Global Virtual Reality Gaming Market By Product Type, By Product Application, By Region, Global Industry Analysis, Market Size, Share, Growth, Trends, and Forecast 2022 To 2030

Published : Q1 2022 | Pages : 200+

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Description

Key Companies

Oculus VR, LLC (United States)
Sony Corporation (Japan)
Electronic Arts Inc (United States)
SAMSUNG (South Korea)
Google (United States)
Newzoo (Netheralnds)
Microsoft Corp. (United States)
Nintendo Co. Ltd (Japan)
HTC Corporation (Taiwan)
Kaneva (United States)
VirZOOM, Inc (United States)
ZEISS International (Germany)
LEAP MOTION, INC. (United States)
Virtuix
Leap Motion Inc
Telsa Studios
Qualcomm Inc.
Lucid VR
Razer
FOVE
Activision Blizzard
Disney
AMD (Advanced Micro Devices)
GoPro
NVIDIA

Segmentation Covered

By Application
Gaming
Desktop
Smartphone

By Type of components
Hardware
Software

By Region

Asia-Pacific: China, Southeast Asia, India, Japan, Korea, Oceania
Europe : Germany, UK, France, Italy, Russia, Spain, Netherlands, Turkey, Switzerland
North America : United States, Canada, Mexico
Middle East & Africa : GCC, North Africa, South Africa
South America : Brazil, Argentina, Columbia, Chile, Peru

TABLE OF CONTENTS

Chapter 1 Global Virtual Reality Gaming Market Overview

1.1 Introduction
1.2 Taxonomy
1.2.1 By Product Type & End User
1.2.2 By Region
1.3 Drivers for Virtual Reality Gaming Market
1.4 Restraints for Virtual Reality Gaming Market
1.5 Opportunities for Virtual Reality Gaming Market
1.6 Trends for Virtual Reality Gaming Market
1.7 COVID-19 Impact Assessment on Virtual Reality Gaming Industry
1.8 Macro-economic Factors
1.9 Regulatory Framework
1.10 Pricing Analysis by Region, 2020
1.11 Opportunity Map Analysis
1.12 Opportunity Orbits
1.13 Market Investment Feasibility Index
1.14 PEST Analysis
1.15 PORTERS Five Force Analysis
1.16 Go to Market Strategy
1.17 Value Chain Analysis
1.18 Cost Structure Analysis
1.19 Regional Market Share and BPS Analysis

Chapter 2 Global Virtual Reality Gaming Market Overview

2.1 Global Virtual Reality Gaming Market by Product Type
2.1.1 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
2.1.2 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
2.1.3 Global Virtual Reality Gaming Market Attractiveness Analysis by Product Type, (2013-2020)
2.2 Global Virtual Reality Gaming Market by End User
2.2.1 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
2.2.2 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
2.2.3 Global Virtual Reality Gaming Market Attractiveness Analysis by End User, (2013-2020)
2.3 Global Virtual Reality Gaming Market by Region
2.3.1 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
2.3.2 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
2.3.3 Global Virtual Reality Gaming Market Attractiveness Analysis by Region, (2013-2020)
2.4 Global Virtual Reality Gaming Market Outlook (2013-2029)
2.4.1 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2013-2020)
2.4.2 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2021-2029)
2.5 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Regions
2.5.1 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
2.5.2 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
2.6 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Product Type
2.6.1 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
2.6.2 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
2.7 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by End User
2.7.1 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
2.7.2 Global Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
2.8 Global Virtual Reality Gaming Market Y-o-Y Growth Rate Comparison (2014-2029)
2.8.1 Global Virtual Reality Gaming Market Y-o-Y Growth Rate by Region
2.8.2 Global Virtual Reality Gaming Market Y-o-Y Growth Rate by Product Type
2.8.3 Global Virtual Reality Gaming Market Y-o-Y Growth Rate by End User
2.9 Global Virtual Reality Gaming Market Share Comparison (2013-2029)
2.9.1 Global Virtual Reality Gaming Market Share by Region
2.9.2 Global Virtual Reality Gaming Market Share by Product Type
2.9.3 Global Virtual Reality Gaming Market Share by End User

