VR Gaming Comprehensive Study by Connecting Device (Gaming Console, PC/ Desktop, Smartphone), Component (Hardware, Software), End User (Commercial Space, Individual) Players and Region - Global Market Outlook to 2026

VR Gaming Market by XX Submarkets | Forecast Years 2020-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
VR Gaming Market Scope
Recent advancements in motion sensors, graphics, multimodal display technologies, and interactivity have prepared the road for Virtual Reality (VR) games to go beyond traditional entertainment, allowing for seamless immersion in highly interactive synthetic worlds. VR develops beyond linked technology to take the user(s) into the heart of the tale itself, seeing it as though in first person, from active adventures to soothing, passive immersion. Serious games including education and training, for example, become a fascinating experience thanks to the magic of VR, which teaches players new abilities and improves their competence. VR gaming is presently being used by industries such as real estate, automobiles, advertising, and tourism to attract new audiences or engage clients in new engaging experiences. VR gaming also serves as a source of inspiration for media artists, filmmakers, singers, and designers.

The VR Gaming market study is segmented and major geographies with country level break-up.

The companies are exploring the market by adopting mergers & acquisitions, expansions, investments, new service launches and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions to avail a competitive advantage through combined synergies. Research Analyst at AMA estimates that United States Vendors will contribute to the maximum growth of Global VR Gaming market throughout the predicted period.

bHaptics, Inc. (South Korea), Facebook Technologies, LLC. (United States), Google LLC (United States), HTC Corporation (Taiwan), VR Electronics Limited (United Kingdom), Samsung Electronics Co., Ltd. (South Korea), Sony Interactive Entertainment LLC (Japan), AppliedVR, Inc. (United States), Phaser Lock Interactive (United States) and Lucid Sight (United States) are some of the key players that are part of study coverage. Additionally, the Vendors which are also part of the research are Nuvia, Inc. (United States), Owlchemy Labs (United States), Wevr (United States) and Unity Software Inc. (United States).

About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a
preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from total available market.

Segmentation Overview
AMA Research has segmented the market of Global VR Gaming market by Type, Application and Region.

On the basis of geography, the market of VR Gaming has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).

Market Leaders and their expansionary development strategies
On 14th June, 2021 - Facebook Oculus Acquired BigBox VR, The Deal Adds Innovative VR Game Capabilities to Facebooks Portfolio. With Facebook, Bigbox VR Can Advance Its Social Gaming Experience as Well as Pursue Future Projects. and On 16th September, 2020 - Koch Media Acquired VR Studio Vertigo Games, valued at USD €50 Million. Vertigo Games Has Experienced Significant Expansion in Recent Years, With the Team Branching Out Beyond VR Creation into Publishing, Out-Of-Home Entertainment.
On 3rd March, 2021 - Sony Announced Six Playstation VR Games, Including Doom 3 on VR. Among Other Improvements, The Headset Will Include a New Controller, A Single Wire Instead of The Original Cable Box, And A Higher-Resolution Screen. PlayStation VR Will Also Support Upcoming” Expect You To Die 2”. and On 16th April, 2021 - Resident Evil 4 VR Remake Launched on Facebook Oculus Quest 2 VR. The VR Remake of 'Resident Evil 4' Is A Partnership Between Capcom, Facebook's Subsidiary Company Oculus, And Armature, An Independent Studio.


Market Trend
  • Emergence of Gaming as Competitive Esports

Market Drivers
  • Increasing Recognition for VR Gaming

Opportunities
  • Increasing Demand Across Emerging Regions

Restraints
  • Presence of Technical Glitches
  • Technical Limitations

Challenges
  • Costly Virtual Reality Headsets
  • User Friendly Interface


Key Target Audience
Virtual Reality Manufactures, New Entrants and Investors, Virtual Reality Distributors and Suppliers, Venture Capitalists, Government Bodies, Corporate Entities, Government and Private Research Organizations and Others

