Virtual Reality Gaming Comprehensive Study by Application (Gaming, Desktop, Smartphone), Type of components (Hardware, Software) Players and Region - Global Market Outlook to 2026

Virtual Reality Gaming Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Industry Background:
Virtual reality gaming provides a 360-degree vision for gamers with excellent sound, full immersion and realism. The Virtual reality environments are created using software which is then presented to the user in such a manner that they supersede real environments. Advanced technologies, such as interactive graphics and three-dimensional (3D) effects providing real-time experience is propelling the market for virtual reality market.This growth is primarily driven by Innovation For Ease And Comfort Of Users By Virtual Reality Manufacturers, Development Of Compact And Comfortable Virtual Reality Gaming Devices and Increasing Disposable Income Of Middles Class Society.

Globally, a noticeable market trend is evident Demand For Latest Technologies In The Gaming Industry. Major Players, such as 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) and LEAP MOTION, INC. (United States) etc have either set up their manufacturing facilities or are planning to start new provision in the dominated region in the upcoming years.

Market Drivers
  • Innovation For Ease And Comfort Of Users By Virtual Reality Manufacturers
  • Development Of Compact And Comfortable Virtual Reality Gaming Devices
  • Increasing Disposable Income Of Middles Class Society

Market Trend
  • Demand For Latest Technologies In The Gaming Industry

Restraints
  • Lack Of Awareness About The Virtual Reality Technology
  • Limitations Of Hardware And Software Among The Virtual Reality Devices

Opportunities
Research And Development For Advancements In Virtual Reality Gaming Technology
Challenges
High Manufacturing Cost Of The Devices and Concern Of Physical And Mental Ailment Due To Over Usage Of Virtual Reality Games

AMA Research follow a focused and realistic research framework that provides the ability to study the crucial market dynamics in several regions across the world. Moreover, an in-depth assessment is mostly conducted by our analysts on geographical regions to provide clients and businesses the opportunity to dominate in niche markets and expand in emerging markets across the globe. This market research study also showcase the spontaneously changing Players landscape impacting the growth of the market. Furthermore, our market researchers extensively analyse the products and services offered by multiple players competing to increase their market share and presence.

Customization in the Report
AMA Research features not only specific market forecasts, but also include significant value-added commentary on:
- Market Trends
- Technological Trends and Innovations
- Market Maturity Indicators
- Growth Drivers and Constraints
- New Entrants into the Market & Entry/Exit Barriers
- To Seize Powerful Market Opportunities
- Identify Key Business Segments, Market Proposition & Gap Analysis

Against this Challenging Backdrop, Virtual Reality Gaming Study Sheds Light on
— The Virtual Reality Gaming Market status quo and key characteristics. To end this, Analyst at AMA organize and took survey of the Virtual Reality Gaming industry Players. The resultant snapshot serves as a basis for understanding why and how the industry can be expected to change.
— Where Virtual Reality Gaming industry is heading and what are the top priorities. Insights are drawn from financial analysis, the survey and interviews with key executives and industry experts.
— How every company in this diverse set of Players can best navigate the emerging competition landscape and follow a strategy that helps them position to hold value they currently claim, or capture the new addressable opportunity.

Report Objectives / Segmentation Covered

By Application
  • Gaming
  • Desktop
  • Smartphone
By Type of components
  • Hardware
  • Software

