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ゲーム用VR (仮想現実) の世界市場:市場規模・シェア・動向分析、部門別予測 (コンポーネント別・ユーザー別 (商業空間、個人用)・地域別)

Virtual Reality In Gaming Market Size, Share & Trends Analysis Report By Component, By Device, By User (Commercial Space, Individual), By Region, And Segment Forecasts, 2020 - 2027

発行 Grand View Research, Inc. 商品コード 948040
出版日 ページ情報 英文 145 Pages
納期: 2-3営業日
価格
本日の銀行送金レート: 1USD=106.59円で換算しております。
ゲーム用VR (仮想現実) の世界市場:市場規模・シェア・動向分析、部門別予測 (コンポーネント別・ユーザー別 (商業空間、個人用)・地域別) Virtual Reality In Gaming Market Size, Share & Trends Analysis Report By Component, By Device, By User (Commercial Space, Individual), By Region, And Segment Forecasts, 2020 - 2027
出版日: 2020年06月18日 ページ情報: 英文 145 Pages
概要

世界のゲーム用VR (仮想現実) の市場規模は、2020~2027年に30.2%のCAGRで拡大し、2027年までに923億1000万米ドルに達すると推定されています。市場成長の主な要因として、ミレニアム世代向けゲーム市場の競争激化や、3D環境でのリクリエーション活動の巨大ニーズ、継続的な技術開発・普及などが挙げられます。

当レポートでは、世界のゲーム用仮想現実 (VR) の市場について分析し、市場の基本構造や主な促進・抑制要因、コンポーネント別・ユーザー別・地域別の市場動向見通し (今後8年間分)、主要企業のプロファイルと戦略展開状況、といった情報を取りまとめてお届けいたします。

第1章 調査方法・範囲

第2章 エグゼクティブサマリー

第3章 ゲーム用VR (仮想現実):業界の将来展望

  • 市場区分・範囲
  • バリューチェーン分析
  • 市場のダイナミクス
    • 市場促進要因の分析
    • 市場抑制要因の分析
  • 最優先の市場機会の分析
  • 業界分析:ポーターのファイブフォース分析
  • 市場シェア分析
  • ゲーム用VR:ネットワーキングデバイス
  • ゲーム用VR:PEST分析
  • VR用周辺機器:仕様
    • ヘッドマウントディスプレイ(HMD)
    • モーションセンシング接続機器
    • VRゲーム用のトレッドミル
    • VR用グローブ、マスク、バックパック
    • VR用ボディスーツ

第4章 コンポーネント別の推定値と動向分析

  • 分析概要
  • 市場動向の分析:コンポーネントの種類別
  • ゲームソフト
  • ゲーム用ハードウェア

第5章 接続デバイス別の推定値と動向分析

  • 分析概要
  • 市場動向の分析:接続デバイスの種類別
  • ゲーム機
  • デスクトップPC
  • スマートフォン

第6章 ユーザー別の推定値と動向分析

  • 分析概要
  • 市場動向の分析:ユーザー別
  • 商業空間
  • 個人用

第6章 地域別の推定値と動向分析

  • 分析概要
  • 市場動向の分析:地域別 (実績値・予測値)
  • 北米
    • 米国
    • カナダ
  • 欧州
    • ドイツ
    • 英国
  • アジア太平洋地域
    • 中国
    • 日本
    • 韓国
  • ラテンアメリカ
    • ブラジル
    • メキシコ
  • 中東・アフリカ(MEA)

