封面
市场调查报告书
商品编码
1598808

VR 游戏市场:按组件、连接设备划分 - 2025-2030 年全球预测

VR Gaming Market by Components (Hardware, Software), Connecting Device (Gaming Console, PC & Desktop, Smartphone) - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 195 Pages | 商品交期: 最快1-2个工作天内

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2023年VR游戏市场规模为140.8亿美元,预计2024年将达到163.5亿美元,预计2030年将成长至409.8亿美元,复合年增长率为16.47%。

VR 游戏的范围包括受技术进步和消费者对沉浸式体验日益增长的兴趣推动的游戏产业中充满活力且快速增长的领域。虚拟实境 (VR) 游戏使用 3D 产生的感官环境,让玩家可以使用VR头戴装置或进阶游戏主机沉浸在互动式游戏中。 VR 游戏的需求源自于对更具吸引力、更真实、更身临其境的游戏体验的需求,而 VR 技术、图形和互动设计的进步推动了这项需求。应用程式跨越各种平台,包括 PC、游戏机和行动设备,为游戏开发和增强用户参与度提供了多样化的机会。最终用途包括消费游戏、教育和培训模拟以及治疗应用,扩大市场影响力。

主要市场统计
基准年[2023] 140.8亿美元
预测年份 [2024] 163.5亿美元
预测年份 [2030] 409.8亿美元
复合年增长率(%) 16.47%

影响VR游戏市场成长的主要因素包括硬体技术的进步、可承受性的提高以及减少对高效能设备需求的云端游戏平台的兴起。潜在的商机在于扩大 VR 内容库、利用 5G 连接实现无缝体验以及开发跨平台可玩性。最近人们对元宇宙相关体验的兴趣激增,进一步增加了市场潜力。抓住这些机会的建议包括投资内容创作、培养与技术创新者的伙伴关係,以及专注于提供用户友好且价格实惠的产品。然而,市场开拓受到开发成本高、部分使用者身体不便以及内容可用性有限等限制。挑战包括克服晕动病等技术问题、VR 特定内容的限制以及持续设备创新的需求。

具有研究和开发空间的创新领域包括改进硬体人体工学以解决舒适性问题、开发更节能的无线 VR 系统以及丰富触觉回馈互动的进步。对使用者偏好的洞察指南内容开发并确保更具相关性和吸引力的体验。由于 VR 游戏市场的协作性和快速发展的性质,企业需要保持敏捷性并改进其研发和客户反馈机制,以保持竞争力并抓住不断增长的市场需求。

市场动态:揭示快速发展的 VR 游戏市场的关键市场洞察

VR游戏市场正因供需的动态互动而转变。透过了解这些不断变化的市场动态,公司可以准备好做出明智的投资决策、完善策略决策并抓住新的商机。全面了解这些趋势可以帮助企业降低政治、地理、技术、社会和经济领域的风险,同时也能帮助企业了解消费行为及其对製造业的影响。

  • 市场驱动因素
    • 对身临其境型游戏体验的需求不断增长
    • VR手机及装置的普及
    • 电子竞技和多人游戏日益流行
  • 市场限制因素
    • 实施 VR 硬体和解决方案的高成本
  • 市场机会
    • 持续开发行动VR游戏
    • VR主题乐园和游戏区快速增加
  • 市场挑战
    • VR游戏相容性与技术问题

波特五力:驾驭 VR 游戏市场的策略工具

波特的五力框架是了解 VR 游戏市场竞争格局的重要工具。波特的五力框架为评估公司的竞争地位和探索策略机会提供了清晰的方法。该框架可帮助公司评估市场动态并确定新业务的盈利。这些见解使公司能够利用自己的优势,解决弱点并避免潜在的挑战,从而确保更强大的市场地位。

