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1777680

ゲームにおけるバーチャルリアリティの世界市場

Virtual Reality in Gaming


出版日
ページ情報
英文 369 Pages
納期
即日から翌営業日
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=151.79円
ゲームにおけるバーチャルリアリティの世界市場
出版日: 2025年07月28日
発行: Global Industry Analysts, Inc.
ページ情報: 英文 369 Pages
納期: 即日から翌営業日
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概要

ゲームにおけるバーチャルリアリティの世界市場は2030年までに941億米ドルに達する見込み

2024年に315億米ドルと推定されるゲームにおけるバーチャルリアリティの世界市場は、2024年から2030年にかけてCAGR 20.0%で成長し、2030年には941億米ドルに達すると予測されます。本レポートで分析したセグメントの1つであるハードウェアは、CAGR 21.6%を記録し、分析期間終了時には695億米ドルに達すると予測されます。ソフトウェア分野の成長率は、分析期間のCAGRで16.2%と推定されます。

米国市場は推定86億米ドル、中国はCAGR27.2%で成長予測

米国のゲームにおけるバーチャルリアリティ市場は、2024年に86億米ドルと推定されます。世界第2位の経済大国である中国は、2030年までに224億米ドルの市場規模に達すると予測され、分析期間2024-2030年のCAGRは27.2%です。その他の注目すべき地域別市場としては、日本とカナダがあり、それぞれ分析期間中に15.8%と18.0%のCAGRで成長すると予測されています。欧州では、ドイツがCAGR約16.8%で成長すると予測されています。

世界のゲームにおけるバーチャルリアリティ市場- 主要動向と促進要因のまとめ

なぜバーチャルリアリティがゲーム産業を変革するのか?

バーチャルリアリティ(VR)はゲーム業界に革命をもたらし、従来のスクリーンベースのゲームを超える没入型かつインタラクティブな体験を提供しています。VRヘッドセット、モーション・トラッキング、ハプティック・フィードバック・システムを活用することで、プレイヤーはデジタル環境に完全に入り込むことができ、リアリズムとプレイヤーとのインタラクションが強化されます。より魅力的でリアルなゲーム体験に対する需要の高まりが、カジュアルゲーマーからプロゲーマーまで、VRゲームの採用に拍車をかけています。クラウドベースのゲームや多人数参加型VR環境の台頭により、市場はさらに拡大し、プレイヤーは仮想空間でつながり、競い合うことができるようになりました。さらに、グラフィックスレンダリング、AIを駆使したゲームメカニクス、リアルタイム物理シミュレーションの進歩が、VRゲームをより洗練されたリアルな体験へと押し上げています。ゲーム会社はVR専用タイトルやVR対応ハードウェアに多額の投資を行っており、業界は技術革新と没入型エンターテインメントに対する消費者の需要の両方によって、導入が急増しています。

技術の進歩はVRゲームをどのように強化しているのか?

VRゲーム技術の絶え間ない進化により、性能、グラフィックス品質、ユーザー体験が大幅に向上しています。より広い視野を持つ高解像度のVRヘッドセット、待ち時間の短縮、モーショントラッキングの改善により、ゲームはより流動的で没入感のあるものになりました。VRゲームへのAIの統合は、NPCの行動を強化し、プレイヤー体験をパーソナライズし、よりダイナミックなゲーム内インタラクションを可能にしました。さらに、ワイヤレスVRシステムの導入により、有線ヘッドセットの制約がなくなり、より自由な動きが可能になりました。ハプティック・フィードバック・グローブ、フルボディ・モーション・トラッキング、アダプティブVRコントローラーは、リアリズムをさらに向上させ、プレイヤーはバーチャル環境に物理的に関与できるようになりました。さらに、クラウドベースのVRストリーミングサービスが登場し、ハイエンドのゲーム用ハードウェアの必要性が減り、より多くの人々がVRゲームを楽しめるようになりました。VRと拡張現実(AR)の融合が進むにつれて、複合現実ゲーム体験も人気を集めており、没入型ゲームの可能性が広がっています。

VRゲームの普及を阻む課題とは?

