封面
市場調查報告書
商品編碼
1133416

遊戲虛擬實境的全球市場 (~2028年):設備·市場區隔·年齡層·遊戲類型·各地區

Virtual Reality in Gaming Market Forecasts to 2028 - Global Analysis by Device, Segment, Application, Age Group, Types of Games and By Geography

出版日期: | 出版商: Stratistics Market Research Consulting | 英文 175+ Pages | 商品交期: 2-3個工作天內

價格

全球遊戲虛擬實境的市場規模預測將從2022年的105億6,000萬美元,在預測期間中以年複合成長率33.4%推移,2028年成長到595億4,000萬美元的規模。

本報告提供全球遊戲虛擬實境的市場調查,彙整市場概要,市場成長的各種影響因素分析,市場規模的轉變·預測,各種區分·地區/各主要國家的明細,競爭環境,主要企業簡介等資訊。

目錄

第1章 摘要整理

第2章 序文

第3章 市場趨勢分析

  • 促進因素
  • 阻礙因素
  • 機會
  • 威脅
  • 新興市場
  • COVID-19影響

第4章 波特的五力分析

第5章 遊戲虛擬實境市場:各設備

  • 遊戲主機
  • 個人電腦
  • 行動裝置

第6章 遊戲虛擬實境市場:各市場區隔

  • 硬體設備
  • 軟體
  • 兼容性

第7章 遊戲虛擬實境市場:各年齡層

  • 成人
  • 兒童

第8章 遊戲虛擬實境市場:遊戲各類型

  • 花邊
  • 戰鬥
  • 冒險
  • 神秘驚悚
  • 射擊
  • SF
  • 其他

第9章 遊戲虛擬實境市場:各地區

  • 北美
  • 歐洲
  • 亞太地區
  • 南美
  • 中東·非洲

第10章 主要展開

  • 契約·聯盟·合作·合資企業
  • M&A
  • 新產品的銷售
  • 擴張
  • 其他的主要策略

第11章 企業簡介

  • Linden Labs
  • Sony Corporation
  • Microsoft Corporation
  • Facebook/Oculus VR
  • Electronic Arts
  • Google Inc.
  • HTC Corporation
  • Samsung Electronics Co. Ltd.
  • HTC Corporation
  • Leap Motion
  • Apple INC.
  • Telsa Studios
  • Virtuix Omni
  • Qualcomm Incorporated
  • Lucid VR
  • Zeiss International
  • Kaneva
Product Code: SMRC21903

According to Stratistics MRC, the Global Virtual Reality in Gaming System Market is accounted for $10.56 billion in 2022 and is expected to reach $59.54 billion by 2028 growing at a CAGR of 33.4% during the forecast period. Virtual reality is a term used to describe a software application that uses a three-dimensional virtual or artificial environment to give a three-dimensional gaming experience. The look and feel of the environment during a game is improved by using these systems. An artificial environment is created and controlled by the virtual reality programme. The demand for virtual reality in the gaming business has grown as a result of its capacity to deliver a cutting-edge and exceptional gaming experience. A three-dimensional virtual or artificial environment is used in virtual reality applications to create a three-dimensional gaming experience. The look and feel of the environment during a game are improved by using these systems

According to the Gaming & Media report, Oculus VR, a US-based company that develops virtual reality platforms and products sold over 1 million units of Quest 2 VR headsets in Q4 2020. Therefore, the increasing adoption of VR devices is expected to propel the growth of virtual reality in gaming market in the coming years.

Market Dynamics:

Driver:

Modern innovations in the virtual reality in gaming

The industry for VR gaming has been growing rapidly over time and is anticipated to pick up steam in the next years. The size of the virtual reality in gaming market has increased due to recent developments made by manufacturers in the sector. The use of a three-dimensional, real-time environment with cutting-edge visuals and sound technologies is the main factor propelling the VR gaming market. Virtual gaming equipment that tracks a player's motion and reacts in real time gives them a unique and enjoyable experience. The demand for virtual reality in the gaming business is growing as more comfortable and portable gaming devices are constantly being developed.