Report Objectives / Segmentation Covered

By Connecting Device
  • Gaming Console
  • PC/ Desktop
  • Smartphone

By Component
  • Hardware
  • Software

By End User
  • Commercial Space
  • Individual

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing Recognition for VR Gaming
    • 3.3. Market Challenges
      • 3.3.1. Costly Virtual Reality Headsets
      • 3.3.2. User Friendly Interface
    • 3.4. Market Trends
      • 3.4.1. Emergence of Gaming as Competitive Esports
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global VR Gaming, by Connecting Device, Component, End User and Region (value) (2014-2019)
    • 5.1. Introduction
    • 5.2. Global VR Gaming (Value)
      • 5.2.1. Global VR Gaming by: Connecting Device (Value)
        • 5.2.1.1. Gaming Console
        • 5.2.1.2. PC/ Desktop
        • 5.2.1.3. Smartphone
      • 5.2.2. Global VR Gaming by: Component (Value)
        • 5.2.2.1. Hardware
        • 5.2.2.2. Software
      • 5.2.3. Global VR Gaming by: End User (Value)
        • 5.2.3.1. Commercial Space
        • 5.2.3.2. Individual
      • 5.2.4. Global VR Gaming Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
  • 6. VR Gaming: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2019)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. BHaptics, Inc. (South Korea)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Facebook Technologies, LLC. (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Google LLC (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. HTC Corporation (Taiwan)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. VR Electronics Limited (United Kingdom)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Samsung Electronics Co., Ltd. (South Korea)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Sony Interactive Entertainment LLC (Japan)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. AppliedVR, Inc. (United States)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Phaser Lock Interactive (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Lucid Sight (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global VR Gaming Sale, by Connecting Device, Component, End User and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global VR Gaming (Value)
      • 7.2.1. Global VR Gaming by: Connecting Device (Value)
        • 7.2.1.1. Gaming Console
        • 7.2.1.2. PC/ Desktop
        • 7.2.1.3. Smartphone
      • 7.2.2. Global VR Gaming by: Component (Value)
        • 7.2.2.1. Hardware
        • 7.2.2.2. Software
      • 7.2.3. Global VR Gaming by: End User (Value)
        • 7.2.3.1. Commercial Space
        • 7.2.3.2. Individual
      • 7.2.4. Global VR Gaming Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. VR Gaming: by Connecting Device(USD Million)
  • Table 2. VR Gaming Gaming Console , by Region USD Million (2014-2019)
  • Table 3. VR Gaming PC/ Desktop , by Region USD Million (2014-2019)
  • Table 4. VR Gaming Smartphone , by Region USD Million (2014-2019)
  • Table 5. VR Gaming: by Component(USD Million)
  • Table 6. VR Gaming Hardware , by Region USD Million (2014-2019)
  • Table 7. VR Gaming Software , by Region USD Million (2014-2019)
  • Table 8. VR Gaming: by End User(USD Million)
  • Table 9. VR Gaming Commercial Space , by Region USD Million (2014-2019)
  • Table 10. VR Gaming Individual , by Region USD Million (2014-2019)
  • Table 11. South America VR Gaming, by Country USD Million (2014-2019)
  • Table 12. South America VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 13. South America VR Gaming, by Component USD Million (2014-2019)
  • Table 14. South America VR Gaming, by End User USD Million (2014-2019)
  • Table 15. Brazil VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 16. Brazil VR Gaming, by Component USD Million (2014-2019)
  • Table 17. Brazil VR Gaming, by End User USD Million (2014-2019)
  • Table 18. Argentina VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 19. Argentina VR Gaming, by Component USD Million (2014-2019)
  • Table 20. Argentina VR Gaming, by End User USD Million (2014-2019)
  • Table 21. Rest of South America VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 22. Rest of South America VR Gaming, by Component USD Million (2014-2019)
  • Table 23. Rest of South America VR Gaming, by End User USD Million (2014-2019)
  • Table 24. Asia Pacific VR Gaming, by Country USD Million (2014-2019)
  • Table 25. Asia Pacific VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 26. Asia Pacific VR Gaming, by Component USD Million (2014-2019)
  • Table 27. Asia Pacific VR Gaming, by End User USD Million (2014-2019)
  • Table 28. China VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 29. China VR Gaming, by Component USD Million (2014-2019)
  • Table 30. China VR Gaming, by End User USD Million (2014-2019)
  • Table 31. Japan VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 32. Japan VR Gaming, by Component USD Million (2014-2019)
  • Table 33. Japan VR Gaming, by End User USD Million (2014-2019)