第8章 競合情勢

  • 企業プロファイル
図表

List of Tables

  • TABLE 1. Virtual Reality in Gaming- Industry Snapshot & Key Buying Criteria, 2016 - 2027
  • TABLE 2. Global Virtual Reality in Gaming Market, 2016 - 2027 (USD Billion)
  • TABLE 3. Global Virtual Reality in Gaming Market Estimates and Forecasts by Component, 2016 - 2027 (USD Million)
  • TABLE 4. Global Virtual Reality in Gaming Market Estimates and Forecasts by Connecting Device, 2016 - 2027 (USD Million)
  • TABLE 5. Global Virtual Reality in Gaming Market Estimates and Forecasts by User, 2016 - 2027 (USD Million)
  • TABLE 6. Virtual Reality in Gaming Market- Key Market Driver Impact
  • TABLE 7. Global Software Virtual Reality in Gaming Market by Region, 2016 - 2027 (USD Million)
  • TABLE 8. Global Hardware Virtual Reality in Gaming Market by Region, 2015 - 2025 (USD Million)
  • TABLE 9. Gaming Console Market for VR Gaming by Region, 2016 - 2027 (USD Million)
  • TABLE 10. Desktop Market for VR Gaming by region, 2016 - 2027 (USD Million)
  • TABLE 11. Smartphone Market for VR Gaming by region, 2016 - 2027 (USD Million)
  • TABLE 12. Commercial space Market for VR Gaming by region, 2016 - 2027 (USD Million)
  • TABLE 13. Individual Market for VR Gaming by region, 2016 - 2027 (USD Million)
  • TABLE 14. North America Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 15. North America Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 16. North America Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 17. U.S. Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 18. U.S. Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 19. U.S. Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 20. Canada Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 21. Canada Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 22. Canada Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 23. Europe Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 24. Europe Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 25. Europe Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 26. Germany Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 27. Germany Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 28. Germany Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 29. U.K. Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 30. U.K. Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 31. U.K. Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 32. Asia Pacific Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 33. Asia Pacific Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 34. Asia Pacific Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 35. China Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 36. China Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 37. China Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 38. Japan Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 39. Japan Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 40. Japan Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 41. South Korea Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 42. South Korea Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 43. South Korea Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 44. Latin America VR Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 45. Latin America VR Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 46. Latin America VR Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 47. Brazil Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 48. Brazil Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 49. Brazil Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 50. Mexico Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 51. Mexico Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 52. Mexico Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 53. MEA Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 54. MEA Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 55. MEA Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)

List of Figures

  • FIG. 1.Market Segmentation & Scope
  • FIG. 2 Virtual Reality in Gaming Market Size And Growth Prospects (USD Million)
  • FIG. 3 Virtual Reality in Gaming - Value Chain Analysis
  • FIG. 4 Market Dynamics
  • FIG. 5 Key Opportunities Prioritized
  • FIG. 6 Porter's Five Forces Analysis
  • FIG. 7 Virtual Reality in Gaming - PEST Analysis
  • FIG. 8 Virtual Reality in Gaming Market Component Outlook Key Takeaways, 2019 & 2027
  • FIG. 9 Virtual Reality in Gaming Market: Component Type Movement Analysis, 2019 & 2027
  • FIG. 10.Software Based Virtual Reality in Gaming Market, 2016 - 2027 (USD Million)
  • FIG. 11 Hardware Based Virtual Reality in Gaming Market, 2016 - 2027 (USD Million)
  • FIG. 12 Virtual Reality in Gaming Market Connecting device Outlook Key Takeaways, 2019 & 2027
  • FIG. 13 Virtual Reality in Gaming Market: Connecting Device Type Movement Analysis, 2019 & 2027
  • FIG. 14 Virtual Reality in Gaming Market by Gaming Console, 2016 - 2027 (USD Million)
  • FIG. 15 Virtual Reality in Gaming Market by Desktops, 2016 - 2027 (USD Million)
  • FIG. 16 Virtual Reality in Gaming Market by Smartphones, 2016 - 2027 (USD Million)
  • FIG. 17 Virtual Reality in Gaming Market User Key Takeaways, 2019 & 2027
  • FIG. 18.Virtual Reality in Gaming Market: User Movement Analysis, 2019 & 2027
  • FIG. 19 Virtual Reality in Gaming Market by Commercial space, 2016 - 2027 (USD Million)
  • FIG. 20 Virtual Reality in Gaming Market by Individuals, 2016 - 2027 (USD Million)
  • FIG. 21 Regional Market Place: Key Takeaways
  • FIG. 22 Regional Outlook, 2016 & 2027
  • FIG. 23 North America Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 24 North America Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 25 North America Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 26 U.S. Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 27 U.S. Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 28 U.S. Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 29 Canada Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 30 Canada Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 31 Canada Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 32 Europe Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 33 Europe Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 34 Europe Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 35 Germany Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 36 Germany Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 37 Germany Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 38 U.K. Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 39 U.K. Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 40 U.K. Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 41 Asia Pacific Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 42 Asia Pacific Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 43 Asia Pacific Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 44 China Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 45 China Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 46 China Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 47 Japan Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 48 Japan Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 49 Japan Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 50 South Korea Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 51 South Korea Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 52 South Korea Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 53 Latin America Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 54 Latin America Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 55 Latin America Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 56 Brazil Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 57 Brazil Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 58 Brazil Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 59 Mexico Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 60 Mexico Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 61 Mexico Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 62 MEA Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 63 MEA Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 64 MEA Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
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 92.31 billion by 2027, expanding at a CAGR of 30.2% over the forecast period, 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. Research Methodology
  • 1.2. Research Scope & Assumptions
  • 1.3. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Virtual Reality in Gaming - Market Snapshot & Key Buying Criteria, 2016 - 2027