Restraint:

Outbreak of the COVID-19

The COVID-19 pandemic outbreak is a significant barrier to the expansion of the worldwide virtual reality gaming market. During the lockdown, all manufacturing facilities and production lines were shut down for an unknown amount of time, which caused numerous projects to be postponed. The market share growth of VR gaming was hampered by the reduction in industrial operations. However, the potential for the global virtual reality gaming market was increased by the growing demand for virtual gaming equipment. The focus switched more toward virtual reality gaming systems as a result of people staying largely at home during the lockdown, which in turn helped to balance the growth of the virtual reality sector.

Opportunity:

Latest technologies in VR gaming

The market potential is increasing as a result of the introduction of the most recent technology in the VR gaming industry. One of the major advantages of virtual reality gaming is the utilization of a three-dimensional environment, which offers gamers a better gaming experience. Virtual reality effects on gaming are made possible by the cutting-edge characteristics of graphics and audio technology, as well as sensors, glasses, gloves, and head-mounted displays. The game industry's need for virtual reality is rising as tiny virtual gadgets continue to be developed. According to a market analysis of VR gaming, the market is expanding quickly because of ongoing modern developments and rising disposable income.

Threat:

Less awareness about VR gaming

Virtual reality has many benefits for the gaming industry, but there are also certain drawbacks that could slow the market's overall expansion. Because fewer people are aware of such technologies, the scale of the VR gaming market is restricted. The rise of virtual reality's gaming market share is hampered by the incompatibilities of virtual gaming equipment and its software and hardware constraints.

COVID-19 Impact:

The COVID-19 epidemic has had a significant negative impact on the international economy and sparked a global health crisis. The labour and commercial sectors have experienced numerous difficulties in carrying out their work and have incurred financial losses. The industrial work and production unit operations were stopped during the COVID-19 epidemic, which caused a breach in the supply chain. Numerous projects were put on hold or delayed indefinitely. The pandemic's occurrence had a negative impact on a number of businesses. However, as demand for virtual reality in the gaming business grew, the market for virtual reality in gaming continued to expand steadily.

The hardware is expected to be the largest during the forecast period

The market is divided into three categories based on the components: content, software, and hardware. During the projection period, hardware is anticipated to rule the market with the biggest share. Devices including consoles, head-mounted displays, controllers, keyboards, gloves, headphones, bodysuits, and others are considered hardware. The increase in revenue is mostly attributable to the gaming industry's demand for and sales of VR-based devices. Important industry participants including Razer, Inc., Leap Motion, Virtuix, and VirZoom, Inc. are concentrating on the creation of cutting-edge hardware-based technologies for gaming. During the projection period, market growth is anticipated to pick up due to the development of improved hardware.

The mobile segment is expected to have the highest CAGR during the forecast period

The market is divided into three segments based on kind of device: mobile, console/PC, and standalone. During the projection period, the mobile and standalone categories are anticipated to expand with a sizable CAGR. The demand for mobile-based virtual gaming is being driven by the expanding availability of high-tech cellphones and internet capabilities. On their mobile, users can install gaming applications based on this technology to access content. Significant investments from leading companies like Oculus VR Quest and HTC VIVE Focus are also being driven by the expanding gaming possibilities on standalone devices.

Region with highest share:

North America is anticipated to hold a disproportionately large share of the market over the projected period. The development of key technologies including augmented reality (AR), virtual reality (VR), 5G, 3D audio, sophisticated graphics, and others has contributed to this region's growth. The presence of important corporations in the area also contributes to the market's growth. The participants in this area are concentrated on funding the creation of cutting-edge hardware and software.

Region with highest CAGR:

The region with the highest CAGR during the forecast period is Asia Pacific. Emerging nations like India, South Korea, China, and Indonesia will help the regional market expand. According to Comscore MMX data, certain nations have the biggest gaming audiences and websites. The market opportunities in the area are being driven by this.

