封面
市場調查報告書
商品編碼
1507246

全球遊戲虛擬實境市場、佔有率、規模、趨勢、行業分析報告:依組件、連接設備、用戶、地區 -2024-2032年市場預測

Global Virtual Reality In Gaming Market Share, Size, Trends, Industry Analysis Report: Information By Component, By Connecting Device, By User, And By Region - Market Forecast, 2024 - 2032

出版日期: | 出版商: Polaris Market Research | 英文 117 Pages | 商品交期: 最快1-2個工作天內

價格

根據 Polaris Market Research 的最新研究,到2032年,全球遊戲虛擬實境市場預計將達到 1.4287 億美元。本研究報告提供了對當前市場動態的詳細洞察,並對未來市場成長進行了分析。

來自科技公司和遊戲工作室的新興資金是推動遊戲市場虛擬實境(VR)成長的主要力量。這種資本的湧入加速VR技術的發展與普及。科技和遊戲產業的領先公司投入大量資源進行研發,目的是改進 VR 硬體和軟體,創造出越來越複雜且易於使用的 VR 耳機、控制器和沈浸式遊戲環境。此外,電玩產業不斷成長的用戶群是推動遊戲市場採用 VR 的關鍵因素,推動了對沉浸式遊戲體驗和更廣泛客戶群的需求激增。

此外,年輕的千禧世代對高級電子遊戲日益成長的需求預計也將促進市場成長。精通科技的千禧世代對電子遊戲的最新進展非常感興趣,包括虛擬實境(VR)體驗。他們對複雜和身臨其境的遊戲內容的渴望,加上技術的採用,導致對創新電子遊戲的需求激增。這一趨勢促使開發人員和製造商不斷改進和引進新功能,推動遊戲市場中虛擬實境(VR)的成長。

虛擬實境(VR)遊戲在非傳統遊戲玩家中迅速流行,尤其是在中國和印度等地區。用戶在智慧型手機上花費大量時間使用虛擬實境(VR)內容,主要是因為這些裝置廣泛用作這些市場的主要遊戲平台。虛擬實境(VR)遊戲行動裝置的可近性和便利性日益擴大專用遊戲機和 PC 以外的用戶群,使虛擬實境(VR)體驗更具包容性並吸引更廣泛的受眾。

遊戲市場中虛擬實境報告的亮點

2023年的市場由硬體產業推動,因為它對促進沉浸式體驗(遊戲中虛擬實境(VR)的一個功能)做出了重要貢獻。虛擬實境(VR)硬體的關鍵組件(例如耳機、控制器、運動感測器和觸覺回饋設備)對於建立吸引遊戲玩家的真實互動式環境非常重要。

預計該市場的個人用戶部分將出現顯著成長,這主要是由於 VR 技術的可及性和可承受性不斷提高。

由於其先進的技術基礎設施、領先技術公司和遊戲開發商的強大影響力以及較高的消費者採用率,北美的遊戲虛擬實境(VR)市場已成為全球市場的主導地區。

目錄

第1章 簡介

第2章 執行摘要

第3章 研究方法

第4章 全球遊戲虛擬實境市場洞察

  • 使用者快照
  • 遊戲市場動態中的虛擬現實
    • 推動因素和機會
      • 身臨其境的遊戲體驗
      • 使用者進度
    • 抑制因素和挑戰
      • 缺乏標準化
  • PESTEL 分析
  • 遊戲虛擬實境市場的使用者趨勢
  • 價值鏈分析
  • 新冠肺炎(COVID-19)影響分析

