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ゲームにおけるバーチャルリアリティの市場規模、シェア、動向分析レポート:コンポーネント別、接続デバイス別、ユーザー別、地域別、セグメント予測、2023年~2030年

Virtual Reality In Gaming Market Size, Share & Trends Analysis Report By Component, By Connecting Device (Gaming Console, PC/ Desktop, Smartphone), By User (Commercial Space, Individual), By Region, And Segment Forecasts, 2023 - 2030

出版日: | 発行: Grand View Research | ページ情報: 英文 145 Pages | 納期: 2~10営業日

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ゲームにおけるバーチャルリアリティの市場規模、シェア、動向分析レポート:コンポーネント別、接続デバイス別、ユーザー別、地域別、セグメント予測、2023年~2030年
出版日: 2023年12月04日
発行: Grand View Research
ページ情報: 英文 145 Pages
納期: 2~10営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

ゲームにおけるバーチャルリアリティ市場の成長と動向:

Grand View Research, Inc.の最新レポートによると、ゲームにおけるバーチャルリアリティの世界市場規模は、2023年から2030年にかけて22.7%のCAGRを記録し、2030年には1,095億9,000万米ドルに達すると予測されています。

ミレニアル世代における技術的に進歩した電子ゲームへの需要の高まりが、2020年から2027年までの市場成長を促進すると予測されています。

若い世代では、コンパクトなバーチャルリアリティゲームデバイスを使用した3次元(3D)環境でのレクリエーション活動に対する需要が大きいです。3D環境のVRシミュレーションに没入型技術を使用して体験を強化することへの嗜好が、市場成長を促進すると予想されます。VR空間における継続的な技術革新と幅広いバーチャルリアリティゲームの開発は、世界中のゲーム愛好家を魅了しています。インタラクティブなビデオゲーム、魅力的なVRアクセサリー、リアルな3Dレクリエーション環境によるゲームへの関与の充実は、2020年から2027年までの市場成長を促進すると予想されます。

新興企業は仮想現実空間でクラウドファンディングを最大限に活用し、革新的なウェアラブル、アクセサリー、娯楽用ソフトウェアを開発しています。例えば、米国のゲームスタジオであるCyan, Inc.は、「Firmament」と名付けられたVR対応ゲームのために、2019年3月に新たなクラウドファンディング・キャンペーンを開始しました。さらに、第5世代(5G)ネットワーク技術の登場は、5G技術が提供する低遅延、信頼性の向上、高密度により、ゲーム体験におけるVRをさらに増強する構えです。また、この技術はバーチャルリアリティとクラウドソリューションの統合を可能にします。通信ソリューション・プロバイダーは、VRベースの提供を強化するためにゲーム業界の市場プレイヤーと提携しています。例えば、2019年4月、AT&, Inc.は、NVIDIA Corporation、HTC Corporation、PlayGiga、Arvizio, Inc.と提携し、VRゲーム向けの5Gネットワーク適性を開発しました。このような技術的進歩が業界の成長を促進すると期待されています。

ゲームにおけるバーチャルリアリティ市場レポートハイライト

  • 企業は、スマートフォン、デスクトップ、ゲーム機に接続可能な商用VRアクセサリーの研究開発に積極的に投資しています。
  • ハードウェア・コンポーネント分野は、高い調達費用と、バーチャルリアリティ・ボディスーツ、グローブ、入力デバイス、マスクなどのウェアラブル・アクセサリの急速な進歩により、予測期間中に最も高いCAGRで拡大すると予想されます。
  • ブラジル、メキシコ、インド市場は、ミレニアル世代の増加、購入者の可処分所得の増加、熱狂的なゲーマー、急速なスマートフォンの普及、コンソールの販売台数の増加などの要因が重なり、VRベースのゲームにとって魅力的な市場となっているため、大幅な成長の急増が見込まれています。