人気が高まっているにもかかわらず、VRゲームは普及に影響するいくつかの障壁に直面しています。主な課題の1つは、ヘッドセット、コントローラー、互換性のあるゲーミングPCやコンソールなど、VRハードウェアの価格が高いことです。多くの消費者は、ハイエンド機器に必要な金銭的負担のために、VRゲームへの投資をためらっています。すべてのプレイヤーが長時間の没入体験に耐えられるとは限らないため、長時間のVR使用に伴う乗り物酔いや不快感は依然として懸念事項となっています。さらに、VR専用のゲーム・ライブラリは従来のゲーム・プラットフォームと比較してまだ相対的に少ないため、コンテンツの入手可能性も制限要因となっています。また、特に居住スペースが限られた都市環境では、ルームスケールのVRセットアップに対応する物理的なスペースが必要なことも課題となっています。さらに、ワイヤレスVRゲームにおける待ち時間の問題やパフォーマンスの制約は、ゲームプレイのスムーズさに影響する可能性があるため、ネットワーク接続や処理能力のさらなる向上が求められます。これらの障害を克服し、VRゲームが主流になるためには、手頃な価格、アクセシビリティ、ゲーム開発の継続的な改善が必要です。

VRゲーム市場の成長を促す要因とは?

VRゲーム市場の成長は、ハードウェア技術の進歩、VR専用コンテンツへの投資の増加、没入型エンターテインメントに対する消費者の関心の高まりなど、いくつかの要因によってもたらされます。eスポーツやライブストリーミング産業の拡大は、ゲーマーがインタラクティブで競合性の高いVRゲーム体験を求めるため、VRの採用をさらに後押ししています。5Gネットワークの統合により、クラウドゲーム機能が向上し、待ち時間が短縮され、VRゲームがオンラインマルチプレイヤー体験としてより現実的なものとなりました。また、ソーシャルVRプラットフォームやバーチャルリアリティアーケードの人気が高まっていることも、高価なハードウェアを購入しなくてもVRゲームに参加できる新たな方法を消費者に提供し、市場の成長に寄与しています。さらに、教育やトレーニング用途でのVR利用の増加は、ゲーム技術の可能性をエンターテインメント以外にも広げ、この分野でのさらなるイノベーションと投資を促進しています。ハードウェアの改良、ゲーム・ライブラリの拡充、ユーザー体験の向上によりVRゲームが進化を続ける中、市場は大きく成長し、VRがインタラクティブ・エンターテインメントの将来における主要な勢力として確固たる地位を築くことが予想されます。

セグメント

コンポーネント(ハードウェア、ソフトウェア);接続デバイス(ゲーム機、PC/デスクトップ、スマートフォン);エンドユーザー(商業スペース、個人)

調査対象企業の例

  • Activision Blizzard, Inc.
  • Apple, Inc.
  • Bandai Namco Entertainment
  • CAPCOM CO., LTD
  • Electronic Arts, Inc.
  • Epic Games, Inc.
  • Google LLC
  • HTC Corporation
  • Meta Platforms, Inc.
  • Microsoft Corporation

AIインテグレーション

Global Industry Analystsは、有効な専門家コンテンツとAIツールによって、市場情報と競合情報を変革しています。

Global Industry Analystsは、一般的なLLMや業界固有のSLMにクエリーする代わりに、ビデオ記録、ブログ、検索エンジン調査、大量の企業、製品/サービス、市場データなど、世界中の専門家から収集したコンテンツのリポジトリを構築しました。

関税影響係数

Global Industry Analystsは、本社の国、製造拠点、輸出入(完成品とOEM)に基づく企業の競争力の変化を予測しています。この複雑で多面的な市場力学は、売上原価(COGS)の増加、収益性の低下、サプライチェーンの再構築など、ミクロおよびマクロの市場力学の中でも特に競合他社に影響を与える見込みです。

目次

第1章 調査手法

第2章 エグゼクティブサマリー

  • 市場概要
  • 主要企業
  • 市場動向と促進要因
  • 世界市場の見通し

第3章 市場分析

  • 米国
  • カナダ
  • 日本
  • 中国
  • 欧州
  • フランス
  • ドイツ
  • イタリア
  • 英国
  • スペイン
  • ロシア
  • その他欧州
  • アジア太平洋
  • オーストラリア
  • インド
  • 韓国
  • その他アジア太平洋地域
  • ラテンアメリカ
  • アルゼンチン
  • ブラジル
  • メキシコ
  • その他ラテンアメリカ
  • 中東
  • イラン
  • イスラエル
  • サウジアラビア
  • アラブ首長国連邦
  • その他中東
  • アフリカ

