デフォルト表紙
市場調査レポート
商品コード
1654478

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、2025年~2030年

Virtual Reality In Gaming Market Size, Share & Trends Analysis Report By Component, By Connecting Device, By User, By Region, And Segment Forecasts, 2025 - 2030


出版日
ページ情報
英文 150 Pages
納期
2~10営業日
カスタマイズ可能
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=146.99円
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、2025年~2030年
出版日: 2025年01月14日
発行: Grand View Research
ページ情報: 英文 150 Pages
納期: 2~10営業日
GIIご利用のメリット
  • 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2030年までに1,095億8,980万米ドルに達すると予測されています。

同市場は2025~2030年にかけてCAGR 21.6%で成長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、2020~2027年までの市場成長を促進すると予測されます。

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機器を使用した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、2020~2027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産業の市場参入企業と提携しています。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産業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セグメントは、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と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-産業展望

  • 市場系統の展望
  • 産業バリューチェーン分析
  • 市場力学
  • 産業分析ツール

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、推定・動向分析

  • セグメントダッシュボード
  • ゲームにおけるバーチャルリアリティ市場:コンポーネント変動分析、2024年と2030年
  • ハードウェア
  • ソフトウェア

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、推定・動向分析

  • セグメントダッシュボード
  • ゲームにおけるバーチャルリアリティ市場:接続デバイス変動分析、2024年と2030年
  • ゲーム機
  • PC/デスクトップ
  • スマートフォン

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、推定・動向分析

  • セグメントダッシュボード
  • ゲームにおけるバーチャルリアリティ市場:最終用途変動分析、2024年と2030年
  • 商業地区
  • 個人

第7章 地域別、推定・動向分析

  • 地域別ゲームにおけるバーチャルリアリティ市場、2024年と2030年
  • 北米
    • 北米のゲームにおけるバーチャルリアリティ市場推定と予測、2018~2030年
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • 欧州のゲームにおけるバーチャルリアリティ市場推定・予測、2018~2030年
    • 英国
    • ドイツ
    • フランス
  • アジア太平洋
    • アジア太平洋のゲームにおけるバーチャルリアリティ市場推定・予測、2018~2030年
    • 中国
    • 日本
    • インド
    • 韓国
    • オーストラリア
  • ラテンアメリカ
    • ラテンアメリカのゲームにおけるバーチャルリアリティ市場推定・予測、2018~2030年
    • ブラジル
  • 中東・アフリカ
    • 中東・アフリカのゲームにおけるバーチャルリアリティ市場推定・予測、2018~2030年
    • アラブ首長国連邦
    • サウジアラビア
    • 南アフリカ

第8章 ゲームにおけるバーチャルリアリティ市場-競合情勢

  • 企業分類
  • 企業の市場ポジショニング
  • 企業ヒートマップ分析
  • 企業プロファイル/上場企業
    • Sony Corporation
    • Microsoft Corporation
    • Nintendo Co. Ltd.
    • Linden Research, Inc.
    • Electronic Arts Inc.
    • Meta Platforms, Inc.
    • Samsung Electronics Co. Ltd.
    • Google LLC(Alphabet, Inc.)
    • HTC Corporation
    • Virtuix
    • Ultraleap Limited
    • Tesla Studios
    • Qualcomm Technologies, Inc.
    • Lucidcam.com
図表