  • Table 34. India VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 35. India VR Gaming, by Component USD Million (2014-2019)
  • Table 36. India VR Gaming, by End User USD Million (2014-2019)
  • Table 37. South Korea VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 38. South Korea VR Gaming, by Component USD Million (2014-2019)
  • Table 39. South Korea VR Gaming, by End User USD Million (2014-2019)
  • Table 40. Taiwan VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 41. Taiwan VR Gaming, by Component USD Million (2014-2019)
  • Table 42. Taiwan VR Gaming, by End User USD Million (2014-2019)
  • Table 43. Australia VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 44. Australia VR Gaming, by Component USD Million (2014-2019)
  • Table 45. Australia VR Gaming, by End User USD Million (2014-2019)
  • Table 46. Rest of Asia-Pacific VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 47. Rest of Asia-Pacific VR Gaming, by Component USD Million (2014-2019)
  • Table 48. Rest of Asia-Pacific VR Gaming, by End User USD Million (2014-2019)
  • Table 49. Europe VR Gaming, by Country USD Million (2014-2019)
  • Table 50. Europe VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 51. Europe VR Gaming, by Component USD Million (2014-2019)
  • Table 52. Europe VR Gaming, by End User USD Million (2014-2019)
  • Table 53. Germany VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 54. Germany VR Gaming, by Component USD Million (2014-2019)
  • Table 55. Germany VR Gaming, by End User USD Million (2014-2019)
  • Table 56. France VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 57. France VR Gaming, by Component USD Million (2014-2019)
  • Table 58. France VR Gaming, by End User USD Million (2014-2019)
  • Table 59. Italy VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 60. Italy VR Gaming, by Component USD Million (2014-2019)
  • Table 61. Italy VR Gaming, by End User USD Million (2014-2019)
  • Table 62. United Kingdom VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 63. United Kingdom VR Gaming, by Component USD Million (2014-2019)
  • Table 64. United Kingdom VR Gaming, by End User USD Million (2014-2019)
  • Table 65. Netherlands VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 66. Netherlands VR Gaming, by Component USD Million (2014-2019)
  • Table 67. Netherlands VR Gaming, by End User USD Million (2014-2019)
  • Table 68. Rest of Europe VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 69. Rest of Europe VR Gaming, by Component USD Million (2014-2019)
  • Table 70. Rest of Europe VR Gaming, by End User USD Million (2014-2019)
  • Table 71. MEA VR Gaming, by Country USD Million (2014-2019)
  • Table 72. MEA VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 73. MEA VR Gaming, by Component USD Million (2014-2019)
  • Table 74. MEA VR Gaming, by End User USD Million (2014-2019)
  • Table 75. Middle East VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 76. Middle East VR Gaming, by Component USD Million (2014-2019)
  • Table 77. Middle East VR Gaming, by End User USD Million (2014-2019)
  • Table 78. Africa VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 79. Africa VR Gaming, by Component USD Million (2014-2019)
  • Table 80. Africa VR Gaming, by End User USD Million (2014-2019)
  • Table 81. North America VR Gaming, by Country USD Million (2014-2019)
  • Table 82. North America VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 83. North America VR Gaming, by Component USD Million (2014-2019)
  • Table 84. North America VR Gaming, by End User USD Million (2014-2019)
  • Table 85. United States VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 86. United States VR Gaming, by Component USD Million (2014-2019)
  • Table 87. United States VR Gaming, by End User USD Million (2014-2019)
  • Table 88. Canada VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 89. Canada VR Gaming, by Component USD Million (2014-2019)
  • Table 90. Canada VR Gaming, by End User USD Million (2014-2019)
  • Table 91. Mexico VR Gaming, by Connecting Device USD Million (2014-2019)
  • Table 92. Mexico VR Gaming, by Component USD Million (2014-2019)
  • Table 93. Mexico VR Gaming, by End User USD Million (2014-2019)
  • Table 94. Company Basic Information, Sales Area and Its Competitors
  • Table 95. Company Basic Information, Sales Area and Its Competitors
  • Table 96. Company Basic Information, Sales Area and Its Competitors
  • Table 97. Company Basic Information, Sales Area and Its Competitors
  • Table 98. Company Basic Information, Sales Area and Its Competitors
  • Table 99. Company Basic Information, Sales Area and Its Competitors
  • Table 100. Company Basic Information, Sales Area and Its Competitors
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. VR Gaming: by Connecting Device(USD Million)
  • Table 105. VR Gaming Gaming Console , by Region USD Million (2021-2026)
  • Table 106. VR Gaming PC/ Desktop , by Region USD Million (2021-2026)
  • Table 107. VR Gaming Smartphone , by Region USD Million (2021-2026)
  • Table 108. VR Gaming: by Component(USD Million)