目次

第1章 調査手法と範囲

第2章 エグゼクティブサマリー

第3章 ゲームにおけるバーチャルリアリティ市場の変数、動向、範囲

  • 市場系統の見通し
  • 業界のバリューチェーン分析
  • 市場力学
    • 市場促進要因分析
    • 市場抑制要因分析
    • 市場機会分析
  • ゲームにおけるバーチャルリアリティ市場分析ツール
    • 業界分析- ポーターのファイブフォース分析
    • PESTEL分析

第4章 ゲームにおけるバーチャルリアリティ市場:コンポーネントの推定・動向分析

  • ゲームにおけるバーチャルリアリティ市場:重要なポイント
  • ゲームにおけるバーチャルリアリティ市場:動向と市場シェア分析、2022年と2030年
  • ハードウェア
    • ハードウェア市場推計・予測、2018年~2030年
  • ソフトウェア
    • ソフトウェア市場推計・予測、2018年~2030年

第5章 ゲームにおけるバーチャルリアリティ市場:接続デバイスの推定・動向分析

  • ゲームにおけるバーチャルリアリティ市場:重要なポイント
  • ゲームにおけるバーチャルリアリティ市場:動向と市場シェア分析、2022年と2030年
  • ゲームコンソール
    • ゲームコンソール市場推計・予測、2018年~2030年
  • パソコン/デスクトップ
    • PC/デスクトップ市場推計・予測、2018年~2030年
  • スマートフォン
    • スマートフォン市場推計・予測、2018年~2030年

第6章 ゲームにおけるバーチャルリアリティ市場:ユーザーの推定・動向分析

  • ゲームにおけるバーチャルリアリティ市場:重要なポイント
  • ゲームにおけるバーチャルリアリティ市場:動向と市場シェア分析、2022年と2030年
  • 商業スペース
    • 商業スペース市場推計・予測、2018年~2030年
  • 個人
    • 個別市場推計・予測、2018年~2030年

第7章 ゲームにおけるバーチャルリアリティ市場:地域別の推定・動向分析

  • 地域別の見通し
  • 地域別のゲームにおけるバーチャルリアリティ市場:重要なポイント
  • 北米
    • 北米市場推計・予測、2018年~2030年
    • 米国
    • カナダ
  • 欧州
    • 欧州市場推計・予測、2018年~2030年
    • 英国
    • ドイツ
    • フランス
  • アジア太平洋
    • アジア太平洋市場推計・予測、2018年~2030年
    • 中国
    • インド
    • 日本
    • オーストラリア
    • 韓国
  • ラテンアメリカ
    • ラテンアメリカ市場推計・予測、2018年~2030年
    • ブラジル
    • メキシコ
  • 中東・アフリカ
    • 中東・アフリカの市場推計・予測、2018年~2030年
    • アラブ首長国連邦(UAE)
    • サウジアラビア
    • 南アフリカ

第8章 競合情勢

  • 主要市場参入企業による最近の動向と影響分析
  • 市場参入企業の分類
    • Sony Corporation
    • Microsoft
    • Nintendo.Games
    • Linden Research, Inc.
    • Electronic Arts Inc.
    • Meta
    • SAMSUNG
    • Google Inc.
    • HTC Corporation
    • Virtuix
    • Ultraleap Limited
    • Tesla Studios
    • Qualcomm Technologies, Inc.
    • Lucidcam.com
図表