List of Tables

  • Table 1 Global virtual reality in gaming market size estimates & forecasts, 2018 - 2030 (USD Million)
  • Table 2 Global virtual reality in gaming market, by region, 2018 - 2030 (USD Million)
  • Table 3 Global virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 4 Global virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 5 Global virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 6 Hardware virtual reality in gaming market, by region, 2018 - 2030 (USD Million)
  • Table 7 Software virtual reality in gaming market, by region, 2018 - 2030 (USD Million)
  • Table 8 Gaming console virtual reality in gaming market, by region, 2018 - 2030 (USD Million)
  • Table 9 PC/Desktop virtual reality in gaming market, by region, 2018 - 2030 (USD Million)
  • Table 10 Smartphone virtual reality in gaming market, by region, 2018 - 2030 (USD Million)
  • Table 11 Commercial Spaces virtual reality in gaming market, by region, 2018 - 2030 (USD Million)
  • Table 12 Individual virtual reality in gaming market, by region, 2018 - 2030 (USD Million)
  • Table 13 North America virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 14 North America virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 15 North America virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 16 U.S. virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 17 U.S. virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 18 U.S. virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 19 Canada virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 20 Canada virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 21 Canada virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 22 Mexico virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 23 Mexico virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 24 Mexico virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 25 Europe virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 26 Europe virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 27 Europe virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 28 U.K. virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 29 U.K. virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 30 U.K. virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 31 Germany virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 32 Germany virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 33 Germany virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 34 France virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 35 France virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 36 France virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 37 Asia-Pacific virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 38 Asia-Pacific virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 39 Asia-Pacific virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 40 China virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 41 China virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 42 China virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 43 Japan virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 44 Japan virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 45 Japan virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 46 India virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 47 India virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 48 India virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 49 South Korea virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 50 South Korea virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 51 South Korea virtual reality in gaming market, by end user, 2018 - 2030 (USD Million)
  • Table 52 Australia virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 53 Australia virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 54 Australia virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 55 Latin America virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 56 Latin America virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 57 Latin America virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 58 Brazil virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 59 Brazil virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 60 Brazil virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 61 Middle East & Africa virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 62 Middle East & Africa virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 63 Middle East & Africa virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 64 South Africa virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 65 South Africa virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 66 South Africa virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 67 Saudi Arabia virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 68 Saudi Arabia virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 69 Saudi Arabia virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
  • Table 70 UAE virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
  • Table 71 UAE virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
  • Table 72 UAE virtual reality in gaming market, by user, 2018 - 2030 (USD Million)

List of Figures

  • Fig. 1 Virtual reality in gaming market segmentation
  • Fig. 2 Information procurement
  • Fig. 3 Data analysis models
  • Fig. 4 Market formulation and validation
  • Fig. 5 Data validating & publishing
  • Fig. 6 Virtual reality in gaming market snapshot
  • Fig. 7 Virtual reality in gaming market segment snapshot
  • Fig. 8 Virtual reality in gaming market competitive landscape snapshot
  • Fig. 9 Market research process
  • Fig. 10 Market driver relevance analysis (current & future impact)
  • Fig. 11 Market restraint relevance analysis (current & future impact)
  • Fig. 12 Virtual reality in gaming market, by component, key takeaways, 2018 - 2030 revenue (USD million)
  • Fig. 13 Virtual reality in gaming market, by component: market share, 2024 & 2030
  • Fig. 14 Hardware market estimates & forecasts, 2018 - 2030 (USD million)
  • Fig. 15 Software market estimates & forecasts, 2018 - 2030 (USD million)
  • Fig. 16 Virtual reality in gaming market, by connecting device, key takeaways, 2018-2030, revenue (USD million)
  • Fig. 17 Virtual reality in gaming market, by connecting device: market share, 2024 & 2030
  • Fig. 18 Gaming console market estimates & forecasts, 2018 - 2030 (USD million)
  • Fig. 19 PC/Desktop market estimates & forecasts, 2018 - 2030 (USD million)
  • Fig. 20 User market estimates & forecasts, 2018 - 2030 (USD million)
  • Fig. 21 Virtual reality in gaming market, by user, key takeaways, 2018-2030, revenue (USD million)
  • Fig. 22 Virtual reality in gaming market, by user: market share, 2024 & 2030
  • Fig. 23 Commercial spaces market estimates & forecasts, 2018 - 2030 (USD million)
  • Fig. 24 Individual market estimates & forecasts, 2018 - 2030 (USD million)
  • Fig. 25 Regional marketplace: key takeaways
  • Fig. 26 North America virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 27 U.S. virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 28 Canada virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 29 Europe virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 30 Germany virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 31 U.K. virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 32 France virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 33 Asia pacific virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 34 China virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 35 Japan virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 36 India virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 37 South Korea virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 38 Australia virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 39 Latin America virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 40 Brazil virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 41 Mexico virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 42 MEA virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 43 Saudi Arabia virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 44 UAE virtual reality in gaming market estimates & forecast, 2018 - 2030 (USD million)
  • Fig. 45 Key company categorization
  • Fig. 46 Strategy framework
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 anticipated to reach USD 109,589.8 million by 2030, according to a new report by Grand View Research, Inc. The market is projected to grow at a CAGR of 21.6% from 2025 to 2030. 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
  • 1.2. Market Definitions
  • 1.3. Information Procurement
    • 1.3.1. Information analysis
    • 1.3.2. Market formulation & data visualization
    • 1.3.3. Data validation & publishing
  • 1.4. Research Scope and Assumptions
    • 1.4.1. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Virtual Reality in Gaming Market Snapshot
  • 2.2. Virtual Reality in Gaming Market - Segment Snapshot (1/2)
  • 2.3. Virtual Reality in Gaming Market - Segment Snapshot (2/2)
  • 2.4. Virtual Reality in Gaming Market - Competitive Landscape Snapshot