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. Innovation For Ease And Comfort Of Users By Virtual Reality Manufacturers
      • 3.2.2. Development Of Compact And Comfortable Virtual Reality Gaming Devices
      • 3.2.3. Increasing Disposable Income Of Middles Class Society
    • 3.3. Market Challenges
      • 3.3.1. High Manufacturing Cost Of The Devices
      • 3.3.2. Concern Of Physical And Mental Ailment Due To Over Usage Of Virtual Reality Games
    • 3.4. Market Trends
      • 3.4.1. Demand For Latest Technologies In The Gaming Industry
  • 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 Gaming, by Application, Type of components and Region (value and price ) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Virtual Reality Gaming (Value)
      • 5.2.1. Global Virtual Reality Gaming by: Application (Value)
        • 5.2.1.1. Gaming
        • 5.2.1.2. Desktop
        • 5.2.1.3. Smartphone
      • 5.2.2. Global Virtual Reality Gaming by: Type of components (Value)
        • 5.2.2.1. Hardware
        • 5.2.2.2. Software
      • 5.2.3. Global Virtual Reality Gaming Region
        • 5.2.3.1. South America
          • 5.2.3.1.1. Brazil
          • 5.2.3.1.2. Argentina
          • 5.2.3.1.3. Rest of South America
        • 5.2.3.2. Asia Pacific
          • 5.2.3.2.1. China
          • 5.2.3.2.2. Japan
          • 5.2.3.2.3. India
          • 5.2.3.2.4. South Korea
          • 5.2.3.2.5. Taiwan
          • 5.2.3.2.6. Australia
          • 5.2.3.2.7. Rest of Asia-Pacific
        • 5.2.3.3. Europe
          • 5.2.3.3.1. Germany
          • 5.2.3.3.2. France
          • 5.2.3.3.3. Italy
          • 5.2.3.3.4. United Kingdom
          • 5.2.3.3.5. Netherlands
          • 5.2.3.3.6. Rest of Europe
        • 5.2.3.4. MEA
          • 5.2.3.4.1. Middle East
          • 5.2.3.4.2. Africa
        • 5.2.3.5. North America
          • 5.2.3.5.1. United States
          • 5.2.3.5.2. Canada
          • 5.2.3.5.3. Mexico
    • 5.3. Global Virtual Reality Gaming (Price)
  • 6. Virtual Reality 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. Oculus VR, LLC (United States)
        • 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. Sony Corporation (Japan)
        • 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. Electronic Arts Inc (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. SAMSUNG (South Korea)
        • 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. Google (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. Newzoo (Netheralnds)
        • 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. Microsoft Corp. (United States)
        • 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. Nintendo Co. Ltd (Japan)
        • 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. Kaneva (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. VirZOOM, Inc (United States)
        • 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. ZEISS International (Germany)
        • 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
      • 6.4.13. LEAP MOTION, INC. (United States)
        • 6.4.13.1. Business Overview
        • 6.4.13.2. Products/Services Offerings
        • 6.4.13.3. Financial Analysis
        • 6.4.13.4. SWOT Analysis
  • 7. Global Virtual Reality Gaming Sale, by Application, Type of components and Region (value and price ) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Virtual Reality Gaming (Value)
      • 7.2.1. Global Virtual Reality Gaming by: Application (Value)
        • 7.2.1.1. Gaming
        • 7.2.1.2. Desktop
        • 7.2.1.3. Smartphone
      • 7.2.2. Global Virtual Reality Gaming by: Type of components (Value)
        • 7.2.2.1. Hardware
        • 7.2.2.2. Software
      • 7.2.3. Global Virtual Reality Gaming Region
        • 7.2.3.1. South America
          • 7.2.3.1.1. Brazil
          • 7.2.3.1.2. Argentina
          • 7.2.3.1.3. Rest of South America
        • 7.2.3.2. Asia Pacific
          • 7.2.3.2.1. China
          • 7.2.3.2.2. Japan
          • 7.2.3.2.3. India
          • 7.2.3.2.4. South Korea
          • 7.2.3.2.5. Taiwan
          • 7.2.3.2.6. Australia
          • 7.2.3.2.7. Rest of Asia-Pacific
        • 7.2.3.3. Europe
          • 7.2.3.3.1. Germany
          • 7.2.3.3.2. France
          • 7.2.3.3.3. Italy
          • 7.2.3.3.4. United Kingdom
          • 7.2.3.3.5. Netherlands
          • 7.2.3.3.6. Rest of Europe
        • 7.2.3.4. MEA
          • 7.2.3.4.1. Middle East
          • 7.2.3.4.2. Africa
        • 7.2.3.5. North America
          • 7.2.3.5.1. United States
          • 7.2.3.5.2. Canada
          • 7.2.3.5.3. Mexico
    • 7.3. Global Virtual Reality Gaming (Price)
  • 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 Gaming: by Application(USD Million)
  • Table 2. Virtual Reality Gaming Gaming , by Region USD Million (2015-2020)
  • Table 3. Virtual Reality Gaming Desktop , by Region USD Million (2015-2020)
  • Table 4. Virtual Reality Gaming Smartphone , by Region USD Million (2015-2020)
  • Table 5. Virtual Reality Gaming: by Type of components(USD Million)
  • Table 6. Virtual Reality Gaming Hardware , by Region USD Million (2015-2020)
  • Table 7. Virtual Reality Gaming Software , by Region USD Million (2015-2020)
  • Table 8. South America Virtual Reality Gaming, by Country USD Million (2015-2020)
  • Table 9. South America Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 10. South America Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 11. Brazil Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 12. Brazil Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 13. Argentina Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 14. Argentina Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 15. Rest of South America Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 16. Rest of South America Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 17. Asia Pacific Virtual Reality Gaming, by Country USD Million (2015-2020)