第5章 全球遊戲中的虛擬實境市場:依組成部分

  • 主要發現
  • 簡介
  • 硬體
  • 軟體

第6章 全球遊戲中的虛擬實境市場:依連線裝置

  • 主要發現
  • 簡介
  • 遊戲機
  • PC/桌上型電腦
  • 智慧型手機

第7章 全球遊戲中的虛擬實境市場:按使用者

  • 主要發現
  • 簡介
  • 商業空間
  • 個人

第8章 遊戲市場中的全球虛擬實境:依地區

  • 主要發現
  • 簡介
    • 虛擬實境遊戲市場評估:依地區,2019-2032年
  • 北美
    • 北美:依組成部分,2019-2032年
    • 北美:依使用者,2019-2032年
    • 北美:依連網裝置,2019-2032年
    • 美國
    • 加拿大
  • 歐洲
    • 歐洲:依組成部分,2019-2032年
    • 歐洲:依使用者,2019-2032年
    • 歐洲:依連網裝置,2019-2032年
    • 英國
    • 法國
    • 德國
    • 義大利
    • 西班牙
    • 荷蘭
    • 俄羅斯
  • 亞太地區
    • 亞太地區:依組成部分,2019-2032年
    • 亞太地區:依使用者,2019-2032年
    • 亞太地區:依連網裝置,2019-2032年
    • 中國
    • 印度
    • 馬來西亞
    • 日本
    • 印尼
    • 韓國
  • 中東、非洲
    • 中東和非洲:依組成部分,2019-2032年
    • 中東、非洲:依使用者,2019-2032年
    • 中東與非洲:依連網設備,2019-2032年
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 以色列
    • 南非
  • 拉丁美洲
    • 拉丁美洲:依組成部分,2019-2032年
    • 拉丁美洲:依使用者,2019-2032年
    • 拉丁美洲:依連網裝置,2019-2032年
    • 墨西哥
    • 巴西
    • 阿根廷

第9章 競爭態勢

  • 擴張與收購分析
    • 擴張
    • 收購
  • 夥伴關係/協作/協議/揭露

第10章 公司簡介

  • 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 142.87 million by 2032, according to a new study by Polaris Market Research. The report "Global Virtual Reality (VR) In Gaming Market Share, Size, Trends, Industry Analysis Report: Information By Component (Hardware, Software), By Connecting Device, By User, And By Region (North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa) - Market Forecast, 2024 - 2032" gives a detailed insight into current market dynamics and provides analysis on future market growth.

The burgeoning financial support from tech companies and gaming studios is proving instrumental in driving the growth of virtual reality (VR) in gaming market. This influx of funding is accelerating the development and widespread adoption of VR technologies. Major players in the tech industry and gaming sector are dedicating significant resources to research and development efforts aimed at refining VR hardware and software, which is yielding increasingly sophisticated and user-friendly VR headsets, controllers, and immersive gaming environments. Moreover, the expanding user base in the video game industry is a key factor fueling the proliferation of VR in gaming market, prompting a surge in demand for immersive gaming experiences and a broader customer demographic.

Moreover, the rising demand for advanced electronic games among young millennials is expected to contribute to market growth. Millennials being tech-savvy, have a strong interest in the latest advancements in electronic gaming, including virtual reality (VR) experiences. Their desire for sophisticated and immersive gaming content, combined with the adoption of technologies, is leading to a surge in demand for innovative electronic games. This trend is compelling developers and manufacturers to continuously improve and introduce new features, thereby fueling the growth of virtual reality (VR) in gaming market.

The surge in popularity of virtual reality (VR) games is evident among non-traditional gaming demographics, especially in regions like China and India. Users are spending extensive time engaging with virtual reality (VR) content on their smartphones, primarily due to the widespread use of these devices as primary gaming platforms in these markets. The accessibility and convenience of mobile devices for virtual reality (VR) gaming have broadened the user base beyond dedicated gaming consoles or PCs, making virtual reality (VR) experiences more inclusive and attractive to a wider audience.

Virtual Reality in Gaming Market Report Highlights

The market was led by the hardware segment in 2023, owing to its crucial contribution to facilitating the immersive experiences characteristic of virtual reality (VR) in gaming. Key components of virtual reality (VR) hardware, such as headsets, controllers, motion sensors, and haptic feedback devices, are integral in establishing realistic and interactive environments that appeal to gamers.

The market is poised for substantial growth in the individual user segment, primarily driven by VR technology's growing accessibility and affordability.

The North American virtual reality (VR) in gaming market is a dominant region in the global market due to its advanced technological infrastructure, strong presence of major tech companies and game developers, and high consumer adoption rates.

The global key market players include Electronic Arts Inc., Google, HTC Corporation, Linden Research, Inc., Meta, Microsoft, Nintendo, Qualcomm Technologies, Inc., Samsung, Sony Interactive Entertainment LLC, Virtuix, etc.

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, Device Outlook (Revenue - USD Billion, 2019 - 2032)

  • Gaming Console
  • Laptop/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
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Malaysia
  • Australia
  • Rest of Asia Pacific
  • Latin America
  • Argentina
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • Israel
  • South Africa
  • Rest of MEA

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