Key players in the market

Some of the key players in Virtual Reality in Gaming market include Linden Labs, Sony Corporation, Microsoft Corporation, Facebook/Oculus VR, Electronic Arts, Google Inc., HTC Corporation, Samsung Electronics Co. Ltd., HTC Corporation, Leap Motion, Apple Inc., Telsa Studios, Virtuix Omni, Qualcomm Incorporated, Lucid VR, Zeiss International, and Kaneva.

Key Developments:

In February 2020, Facebook, a US-based social networking service company acquired Sanzaru Games for an undisclosed amount. This acquisition enabled Facebook's persistent interest in propping up VR gaming firms and aligning them around their goals while allowing them to operate autonomously. Sanzaru Games is a US-based video game development company.

In May 2020, Apple Inc. acquired NextVR, a startup that provides sports and other content for virtual-reality headsets. The acquisition will help Apple's development of VR and AR headsets with accompanying software and content.

Devices Covered:

  • Gaming Consoles
  • Personal Computers
  • Mobile Devices

Segments Covered:

  • Hardware
  • Software
  • Compatibility

Age Groups Covered:

  • Adults
  • Children

Types of Games Covered:

  • Racing
  • Fighting
  • Adventure
  • Mystery Thriller
  • Shooting
  • Puzzle
  • Science Fiction
  • Other Types of games

Regions Covered:

  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • Italy
    • France
    • Spain
    • Rest of Europe
  • Asia Pacific
    • Japan
    • China
    • India
    • Australia
    • New Zealand
    • South Korea
    • Rest of Asia Pacific
  • South America
    • Argentina
    • Brazil
    • Chile
    • Rest of South America
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • Qatar
    • South Africa
    • Rest of Middle East & Africa

What our report offers:

  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2020, 2021, 2022, 2025, and 2028
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements

Free Customization Offerings:

All the customers of this report will be entitled to receive one of the following free customization options:

  • Company Profiling
    • Comprehensive profiling of additional market players (up to 3)
    • SWOT Analysis of key players (up to 3)
  • Regional Segmentation
    • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
  • Competitive Benchmarking

Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Table of Contents

1 Executive Summary

2 Preface

  • 2.1 Abstract
  • 2.2 Stake Holders
  • 2.3 Research Scope
  • 2.4 Research Methodology
    • 2.4.1 Data Mining
    • 2.4.2 Data Analysis
    • 2.4.3 Data Validation
    • 2.4.4 Research Approach
  • 2.5 Research Sources
    • 2.5.1 Primary Research Sources
    • 2.5.2 Secondary Research Sources
    • 2.5.3 Assumptions

3 Market Trend Analysis

  • 3.1 Introduction
  • 3.2 Drivers
  • 3.3 Restraints
  • 3.4 Opportunities
  • 3.5 Threats
  • 3.6 Emerging Markets
  • 3.7 Impact of Covid-19

4 Porters Five Force Analysis

  • 4.1 Bargaining power of suppliers
  • 4.2 Bargaining power of buyers
  • 4.3 Threat of substitutes
  • 4.4 Threat of new entrants
  • 4.5 Competitive rivalry

5 Global Virtual Reality in Gaming Market, By Device

  • 5.1 Introduction
  • 5.2 Gaming Consoles
  • 5.3 Personal Computers
  • 5.4 Mobile Devices

6 Global Virtual Reality in Gaming Market, By Segment

  • 6.1 Introduction
  • 6.2 Hardware
  • 6.3 Software
  • 6.4 Compatibility

7 Global Virtual Reality in Gaming Market, By Age Group

  • 7.1 Introduction
  • 7.2 Adults
  • 7.3 Children

8 Global Virtual Reality in Gaming Market, By Types of Games

  • 8.1 Introduction
  • 8.2 Racing
  • 8.3 Fighting
  • 8.4 Adventure
  • 8.5 Mystery Thriller
  • 8.6 Shooting
  • 8.7 Puzzle
  • 8.8 Science Fiction
  • 8.9 Other Types of games