PESTLE分析:了解VR游戏市场的外部影响

外部宏观环境因素对于塑造VR游戏市场的表现动态起着至关重要的作用。对政治、经济、社会、技术、法律和环境因素的分析提供了应对这些影响所需的资讯。透过调查 PESTLE 因素,公司可以更了解潜在的风险和机会。这种分析可以帮助公司预测法规、消费者偏好和经济趋势的变化,并为他们做出积极主动的决策做好准备。

市场占有率分析 了解VR游戏市场竞争态势

对 VR 游戏市场的详细市场占有率分析可以对供应商绩效进行全面评估。公司可以透过比较收益、客户群和成长率等关键指标来揭示其竞争地位。该分析揭示了市场集中、分散和整合的趋势,为供应商提供了製定策略决策所需的见解,以应对日益激烈的竞争。

FPNV定位矩阵VR游戏市场厂商绩效评估

FPNV定位矩阵是评估VR游戏市场厂商的重要工具。此矩阵允许业务组织根据供应商的商务策略和产品满意度评估供应商,从而做出符合其目标的明智决策。这四个象限使您能够清晰、准确地划分供应商,以确定最能满足您的策略目标的合作伙伴和解决方案。

策略分析与建议 规划 VR 游戏市场的成功之路

VR 游戏市场的策略分析对于旨在加强其在全球市场的影响力的公司至关重要。透过审查关键资源、能力和绩效指标,公司可以识别成长机会并努力改进。这种方法使您能够克服竞争环境中的挑战,利用新的商机,并取得长期成功。

本报告对市场进行了全面分析,涵盖关键重点领域:

1. 市场渗透率:对当前市场环境的详细审查、主要企业的广泛资料、对其在市场中的影响力和整体影响力的评估。

2. 市场开拓:辨识新兴市场的成长机会,评估现有领域的扩张潜力,并提供未来成长的策略蓝图。

3. 市场多元化:分析近期产品发布、开拓地区、关键产业进展、塑造市场的策略投资。

4. 竞争评估与情报:彻底分析竞争格局,检验市场占有率、业务策略、产品系列、认证、监理核准、专利趋势、主要企业的技术进步等。

5. 产品开发与创新:重点在于有望推动未来市场成长的最尖端科技、研发活动和产品创新。

我们也回答重要问题,以帮助相关人员做出明智的决策:

1.目前的市场规模和未来的成长预测是多少?

2. 哪些产品、区隔市场和地区提供最佳投资机会?

3.塑造市场的主要技术趋势和监管影响是什么?

4.主要厂商的市场占有率和竞争地位如何?

5. 推动供应商市场进入和退出策略的收益来源和策略机会是什么?

目录

第一章 前言

第二章调查方法

第三章执行摘要

第四章市场概况

第五章市场洞察

  • 市场动态
    • 促进因素
      • 对身临其境型游戏体验的需求增加
      • VR终端机及设备介绍
      • 电子竞技和多人游戏越来越受欢迎
    • 抑制因素
      • 实施 VR 硬体和解决方案的高成本
    • 机会
      • 持续开发行动VR游戏
      • VR主题乐园和游戏区激增
    • 任务
      • VR游戏相容性与技术问题
  • 市场区隔分析
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社群
    • 技术的
    • 合法地
    • 环境

第六章 VR 游戏市场:按组成部分

  • 硬体
  • 软体

第七章 连接装置的 VR 游戏市场

  • 游戏机
  • 个人电脑和桌上型电脑
  • 智慧型手机

第八章 南北美洲VR游戏市场

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美国

第九章亚太地区VR游戏市场

  • 澳洲
  • 中国
  • 印度
  • 印尼
  • 日本
  • 马来西亚
  • 菲律宾
  • 新加坡
  • 韩国
  • 台湾
  • 泰国
  • 越南

第十章 欧洲、中东、非洲VR游戏市场

  • 丹麦
  • 埃及
  • 芬兰
  • 法国
  • 德国
  • 以色列
  • 义大利
  • 荷兰
  • 奈及利亚
  • 挪威
  • 波兰
  • 卡达
  • 俄罗斯
  • 沙乌地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公国
  • 英国