第4章 競合

目次
Product Code: MCP33298

Global Virtual Reality in Gaming Market to Reach US$94.1 Billion by 2030

The global market for Virtual Reality in Gaming estimated at US$31.5 Billion in the year 2024, is expected to reach US$94.1 Billion by 2030, growing at a CAGR of 20.0% over the analysis period 2024-2030. Hardware, one of the segments analyzed in the report, is expected to record a 21.6% CAGR and reach US$69.5 Billion by the end of the analysis period. Growth in the Software segment is estimated at 16.2% CAGR over the analysis period.

The U.S. Market is Estimated at US$8.6 Billion While China is Forecast to Grow at 27.2% CAGR

The Virtual Reality in Gaming market in the U.S. is estimated at US$8.6 Billion in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$22.4 Billion by the year 2030 trailing a CAGR of 27.2% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 15.8% and 18.0% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 16.8% CAGR.

Global Virtual Reality in Gaming Market - Key Trends & Drivers Summarized

Why Is Virtual Reality Transforming the Gaming Industry?

Virtual reality (VR) has revolutionized the gaming industry, offering immersive and interactive experiences that go beyond traditional screen-based gaming. By leveraging VR headsets, motion tracking, and haptic feedback systems, players can fully engage with digital environments, enhancing realism and player interaction. The increasing demand for more engaging and lifelike gaming experiences has fueled the adoption of VR gaming across casual and professional gamers alike. The rise of cloud-based gaming and multiplayer VR environments has further expanded the market, allowing players to connect and compete in virtual spaces. Additionally, advancements in graphics rendering, AI-driven game mechanics, and real-time physics simulations have pushed VR gaming toward more sophisticated and realistic experiences. With gaming companies investing heavily in VR-exclusive titles and VR-compatible hardware, the industry is experiencing a surge in adoption, driven by both innovation and consumer demand for immersive entertainment.

How Are Technological Advancements Enhancing VR Gaming?

The continuous evolution of VR gaming technology has significantly improved performance, graphics quality, and user experience. High-resolution VR headsets with wider field-of-view capabilities, reduced latency, and improved motion tracking have made gaming more fluid and immersive. The integration of AI into VR gaming has enhanced NPC behavior, personalized player experiences, and enabled more dynamic in-game interactions. Additionally, the introduction of wireless VR systems has eliminated the constraints of wired headsets, offering greater freedom of movement. Haptic feedback gloves, full-body motion tracking, and adaptive VR controllers have further enhanced realism, allowing players to physically engage with virtual environments. Moreover, cloud-based VR streaming services have emerged, reducing the need for high-end gaming hardware and making VR gaming more accessible to a wider audience. With the increasing convergence of VR and augmented reality (AR), mixed-reality gaming experiences are also gaining traction, expanding the possibilities of immersive gaming.

What Challenges Are Hindering the Adoption of VR Gaming?

Despite its growing popularity, VR gaming faces several barriers that impact its widespread adoption. One of the primary challenges is the high cost of VR hardware, including headsets, controllers, and compatible gaming PCs or consoles. Many consumers are hesitant to invest in VR gaming due to the financial commitment required for high-end equipment. Motion sickness and discomfort associated with prolonged VR use remain concerns, as not all players can tolerate the immersive experience for extended periods. Additionally, content availability is a limiting factor, as VR-exclusive game libraries are still relatively small compared to traditional gaming platforms. The need for physical space to accommodate room-scale VR setups also presents a challenge, particularly in urban environments with limited living space. Moreover, latency issues and performance constraints in wireless VR gaming can affect gameplay smoothness, requiring further advancements in network connectivity and processing power. Overcoming these obstacles will require continued improvements in affordability, accessibility, and game development to ensure VR gaming reaches a mainstream audience.

What Factors Are Driving the Growth of the VR Gaming Market?