9 Global Virtual Reality in Gaming Market, By Geography

  • 9.1 Introduction
  • 9.2 North America
    • 9.2.1 US
    • 9.2.2 Canada
    • 9.2.3 Mexico
  • 9.3 Europe
    • 9.3.1 Germany
    • 9.3.2 UK
    • 9.3.3 Italy
    • 9.3.4 France
    • 9.3.5 Spain
    • 9.3.6 Rest of Europe
  • 9.4 Asia Pacific
    • 9.4.1 Japan
    • 9.4.2 China
    • 9.4.3 India
    • 9.4.4 Australia
    • 9.4.5 New Zealand
    • 9.4.6 South Korea
    • 9.4.7 Rest of Asia Pacific
  • 9.5 South America
    • 9.5.1 Argentina
    • 9.5.2 Brazil
    • 9.5.3 Chile
    • 9.5.4 Rest of South America
  • 9.6 Middle East & Africa
    • 9.6.1 Saudi Arabia
    • 9.6.2 UAE
    • 9.6.3 Qatar
    • 9.6.4 South Africa
    • 9.6.5 Rest of Middle East & Africa

10 Key Developments

  • 10.1 Agreements, Partnerships, Collaborations and Joint Ventures
  • 10.2 Acquisitions & Mergers
  • 10.3 New Product Launch
  • 10.4 Expansions
  • 10.5 Other Key Strategies

11 Company Profiling

  • 11.1 Linden Labs
  • 11.2 Sony Corporation
  • 11.3 Microsoft Corporation
  • 11.4 Facebook/Oculus VR
  • 11.5 Electronic Arts
  • 11.6 Google Inc.
  • 11.7 HTC Corporation
  • 11.8 Samsung Electronics Co. Ltd.
  • 11.9 HTC Corporation
  • 11.10 Leap Motion
  • 11.11 Apple INC.
  • 11.12 Telsa Studios
  • 11.13 Virtuix Omni
  • 11.14 Qualcomm Incorporated
  • 11.15 Lucid VR
  • 11.16 Zeiss International
  • 11.17 Kaneva