  • Table 109. VR Gaming Hardware , by Region USD Million (2021-2026)
  • Table 110. VR Gaming Software , by Region USD Million (2021-2026)
  • Table 111. VR Gaming: by End User(USD Million)
  • Table 112. VR Gaming Commercial Space , by Region USD Million (2021-2026)
  • Table 113. VR Gaming Individual , by Region USD Million (2021-2026)
  • Table 114. South America VR Gaming, by Country USD Million (2021-2026)
  • Table 115. South America VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 116. South America VR Gaming, by Component USD Million (2021-2026)
  • Table 117. South America VR Gaming, by End User USD Million (2021-2026)
  • Table 118. Brazil VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 119. Brazil VR Gaming, by Component USD Million (2021-2026)
  • Table 120. Brazil VR Gaming, by End User USD Million (2021-2026)
  • Table 121. Argentina VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 122. Argentina VR Gaming, by Component USD Million (2021-2026)
  • Table 123. Argentina VR Gaming, by End User USD Million (2021-2026)
  • Table 124. Rest of South America VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 125. Rest of South America VR Gaming, by Component USD Million (2021-2026)
  • Table 126. Rest of South America VR Gaming, by End User USD Million (2021-2026)
  • Table 127. Asia Pacific VR Gaming, by Country USD Million (2021-2026)
  • Table 128. Asia Pacific VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 129. Asia Pacific VR Gaming, by Component USD Million (2021-2026)
  • Table 130. Asia Pacific VR Gaming, by End User USD Million (2021-2026)
  • Table 131. China VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 132. China VR Gaming, by Component USD Million (2021-2026)
  • Table 133. China VR Gaming, by End User USD Million (2021-2026)
  • Table 134. Japan VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 135. Japan VR Gaming, by Component USD Million (2021-2026)
  • Table 136. Japan VR Gaming, by End User USD Million (2021-2026)
  • Table 137. India VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 138. India VR Gaming, by Component USD Million (2021-2026)
  • Table 139. India VR Gaming, by End User USD Million (2021-2026)
  • Table 140. South Korea VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 141. South Korea VR Gaming, by Component USD Million (2021-2026)
  • Table 142. South Korea VR Gaming, by End User USD Million (2021-2026)
  • Table 143. Taiwan VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 144. Taiwan VR Gaming, by Component USD Million (2021-2026)
  • Table 145. Taiwan VR Gaming, by End User USD Million (2021-2026)
  • Table 146. Australia VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 147. Australia VR Gaming, by Component USD Million (2021-2026)
  • Table 148. Australia VR Gaming, by End User USD Million (2021-2026)
  • Table 149. Rest of Asia-Pacific VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 150. Rest of Asia-Pacific VR Gaming, by Component USD Million (2021-2026)
  • Table 151. Rest of Asia-Pacific VR Gaming, by End User USD Million (2021-2026)
  • Table 152. Europe VR Gaming, by Country USD Million (2021-2026)
  • Table 153. Europe VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 154. Europe VR Gaming, by Component USD Million (2021-2026)
  • Table 155. Europe VR Gaming, by End User USD Million (2021-2026)
  • Table 156. Germany VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 157. Germany VR Gaming, by Component USD Million (2021-2026)
  • Table 158. Germany VR Gaming, by End User USD Million (2021-2026)
  • Table 159. France VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 160. France VR Gaming, by Component USD Million (2021-2026)
  • Table 161. France VR Gaming, by End User USD Million (2021-2026)
  • Table 162. Italy VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 163. Italy VR Gaming, by Component USD Million (2021-2026)
  • Table 164. Italy VR Gaming, by End User USD Million (2021-2026)
  • Table 165. United Kingdom VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 166. United Kingdom VR Gaming, by Component USD Million (2021-2026)
  • Table 167. United Kingdom VR Gaming, by End User USD Million (2021-2026)
  • Table 168. Netherlands VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 169. Netherlands VR Gaming, by Component USD Million (2021-2026)
  • Table 170. Netherlands VR Gaming, by End User USD Million (2021-2026)
  • Table 171. Rest of Europe VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 172. Rest of Europe VR Gaming, by Component USD Million (2021-2026)
  • Table 173. Rest of Europe VR Gaming, by End User USD Million (2021-2026)
  • Table 174. MEA VR Gaming, by Country USD Million (2021-2026)
  • Table 175. MEA VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 176. MEA VR Gaming, by Component USD Million (2021-2026)
  • Table 177. MEA VR Gaming, by End User USD Million (2021-2026)
  • Table 178. Middle East VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 179. Middle East VR Gaming, by Component USD Million (2021-2026)