Chapter 3. Virtual Reality in Gaming Industry Outlook

  • 3.1. Market Segmentation & Scope
  • 3.2. Virtual Reality in Gaming Market Size and Growth Prospects
  • 3.3. Virtual Reality in Gaming - Value Chain Analysis
  • 3.4. Virtual Reality in Gaming - Market Dynamics
    • 3.4.1. Market driver analysis
      • 3.4.1.1. Rising demand of gaming by youth population
      • 3.4.1.2. Increasing disposable income of buyers in developing countries
      • 3.4.1.3. Increasing competitiveness in the virtual reality in gaming space
    • 3.4.2. Market restraint analysis
      • 3.4.2.1. Lack of awareness and high prices of technology
      • 3.4.2.2. Huge initial investment & connecting device compatibility constraints
      • 3.4.2.3. Spatial discomfort & risk of other ailments
  • 3.5. Key Opportunities - Prioritized
  • 3.6. Industry Analysis - Porter's
  • 3.7. Market Share Analysis, 2019
  • 3.8. Virtual Reality in Gaming - Networking devices
  • 3.9. Virtual Reality in Gaming - PEST Analysis
  • 3.10. VR Accessories - Specifications
    • 3.10.1. Head Mounted Display (HMDs)
    • 3.10.2. Motion sensing Connecting devices
    • 3.10.3. Treadmills for VR gaming
    • 3.10.4. VR gloves, masks, backpacks
    • 3.10.5. VR bodysuits

Chapter 4. Component Type Estimates & Trend Analysis

  • 4.1. Component Type Outlook - Key Takeaways
  • 4.2. Virtual Reality in Gaming Market: Component Type Movement Analysis
  • 4.3. Gaming Software
    • 4.3.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 4.3.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)
  • 4.4. Gaming Hardware
    • 4.4.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 4.4.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)

Chapter 5. Connecting device Estimates & Trend Analysis

  • 5.1. Connecting device Outlook - Key Takeaways
  • 5.2. Virtual Reality in Gaming Market: Connecting Device Type Movement Analysis
  • 5.3. Gaming Consoles
    • 5.3.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 5.3.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)
  • 5.4. Desktops
    • 5.4.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 5.4.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)
  • 5.5. Smartphones
    • 5.5.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 5.5.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)

Chapter 6. User Estimates & Trend Analysis

  • 6.1. User Outlook - Key Takeaways
  • 6.2. Virtual Reality in Gaming Market: User Movement Analysis
  • 6.3. Commercial space
    • 6.3.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 6.3.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)
  • 6.4. Individual
    • 6.4.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 6.4.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)