第十一章竞争格局

  • 2023 年市场占有率分析
  • FPNV 定位矩阵,2023
  • 竞争情境分析
  • 战略分析和建议

公司名单

  • Apple Inc.
  • bHaptics Inc.
  • Bigscreen, Inc.
  • CCP Games
  • Google LLC by Alphabet Inc.
  • HP Development Company, LP
  • Lenovo Group Limited
  • LG Electronics
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • nDreams Limited
  • Nintendo Co., Ltd.
  • NVIDIA Corporation
  • Pimax Inc.
  • Polyarc, Inc.
  • Resolution Games AB
  • SAMSUNG ELECTRONICS CO., LTD.
  • Sony Corporation
  • UBISOFT ENTERTAINMENT SA
  • Unity Technologies
  • UploadVR
  • Valve Corporation
  • Virtuix Inc.
  • VirZOOM
  • ZEISS Group
Product Code: MRR-69324464D1A2

The VR Gaming Market was valued at USD 14.08 billion in 2023, expected to reach USD 16.35 billion in 2024, and is projected to grow at a CAGR of 16.47%, to USD 40.98 billion by 2030.

The scope of VR gaming encompasses a dynamic and rapidly growing segment of the gaming industry, driven by technological advancements and increasing consumer interest in immersive experiences. Virtual Reality (VR) gaming involves the use of 3D-generated environments with a sensory touch, enabling players to immerse themselves in interactive game plays using VR headsets and advanced gaming consoles. The necessity of VR gaming lies in the demand for more engaging, realistic, and immersive gaming experiences, encouraged by advancements in VR technology, graphics, and interactive design. Applications extend across various platforms such as PCs, gaming consoles, and mobile devices, providing diverse opportunities for game development and enhanced user engagement. End-use scope includes consumer gaming, educational and training simulations, and therapeutic applications, broadening the market's impact.

KEY MARKET STATISTICS
Base Year [2023] USD 14.08 billion
Estimated Year [2024] USD 16.35 billion
Forecast Year [2030] USD 40.98 billion
CAGR (%) 16.47%

Key factors influencing growth in the VR gaming market include technological advancements in hardware, increased affordability, and the rise of cloud gaming platforms that reduce the need for high-performance devices. Potential opportunities lie in expanding VR content libraries, leveraging 5G connectivity for seamless experiences, and developing cross-platform playability. The recent surge in interest for metaverse-related experiences further enhances the market's potential. Recommendations for capturing these opportunities include investing in content creation, fostering partnerships with tech innovators, and focusing on user-friendly and affordable product offerings. However, market growth is hampered by limitations such as high development costs, physical discomfort for some users, and limited content availability. Challenges include overcoming technical issues such as motion sickness, limited VR-specific content, and the need for continual device innovation.

Innovation areas ripe for research include improving hardware ergonomics to address comfort issues, developing more power-efficient and wireless VR systems, and advancing haptic feedback technologies to enrich user interaction. Insights into user preferences can guide content development, ensuring more relevant and engaging experiences. The nature of the VR gaming market is collaborative and rapidly evolving, making it imperative for businesses to remain agile, investing in R&D, and customer feedback mechanisms to stay competitive and capture growing market demands.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving VR Gaming Market

The VR Gaming Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increasing demand for immersive gaming experience
    • Adoption of VR handsets and devices
    • Growing popularity of eSports and multiplayer gaming
  • Market Restraints
    • High cost associated with implementation of VR hardware and solutions
  • Market Opportunities
    • Ongoing development of mobile VR games
    • Proliferation of VR theme parks and game zomes
  • Market Challenges
    • Compatibility and technical issues in VR gaming