Chapter 3. Virtual Reality in Gaming Market - Industry Outlook

  • 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. Industry Challenges
    • 3.3.4. Industry Opportunities
  • 3.4. Industry Analysis Tools
    • 3.4.1. Porter's five forces analysis
    • 3.4.2. Macroeconomic analysis

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

  • 4.1. Segment Dashboard
  • 4.2. Virtual Reality in Gaming Market: Component Movement Analysis, 2024 & 2030 (USD Million)
  • 4.3. Hardware
    • 4.3.1. Hardware Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)
  • 4.4. Software
    • 4.4.1. Software Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)

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

  • 5.1. Segment Dashboard
  • 5.2. Virtual Reality in Gaming Market: Connecting Device Movement Analysis, 2024 & 2030 (USD Million)
  • 5.3. Gaming Console
    • 5.3.1. Gaming Console Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)
  • 5.4. PC/Desktop
    • 5.4.1. PC/Desktop Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)
  • 5.5. Smartphone
    • 5.5.1. Smartphone Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)

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

  • 6.1. Segment Dashboard
  • 6.2. Virtual Reality in Gaming Market: End Use Movement Analysis, 2024 & 2030 (USD Million)
  • 6.3. Commercial Spaces
    • 6.3.1. Commercial Spaces Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)
  • 6.4. Individual
    • 6.4.1. Individual Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)

Chapter 7. Regional Estimates & Trend Analysis

  • 7.1. Virtual Reality in Gaming Market by Region, 2024 & 2030
  • 7.2. North America
    • 7.2.1. North America Virtual Reality in Gaming Market Estimates & Forecasts, 2018 - 2030 (USD Million)
    • 7.2.2. U.S.
      • 7.2.2.1. U.S. Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.2.3. Canada
      • 7.2.3.1. Canada Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.2.4. Mexico
      • 7.2.4.1. Mexico Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
  • 7.3. Europe
    • 7.3.1. Europe Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.3.2. U.K.
      • 7.3.2.1. U.K. Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.3.3. Germany
      • 7.3.3.1. Germany Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.3.4. France
      • 7.3.4.1. France Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
  • 7.4. Asia Pacific
    • 7.4.1. Asia Pacific Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.4.2. China
      • 7.4.2.1. China Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.4.3. Japan
      • 7.4.3.1. Japan Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.4.4. India
      • 7.4.4.1. India Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.4.5. South Korea
      • 7.4.5.1. South Korea Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.4.6. Australia
      • 7.4.6.1. Australia Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
  • 7.5. Latin America
    • 7.5.1. Latin America Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.5.2. Brazil
      • 7.5.2.1. Brazil Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
  • 7.6. Middle East and Africa
    • 7.6.1. Middle East and Africa Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.6.2. UAE
      • 7.6.2.1. UAE Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.6.3. Saudi Arabia
      • 7.6.3.1. Saudi Arabia Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
    • 7.6.4. South Africa
      • 7.6.4.1. South Africa Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)