Chapter 3 North America Virtual Reality Gaming Market Overview

3.1 North America Virtual Reality Gaming Market by Product Type
3.1.1 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
3.1.2 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
3.1.3 North America Virtual Reality Gaming Market Attractiveness Analysis by Product Type, (2013-2020)
3.2 North America Virtual Reality Gaming Market by End User
3.2.1 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
3.2.2 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
3.2.3 North America Virtual Reality Gaming Market Attractiveness Analysis by End User, (2013-2020)
3.3 North America Virtual Reality Gaming Market by Region
3.3.1 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
3.3.2 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
3.3.3 North America Virtual Reality Gaming Market Attractiveness Analysis by Region, (2013-2020)
3.4 North America Virtual Reality Gaming Market Outlook (2013-2029)
3.4.1 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2013-2020)
3.4.2 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2021-2029)
3.5 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Regions
3.5.1 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
3.5.2 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
3.6 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Product Type
3.6.1 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
3.6.2 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
3.7 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by End User
3.7.1 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
3.7.2 North America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
3.8 North America Virtual Reality Gaming Market Y-o-Y Growth Rate Comparison (2014-2029)
3.8.1 North America Virtual Reality Gaming Market Y-o-Y Growth Rate by Region
3.8.2 North America Virtual Reality Gaming Market Y-o-Y Growth Rate by Product Type
3.8.3 North America Virtual Reality Gaming Market Y-o-Y Growth Rate by End User
3.9 North America Virtual Reality Gaming Market Share Comparison (2013-2029)
3.9.1 North America Virtual Reality Gaming Market Share by Region
3.9.2 North America Virtual Reality Gaming Market Share by Product Type
3.9.3 North America Virtual Reality Gaming Market Share by End User

Chapter 4 Europe Virtual Reality Gaming Market Overview

4.1 Europe Virtual Reality Gaming Market by Product Type
4.1.1 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
4.1.2 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
4.1.3 Europe Virtual Reality Gaming Market Attractiveness Analysis by Product Type, (2013-2020)
4.2 Europe Virtual Reality Gaming Market by End User
4.2.1 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
4.2.2 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
4.2.3 Europe Virtual Reality Gaming Market Attractiveness Analysis by End User, (2013-2020)
4.3 Europe Virtual Reality Gaming Market by Region
4.3.1 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
4.3.2 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
4.3.3 Europe Virtual Reality Gaming Market Attractiveness Analysis by Region, (2013-2020)
4.4 Europe Virtual Reality Gaming Market Outlook (2013-2029)
4.4.1 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2013-2020)
4.4.2 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2021-2029)
4.5 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Regions
4.5.1 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
4.5.2 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
4.6 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Product Type
4.6.1 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
4.6.2 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
4.7 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by End User
4.7.1 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
4.7.2 Europe Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
4.8 Europe Virtual Reality Gaming Market Y-o-Y Growth Rate Comparison (2014-2029)
4.8.1 Europe Virtual Reality Gaming Market Y-o-Y Growth Rate by Region
4.8.2 Europe Virtual Reality Gaming Market Y-o-Y Growth Rate by Product Type
4.8.3 Europe Virtual Reality Gaming Market Y-o-Y Growth Rate by End User
4.9 Europe Virtual Reality Gaming Market Share Comparison (2013-2029)
4.9.1 Europe Virtual Reality Gaming Market Share by Region
4.9.2 Europe Virtual Reality Gaming Market Share by Product Type
4.9.3 Europe Virtual Reality Gaming Market Share by End User

Chapter 5 Asia Pacific Virtual Reality Gaming Market Overview

5.1 Asia Pacific Virtual Reality Gaming Market by Product Type
5.1.1 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
5.1.2 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
5.1.3 Asia Pacific Virtual Reality Gaming Market Attractiveness Analysis by Product Type, (2013-2020)
5.2 Asia Pacific Virtual Reality Gaming Market by End User
5.2.1 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
5.2.2 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
5.2.3 Asia Pacific Virtual Reality Gaming Market Attractiveness Analysis by End User, (2013-2020)
5.3 Asia Pacific Virtual Reality Gaming Market by Region
5.3.1 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
5.3.2 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
5.3.3 Asia Pacific Virtual Reality Gaming Market Attractiveness Analysis by Region, (2013-2020)
5.4 Asia Pacific Virtual Reality Gaming Market Outlook (2013-2029)
5.4.1 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2013-2020)
5.4.2 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2021-2029)
5.5 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Regions
5.5.1 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
5.5.2 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
5.6 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Product Type
5.6.1 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
5.6.2 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
5.7 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by End User
5.7.1 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
5.7.2 Asia Pacific Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
5.8 Asia Pacific Virtual Reality Gaming Market Y-o-Y Growth Rate Comparison (2014-2029)
5.8.1 Asia Pacific Virtual Reality Gaming Market Y-o-Y Growth Rate by Region
5.8.2 Asia Pacific Virtual Reality Gaming Market Y-o-Y Growth Rate by Product Type
5.8.3 Asia Pacific Virtual Reality Gaming Market Y-o-Y Growth Rate by End User
5.9 Asia Pacific Virtual Reality Gaming Market Share Comparison (2013-2029)
5.9.1 Asia Pacific Virtual Reality Gaming Market Share by Region
5.9.2 Asia Pacific Virtual Reality Gaming Market Share by Product Type
5.9.3 Asia Pacific Virtual Reality Gaming Market Share by End User