List of Tables

  • Table 1 List of abbreviations
  • Table 2 North America virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 3 North America virtual reality in gaming market, by connecting devices, 2018 - 2030 (USD Million)
  • Table 4 North America virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 5 North America virtual reality in gaming market, by region, 2018 to 2030 (USD Million)
  • Table 6 U.S. virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 7 U.S. virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 8 U.S. virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 9 Canada virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 10 Canada virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 11 Canada virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 12 Europe virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 13 Europe virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 14 Europe virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 15 Europe virtual reality in gaming market, by region, 2018 to 2030 (USD Million)
  • Table 16 Germany virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 17 Germany virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 18 Germany virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 19 UK virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 20 UK virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 21 UK virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 22 France virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 23 France virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 24 France virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 25 Asia Pacific virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 26 Asia Pacific virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 27 Asia Pacific virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 28 Asia Pacific virtual reality in gaming market, by region, 2018 to 2030 (USD Million)
  • Table 29 China virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 30 China virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 31 China virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 32 Japan virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 33 Japan virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 34 Japan virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 35 India virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 36 India virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 37 India virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 38 Australia virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 39 Australia virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 40 Australia virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 41 South Korea virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 42 South Korea virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 43 South Korea virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 44 Latin America virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 45 Latin America virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 46 Latin America virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 47 Latin America virtual reality in gaming market, by region, 2018 to 2030 (USD Million)
  • Table 48 Brazil virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 49 Brazil virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 50 Brazil virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 51 Mexico virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 52 Mexico virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 53 Mexico virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 54 Middle East and Africa virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 55 Middle East and Africa virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 56 Middle East and Africa virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 57 Middle East and Africa virtual reality in gaming market, by region, 2018 to 2030 (USD Million)
  • Table 58 South Africa virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 59 South Africa virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 60 South Africa virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 61 Saudi Arabia virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 62 Saudi Arabia virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 63 Saudi Arabia virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 64 UAE virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 65 UAE virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 66 UAE virtual reality in gaming market, by user, 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Market research process
  • Fig. 2 Data triangulation techniques
  • Fig. 3 Primary research pattern
  • Fig. 4 Market research approaches
  • Fig. 5 Value-chain-based sizing & forecasting
  • Fig. 6 QFD modeling for market share assessment
  • Fig. 7 Market formulation & validation
  • Fig. 8 Virtual reality in gaming: Market outlook
  • Fig. 9 Virtual reality in gaming: Competitive insights
  • Fig. 10 Parent market outlook
  • Fig. 11 Related/ancillary market outlook
  • Fig. 12 Penetration and growth prospect mapping
  • Fig. 13 Industry value chain analysis
  • Fig. 14 Virtual reality in gaming market driver impact
  • Fig. 15 Virtual reality in gaming market restraint impact
  • Fig. 16 Virtual reality in gaming market strategic initiatives analysis
  • Fig. 17 Virtual reality in gaming market: Component movement analysis
  • Fig. 18 Virtual reality in gaming market: Component outlook and key takeaways
  • Fig. 19 Hardware market estimates and forecasts, 2018 - 2030
  • Fig. 20 Software market estimates and forecasts, 2018 - 2030
  • Fig. 21 Virtual reality in gaming market: Connecting device movement analysis
  • Fig. 22 Virtual reality in gaming market: Connecting device outlook and key takeaways
  • Fig. 23 Gaming console market estimates and forecasts, 2018 - 2030
  • Fig. 24 PC/desktop market estimates and forecasts, 2018 - 2030
  • Fig. 25 Smartphone market estimates and forecasts, 2018 - 2030
  • Fig. 26 Virtual reality in gaming market: User movement analysis
  • Fig. 27 Virtual reality in gaming market: User outlook and key takeaways
  • Fig. 28 Commercial space market estimates and forecasts, 2018 - 2030
  • Fig. 29 Individual market estimates and forecasts, 2018 - 2030
  • Fig. 30 Global virtual reality in gaming market: Regional movement analysis
  • Fig. 31 Global virtual reality in gaming market: Regional outlook and key takeaways
  • Fig. 32 North America market estimates and forecasts, 2018 - 2030
  • Fig. 33 U.S. market estimates and forecasts, 2018 - 2030
  • Fig. 34 Canada market estimates and forecasts, 2018 - 2030
  • Fig. 35 Europe market estimates and forecasts, 2018 - 2030
  • Fig. 36 UK market estimates and forecasts, 2018 - 2030
  • Fig. 37 Germany market estimates and forecasts, 2018 - 2030
  • Fig. 38 France market estimates and forecasts, 2018 - 2030
  • Fig. 39 Asia Pacific market estimates and forecasts, 2018 - 2030
  • Fig. 40 Japan market estimates and forecasts, 2018 - 2030
  • Fig. 41 China market estimates and forecasts, 2018 - 2030
  • Fig. 42 India market estimates and forecasts, 2018 - 2030
  • Fig. 43 Australia market estimates and forecasts, 2018 - 2030
  • Fig. 44 South Korea market estimates and forecasts, 2018 - 2030
  • Fig. 45 Latin America market estimates and forecasts, 2018 - 2030
  • Fig. 46 Brazil market estimates and forecasts, 2018 - 2030
  • Fig. 47 Mexico market estimates and forecasts, 2018 - 2030
  • Fig. 48 Middle East and Africa market estimates and forecasts, 2018 - 2030
  • Fig. 49 Saudi Arabia market estimates and forecasts, 2018 - 2030
  • Fig. 50 South Africa market estimates and forecasts, 2018 - 2030
  • Fig. 51 UAE market estimates and forecasts, 2018 - 2030
目次
Product Code: 978-1-68038-585-4