List of Tables

  • Table 1 Global Virtual Reality in Gaming Market Outlook, By Region (2020-2028) ($MN)
  • Table 2 Global Virtual Reality in Gaming Market Outlook, By Device (2020-2028) ($MN)
  • Table 3 Global Virtual Reality in Gaming Market Outlook, By Gaming Consoles (2020-2028) ($MN)
  • Table 4 Global Virtual Reality in Gaming Market Outlook, By Personal Computers (2020-2028) ($MN)
  • Table 5 Global Virtual Reality in Gaming Market Outlook, By Mobile Devices (2020-2028) ($MN)
  • Table 6 Global Virtual Reality in Gaming Market Outlook, By Segment (2020-2028) ($MN)
  • Table 7 Global Virtual Reality in Gaming Market Outlook, By Hardware (2020-2028) ($MN)
  • Table 8 Global Virtual Reality in Gaming Market Outlook, By Software (2020-2028) ($MN)
  • Table 9 Global Virtual Reality in Gaming Market Outlook, By Compatibility (2020-2028) ($MN)
  • Table 10 Global Virtual Reality in Gaming Market Outlook, By Age Group (2020-2028) ($MN)
  • Table 11 Global Virtual Reality in Gaming Market Outlook, By Adults (2020-2028) ($MN)
  • Table 12 Global Virtual Reality in Gaming Market Outlook, By Children (2020-2028) ($MN)
  • Table 13 Global Virtual Reality in Gaming Market Outlook, By Types of Games (2020-2028) ($MN)
  • Table 14 Global Virtual Reality in Gaming Market Outlook, By Racing (2020-2028) ($MN)
  • Table 15 Global Virtual Reality in Gaming Market Outlook, By Fighting (2020-2028) ($MN)
  • Table 16 Global Virtual Reality in Gaming Market Outlook, By Adventure (2020-2028) ($MN)
  • Table 17 Global Virtual Reality in Gaming Market Outlook, By Mystery Thriller (2020-2028) ($MN)
  • Table 18 Global Virtual Reality in Gaming Market Outlook, By Shooting (2020-2028) ($MN)
  • Table 19 Global Virtual Reality in Gaming Market Outlook, By Puzzle (2020-2028) ($MN)
  • Table 20 Global Virtual Reality in Gaming Market Outlook, By Science Fiction (2020-2028) ($MN)
  • Table 21 Global Virtual Reality in Gaming Market Outlook, By Other Types of games (2020-2028) ($MN)
  • Table 22 North America Virtual Reality in Gaming Market Outlook, By Country (2020-2028) ($MN)
  • Table 23 North America Virtual Reality in Gaming Market Outlook, By Device (2020-2028) ($MN)
  • Table 24 North America Virtual Reality in Gaming Market Outlook, By Gaming Consoles (2020-2028) ($MN)
  • Table 25 North America Virtual Reality in Gaming Market Outlook, By Personal Computers (2020-2028) ($MN)
  • Table 26 North America Virtual Reality in Gaming Market Outlook, By Mobile Devices (2020-2028) ($MN)
  • Table 27 North America Virtual Reality in Gaming Market Outlook, By Segment (2020-2028) ($MN)
  • Table 28 North America Virtual Reality in Gaming Market Outlook, By Hardware (2020-2028) ($MN)
  • Table 29 North America Virtual Reality in Gaming Market Outlook, By Software (2020-2028) ($MN)
  • Table 30 North America Virtual Reality in Gaming Market Outlook, By Compatibility (2020-2028) ($MN)
  • Table 31 North America Virtual Reality in Gaming Market Outlook, By Age Group (2020-2028) ($MN)
  • Table 32 North America Virtual Reality in Gaming Market Outlook, By Adults (2020-2028) ($MN)
  • Table 33 North America Virtual Reality in Gaming Market Outlook, By Children (2020-2028) ($MN)
  • Table 34 North America Virtual Reality in Gaming Market Outlook, By Types of Games (2020-2028) ($MN)
  • Table 35 North America Virtual Reality in Gaming Market Outlook, By Racing (2020-2028) ($MN)
  • Table 36 North America Virtual Reality in Gaming Market Outlook, By Fighting (2020-2028) ($MN)
  • Table 37 North America Virtual Reality in Gaming Market Outlook, By Adventure (2020-2028) ($MN)
  • Table 38 North America Virtual Reality in Gaming Market Outlook, By Mystery Thriller (2020-2028) ($MN)
  • Table 39 North America Virtual Reality in Gaming Market Outlook, By Shooting (2020-2028) ($MN)
  • Table 40 North America Virtual Reality in Gaming Market Outlook, By Puzzle (2020-2028) ($MN)
  • Table 41 North America Virtual Reality in Gaming Market Outlook, By Science Fiction (2020-2028) ($MN)
  • Table 42 North America Virtual Reality in Gaming Market Outlook, By Other Types of games (2020-2028) ($MN)