Porter's Five Forces: A Strategic Tool for Navigating the VR Gaming Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the VR Gaming Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the VR Gaming Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the VR Gaming Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the VR Gaming Market

A detailed market share analysis in the VR Gaming Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the VR Gaming Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the VR Gaming Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the VR Gaming Market

A strategic analysis of the VR Gaming Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the VR Gaming Market, highlighting leading vendors and their innovative profiles. These include Apple Inc., bHaptics Inc., Bigscreen, Inc., CCP Games, Google LLC by Alphabet Inc., HP Development Company, L.P., Lenovo Group Limited, LG Electronics, Meta Platforms, Inc., Microsoft Corporation, nDreams Limited, Nintendo Co., Ltd., NVIDIA Corporation, Pimax Inc., Polyarc, Inc., Resolution Games AB, SAMSUNG ELECTRONICS CO., LTD., Sony Corporation, UBISOFT ENTERTAINMENT SA, Unity Technologies, UploadVR, Valve Corporation, Virtuix Inc., VirZOOM, and ZEISS Group.

Market Segmentation & Coverage

This research report categorizes the VR Gaming Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Components, market is studied across Hardware and Software.
  • Based on Connecting Device, market is studied across Gaming Console, PC & Desktop, and Smartphone.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increasing demand for immersive gaming experience
      • 5.1.1.2. Adoption of VR handsets and devices
      • 5.1.1.3. Growing popularity of eSports and multiplayer gaming
    • 5.1.2. Restraints
      • 5.1.2.1. High cost associated with implementation of VR hardware and solutions
    • 5.1.3. Opportunities
      • 5.1.3.1. Ongoing development of mobile VR games
      • 5.1.3.2. Proliferation of VR theme parks and game zomes
    • 5.1.4. Challenges
      • 5.1.4.1. Compatibility and technical issues in VR gaming
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. VR Gaming Market, by Components

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software

7. VR Gaming Market, by Connecting Device

  • 7.1. Introduction
  • 7.2. Gaming Console
  • 7.3. PC & Desktop
  • 7.4. Smartphone

8. Americas VR Gaming Market

  • 8.1. Introduction
  • 8.2. Argentina
  • 8.3. Brazil
  • 8.4. Canada
  • 8.5. Mexico
  • 8.6. United States

9. Asia-Pacific VR Gaming Market

  • 9.1. Introduction
  • 9.2. Australia
  • 9.3. China
  • 9.4. India
  • 9.5. Indonesia
  • 9.6. Japan
  • 9.7. Malaysia
  • 9.8. Philippines
  • 9.9. Singapore
  • 9.10. South Korea
  • 9.11. Taiwan
  • 9.12. Thailand
  • 9.13. Vietnam

10. Europe, Middle East & Africa VR Gaming Market

  • 10.1. Introduction
  • 10.2. Denmark
  • 10.3. Egypt
  • 10.4. Finland
  • 10.5. France
  • 10.6. Germany
  • 10.7. Israel
  • 10.8. Italy
  • 10.9. Netherlands
  • 10.10. Nigeria
  • 10.11. Norway
  • 10.12. Poland
  • 10.13. Qatar
  • 10.14. Russia
  • 10.15. Saudi Arabia
  • 10.16. South Africa
  • 10.17. Spain
  • 10.18. Sweden
  • 10.19. Switzerland
  • 10.20. Turkey
  • 10.21. United Arab Emirates
  • 10.22. United Kingdom

