封面
市场调查报告书
商品编码
1424099

游戏市场中的虚拟实境 (VR)、份额、规模、趋势、行业分析报告:按组件、设备、地区、细分市场预测,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个工作天内

价格

根据 Polaris Market Research 的最新研究,到 2032 年,全球游戏虚拟实境 (VR) 市场预计将达到 1,580.4 亿美元。 该研究报告提供了对当前市场动态的详细洞察,并对未来市场成长进行了分析。

在这个市场中,对 3D 环境中的娱乐活动有强烈的需求,尤其是年轻一代,而小型 VR 游戏设备的使用正在推动这种需求。 透过将沉浸式技术整合到 3D 环境的 VR 模拟中来实现更先进和沈浸式体验的趋势是市场成长的主要驱动力。 VR领域不断的技术创新,加上各种虚拟实境游戏的发展,正在吸引世界各地的游戏爱好者。 互动式电玩游戏、引人入胜的 VR 配件和 3D 逼真环境带来的增强游戏体验预计将推动市场成长。

千禧世代对技术先进的电子游戏的需求不断增长预计将推动市场成长。 精通科技的千禧世代尤其被电子游戏的最新进展所吸引,包括虚拟实境 (VR) 体验。 对更复杂和身临其境的游戏内容的渴望,加上尖端技术的采用,导致对创新电子游戏的需求激增。 这一趋势正在推动开发商和製造商不断增强和推出新功能,从而推动游戏市场的成长。

与桌上型电脑和游戏机相容的虚拟实境外围设备的快速发展预计将推动产业成长。 许多新创公司进入虚拟实境游戏领域可能会导致游戏爱好者对头戴式显示器 (HMD)、紧身衣、运动追踪器和手套等穿戴式组件的需求增加。 这些设备通常会分阶段引入,最初是在选定的国家/地区。 例如,HTC Vive 最初仅在 24 个国家/地区发售。

VR 游戏在传统上不被视为游戏玩家的新用户群体中迅速流行。 这种转变在中国和印度等地区尤其明显,这些地区的消费者在智慧型手机上沉浸在虚拟实境内容中数小时。 这一市场成长归因于智慧型手机和平板电脑作为主要游戏设备的广泛采用。 使用行动装置进行 VR 游戏的可访问性和便利性正在将用户群扩展到专用游戏机和 PC 之外,从而使 VR 体验更具包容性并吸引更广泛的受众。

游戏市场中的虚拟实境 (VR) 报告亮点

由于连身衣、输入装置和手套等穿戴式装置的快速发展,硬体领域正在快速发展

由于线上游戏锦标赛和相关奖品的增加,商业部门获得最大份额

亚太地区快速成长的主要原因是存在大量寻求更丰富游戏体验的年轻人

目录

第一章简介

第 2 章执行摘要

第三章研究方法

第 4 章游戏虚拟实境 (VR) 市场洞察

  • 游戏中的虚拟实境 (VR) 市场 - 使用者快照
  • 游戏市场动态中的虚拟现实
    • 推动者和机会
      • 身临其境的游戏体验
      • 使用者进度
    • 抑制因素和挑战
      • 缺乏标准化
  • PESTEL 分析
  • 游戏虚拟实境 (VR) 市场的使用者趋势
  • 价值链分析
  • COVID-19 感染的影响分析

第 5 章全球游戏虚拟实境 (VR) 市场:按组成部分

  • 主要发现
  • 简介
  • 硬体
  • 软体

第 6 章全球游戏中的虚拟实境 (VR) 市场:依连接装置划分

  • 主要发现
  • 简介
  • 游戏机
  • PC/桌上型电脑
  • 智慧型手机

第 7 章全球游戏中的虚拟实境 (VR) 市场:按使用者划分

  • 主要发现
  • 简介
  • 商业空间
  • 个人

第 8 章全球游戏虚拟实境 (VR) 市场(按地区)