  • Table 43 Europe Virtual Reality in Gaming Market Outlook, By Country (2020-2028) ($MN)
  • Table 44 Europe Virtual Reality in Gaming Market Outlook, By Device (2020-2028) ($MN)
  • Table 45 Europe Virtual Reality in Gaming Market Outlook, By Gaming Consoles (2020-2028) ($MN)
  • Table 46 Europe Virtual Reality in Gaming Market Outlook, By Personal Computers (2020-2028) ($MN)
  • Table 47 Europe Virtual Reality in Gaming Market Outlook, By Mobile Devices (2020-2028) ($MN)
  • Table 48 Europe Virtual Reality in Gaming Market Outlook, By Segment (2020-2028) ($MN)
  • Table 49 Europe Virtual Reality in Gaming Market Outlook, By Hardware (2020-2028) ($MN)
  • Table 50 Europe Virtual Reality in Gaming Market Outlook, By Software (2020-2028) ($MN)
  • Table 51 Europe Virtual Reality in Gaming Market Outlook, By Compatibility (2020-2028) ($MN)
  • Table 52 Europe Virtual Reality in Gaming Market Outlook, By Age Group (2020-2028) ($MN)
  • Table 53 Europe Virtual Reality in Gaming Market Outlook, By Adults (2020-2028) ($MN)
  • Table 54 Europe Virtual Reality in Gaming Market Outlook, By Children (2020-2028) ($MN)
  • Table 55 Europe Virtual Reality in Gaming Market Outlook, By Types of Games (2020-2028) ($MN)
  • Table 56 Europe Virtual Reality in Gaming Market Outlook, By Racing (2020-2028) ($MN)
  • Table 57 Europe Virtual Reality in Gaming Market Outlook, By Fighting (2020-2028) ($MN)
  • Table 58 Europe Virtual Reality in Gaming Market Outlook, By Adventure (2020-2028) ($MN)
  • Table 59 Europe Virtual Reality in Gaming Market Outlook, By Mystery Thriller (2020-2028) ($MN)
  • Table 60 Europe Virtual Reality in Gaming Market Outlook, By Shooting (2020-2028) ($MN)
  • Table 61 Europe Virtual Reality in Gaming Market Outlook, By Puzzle (2020-2028) ($MN)
  • Table 62 Europe Virtual Reality in Gaming Market Outlook, By Science Fiction (2020-2028) ($MN)
  • Table 63 Europe Virtual Reality in Gaming Market Outlook, By Other Types of games (2020-2028) ($MN)
  • Table 64 Asia Pacific Virtual Reality in Gaming Market Outlook, By Country (2020-2028) ($MN)
  • Table 65 Asia Pacific Virtual Reality in Gaming Market Outlook, By Device (2020-2028) ($MN)
  • Table 66 Asia Pacific Virtual Reality in Gaming Market Outlook, By Gaming Consoles (2020-2028) ($MN)
  • Table 67 Asia Pacific Virtual Reality in Gaming Market Outlook, By Personal Computers (2020-2028) ($MN)
  • Table 68 Asia Pacific Virtual Reality in Gaming Market Outlook, By Mobile Devices (2020-2028) ($MN)
  • Table 69 Asia Pacific Virtual Reality in Gaming Market Outlook, By Segment (2020-2028) ($MN)
  • Table 70 Asia Pacific Virtual Reality in Gaming Market Outlook, By Hardware (2020-2028) ($MN)
  • Table 71 Asia Pacific Virtual Reality in Gaming Market Outlook, By Software (2020-2028) ($MN)
  • Table 72 Asia Pacific Virtual Reality in Gaming Market Outlook, By Compatibility (2020-2028) ($MN)
  • Table 73 Asia Pacific Virtual Reality in Gaming Market Outlook, By Age Group (2020-2028) ($MN)
  • Table 74 Asia Pacific Virtual Reality in Gaming Market Outlook, By Adults (2020-2028) ($MN)
  • Table 75 Asia Pacific Virtual Reality in Gaming Market Outlook, By Children (2020-2028) ($MN)
  • Table 76 Asia Pacific Virtual Reality in Gaming Market Outlook, By Types of Games (2020-2028) ($MN)
  • Table 77 Asia Pacific Virtual Reality in Gaming Market Outlook, By Racing (2020-2028) ($MN)
  • Table 78 Asia Pacific Virtual Reality in Gaming Market Outlook, By Fighting (2020-2028) ($MN)
  • Table 79 Asia Pacific Virtual Reality in Gaming Market Outlook, By Adventure (2020-2028) ($MN)
  • Table 80 Asia Pacific Virtual Reality in Gaming Market Outlook, By Mystery Thriller (2020-2028) ($MN)
  • Table 81 Asia Pacific Virtual Reality in Gaming Market Outlook, By Shooting (2020-2028) ($MN)
  • Table 82 Asia Pacific Virtual Reality in Gaming Market Outlook, By Puzzle (2020-2028) ($MN)
  • Table 83 Asia Pacific Virtual Reality in Gaming Market Outlook, By Science Fiction (2020-2028) ($MN)
  • Table 84 Asia Pacific Virtual Reality in Gaming Market Outlook, By Other Types of games (2020-2028) ($MN)
