Global Virtual Reality in Gaming
Global Virtual Reality in Gaming

Virtual Reality in Gaming Comprehensive Study by Type (Hardware (Headsets, Devices, Glasses, and Gloves), Software), Game Type (Individual Virtual Reality Games, Multiplayer Virtual Reality Games), Compatibility (MMOs, Smartphones, Casual Web games, Console) Players and Region - Global Market Outlook to 2026

Virtual Reality in Gaming Market Segmented into XX Submarkets. | Forecast Years: 2021- 2026  

Mar 2021 Edition 216 Pages 200 Tables & Figures
  • Summary
  • Market Segments
  • Table of Content
  • List of Tables & Figures
  • Companies Mentioned
What is Virtual Reality in Gaming Market?

Virtual reality in gaming is a new generation of computer games with virtual reality technology that gives players realistic and immersive simulation of a three-dimensional environment. Virtual reality is tending in the gaming industries that have got benefited from this immersive technology. These games can be played on specialized game consoles, standalone systems, or using advanced laptops and PCs that can power the leading VR headsets such as Oculus Rift, HTC Vive, and Lenovo Mirage Solo.

The market study is being classified by Type (Hardware (Headsets, Devices, Glasses, and Gloves) and Software) and major geographies with country level break-up.

Sony Corporation (Japan), Microsoft Corporation (United States), Nintendo Co., Ltd. (Japan), Linden Research, Inc. (United States), Electronic Arts Inc. (United States), Facebook, Inc. (United States), Samsung Electronics Co., Ltd. (South Korea), Google LLC (United States), HTC Corporation (Taiwan), Leap Motion, Inc. (United States), Tesla Studios (United Kingdom) and Qualcomm Incorporated (United States) are some of the key players profiled in the study.

The companies are exploring the market by adopting expansions, investments, new service launches and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions across the globe to gain a competitive advantage through combined collaborations. Research Analyst at AMA predicts that United States Players will contribute to the maximum growth of Global Virtual Reality in Gaming market throughout the predicted period.

Segment Analysis
Analyst at AMA have segmented the market study of Global Virtual Reality in Gaming market by Type, Application and Region.

On the basis of geography, the market of Virtual Reality in 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). Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.

Market Drivers
  • Increased Adoption of Virtual Reality in Gaming
  • Technological Advancements in Virtual Reality in Gaming

Market Trend
  • Increased Penetration of the Internet Worldwide

Restraints
  • Lack of Awareness about Virtual Reality in Some Regions
  • Compatibility Issues Associated with VR Gaming

Opportunities
  • Rise in the Investments in Virtual Reality

Challenges
  • Increasing Competition in the Market


Market Leaders and some development strategies
In September 2020, Microsoft announced an agreement to acquire Affirmed Networks to deliver new opportunities for a global 5G ecosystem.
In March 2021, Sony has announced a new slate of PlayStation VR games for later this year that includes a virtual reality adaptation of Doom 3, as well as titles from a few successful VR studios.


Key Target Audience
Manufacturers, Raw Material Suppliers, Distributors, Emerging Companies, Research Professionals and End-users

Customization in the Report Available:
The Study can be customized to meet your requirements. Please connect with our representative, who will ensure you get a report that suits your needs.
Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**
** Confirmation on availability of data would be informed prior purchase
Report Objectives / Segmentation Covered
By Type
  • Hardware (Headsets, Devices, Glasses, and Gloves)
  • Software
By Game Type
  • Individual Virtual Reality Games
  • Multiplayer Virtual Reality Games