The growth in the VR gaming market is driven by several factors, including advancements in hardware technology, increasing investment in VR-exclusive content, and rising consumer interest in immersive entertainment. The expansion of the eSports and live-streaming industry has further propelled VR adoption, as gamers seek interactive and competitive VR gaming experiences. The integration of 5G networks has improved cloud gaming capabilities, reducing latency and making VR gaming more viable for online multiplayer experiences. The rising popularity of social VR platforms and virtual reality arcades has also contributed to market growth, providing consumers with new ways to engage with VR gaming without purchasing expensive hardware. Additionally, the increasing use of VR in education and training applications has expanded the potential for gaming technology beyond entertainment, driving further innovation and investment in the sector. As VR gaming continues to evolve with improved hardware, expanded game libraries, and enhanced user experiences, the market is expected to grow significantly, solidifying VR as a major force in the future of interactive entertainment.

SCOPE OF STUDY:

The report analyzes the Virtual Reality in Gaming market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Hardware, Software); Connecting Device (Gaming Console, PC / Desktop, Smartphone); End-User (Commercial Spaces, Individual)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 42 Featured) -

  • Activision Blizzard, Inc.
  • Apple, Inc.
  • Bandai Namco Entertainment
  • CAPCOM CO., LTD
  • Electronic Arts, Inc.
  • Epic Games, Inc.
  • Google LLC
  • HTC Corporation
  • Meta Platforms, Inc.
  • Microsoft Corporation