Virtual Reality In Gaming Market Growth & Trends:

The global virtual reality in gaming market size is expected to reach USD 109.59 billion by 2030, registering a CAGR of 22.7% from 2023 to 2030, according to a new report by Grand View Research, Inc. The intensifying demand for technologically progressive electronic games amongst millennials is anticipated to drive the market growth from 2020 to 2027.

There is a significant demand for recreation activities in a Three-Dimensional (3D) environment using compact virtual reality gaming devices in the younger generations. The preference for enhanced experience using immersive technology into VR simulation of 3D surroundings is expected to drive the market growth. Continual innovations in the VR space and development of wide-ranging virtual reality games have enticed the gaming enthusiasts worldwide. Enriched gaming involvement owing to the interactive video games, alluring VR accessories, and realistic 3D recreational environments is anticipated to encourage the market growth from 2020 to 2027.

Startups are making the most of crowdfunding in the virtual reality space to develop innovative wearables, accessories, and software for recreation. For instance, Cyan, Inc., a U.S. based gaming studio, launched a new crowdfunding campaign in March 2019 for their VR-enabled game named 'Firmament.' Moreover, the advent of fifth generation (5G) network technology is poised to further augment the VR in gaming experience due to the low latency, improved reliability, and high density offered by the 5G technology. The technology also enables the integration of virtual reality with cloud solutions. Telecom solution providers are partnering with the market players in the gaming industry to enhance the VR-based offerings. For instance, in April 2019, AT&, Inc. partnered with NVIDIA Corporation; HTC Corporation; PlayGiga; and Arvizio, Inc. to develop its 5G network apt for VR games. These technical advancements are expected to drive the industry growth.

Virtual Reality In Gaming Market Report Highlights:

  • Companies are profoundly investing in the research and development of commercial VR accessories that can be connected to smartphones, desktops, and gaming console
  • The hardware component segment is expected to expand at the highest CAGR over the forecast period, owing to the high procurement expenses and rapid advancements in wearables and accessories such as virtual reality bodysuit, gloves, input devices, and masks
  • The Brazilian, Mexican, and Indian markets are expected to observe a significant surge in the growth, due to a combination of factors including the number of millennials, rising disposable income of buyers, enthusiastic gamers, rapid smartphone penetration, and growing console sales that makes the regions a rewarding market for VR-based games

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Market Segmentation & Scope
    • 1.1.1. Component
    • 1.1.2. Connecting device
    • 1.1.3. User
    • 1.1.4. Regional scope
    • 1.1.5. Estimates and forecast timeline
  • 1.2. Research Methodology
  • 1.3. Information Procurement
    • 1.3.1. Purchased database
    • 1.3.2. GVR's internal database
    • 1.3.3. Secondary sources
    • 1.3.4. Primary research
    • 1.3.5. Details of primary research
  • 1.4. Information or Data Analysis
  • 1.5. Market Formulation & Validation
  • 1.6. Model Details
  • 1.7. List of Secondary Sources
  • 1.8. List of Primary Sources
  • 1.9. Objectives