  • Table 18. Asia Pacific Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 19. Asia Pacific Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 20. China Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 21. China Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 22. Japan Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 23. Japan Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 24. India Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 25. India Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 26. South Korea Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 27. South Korea Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 28. Taiwan Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 29. Taiwan Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 30. Australia Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 31. Australia Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 32. Rest of Asia-Pacific Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 33. Rest of Asia-Pacific Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 34. Europe Virtual Reality Gaming, by Country USD Million (2015-2020)
  • Table 35. Europe Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 36. Europe Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 37. Germany Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 38. Germany Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 39. France Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 40. France Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 41. Italy Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 42. Italy Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 43. United Kingdom Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 44. United Kingdom Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 45. Netherlands Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 46. Netherlands Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 47. Rest of Europe Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 48. Rest of Europe Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 49. MEA Virtual Reality Gaming, by Country USD Million (2015-2020)
  • Table 50. MEA Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 51. MEA Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 52. Middle East Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 53. Middle East Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 54. Africa Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 55. Africa Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 56. North America Virtual Reality Gaming, by Country USD Million (2015-2020)
  • Table 57. North America Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 58. North America Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 59. United States Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 60. United States Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 61. Canada Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 62. Canada Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 63. Mexico Virtual Reality Gaming, by Application USD Million (2015-2020)
  • Table 64. Mexico Virtual Reality Gaming, by Type of components USD Million (2015-2020)
  • Table 65. Company Basic Information, Sales Area and Its Competitors
  • Table 66. Company Basic Information, Sales Area and Its Competitors
  • Table 67. Company Basic Information, Sales Area and Its Competitors
  • Table 68. Company Basic Information, Sales Area and Its Competitors
  • Table 69. Company Basic Information, Sales Area and Its Competitors
  • Table 70. Company Basic Information, Sales Area and Its Competitors
  • Table 71. Company Basic Information, Sales Area and Its Competitors
  • Table 72. Company Basic Information, Sales Area and Its Competitors
  • Table 73. Company Basic Information, Sales Area and Its Competitors
  • Table 74. Company Basic Information, Sales Area and Its Competitors
  • Table 75. Company Basic Information, Sales Area and Its Competitors
  • Table 76. Company Basic Information, Sales Area and Its Competitors
  • Table 77. Company Basic Information, Sales Area and Its Competitors
  • Table 78. Virtual Reality Gaming: by Application(USD Million)
  • Table 79. Virtual Reality Gaming Gaming , by Region USD Million (2021-2026)
  • Table 80. Virtual Reality Gaming Desktop , by Region USD Million (2021-2026)
  • Table 81. Virtual Reality Gaming Smartphone , by Region USD Million (2021-2026)
  • Table 82. Virtual Reality Gaming: by Type of components(USD Million)
  • Table 83. Virtual Reality Gaming Hardware , by Region USD Million (2021-2026)
  • Table 84. Virtual Reality Gaming Software , by Region USD Million (2021-2026)
  • Table 85. South America Virtual Reality Gaming, by Country USD Million (2021-2026)
  • Table 86. South America Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 87. South America Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 88. Brazil Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 89. Brazil Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 90. Argentina Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 91. Argentina Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 92. Rest of South America Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 93. Rest of South America Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 94. Asia Pacific Virtual Reality Gaming, by Country USD Million (2021-2026)
  • Table 95. Asia Pacific Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 96. Asia Pacific Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 97. China Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 98. China Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 99. Japan Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 100. Japan Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 101. India Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 102. India Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 103. South Korea Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 104. South Korea Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 105. Taiwan Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 106. Taiwan Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 107. Australia Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 108. Australia Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 109. Rest of Asia-Pacific Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 110. Rest of Asia-Pacific Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 111. Europe Virtual Reality Gaming, by Country USD Million (2021-2026)