  • Table 85 South America Virtual Reality in Gaming Market Outlook, By Country (2020-2028) ($MN)
  • Table 86 South America Virtual Reality in Gaming Market Outlook, By Device (2020-2028) ($MN)
  • Table 87 South America Virtual Reality in Gaming Market Outlook, By Gaming Consoles (2020-2028) ($MN)
  • Table 88 South America Virtual Reality in Gaming Market Outlook, By Personal Computers (2020-2028) ($MN)
  • Table 89 South America Virtual Reality in Gaming Market Outlook, By Mobile Devices (2020-2028) ($MN)
  • Table 90 South America Virtual Reality in Gaming Market Outlook, By Segment (2020-2028) ($MN)
  • Table 91 South America Virtual Reality in Gaming Market Outlook, By Hardware (2020-2028) ($MN)
  • Table 92 South America Virtual Reality in Gaming Market Outlook, By Software (2020-2028) ($MN)
  • Table 93 South America Virtual Reality in Gaming Market Outlook, By Compatibility (2020-2028) ($MN)
  • Table 94 South America Virtual Reality in Gaming Market Outlook, By Age Group (2020-2028) ($MN)
  • Table 95 South America Virtual Reality in Gaming Market Outlook, By Adults (2020-2028) ($MN)
  • Table 96 South America Virtual Reality in Gaming Market Outlook, By Children (2020-2028) ($MN)
  • Table 97 South America Virtual Reality in Gaming Market Outlook, By Types of Games (2020-2028) ($MN)
  • Table 98 South America Virtual Reality in Gaming Market Outlook, By Racing (2020-2028) ($MN)
  • Table 99 South America Virtual Reality in Gaming Market Outlook, By Fighting (2020-2028) ($MN)
  • Table 100 South America Virtual Reality in Gaming Market Outlook, By Adventure (2020-2028) ($MN)
  • Table 101 South America Virtual Reality in Gaming Market Outlook, By Mystery Thriller (2020-2028) ($MN)
  • Table 102 South America Virtual Reality in Gaming Market Outlook, By Shooting (2020-2028) ($MN)
  • Table 103 South America Virtual Reality in Gaming Market Outlook, By Puzzle (2020-2028) ($MN)
  • Table 104 South America Virtual Reality in Gaming Market Outlook, By Science Fiction (2020-2028) ($MN)
  • Table 105 South America Virtual Reality in Gaming Market Outlook, By Other Types of games (2020-2028) ($MN)
  • Table 106 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Country (2020-2028) ($MN)
  • Table 107 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Device (2020-2028) ($MN)
  • Table 108 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Gaming Consoles (2020-2028) ($MN)
  • Table 109 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Personal Computers (2020-2028) ($MN)
  • Table 110 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Mobile Devices (2020-2028) ($MN)
  • Table 111 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Segment (2020-2028) ($MN)
  • Table 112 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Hardware (2020-2028) ($MN)
  • Table 113 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Software (2020-2028) ($MN)
  • Table 114 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Compatibility (2020-2028) ($MN)
  • Table 115 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Age Group (2020-2028) ($MN)
  • Table 116 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Adults (2020-2028) ($MN)
  • Table 117 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Children (2020-2028) ($MN)
  • Table 118 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Types of Games (2020-2028) ($MN)
  • Table 119 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Racing (2020-2028) ($MN)
  • Table 120 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Fighting (2020-2028) ($MN)
  • Table 121 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Adventure (2020-2028) ($MN)
  • Table 122 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Mystery Thriller (2020-2028) ($MN)
  • Table 123 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Shooting (2020-2028) ($MN)
  • Table 124 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Puzzle (2020-2028) ($MN)
  • Table 125 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Science Fiction (2020-2028) ($MN)
  • Table 126 Middle East & Africa Virtual Reality in Gaming Market Outlook, By Other Types of games (2020-2028) ($MN)