  • 主要发现
  • 简介
    • 2019-2032 年游戏虚拟实境 (VR) 市场评估(按地区)
  • 游戏中的虚拟实境 (VR) 市场 - 北美
    • 北美:2019-2032 年游戏虚拟实境 (VR) 市场(按组成部分)
    • 北美:游戏虚拟实境 (VR) 市场(按用户),2019-2032 年
    • 北美:游戏虚拟实境 (VR) 市场(按连接设备划分),2019-2032 年
    • 游戏领域的虚拟实境 (VR) 市场 - 美国
    • 游戏领域的虚拟实境 (VR) 市场 - 加拿大
  • 游戏中的虚拟实境 (VR) 市场 - 欧洲
    • 欧洲:2019-2032 年游戏虚拟实境 (VR) 市场(按组成部分)
    • 欧洲:游戏虚拟实境 (VR) 市场(按使用者划分),2019-2032 年
    • 欧洲:游戏虚拟实境 (VR) 市场(按连接设备划分),2019-2032 年
    • 游戏领域的虚拟实境 (VR) 市场 - 英国
    • 游戏领域的虚拟实境 (VR) 市场 - 法国
    • 游戏领域的虚拟实境 (VR) 市场 - 德国
    • 游戏领域的虚拟实境 (VR) 市场 - 义大利
    • 游戏领域的虚拟实境 (VR) 市场 - 西班牙
    • 游戏领域的虚拟实境 (VR) 市场 - 荷兰
    • 游戏中的虚拟实境 (VR) 市场 - 俄罗斯
  • 游戏中的虚拟实境 (VR) 市场 - 亚太地区
    • 亚太地区:2019-2032 年游戏虚拟实境 (VR) 市场(按组成部分)
    • 亚太地区:游戏虚拟实境 (VR) 市场(按用户),2019-2032 年
    • 亚太地区:游戏虚拟实境 (VR) 市场(按连接设备划分),2019-2032 年
    • 游戏领域的虚拟实境 (VR) 市场 - 中国
    • 游戏领域的虚拟实境 (VR) 市场 - 印度
    • 游戏中的虚拟实境 (VR) 市场 - 马来西亚
    • 游戏领域的虚拟实境 (VR) 市场 - 日本
    • 游戏领域的虚拟实境 (VR) 市场 - 印尼
    • 游戏领域的虚拟实境 (VR) 市场 - 韩国
  • 游戏中的虚拟实境 (VR) 市场 - 中东和非洲
    • 中东和非洲:游戏市场中的虚拟实境 (VR)(按组成部分),2019-2032 年
    • 中东和非洲:游戏虚拟实境 (VR) 市场(按使用者划分),2019-2032 年
    • 中东和非洲:游戏虚拟实境 (VR) 市场(按连接设备划分),2019-2032 年
    • 游戏中的虚拟实境 (VR) 市场 - 沙乌地阿拉伯
    • 游戏中的虚拟实境 (VR) 市场 - 阿拉伯联合大公国
    • 游戏中的虚拟实境 (VR) 市场 - 以色列
    • 游戏领域的虚拟实境 (VR) 市场 - 南非
  • 游戏中的虚拟实境 (VR) 市场 - 拉丁美洲
    • 拉丁美洲:2019-2032 年游戏市场中的虚拟实境 (VR)(按组成部分)
    • 拉丁美洲:游戏虚拟实境 (VR) 市场(按使用者划分),2019-2032 年
    • 拉丁美洲:游戏虚拟实境 (VR) 市场(按连接设备划分),2019-2032 年
    • 游戏领域的虚拟实境 (VR) 市场 - 墨西哥
    • 游戏领域的虚拟实境 (VR) 市场 - 巴西
    • 游戏领域的虚拟实境 (VR) 市场 - 阿根廷

第九章竞争态势

  • 扩张与收购分析
    • 放大
    • 收购
  • 伙伴关係/协作/协议/揭露

第十章公司简介

  • 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