global: Virtual Reality Gaming Market Forecast (Hardware): Sales Value (in Million US$), 2021-2026
  • Figure 16: Global: Virtual Reality Gaming Market (Personal Computers): Sales Value (in Million US$), 2015 & 2020
  • Figure 17: Global: Virtual Reality Gaming Market Forecast (Personal Computers): Sales Value (in Million US$), 2021-2026
  • Figure 18: Global: Virtual Reality Gaming Market (Gaming Consoles): Sales Value (in Million US$), 2015 & 2020
  • Figure 19: Global: Virtual Reality Gaming Market Forecast (Gaming Consoles): Sales Value (in Million US$), 2021-2026
  • Figure 20: Global: Virtual Reality Gaming Market (Mobile Devices): Sales Value (in Million US$), 2015 & 2020
  • Figure 21: Global: Virtual Reality Gaming Market Forecast (Mobile Devices): Sales Value (in Million US$), 2021-2026
  • Figure 22: Global: Virtual Reality Gaming Market (Adults): Sales Value (in Million US$), 2015 & 2020
  • Figure 23: Global: Virtual Reality Gaming Market Forecast (Adults): Sales Value (in Million US$), 2021-2026
  • Figure 24: Global: Virtual Reality Gaming Market (Children): Sales Value (in Million US$), 2015 & 2020
  • Figure 25: Global: Virtual Reality Gaming Market Forecast (Children): Sales Value (in Million US$), 2021-2026
  • Figure 26: Global: Virtual Reality Gaming Market (Racing): Sales Value (in Million US$), 2015 & 2020
  • Figure 27: Global: Virtual Reality Gaming Market Forecast (Racing): Sales Value (in Million US$), 2021-2026
  • Figure 28: Global: Virtual Reality Gaming Market (Adventure): Sales Value (in Million US$), 2015 & 2020
  • Figure 29: Global: Virtual Reality Gaming Market Forecast (Adventure): Sales Value (in Million US$), 2021-2026
  • Figure 30: Global: Virtual Reality Gaming Market (Fighting): Sales Value (in Million US$), 2015 & 2020
  • Figure 31: Global: Virtual Reality Gaming Market Forecast (Fighting): Sales Value (in Million US$), 2021-2026
  • Figure 32: Global: Virtual Reality Gaming Market (Shooting): Sales Value (in Million US$), 2015 & 2020
  • Figure 33: Global: Virtual Reality Gaming Market Forecast (Shooting): Sales Value (in Million US$), 2021-2026
  • Figure 34: Global: Virtual Reality Gaming Market (Mystery Thriller): Sales Value (in Million US$), 2015 & 2020
  • Figure 35: Global: Virtual Reality Gaming Market Forecast (Mystery Thriller): Sales Value (in Million US$), 2021-2026
  • Figure 36: Global: Virtual Reality Gaming Market (Puzzle): Sales Value (in Million US$), 2015 & 2020
  • Figure 37: Global: Virtual Reality Gaming Market Forecast (Puzzle): Sales Value (in Million US$), 2021-2026
  • Figure 38: Global: Virtual Reality Gaming Market (Science Fiction): Sales Value (in Million US$), 2015 & 2020
  • Figure 39: Global: Virtual Reality Gaming Market Forecast (Science Fiction): Sales Value (in Million US$), 2021-2026
  • Figure 40: Global: Virtual Reality Gaming Market (Others): Sales Value (in Million US$), 2015 & 2020
  • Figure 41: Global: Virtual Reality Gaming Market Forecast (Others): Sales Value (in Million US$), 2021-2026
  • Figure 42: North America: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 43: North America: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 44: Asia Pacific: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 45: Asia Pacific: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 46: Europe: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 47: Europe: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 48: Latin America: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 49: Latin America: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
  • Figure 50: Middle East and Africa: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
  • Figure 51: Middle East and Africa: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026

List of Tables

  • Table 1: Global: Virtual Reality Gaming Market: Key Industry Highlights, 2020 and 2026
  • Table 2: Global: Virtual Reality Gaming Market Forecast: Breakup by Segment (in Million US$), 2021-2026
  • Table 3: Global: Virtual Reality Gaming Market Forecast: Breakup by Device (in Million US$), 2021-2026
  • Table 4: Global: Virtual Reality Gaming Market Forecast: Breakup by Age Group (in Million US$), 2021-2026
  • Table 5: Global: Virtual Reality Gaming Market Forecast: Breakup by Types of Games (in Million US$), 2021-2026
  • Table 6: Global: Virtual Reality Gaming Market Forecast: Breakup by Region (in Million US$), 2021-2026
  • Table 7: Global: Virtual Reality Gaming Market: Competitive Structure
  • Table 8: Global: Virtual Reality Gaming Market: Key Players