  • Table 112. Europe Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 113. Europe Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 114. Germany Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 115. Germany Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 116. France Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 117. France Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 118. Italy Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 119. Italy Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 120. United Kingdom Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 121. United Kingdom Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 122. Netherlands Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 123. Netherlands Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 124. Rest of Europe Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 125. Rest of Europe Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 126. MEA Virtual Reality Gaming, by Country USD Million (2021-2026)
  • Table 127. MEA Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 128. MEA Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 129. Middle East Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 130. Middle East Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 131. Africa Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 132. Africa Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 133. North America Virtual Reality Gaming, by Country USD Million (2021-2026)
  • Table 134. North America Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 135. North America Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 136. United States Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 137. United States Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 138. Canada Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 139. Canada Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 140. Mexico Virtual Reality Gaming, by Application USD Million (2021-2026)
  • Table 141. Mexico Virtual Reality Gaming, by Type of components USD Million (2021-2026)
  • Table 142. Research Programs/Design for This Report
  • Table 143. Key Data Information from Secondary Sources
  • Table 144. 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 Gaming: by Application USD Million (2015-2020)
  • Figure 5. Global Virtual Reality Gaming: by Type of components USD Million (2015-2020)
  • Figure 6. South America Virtual Reality Gaming Share (%), by Country
  • Figure 7. Asia Pacific Virtual Reality Gaming Share (%), by Country
  • Figure 8. Europe Virtual Reality Gaming Share (%), by Country
  • Figure 9. MEA Virtual Reality Gaming Share (%), by Country
  • Figure 10. North America Virtual Reality Gaming Share (%), by Country
  • Figure 11. Global Virtual Reality Gaming share by Players 2020 (%)
  • Figure 12. Global Virtual Reality Gaming share by Players (Top 3) 2020(%)
  • Figure 13. Global Virtual Reality Gaming share by Players (Top 5) 2020(%)
  • Figure 14. BCG Matrix for key Companies
  • Figure 15. Oculus VR, LLC (United States) Revenue, Net Income and Gross profit
  • Figure 16. Oculus VR, LLC (United States) Revenue: by Geography 2020
  • Figure 17. Sony Corporation (Japan) Revenue, Net Income and Gross profit
  • Figure 18. Sony Corporation (Japan) Revenue: by Geography 2020
  • Figure 19. Electronic Arts Inc (United States) Revenue, Net Income and Gross profit
  • Figure 20. Electronic Arts Inc (United States) Revenue: by Geography 2020
  • Figure 21. SAMSUNG (South Korea) Revenue, Net Income and Gross profit
  • Figure 22. SAMSUNG (South Korea) Revenue: by Geography 2020
  • Figure 23. Google (United States) Revenue, Net Income and Gross profit
  • Figure 24. Google (United States) Revenue: by Geography 2020
  • Figure 25. Newzoo (Netheralnds) Revenue, Net Income and Gross profit
  • Figure 26. Newzoo (Netheralnds) Revenue: by Geography 2020
  • Figure 27. Microsoft Corp. (United States) Revenue, Net Income and Gross profit
  • Figure 28. Microsoft Corp. (United States) Revenue: by Geography 2020
  • Figure 29. Nintendo Co. Ltd (Japan) Revenue, Net Income and Gross profit
  • Figure 30. Nintendo Co. Ltd (Japan) Revenue: by Geography 2020
  • Figure 31. HTC Corporation (Taiwan) Revenue, Net Income and Gross profit
  • Figure 32. HTC Corporation (Taiwan) Revenue: by Geography 2020
  • Figure 33. Kaneva (United States) Revenue, Net Income and Gross profit
  • Figure 34. Kaneva (United States) Revenue: by Geography 2020
  • Figure 35. VirZOOM, Inc (United States) Revenue, Net Income and Gross profit
  • Figure 36. VirZOOM, Inc (United States) Revenue: by Geography 2020
  • Figure 37. ZEISS International (Germany) Revenue, Net Income and Gross profit
  • Figure 38. ZEISS International (Germany) Revenue: by Geography 2020
  • Figure 39. LEAP MOTION, INC. (United States) Revenue, Net Income and Gross profit
  • Figure 40. LEAP MOTION, INC. (United States) Revenue: by Geography 2020
  • Figure 41. Global Virtual Reality Gaming: by Application USD Million (2021-2026)
  • Figure 42. Global Virtual Reality Gaming: by Type of components USD Million (2021-2026)
  • Figure 43. South America Virtual Reality Gaming Share (%), by Country
  • Figure 44. Asia Pacific Virtual Reality Gaming Share (%), by Country
  • Figure 45. Europe Virtual Reality Gaming Share (%), by Country
  • Figure 46. MEA Virtual Reality Gaming Share (%), by Country
  • Figure 47. North America Virtual Reality Gaming Share (%), by Country
List of companies from research coverage that are profiled in the study
  • 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)
Additional players considered in the study are as follows:
Virtuix , Leap Motion Inc , Telsa Studios , Qualcomm Inc. , Lucid VR , Razer , FOVE , Activision Blizzard , Disney , AMD (Advanced Micro Devices) , GoPro , NVIDIA
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Jul 2021 158 Pages 93 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Historical year: 2016-2020; Base year: 2020; Forecast period: 2021 to 2026
Companies that are profiled in Global Virtual Reality Gaming Market are 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) and LEAP MOTION, INC. (United States) etc.
Virtual reality gaming provides a 360-degree vision for gamers with excellent sound, full immersion and realism. The Virtual reality environments are created using software which is then presented to the user in such a manner that they supersede real environments. Advanced technologies, such as interactive graphics and three-dimensional (3D) effects providing real-time experience is propelling the market for virtual reality market.

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