By Compatibility
  • MMOs
  • Smartphones
  • Casual Web games
  • Console

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. Increased Adoption of Virtual Reality in Gaming
      • 3.2.2. Technological Advancements in Virtual Reality in Gaming
    • 3.3. Market Challenges
      • 3.3.1. Increasing Competition in the Market
    • 3.4. Market Trends
      • 3.4.1. Increased Penetration of the Internet Worldwide
  • 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 Virtual Reality in Gaming, by Type, Game Type, Compatibility and Region (value) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Virtual Reality in Gaming (Value)
      • 5.2.1. Global Virtual Reality in Gaming by: Type (Value)
        • 5.2.1.1. Hardware (Headsets, Devices, Glasses, and Gloves)
        • 5.2.1.2. Software
      • 5.2.2. Global Virtual Reality in Gaming by: Game Type (Value)
        • 5.2.2.1. Individual Virtual Reality Games
        • 5.2.2.2. Multiplayer Virtual Reality Games
      • 5.2.3. Global Virtual Reality in Gaming by: Compatibility (Value)
        • 5.2.3.1. MMOs
        • 5.2.3.2. Smartphones
        • 5.2.3.3. Casual Web games
        • 5.2.3.4. Console
      • 5.2.4. Global Virtual Reality in 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. Virtual Reality in 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 (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Sony Corporation (Japan)
        • 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. Microsoft Corporation (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. Nintendo Co., Ltd. (Japan)
        • 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. Linden Research, Inc. (United States)
        • 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. Electronic Arts Inc. (United States)
        • 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. Facebook, Inc. (United States)
        • 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. Samsung Electronics Co., Ltd. (South Korea)
        • 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. Google LLC (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. HTC Corporation (Taiwan)
        • 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. Leap Motion, Inc. (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
      • 6.4.11. Tesla Studios (United Kingdom)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
      • 6.4.12. Qualcomm Incorporated (United States)
        • 6.4.12.1. Business Overview
        • 6.4.12.2. Products/Services Offerings
        • 6.4.12.3. Financial Analysis
        • 6.4.12.4. SWOT Analysis
  • 7. Global Virtual Reality in Gaming Sale, by Type, Game Type, Compatibility and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Virtual Reality in Gaming (Value)
      • 7.2.1. Global Virtual Reality in Gaming by: Type (Value)
        • 7.2.1.1. Hardware (Headsets, Devices, Glasses, and Gloves)
        • 7.2.1.2. Software
      • 7.2.2. Global Virtual Reality in Gaming by: Game Type (Value)
        • 7.2.2.1. Individual Virtual Reality Games
        • 7.2.2.2. Multiplayer Virtual Reality Games
      • 7.2.3. Global Virtual Reality in Gaming by: Compatibility (Value)
        • 7.2.3.1. MMOs
        • 7.2.3.2. Smartphones
        • 7.2.3.3. Casual Web games
        • 7.2.3.4. Console
      • 7.2.4. Global Virtual Reality in 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. Virtual Reality in Gaming: by Type(USD Million)
  • Table 2. Virtual Reality in Gaming Hardware (Headsets, Devices, Glasses, and Gloves) , by Region USD Million (2015-2020)
  • Table 3. Virtual Reality in Gaming Software , by Region USD Million (2015-2020)
  • Table 4. Virtual Reality in Gaming: by Game Type(USD Million)
  • Table 5. Virtual Reality in Gaming Individual Virtual Reality Games , by Region USD Million (2015-2020)
  • Table 6. Virtual Reality in Gaming Multiplayer Virtual Reality Games , by Region USD Million (2015-2020)
  • Table 7. Virtual Reality in Gaming: by Compatibility(USD Million)
  • Table 8. Virtual Reality in Gaming MMOs , by Region USD Million (2015-2020)
  • Table 9. Virtual Reality in Gaming Smartphones , by Region USD Million (2015-2020)
  • Table 10. Virtual Reality in Gaming Casual Web games , by Region USD Million (2015-2020)
  • Table 11. Virtual Reality in Gaming Console , by Region USD Million (2015-2020)
  • Table 12. South America Virtual Reality in Gaming, by Country USD Million (2015-2020)
  • Table 13. South America Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 14. South America Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 15. South America Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 16. Brazil Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 17. Brazil Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 18. Brazil Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 19. Argentina Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 20. Argentina Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 21. Argentina Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 22. Rest of South America Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 23. Rest of South America Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 24. Rest of South America Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 25. Asia Pacific Virtual Reality in Gaming, by Country USD Million (2015-2020)
  • Table 26. Asia Pacific Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 27. Asia Pacific Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 28. Asia Pacific Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 29. China Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 30. China Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 31. China Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 32. Japan Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 33. Japan Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 34. Japan Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 35. India Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 36. India Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 37. India Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 38. South Korea Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 39. South Korea Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 40. South Korea Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 41. Taiwan Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 42. Taiwan Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 43. Taiwan Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 44. Australia Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 45. Australia Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 46. Australia Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 47. Rest of Asia-Pacific Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 48. Rest of Asia-Pacific Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 49. Rest of Asia-Pacific Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 50. Europe Virtual Reality in Gaming, by Country USD Million (2015-2020)