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • Tariff Impact on Global Supply Chain Patterns
    • Virtual Reality in Gaming - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Consumer Appetite for Immersive Digital Experiences Drives Adoption of VR Gaming Platforms
    • Proliferation of Affordable VR Headsets Expands Addressable Market Opportunity Among Mass Gaming Audiences
    • Adoption of Motion Tracking and Haptic Feedback Technology Strengthens Business Case for Realistic Gameplay
    • Integration of Artificial Intelligence in VR Gaming Environments Spurs Demand for Personalized and Dynamic Interactions
    • Evolution of 5G Infrastructure Enhances Streaming Latency and Propels Growth of Cloud-Based VR Gaming Services
    • Growth in eSports and VR Game Tournaments Generates New Monetization Avenues for VR Developers
    • Increased Investment by Gaming Studios in VR Content Creation Drives Market Expansion
    • Rising Popularity of Fitness-Centric VR Games Throws the Spotlight on New Wellness-Oriented VR Segments
    • Strategic Collaborations Between Game Developers and VR Hardware Manufacturers Accelerate Innovation Cycles
    • Expansion of Metaverse Ecosystems Strengthens Cross-Platform Demand for VR Gaming Integration
    • Government Funding and R&D Grants for Extended Reality Technologies Propel Market Development
    • Launch of Cross-Reality Games That Merge AR, MR, and VR Sustains Growth in Immersive Gaming Experiences
    • Technological Advancements in Inside-Out Tracking Systems Drive Adoption of Wireless VR Gaming Devices
    • Improved GPU Performance and Graphics Rendering Techniques Expand Realism and Visual Fidelity in VR Titles
    • Increased Socialization and Multiplayer Features in VR Games Spur Community-Led Engagement and Retention
    • Emergence of Subscription-Based VR Game Libraries Drives Adoption Among Casual Gamers
    • Shift Toward VR-Compatible Game Engines by Major Studios Expands the Ecosystem of Native VR Titles
    • Regulatory Approvals and Standardization for VR Content Classification Enhance User Safety and Market Trust
    • Consumer Demand for Cross-Device Compatibility in VR Games Drives Unified Development Frameworks
    • Integration of Voice Recognition and Gesture-Based Controls Generates Excitement Around Next-Gen User Interfaces
    • Rising Popularity of Location-Based Entertainment (LBE) Venues Accelerates Demand for High-Fidelity VR Gaming Systems
    • Advances in Real-Time Multiplayer Synchronization and Cloud Rendering Technologies Enhance VR Game Scalability
    • Growing Availability of VR Development Tools and SDKs Lowers Entry Barriers for Indie Game Developers
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Virtual Reality in Gaming Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World Historic Review for Virtual Reality in Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 4: World 15-Year Perspective for Virtual Reality in Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2015, 2025 & 2030
    • TABLE 5: World Recent Past, Current & Future Analysis for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 6: World Historic Review for Hardware by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 7: World 15-Year Perspective for Hardware by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World Historic Review for Software by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 10: World 15-Year Perspective for Software by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 11: World Recent Past, Current & Future Analysis for Gaming Console by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 12: World Historic Review for Gaming Console by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 13: World 15-Year Perspective for Gaming Console by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for PC / Desktop by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World Historic Review for PC / Desktop by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 16: World 15-Year Perspective for PC / Desktop by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 17: World Recent Past, Current & Future Analysis for Smartphone by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 18: World Historic Review for Smartphone by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 19: World 15-Year Perspective for Smartphone by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Commercial Spaces by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World Historic Review for Commercial Spaces by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 22: World 15-Year Perspective for Commercial Spaces by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
    • TABLE 23: World Recent Past, Current & Future Analysis for Individual by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 24: World Historic Review for Individual by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 25: World 15-Year Perspective for Individual by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 26: USA Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 27: USA Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 28: USA 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 29: USA Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 30: USA Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 31: USA 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 32: USA Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 33: USA Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 34: USA 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • CANADA
    • TABLE 35: Canada Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 36: Canada Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 37: Canada 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 38: Canada Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 39: Canada Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 40: Canada 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 41: Canada Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 42: Canada Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 43: Canada 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • JAPAN
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 44: Japan Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: Japan Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 46: Japan 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 47: Japan Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 48: Japan Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 49: Japan 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 50: Japan Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Japan Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 52: Japan 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • CHINA
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 53: China Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 54: China Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 55: China 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 56: China Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: China Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 58: China 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 59: China Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 60: China Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 61: China 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • EUROPE
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 62: Europe Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 63: Europe Historic Review for Virtual Reality in Gaming by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 64: Europe 15-Year Perspective for Virtual Reality in Gaming by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2015, 2025 & 2030
    • TABLE 65: Europe Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 66: Europe Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 67: Europe 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 68: Europe Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: Europe Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 70: Europe 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 71: Europe Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 72: Europe Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 73: Europe 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • FRANCE
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 74: France Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: France Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 76: France 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 77: France Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 78: France Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 79: France 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 80: France Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: France Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 82: France 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • GERMANY
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 83: Germany Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 84: Germany Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 85: Germany 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 86: Germany Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: Germany Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 88: Germany 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 89: Germany Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 90: Germany Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 91: Germany 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • ITALY
    • TABLE 92: Italy Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Italy Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 94: Italy 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 95: Italy Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 96: Italy Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 97: Italy 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 98: Italy Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Italy Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 100: Italy 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • UNITED KINGDOM
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 101: UK Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 102: UK Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 103: UK 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 104: UK Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: UK Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 106: UK 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 107: UK Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 108: UK Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 109: UK 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • SPAIN
    • TABLE 110: Spain Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: Spain Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 112: Spain 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 113: Spain Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 114: Spain Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 115: Spain 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 116: Spain Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: Spain Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 118: Spain 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • RUSSIA
    • TABLE 119: Russia Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 120: Russia Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 121: Russia 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 122: Russia Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Russia Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 124: Russia 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 125: Russia Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 126: Russia Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 127: Russia 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • REST OF EUROPE
    • TABLE 128: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 129: Rest of Europe Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 130: Rest of Europe 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 131: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 132: Rest of Europe Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 133: Rest of Europe 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 134: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 135: Rest of Europe Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 136: Rest of Europe 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • ASIA-PACIFIC