11. Competitive Landscape

  • 11.1. Market Share Analysis, 2023
  • 11.2. FPNV Positioning Matrix, 2023
  • 11.3. Competitive Scenario Analysis
  • 11.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Apple Inc.
  • 2. bHaptics Inc.
  • 3. Bigscreen, Inc.
  • 4. CCP Games
  • 5. Google LLC by Alphabet Inc.
  • 6. HP Development Company, L.P.
  • 7. Lenovo Group Limited
  • 8. LG Electronics
  • 9. Meta Platforms, Inc.
  • 10. Microsoft Corporation
  • 11. nDreams Limited
  • 12. Nintendo Co., Ltd.
  • 13. NVIDIA Corporation
  • 14. Pimax Inc.
  • 15. Polyarc, Inc.
  • 16. Resolution Games AB
  • 17. SAMSUNG ELECTRONICS CO., LTD.
  • 18. Sony Corporation
  • 19. UBISOFT ENTERTAINMENT SA
  • 20. Unity Technologies
  • 21. UploadVR
  • 22. Valve Corporation
  • 23. Virtuix Inc.
  • 24. VirZOOM
  • 25. ZEISS Group

LIST OF FIGURES

  • FIGURE 1. VR GAMING MARKET RESEARCH PROCESS
  • FIGURE 2. VR GAMING MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VR GAMING MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL VR GAMING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL VR GAMING MARKET SIZE, BY COMPONENTS, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VR GAMING MARKET SIZE, BY COMPONENTS, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. AMERICAS VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 11. AMERICAS VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. UNITED STATES VR GAMING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 13. UNITED STATES VR GAMING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 15. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. VR GAMING MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 19. VR GAMING MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VR GAMING MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VR GAMING MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VR GAMING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VR GAMING MARKET DYNAMICS
  • TABLE 7. GLOBAL VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VR GAMING MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VR GAMING MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VR GAMING MARKET SIZE, BY GAMING CONSOLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VR GAMING MARKET SIZE, BY PC & DESKTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VR GAMING MARKET SIZE, BY SMARTPHONE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. AMERICAS VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 15. AMERICAS VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 16. AMERICAS VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 17. ARGENTINA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 18. ARGENTINA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 19. BRAZIL VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 20. BRAZIL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 21. CANADA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 22. CANADA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 23. MEXICO VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 24. MEXICO VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 25. UNITED STATES VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 26. UNITED STATES VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 27. UNITED STATES VR GAMING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 28. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 29. ASIA-PACIFIC VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 30. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 31. AUSTRALIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 32. AUSTRALIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 33. CHINA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 34. CHINA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 35. INDIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 36. INDIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 37. INDONESIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 38. INDONESIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 39. JAPAN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 40. JAPAN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 41. MALAYSIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 42. MALAYSIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 43. PHILIPPINES VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 44. PHILIPPINES VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 45. SINGAPORE VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 46. SINGAPORE VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 47. SOUTH KOREA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 48. SOUTH KOREA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 49. TAIWAN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 50. TAIWAN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 51. THAILAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 52. THAILAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 53. VIETNAM VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 54. VIETNAM VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 55. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 56. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 57. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 58. DENMARK VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 59. DENMARK VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 60. EGYPT VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 61. EGYPT VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 62. FINLAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 63. FINLAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 64. FRANCE VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 65. FRANCE VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 66. GERMANY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 67. GERMANY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 68. ISRAEL VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 69. ISRAEL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 70. ITALY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 71. ITALY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 72. NETHERLANDS VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 73. NETHERLANDS VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 74. NIGERIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 75. NIGERIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 76. NORWAY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 77. NORWAY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 78. POLAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 79. POLAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 80. QATAR VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 81. QATAR VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 82. RUSSIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 83. RUSSIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 84. SAUDI ARABIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 85. SAUDI ARABIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 86. SOUTH AFRICA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 87. SOUTH AFRICA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 88. SPAIN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 89. SPAIN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 90. SWEDEN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 91. SWEDEN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 92. SWITZERLAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 93. SWITZERLAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 94. TURKEY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 95. TURKEY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 96. UNITED ARAB EMIRATES VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 97. UNITED ARAB EMIRATES VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 98. UNITED KINGDOM VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 99. UNITED KINGDOM VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 100. VR GAMING MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 101. VR GAMING MARKET, FPNV POSITIONING MATRIX, 2023