Chapter 8. Virtual Reality in Gaming Market - Competitive Landscape

  • 8.1. Company Categorization
  • 8.2. Company Market Positioning
  • 8.3. Company Heat Map Analysis
  • 8.4. Company Profiles/Listing
    • 8.4.1. Sony Corporation
      • 8.4.1.1. Participant's Overview
      • 8.4.1.2. Financial Performance
      • 8.4.1.3. Product Benchmarking
      • 8.4.1.4. Recent Developments
    • 8.4.2. Microsoft Corporation
      • 8.4.2.1. Participant's Overview
      • 8.4.2.2. Financial Performance
      • 8.4.2.3. Product Benchmarking
      • 8.4.2.4. Recent Developments
    • 8.4.3. Nintendo Co. Ltd.
      • 8.4.3.1. Participant's Overview
      • 8.4.3.2. Financial Performance
      • 8.4.3.3. Product Benchmarking
      • 8.4.3.4. Recent Developments
    • 8.4.4. Linden Research, Inc.
      • 8.4.4.1. Participant's Overview
      • 8.4.4.2. Financial Performance
      • 8.4.4.3. Product Benchmarking
      • 8.4.4.4. Recent Developments
    • 8.4.5. Electronic Arts Inc.
      • 8.4.5.1. Participant's Overview
      • 8.4.5.2. Financial Performance
      • 8.4.5.3. Product Benchmarking
      • 8.4.5.4. Recent Developments
    • 8.4.6. Meta Platforms, Inc.
      • 8.4.6.1. Participant's Overview
      • 8.4.6.2. Financial Performance
      • 8.4.6.3. Product Benchmarking
      • 8.4.6.4. Recent Developments
    • 8.4.7. Samsung Electronics Co. Ltd.
      • 8.4.7.1. Participant's Overview
      • 8.4.7.2. Financial Performance
      • 8.4.7.3. Product Benchmarking
      • 8.4.7.4. Recent Developments
    • 8.4.8. Google LLC (Alphabet, Inc.)
      • 8.4.8.1. Participant's Overview
      • 8.4.8.2. Financial Performance
      • 8.4.8.3. Product Benchmarking
      • 8.4.8.4. Recent Developments
    • 8.4.9. HTC Corporation
      • 8.4.9.1. Participant's Overview
      • 8.4.9.2. Financial Performance
      • 8.4.9.3. Product Benchmarking
      • 8.4.9.4. Recent Developments
    • 8.4.10. Virtuix
      • 8.4.10.1. Participant's Overview
      • 8.4.10.2. Financial Performance
      • 8.4.10.3. Product Benchmarking
      • 8.4.10.4. Recent Developments
    • 8.4.11. Ultraleap Limited
      • 8.4.11.1. Participant's Overview
      • 8.4.11.2. Financial Performance
      • 8.4.11.3. Product Benchmarking
      • 8.4.11.4. Recent Developments
    • 8.4.12. Tesla Studios
      • 8.4.12.1. Participant's Overview
      • 8.4.12.2. Financial Performance
      • 8.4.12.3. Product Benchmarking
      • 8.4.12.4. Recent Developments
    • 8.4.13. Qualcomm Technologies, Inc.
      • 8.4.13.1. Participant's Overview
      • 8.4.13.2. Financial Performance
      • 8.4.13.3. Product Benchmarking
      • 8.4.13.4. Recent Developments
    • 8.4.14. Lucidcam.com
      • 8.4.14.1. Participant's Overview
      • 8.4.14.2. Financial Performance
      • 8.4.14.3. Product Benchmarking
      • 8.4.14.4. Recent Developments