  • Table 180. Middle East VR Gaming, by End User USD Million (2021-2026)
  • Table 181. Africa VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 182. Africa VR Gaming, by Component USD Million (2021-2026)
  • Table 183. Africa VR Gaming, by End User USD Million (2021-2026)
  • Table 184. North America VR Gaming, by Country USD Million (2021-2026)
  • Table 185. North America VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 186. North America VR Gaming, by Component USD Million (2021-2026)
  • Table 187. North America VR Gaming, by End User USD Million (2021-2026)
  • Table 188. United States VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 189. United States VR Gaming, by Component USD Million (2021-2026)
  • Table 190. United States VR Gaming, by End User USD Million (2021-2026)
  • Table 191. Canada VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 192. Canada VR Gaming, by Component USD Million (2021-2026)
  • Table 193. Canada VR Gaming, by End User USD Million (2021-2026)
  • Table 194. Mexico VR Gaming, by Connecting Device USD Million (2021-2026)
  • Table 195. Mexico VR Gaming, by Component USD Million (2021-2026)
  • Table 196. Mexico VR Gaming, by End User USD Million (2021-2026)
  • Table 197. Research Programs/Design for This Report
  • Table 198. Key Data Information from Secondary Sources
  • Table 199. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global VR Gaming: by Connecting Device USD Million (2014-2019)
  • Figure 5. Global VR Gaming: by Component USD Million (2014-2019)
  • Figure 6. Global VR Gaming: by End User USD Million (2014-2019)
  • Figure 7. South America VR Gaming Share (%), by Country
  • Figure 8. Asia Pacific VR Gaming Share (%), by Country
  • Figure 9. Europe VR Gaming Share (%), by Country
  • Figure 10. MEA VR Gaming Share (%), by Country
  • Figure 11. North America VR Gaming Share (%), by Country
  • Figure 12. Global VR Gaming share by Players 2019 (%)
  • Figure 13. Global VR Gaming share by Players (Top 3) 2019(%)
  • Figure 14. Global VR Gaming share by Players (Top 5) 2019(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. BHaptics, Inc. (South Korea) Revenue, Net Income and Gross profit
  • Figure 17. BHaptics, Inc. (South Korea) Revenue: by Geography 2019
  • Figure 18. Facebook Technologies, LLC. (United States) Revenue, Net Income and Gross profit
  • Figure 19. Facebook Technologies, LLC. (United States) Revenue: by Geography 2019
  • Figure 20. Google LLC (United States) Revenue, Net Income and Gross profit
  • Figure 21. Google LLC (United States) Revenue: by Geography 2019
  • Figure 22. HTC Corporation (Taiwan) Revenue, Net Income and Gross profit
  • Figure 23. HTC Corporation (Taiwan) Revenue: by Geography 2019
  • Figure 24. VR Electronics Limited (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 25. VR Electronics Limited (United Kingdom) Revenue: by Geography 2019
  • Figure 26. Samsung Electronics Co., Ltd. (South Korea) Revenue, Net Income and Gross profit
  • Figure 27. Samsung Electronics Co., Ltd. (South Korea) Revenue: by Geography 2019
  • Figure 28. Sony Interactive Entertainment LLC (Japan) Revenue, Net Income and Gross profit
  • Figure 29. Sony Interactive Entertainment LLC (Japan) Revenue: by Geography 2019
  • Figure 30. AppliedVR, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 31. AppliedVR, Inc. (United States) Revenue: by Geography 2019
  • Figure 32. Phaser Lock Interactive (United States) Revenue, Net Income and Gross profit
  • Figure 33. Phaser Lock Interactive (United States) Revenue: by Geography 2019
  • Figure 34. Lucid Sight (United States) Revenue, Net Income and Gross profit
  • Figure 35. Lucid Sight (United States) Revenue: by Geography 2019
  • Figure 36. Global VR Gaming: by Connecting Device USD Million (2021-2026)
  • Figure 37. Global VR Gaming: by Component USD Million (2021-2026)
  • Figure 38. Global VR Gaming: by End User USD Million (2021-2026)
  • Figure 39. South America VR Gaming Share (%), by Country
  • Figure 40. Asia Pacific VR Gaming Share (%), by Country
  • Figure 41. Europe VR Gaming Share (%), by Country
  • Figure 42. MEA VR Gaming Share (%), by Country
  • Figure 43. North America VR Gaming Share (%), by Country
List of companies from research coverage that are profiled in the study
  • bHaptics, Inc. (South Korea)
  • Facebook Technologies, LLC. (United States)
  • Google LLC (United States)
  • HTC Corporation (Taiwan)
  • VR Electronics Limited (United Kingdom)
  • Samsung Electronics Co., Ltd. (South Korea)
  • Sony Interactive Entertainment LLC (Japan)
  • AppliedVR, Inc. (United States)
  • Phaser Lock Interactive (United States)
  • Lucid Sight (United States)
Additional players considered in the study are as follows:
Nuvia, Inc. (United States) , Owlchemy Labs (United States) , Wevr (United States) , Unity Software Inc. (United States)
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Key Highlights of Report


Jun 2021 237 Pages 59 Tables Base Year: 2019 Coverage: 15+ Companies; 18 Countries

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