Chapter 2. Executive Summary

  • 2.1. Market Outlook
  • 2.2. Segment Outlook
    • 2.2.1. Component outlook
    • 2.2.2. Connecting device outlook
    • 2.2.3. Gaming user outlook
    • 2.2.4. Regional outlook
  • 2.3. Competitive Insights

Chapter 3. Virtual Reality in Gaming Market Variables, Trends & Scope

  • 3.1. Market Lineage Outlook
  • 3.2. Industry Value Chain Analysis
  • 3.3. Market Dynamics
    • 3.3.1. Market Driver Analysis
    • 3.3.2. Market Restraint Analysis
    • 3.3.3. Market Opportunity Analysis
  • 3.4. Virtual Reality in Gaming Market Analysis Tools
    • 3.4.1. Industry Analysis - Porter's Five Forces
      • 3.4.1.1. Supplier power
      • 3.4.1.2. Buyer power
      • 3.4.1.3. Substitution threat
      • 3.4.1.4. Threat of new entrant
      • 3.4.1.5. Competitive rivalry
    • 3.4.2. PESTEL analysis
      • 3.4.2.1. Political landscape
      • 3.4.2.2. Technological landscape
      • 3.4.2.3. Economic Landscape

Chapter 4. Virtual Reality in Gaming Market: Component Estimates & Trend Analysis

  • 4.1. Virtual Reality in Gaming Market: Key Takeaways
  • 4.2. Virtual Reality in Gaming Market: Movement & Market Share Analysis, 2022 & 2030
  • 4.3. Hardware
    • 4.3.1. Hardware market estimates and forecasts, 2018 to 2030 (USD Million)
  • 4.4. Software
    • 4.4.1. Software market estimates and forecasts, 2018 to 2030 (USD Million)

Chapter 5. Virtual Reality in Gaming Market: Connecting Device Estimates & Trend Analysis

  • 5.1. Virtual Reality in Gaming Market: Key Takeaways
  • 5.2. Virtual Reality in Gaming Market: Movement & Market Share Analysis, 2022 & 2030
  • 5.3. Gaming Console
    • 5.3.1. Gaming console market estimates and forecasts, 2018 to 2030 (USD Million)
  • 5.4. PC/Desktop
    • 5.4.1. PC/desktop market estimates and forecasts, 2018 to 2030 (USD Million)
  • 5.5. Smartphone
    • 5.5.1. Smartphone market estimates and forecasts, 2018 to 2030 (USD Million)

Chapter 6. Virtual Reality in Gaming Market: User Estimates & Trend Analysis

  • 6.1. Virtual Reality in Gaming Market: Key Takeaways
  • 6.2. Virtual Reality in Gaming Market: Movement & Market Share Analysis, 2022 & 2030
  • 6.3. Commercial Space
    • 6.3.1. Commercial space market estimates and forecasts, 2018 to 2030 (USD Million)
  • 6.4. Individual
    • 6.4.1. Individual market estimates and forecasts, 2018 to 2030 (USD Million)

Chapter 7. Virtual Reality in Gaming Market: Regional Estimates & Trend Analysis

  • 7.1. Regional Outlook
  • 7.2. Virtual Reality in Gaming Market by Region: Key Takeaway
  • 7.3. North America
    • 7.3.1. North America market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.3.2. U.S.
      • 7.3.2.1. U.S. market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.3.3. Canada
      • 7.3.3.1. Canada market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
  • 7.4. Europe
    • 7.4.1. Europe market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.4.2. UK
      • 7.4.2.1. UK market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.4.3. Germany
      • 7.4.3.1. Germany market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.4.4. France
      • 7.4.4.1. France market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
  • 7.5. Asia Pacific
    • 7.5.1. Asia Pacific market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.5.2. China
      • 7.5.2.1. China market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.5.3. India
      • 7.5.3.1. India market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.5.4. Japan
      • 7.5.4.1. Japan market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.5.5. Australia
      • 7.5.5.1. Australia market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.5.6. South Korea
      • 7.5.6.1. South Korea market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
  • 7.6. Latin America
    • 7.6.1. Latin America market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.6.2. Brazil
      • 7.6.2.1. Brazil market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.6.3. Mexico
      • 7.6.3.1. Mexico market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
  • 7.7. MEA
    • 7.7.1. MEA market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.7.2. United Arab Emirates (UAE)
      • 7.7.2.1. United Arab Emirates (UAE) market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.7.3. Saudi Arabia
      • 7.7.3.1. Saudi Arabia market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
    • 7.7.4. South Africa
      • 7.7.4.1. South Africa market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)

