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市場調查報告書
商品編碼
1598808

VR 遊戲市場:按組件、連接設備分類 - 2025-2030 年全球預測

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個工作天內

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2023年VR遊戲市場規模為140.8億美元,預計2024年將達到163.5億美元,預計2030年將成長至409.8億美元,複合年成長率為16.47%。

VR 遊戲的範圍包括受技術進步和消費者對沉浸式體驗日益成長的興趣推動的遊戲產業中充滿活力且快速成長的領域。虛擬實境 (VR) 遊戲使用 3D 產生的感官環境,讓玩家可以使用VR頭戴裝置或進階遊戲主機沉浸在互動式遊戲中。 VR 遊戲的需求源自於對更具吸引力、更真實、更身臨其境的遊戲體驗的需求,而 VR 技術、圖形和互動設計的進步推動了這項需求。應用程式跨越各種平台,包括 PC、遊戲機和行動設備,為遊戲開發和增強用戶參與度提供了多樣化的機會。最終用途包括消費遊戲、教育和培訓模擬以及治療應用,擴大市場影響力。

主要市場統計
基準年[2023] 140.8億美元
預測年份 [2024] 163.5億美元
預測年份 [2030] 409.8億美元
複合年成長率(%) 16.47%

影響VR遊戲市場成長的主要因素包括硬體技術的進步、可承受性的提高以及減少對高效能設備需求的雲端遊戲平台的興起。潛在的商機在於擴大 VR 內容庫、利用 5G 連接實現無縫體驗以及開發跨平台可玩性。最近人們對元宇宙相關體驗的興趣激增,進一步增加了市場潛力。抓住這些機會的建議包括投資內容創作、培養與技術創新者的夥伴關係,以及專注於提供方便用戶使用且價格實惠的產品。然而,市場開拓受到開發成本高、部分使用者身體不便以及內容可用性有限等限制。挑戰包括克服暈動病等技術問題、VR 特定內容的限制以及持續設備創新的需求。

具有研究和開發空間的創新領域包括改進硬體人體工學以解決舒適性問題、開發更節能的無線 VR 系統以及豐富觸覺回饋互動的進步。對使用者偏好的洞察指南內容開發並確保更具相關性和吸引力的體驗。由於 VR 遊戲市場的協作性和快速發展的性質,企業需要保持敏捷性並改進其研發和客戶反饋機制,以保持競爭力並抓住不斷成長的市場需求。

市場動態:揭示快速發展的 VR 遊戲市場的關鍵市場洞察

VR遊戲市場正因供需的動態互動而轉變。透過了解這些不斷變化的市場動態,公司可以準備好做出明智的投資決策、完善策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,同時也能幫助企業了解消費行為及其對製造業的影響。

  • 市場促進因素
    • 對身臨其境型遊戲體驗的需求不斷成長
    • VR手機及裝置的普及
    • 電子競技和多人遊戲日益流行
  • 市場限制因素
    • 實施 VR 硬體和解決方案的高成本
  • 市場機會
    • 持續開發行動VR遊戲
    • VR主題樂園和遊戲區快速增加
  • 市場挑戰
    • VR遊戲相容性與技術問題

波特五力:駕馭 VR 遊戲市場的策略工具

波特的五力框架是了解 VR 遊戲市場競爭格局的重要工具。波特的五力框架為評估公司的競爭地位和探索策略機會提供了清晰的方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解VR遊戲市場的外部影響

外部宏觀環境因素對於塑造VR遊戲市場的表現動態起著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助公司預測法規、消費者偏好和經濟趨勢的變化,並為他們做出積極主動的決策做好準備。

市場佔有率分析 了解VR遊戲市場競爭態勢

對 VR 遊戲市場的詳細市場佔有率分析可以對供應商績效進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、分散和整合的趨勢,為供應商提供了製定策略決策所需的見解,以應對日益激烈的競爭。

FPNV定位矩陣VR遊戲市場廠商績效評估

FPNV定位矩陣是評估VR遊戲市場廠商的重要工具。此矩陣允許業務組織根據供應商的商務策略和產品滿意度評估供應商,從而做出符合其目標的明智決策。這四個象限使您能夠清晰、準確地分類供應商,以確定最能滿足您的策略目標的合作夥伴和解決方案。

策略分析與建議 規劃 VR 遊戲市場的成功之路

VR 遊戲市場的策略分析對於旨在加強其在全球市場的影響力的公司至關重要。透過審查關鍵資源、能力和績效指標,公司可以識別成長機會並努力改進。這種方法使您能夠克服競爭環境中的挑戰,利用新的商機,並取得長期成功。

本報告對市場進行了全面分析,涵蓋關鍵重點領域:

1. 市場滲透率:對當前市場環境的詳細審查、主要企業的廣泛資料、對其在市場中的影響力和整體影響力的評估。

2. 市場開拓:辨識新興市場的成長機會,評估現有領域的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監理核准、專利趨勢、主要企業的技術進步等。

5. 產品開發與創新:重點在於有望推動未來市場成長的最尖端科技、研發活動和產品創新。

我們也回答重要問題,以幫助相關人員做出明智的決策:

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品、區隔市場和地區提供最佳投資機會?

3.塑造市場的主要技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 對身臨其境型遊戲體驗的需求增加
      • VR終端機及設備介紹
      • 電子競技和多人遊戲越來越受歡迎
    • 抑制因素
      • 實施 VR 硬體和解決方案的高成本
    • 機會
      • 持續開發行動VR遊戲
      • VR主題樂園和遊戲區激增
    • 任務
      • VR遊戲相容性與技術問題
  • 市場區隔分析
  • 波特五力分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社群
    • 技術的
    • 合法地
    • 環境

第6章 VR 遊戲市場:按組成部分

  • 硬體
  • 軟體

第7章 連接裝置的 VR 遊戲市場

  • 遊戲機
  • 個人電腦和桌上型電腦
  • 智慧型手機

第8章 南北美洲VR遊戲市場

  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第9章亞太地區VR遊戲市場

  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第10章 歐洲、中東、非洲VR遊戲市場

  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第11章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
  • 戰略分析和建議

公司名單

  • 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