  • Table 51. Europe Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 52. Europe Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 53. Europe Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 54. Germany Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 55. Germany Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 56. Germany Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 57. France Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 58. France Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 59. France Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 60. Italy Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 61. Italy Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 62. Italy Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 63. United Kingdom Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 64. United Kingdom Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 65. United Kingdom Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 66. Netherlands Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 67. Netherlands Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 68. Netherlands Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 69. Rest of Europe Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 70. Rest of Europe Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 71. Rest of Europe Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 72. MEA Virtual Reality in Gaming, by Country USD Million (2015-2020)
  • Table 73. MEA Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 74. MEA Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 75. MEA Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 76. Middle East Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 77. Middle East Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 78. Middle East Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 79. Africa Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 80. Africa Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 81. Africa Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 82. North America Virtual Reality in Gaming, by Country USD Million (2015-2020)
  • Table 83. North America Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 84. North America Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 85. North America Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 86. United States Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 87. United States Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 88. United States Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 89. Canada Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 90. Canada Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 91. Canada Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • Table 92. Mexico Virtual Reality in Gaming, by Type USD Million (2015-2020)
  • Table 93. Mexico Virtual Reality in Gaming, by Game Type USD Million (2015-2020)
  • Table 94. Mexico Virtual Reality in Gaming, by Compatibility USD Million (2015-2020)
  • 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. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Company Basic Information, Sales Area and Its Competitors
  • Table 107. Virtual Reality in Gaming: by Type(USD Million)
  • Table 108. Virtual Reality in Gaming Hardware (Headsets, Devices, Glasses, and Gloves) , by Region USD Million (2021-2026)
  • Table 109. Virtual Reality in Gaming Software , by Region USD Million (2021-2026)
  • Table 110. Virtual Reality in Gaming: by Game Type(USD Million)
  • Table 111. Virtual Reality in Gaming Individual Virtual Reality Games , by Region USD Million (2021-2026)
  • Table 112. Virtual Reality in Gaming Multiplayer Virtual Reality Games , by Region USD Million (2021-2026)
  • Table 113. Virtual Reality in Gaming: by Compatibility(USD Million)
  • Table 114. Virtual Reality in Gaming MMOs , by Region USD Million (2021-2026)
  • Table 115. Virtual Reality in Gaming Smartphones , by Region USD Million (2021-2026)
  • Table 116. Virtual Reality in Gaming Casual Web games , by Region USD Million (2021-2026)
  • Table 117. Virtual Reality in Gaming Console , by Region USD Million (2021-2026)
  • Table 118. South America Virtual Reality in Gaming, by Country USD Million (2021-2026)
  • Table 119. South America Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 120. South America Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 121. South America Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 122. Brazil Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 123. Brazil Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 124. Brazil Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 125. Argentina Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 126. Argentina Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 127. Argentina Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 128. Rest of South America Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 129. Rest of South America Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 130. Rest of South America Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 131. Asia Pacific Virtual Reality in Gaming, by Country USD Million (2021-2026)
  • Table 132. Asia Pacific Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 133. Asia Pacific Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 134. Asia Pacific Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 135. China Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 136. China Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 137. China Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 138. Japan Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 139. Japan Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 140. Japan Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 141. India Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 142. India Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 143. India Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 144. South Korea Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 145. South Korea Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 146. South Korea Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 147. Taiwan Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 148. Taiwan Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 149. Taiwan Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 150. Australia Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 151. Australia Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 152. Australia Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 153. Rest of Asia-Pacific Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 154. Rest of Asia-Pacific Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 155. Rest of Asia-Pacific Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 156. Europe Virtual Reality in Gaming, by Country USD Million (2021-2026)