Chapter 7. Regional Estimates & Trend Analysis

  • 7.1. Regional Outlook - Key Takeaways
  • 7.2. Virtual Reality in Gaming Market Share by Region, 2016 & 2027
  • 7.3. North America
    • 7.3.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
    • 7.3.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
    • 7.3.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.3.4. U.S.
      • 7.3.4.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.3.4.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.3.4.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.3.5. Canada
      • 7.3.5.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.3.5.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.3.5.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
  • 7.4. Europe
    • 7.4.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
    • 7.4.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
    • 7.4.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.4.4. Germany
      • 7.4.4.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.4.4.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.4.4.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.4.5. UK
      • 7.4.5.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.4.5.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.4.5.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
  • 7.5. Asia Pacific
    • 7.5.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
    • 7.3.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
    • 7.3.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.5.4. China
      • 7.5.4.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.5.4.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.5.4.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.5.5. Japan
      • 7.5.5.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.5.5.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.5.5.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.5.6. South Korea
      • 7.5.6.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.5.6.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.5.6.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
  • 7.6. Latin America
    • 7.6.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
    • 7.3.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
    • 7.3.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.6.4. Brazil
      • 7.6.4.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.6.4.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.6.4.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.6.5. Mexico
      • 7.6.5.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.6.5.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.6.5.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
  • 7.7. Middle East & Africa (MEA)
    • 7.7.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
    • 7.7.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
    • 7.7.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)

Chapter 8. Competitive Landscape

  • 8.1. Company Profiles
    • 8.1.1. Sony Corporation
      • 8.1.1.1. Company overview
      • 8.1.1.2. Financial performance
      • 8.1.1.3. Product benchmarking
      • 8.1.1.4. Strategic initiatives
    • 8.1.2. Microsoft Corporation
      • 8.1.2.1. Company overview
      • 8.1.2.2. Financial performance
      • 8.1.2.3. Product benchmarking
      • 8.1.2.4. Strategic initiatives
    • 8.1.3. Nintendo Co. Ltd.
      • 8.1.3.1. Company overview
      • 8.1.3.2. Financial performance
      • 8.1.3.3. Product benchmarking
      • 8.1.3.4. Strategic initiatives
    • 8.1.4. Linden Labs
      • 8.1.4.1. Company overview
      • 8.1.4.2. Financial performance
      • 8.1.4.3. Product benchmarking
      • 8.1.4.4. Strategic initiatives
    • 8.1.5. Electronic Arts
      • 8.1.5.1. Company overview
      • 8.1.5.2. Financial performance
      • 8.1.5.3. Product benchmarking
      • 8.1.5.4. Strategic initiatives
    • 8.1.6. Facebook/Oculus VR
      • 8.1.6.1. Company overview
      • 8.1.6.2. Financial performance
      • 8.1.6.3. Product benchmarking
      • 8.1.6.4. Strategic initiatives
    • 8.1.7. Samsung Electronics Co. Ltd.
      • 8.1.7.1. Company overview
      • 8.1.7.2. Financial performance
      • 8.1.7.3. Product benchmarking
      • 8.1.7.4. Strategic initiatives
    • 8.1.8. Google Inc.
      • 8.1.8.1. Company overview
      • 8.1.8.2. Financial performance
      • 8.1.8.3. Product benchmarking
      • 8.1.8.4. Strategic initiatives
    • 8.1.9. HTC Corporation
      • 8.1.9.1. Company overview
      • 8.1.9.2. Financial performance
      • 8.1.9.3. Product benchmarking
      • 8.1.9.4. Strategic initiatives
    • 8.1.10. Virtuix Omni
      • 8.1.10.1. Company overview
      • 8.1.10.2. Financial performance
      • 8.1.10.3. Product benchmarking
      • 8.1.10.4. Strategic initiatives
    • 8.1.11. Leap Motion
      • 8.1.11.1. Company overview
      • 8.1.11.2. Financial performance
      • 8.1.11.3. Product benchmarking
      • 8.1.11.4. Strategic initiatives
    • 8.1.12. Telsa Studios
      • 8.1.12.1. Company overview
      • 8.1.12.2. Financial performance
      • 8.1.12.3. Product benchmarking
      • 8.1.12.4. Strategic initiatives
    • 8.1.13. Qualcomm Incorporated
      • 8.1.13.1. Company overview
      • 8.1.13.2. Financial performance
      • 8.1.13.3. Product benchmarking
      • 8.1.13.4. Strategic initiatives
    • 8.1.14. Lucid VR
      • 8.1.14.1. Company overview
      • 8.1.14.2. Financial performance
      • 8.1.14.3. Product benchmarking
      • 8.1.14.4. Strategic initiatives