Chapter 8. Competitive Landscape

  • 8.1. Recent Developments & Impact Analysis, By Key Market Participants
  • 8.2. Market Participant Categorization
    • 8.2.1. Sony Corporation
      • 8.2.1.1. Company overview
      • 8.2.1.2. Financial performance
      • 8.2.1.3. Product benchmarking
      • 8.2.1.4. Strategic initiatives
    • 8.2.2. Microsoft
      • 8.2.2.1. Company overview
      • 8.2.2.2. Financial performance
      • 8.2.2.3. Product benchmarking
      • 8.2.2.4. Strategic initiatives
    • 8.2.3. Nintendo.Games
      • 8.2.3.1. Company overview
      • 8.2.3.2. Financial performance
      • 8.2.3.3. Product benchmarking
      • 8.2.3.4. Strategic initiatives
    • 8.2.4. Linden Research, Inc.
      • 8.2.4.1. Company overview
      • 8.2.4.2. Financial performance
      • 8.2.4.3. Product benchmarking
      • 8.2.4.4. Strategic initiatives
    • 8.2.5. Electronic Arts Inc.
      • 8.2.5.1. Company overview
      • 8.2.5.2. Financial performance
      • 8.2.5.3. Product benchmarking
      • 8.2.5.4. Strategic initiatives
    • 8.2.6. Meta
      • 8.2.6.1. Company overview
      • 8.2.6.2. Financial performance
      • 8.2.6.3. Product benchmarking
      • 8.2.6.4. Strategic initiatives
    • 8.2.7. SAMSUNG
      • 8.2.7.1. Company overview
      • 8.2.7.2. Financial performance
      • 8.2.7.3. Product benchmarking
      • 8.2.7.4. Strategic initiatives
    • 8.2.8. Google Inc.
      • 8.2.8.1. Company overview
      • 8.2.8.2. Financial performance
      • 8.2.8.3. Product benchmarking
      • 8.2.8.4. Strategic initiatives
    • 8.2.9. HTC Corporation
      • 8.2.9.1. Company overview
      • 8.2.9.2. Financial performance
      • 8.2.9.3. Product benchmarking
      • 8.2.9.4. Strategic initiatives
    • 8.2.10. Virtuix
      • 8.2.10.1. Company overview
      • 8.2.10.2. Financial performance
      • 8.2.10.3. Product benchmarking
      • 8.2.10.4. Strategic initiatives
    • 8.2.11. Ultraleap Limited
      • 8.2.11.1. Company overview
      • 8.2.11.2. Financial performance
      • 8.2.11.3. Product benchmarking
      • 8.2.11.4. Strategic initiatives
    • 8.2.12. Tesla Studios
      • 8.2.12.1. Company overview
      • 8.2.12.2. Financial performance
      • 8.2.12.3. Product benchmarking
      • 8.2.12.4. Strategic initiatives
    • 8.2.13. Qualcomm Technologies, Inc.
      • 8.2.13.1. Company overview
      • 8.2.13.2. Financial performance
      • 8.2.13.3. Product benchmarking
      • 8.2.13.4. Strategic initiatives
    • 8.2.14. Lucidcam.com
      • 8.2.14.1. Company overview
      • 8.2.14.2. Financial performance
      • 8.2.14.3. Product benchmarking
      • 8.2.14.4. Strategic initiatives