  • Table 157. Europe Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 158. Europe Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 159. Europe Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 160. Germany Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 161. Germany Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 162. Germany Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 163. France Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 164. France Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 165. France Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 166. Italy Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 167. Italy Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 168. Italy Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 169. United Kingdom Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 170. United Kingdom Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 171. United Kingdom Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 172. Netherlands Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 173. Netherlands Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 174. Netherlands Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 175. Rest of Europe Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 176. Rest of Europe Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 177. Rest of Europe Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 178. MEA Virtual Reality in Gaming, by Country USD Million (2021-2026)
  • Table 179. MEA Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 180. MEA Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 181. MEA Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 182. Middle East Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 183. Middle East Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 184. Middle East Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 185. Africa Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 186. Africa Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 187. Africa Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 188. North America Virtual Reality in Gaming, by Country USD Million (2021-2026)
  • Table 189. North America Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 190. North America Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 191. North America Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 192. United States Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 193. United States Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 194. United States Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 195. Canada Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 196. Canada Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 197. Canada Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 198. Mexico Virtual Reality in Gaming, by Type USD Million (2021-2026)
  • Table 199. Mexico Virtual Reality in Gaming, by Game Type USD Million (2021-2026)
  • Table 200. Mexico Virtual Reality in Gaming, by Compatibility USD Million (2021-2026)
  • Table 201. Research Programs/Design for This Report
  • Table 202. Key Data Information from Secondary Sources
  • Table 203. 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 Virtual Reality in Gaming: by Type USD Million (2015-2020)
  • Figure 5. Global Virtual Reality in Gaming: by Game Type USD Million (2015-2020)
  • Figure 6. Global Virtual Reality in Gaming: by Compatibility USD Million (2015-2020)
  • Figure 7. South America Virtual Reality in Gaming Share (%), by Country
  • Figure 8. Asia Pacific Virtual Reality in Gaming Share (%), by Country
  • Figure 9. Europe Virtual Reality in Gaming Share (%), by Country
  • Figure 10. MEA Virtual Reality in Gaming Share (%), by Country
  • Figure 11. North America Virtual Reality in Gaming Share (%), by Country
  • Figure 12. Global Virtual Reality in Gaming share by Players 2020 (%)
  • Figure 13. Global Virtual Reality in Gaming share by Players (Top 3) 2020(%)
  • Figure 14. Global Virtual Reality in Gaming share by Players (Top 5) 2020(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Sony Corporation (Japan) Revenue, Net Income and Gross profit
  • Figure 17. Sony Corporation (Japan) Revenue: by Geography 2020
  • Figure 18. Microsoft Corporation (United States) Revenue, Net Income and Gross profit
  • Figure 19. Microsoft Corporation (United States) Revenue: by Geography 2020
  • Figure 20. Nintendo Co., Ltd. (Japan) Revenue, Net Income and Gross profit
  • Figure 21. Nintendo Co., Ltd. (Japan) Revenue: by Geography 2020
  • Figure 22. Linden Research, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 23. Linden Research, Inc. (United States) Revenue: by Geography 2020
  • Figure 24. Electronic Arts Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 25. Electronic Arts Inc. (United States) Revenue: by Geography 2020
  • Figure 26. Facebook, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 27. Facebook, Inc. (United States) Revenue: by Geography 2020
  • Figure 28. Samsung Electronics Co., Ltd. (South Korea) Revenue, Net Income and Gross profit
  • Figure 29. Samsung Electronics Co., Ltd. (South Korea) Revenue: by Geography 2020
  • Figure 30. Google LLC (United States) Revenue, Net Income and Gross profit
  • Figure 31. Google LLC (United States) Revenue: by Geography 2020
  • Figure 32. HTC Corporation (Taiwan) Revenue, Net Income and Gross profit
  • Figure 33. HTC Corporation (Taiwan) Revenue: by Geography 2020
  • Figure 34. Leap Motion, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 35. Leap Motion, Inc. (United States) Revenue: by Geography 2020
  • Figure 36. Tesla Studios (United Kingdom) Revenue, Net Income and Gross profit
  • Figure 37. Tesla Studios (United Kingdom) Revenue: by Geography 2020
  • Figure 38. Qualcomm Incorporated (United States) Revenue, Net Income and Gross profit
  • Figure 39. Qualcomm Incorporated (United States) Revenue: by Geography 2020
  • Figure 40. Global Virtual Reality in Gaming: by Type USD Million (2021-2026)
  • Figure 41. Global Virtual Reality in Gaming: by Game Type USD Million (2021-2026)
  • Figure 42. Global Virtual Reality in Gaming: by Compatibility USD Million (2021-2026)
  • Figure 43. South America Virtual Reality in Gaming Share (%), by Country
  • Figure 44. Asia Pacific Virtual Reality in Gaming Share (%), by Country
  • Figure 45. Europe Virtual Reality in Gaming Share (%), by Country
  • Figure 46. MEA Virtual Reality in Gaming Share (%), by Country
  • Figure 47. North America Virtual Reality in Gaming Share (%), by Country
Some of the key companies/manufacturers profiled in the report
  • Sony Corporation (Japan)
  • Microsoft Corporation (United States)
  • Nintendo Co., Ltd. (Japan)
  • Linden Research, Inc. (United States)
  • Electronic Arts Inc. (United States)
  • Facebook, Inc. (United States)
  • Samsung Electronics Co., Ltd. (South Korea)
  • Google LLC (United States)
  • HTC Corporation (Taiwan)
  • Leap Motion, Inc. (United States)
  • Tesla Studios (United Kingdom)
  • Qualcomm Incorporated (United States)
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