Chapter 6 South America Virtual Reality Gaming Market Overview

6.1 South America Virtual Reality Gaming Market by Product Type
6.1.1 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
6.1.2 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
6.1.3 South America Virtual Reality Gaming Market Attractiveness Analysis by Product Type, (2013-2020)
6.2 South America Virtual Reality Gaming Market by End User
6.2.1 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
6.2.2 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
6.2.3 South America Virtual Reality Gaming Market Attractiveness Analysis by End User, (2013-2020)
6.3 South America Virtual Reality Gaming Market by Region
6.3.1 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
6.3.2 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
6.3.3 South America Virtual Reality Gaming Market Attractiveness Analysis by Region, (2013-2020)
6.4 South America Virtual Reality Gaming Market Outlook (2013-2029)
6.4.1 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2013-2020)
6.4.2 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2021-2029)
6.5 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Regions
6.5.1 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
6.5.2 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
6.6 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Product Type
6.6.1 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
6.6.2 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
6.7 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by End User
6.7.1 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
6.7.2 South America Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
6.8 South America Virtual Reality Gaming Market Y-o-Y Growth Rate Comparison (2014-2029)
6.8.1 South America Virtual Reality Gaming Market Y-o-Y Growth Rate by Region
6.8.2 South America Virtual Reality Gaming Market Y-o-Y Growth Rate by Product Type
6.8.3 South America Virtual Reality Gaming Market Y-o-Y Growth Rate by End User
6.9 South America Virtual Reality Gaming Market Share Comparison 2013-2029
6.9.1 South America Virtual Reality Gaming Market Share by Region
6.9.2 South America Virtual Reality Gaming Market Share by Product Type
6.9.3 South America Virtual Reality Gaming Market Share by End User

Chapter 7 MEA Virtual Reality Gaming Market Overview

7.1 MEA Virtual Reality Gaming Market by Product Type
7.1.1 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2029)
7.1.2 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Product Type in 2019
7.1.3 MEA Virtual Reality Gaming Market Attractiveness Analysis by Product Type, (2013-2020)
7.2 MEA Virtual Reality Gaming Market by End User
7.2.1 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2029)
7.2.2 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by End User in 2019
7.2.3 MEA Virtual Reality Gaming Market Attractiveness Analysis by End User, (2013-2020)
7.3 MEA Virtual Reality Gaming Market by Region
7.3.1 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2029)
7.3.2 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Market Share by Region in 2019
7.3.3 MEA Virtual Reality Gaming Market Attractiveness Analysis by Region, (2013-2020)
7.4 MEA Virtual Reality Gaming Market Outlook (2013-2029)
7.4.1 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2013-2020)
7.4.2 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) (2021-2029)
7.5 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Regions
7.5.1 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2013-2020)
7.5.2 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Region (2021-2029)
7.6 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by Product Type
7.6.1 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2013-2020)
7.6.2 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by Product Type (2021-2029)
7.7 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) by End User
7.7.1 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2013-2020)
7.7.2 MEA Virtual Reality Gaming Market Value (US$ Mn) and Volume (Units) Comparison by End User (2021-2029)
7.8 MEA Virtual Reality Gaming Market Y-o-Y Growth Rate Comparison (2014-2029)
7.8.1 MEA Virtual Reality Gaming Market Y-o-Y Growth Rate by Region
7.8.2 MEA Virtual Reality Gaming Market Y-o-Y Growth Rate by Product Type
7.8.3 MEA Virtual Reality Gaming Market Y-o-Y Growth Rate by End User
7.9 MEA Virtual Reality Gaming Market Share Comparison (2013-2029)
7.9.1 MEA Virtual Reality Gaming Market Share by Region
7.9.2 MEA Virtual Reality Gaming Market Share by Product Type
7.9.3 MEA Virtual Reality Gaming Market Share by End User

Chapter 8 Global Virtual Reality Gaming Market Company Profiles

8.1 Market Competition Scenario Analysis, By Company
8.2 Competitor Landscape
8.3 Company Share Analysis
8.4 Company Profiles
8.4.1 Company
8.4.1.1 Company Overview
8.4.1.2 Business Description
8.4.1.3 Product Portfolio
8.4.1.4 Key Financials
8.4.1.5 Key Developments
8.4.1.6 SWOT Analysis

Companies Included:
Oculus VR, LLC (United States)
Sony Corporation (Japan)
Electronic Arts Inc (United States)
SAMSUNG (South Korea)
Google (United States)
Newzoo (Netheralnds)
Microsoft Corp. (United States)
Nintendo Co. Ltd (Japan)
HTC Corporation (Taiwan)
Kaneva (United States)
VirZOOM, Inc (United States)
ZEISS International (Germany)
LEAP MOTION, INC. (United States)
Virtuix
Leap Motion Inc
Telsa Studios
Qualcomm Inc.
Lucid VR
Razer
FOVE
Activision Blizzard
Disney
AMD (Advanced Micro Devices)
GoPro
NVIDIA

Chapter 9 Methodology and Data Source

9.1 Research Approach/ Methodology
9.2 Market Size Estimation
9.3 Market Breakdown and Data Triangulation
9.4 Data Source
9.4.1 Secondary Sources
9.4.2 Primary Sources

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