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 137: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 138: Asia-Pacific Historic Review for Virtual Reality in Gaming by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 139: Asia-Pacific 15-Year Perspective for Virtual Reality in Gaming by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2015, 2025 & 2030
    • TABLE 140: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 141: Asia-Pacific Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 142: Asia-Pacific 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 143: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 144: Asia-Pacific Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 145: Asia-Pacific 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 146: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 147: Asia-Pacific Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 148: Asia-Pacific 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • AUSTRALIA
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 149: Australia Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 150: Australia Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 151: Australia 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 152: Australia Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 153: Australia Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 154: Australia 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 155: Australia Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 156: Australia Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 157: Australia 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • INDIA
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 158: India Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 159: India Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 160: India 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 161: India Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 162: India Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 163: India 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 164: India Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 165: India Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 166: India 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • SOUTH KOREA
    • TABLE 167: South Korea Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 168: South Korea Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 169: South Korea 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 170: South Korea Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 171: South Korea Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 172: South Korea 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 173: South Korea Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 174: South Korea Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 175: South Korea 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 176: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 177: Rest of Asia-Pacific Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 178: Rest of Asia-Pacific 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 179: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 180: Rest of Asia-Pacific Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 181: Rest of Asia-Pacific 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 182: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 183: Rest of Asia-Pacific Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 184: Rest of Asia-Pacific 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • LATIN AMERICA
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 185: Latin America Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 186: Latin America Historic Review for Virtual Reality in Gaming by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 187: Latin America 15-Year Perspective for Virtual Reality in Gaming by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2015, 2025 & 2030
    • TABLE 188: Latin America Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 189: Latin America Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 190: Latin America 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 191: Latin America Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 192: Latin America Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 193: Latin America 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 194: Latin America Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 195: Latin America Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 196: Latin America 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • ARGENTINA
    • TABLE 197: Argentina Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 198: Argentina Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 199: Argentina 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 200: Argentina Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 201: Argentina Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 202: Argentina 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 203: Argentina Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 204: Argentina Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 205: Argentina 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • BRAZIL
    • TABLE 206: Brazil Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 207: Brazil Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 208: Brazil 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 209: Brazil Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 210: Brazil Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 211: Brazil 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 212: Brazil Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 213: Brazil Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 214: Brazil 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • MEXICO
    • TABLE 215: Mexico Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 216: Mexico Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 217: Mexico 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 218: Mexico Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 219: Mexico Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 220: Mexico 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 221: Mexico Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 222: Mexico Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 223: Mexico 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 224: Rest of Latin America Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 225: Rest of Latin America Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 226: Rest of Latin America 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 227: Rest of Latin America Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 228: Rest of Latin America Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 229: Rest of Latin America 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 230: Rest of Latin America Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 231: Rest of Latin America Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 232: Rest of Latin America 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • MIDDLE EAST
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 233: Middle East Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 234: Middle East Historic Review for Virtual Reality in Gaming by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 235: Middle East 15-Year Perspective for Virtual Reality in Gaming by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2015, 2025 & 2030
    • TABLE 236: Middle East Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 237: Middle East Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 238: Middle East 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 239: Middle East Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 240: Middle East Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 241: Middle East 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 242: Middle East Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 243: Middle East Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 244: Middle East 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • IRAN
    • TABLE 245: Iran Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 246: Iran Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 247: Iran 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 248: Iran Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 249: Iran Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 250: Iran 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 251: Iran Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 252: Iran Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 253: Iran 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • ISRAEL
    • TABLE 254: Israel Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 255: Israel Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 256: Israel 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 257: Israel Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 258: Israel Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 259: Israel 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 260: Israel Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 261: Israel Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 262: Israel 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • SAUDI ARABIA
    • TABLE 263: Saudi Arabia Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 264: Saudi Arabia Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 265: Saudi Arabia 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 266: Saudi Arabia Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 267: Saudi Arabia Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 268: Saudi Arabia 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 269: Saudi Arabia Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 270: Saudi Arabia Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 271: Saudi Arabia 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 272: UAE Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 273: UAE Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 274: UAE 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 275: UAE Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 276: UAE Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 277: UAE 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 278: UAE Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 279: UAE Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 280: UAE 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 281: Rest of Middle East Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 282: Rest of Middle East Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 283: Rest of Middle East 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 284: Rest of Middle East Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 285: Rest of Middle East Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 286: Rest of Middle East 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 287: Rest of Middle East Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 288: Rest of Middle East Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 289: Rest of Middle East 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030
  • AFRICA
    • Virtual Reality in Gaming Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 290: Africa Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Component - Hardware and Software - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 291: Africa Historic Review for Virtual Reality in Gaming by Component - Hardware and Software Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 292: Africa 15-Year Perspective for Virtual Reality in Gaming by Component - Percentage Breakdown of Value Sales for Hardware and Software for the Years 2015, 2025 & 2030
    • TABLE 293: Africa Recent Past, Current & Future Analysis for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 294: Africa Historic Review for Virtual Reality in Gaming by Connecting Device - Gaming Console, PC / Desktop and Smartphone Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 295: Africa 15-Year Perspective for Virtual Reality in Gaming by Connecting Device - Percentage Breakdown of Value Sales for Gaming Console, PC / Desktop and Smartphone for the Years 2015, 2025 & 2030
    • TABLE 296: Africa Recent Past, Current & Future Analysis for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 297: Africa Historic Review for Virtual Reality in Gaming by End-user - Commercial Spaces and Individual Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
    • TABLE 298: Africa 15-Year Perspective for Virtual Reality in Gaming by End-user - Percentage Breakdown of Value Sales for Commercial Spaces and Individual for the Years 2015, 2025 & 2030

IV. COMPETITION