デフォルト表紙
市場調査レポート
商品コード
1424099

ゲームにおけるバーチャルリアリティ(VR)市場、シェア、規模、動向、産業分析レポート:コンポーネント別、デバイス別、地域別、セグメント別予測、2021年~2028年

Virtual Reality (VR) in Gaming Market Share, Size, Trends, Industry Analysis Report, By Component (Hardware, Software); By Device (Smartphone, Gaming Console, Laptop/Desktop); By Regions; Segment Forecast, 2021 - 2028

出版日: | 発行: Polaris Market Research | ページ情報: 英文 117 Pages | 納期: 即日から翌営業日

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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=157.14円
ゲームにおけるバーチャルリアリティ(VR)市場、シェア、規模、動向、産業分析レポート:コンポーネント別、デバイス別、地域別、セグメント別予測、2021年~2028年
出版日: 2024年01月24日
発行: Polaris Market Research
ページ情報: 英文 117 Pages
納期: 即日から翌営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

Polaris Market Research社の最新調査によると、ゲームにおけるバーチャルリアリティ(VR)の世界市場規模は2032年までに1,580億4,000万米ドルに達する見込みです。この調査レポートは、現在の市場力学を詳細に洞察し、将来の市場成長に関する分析を提供しています。

同市場では、特に若い世代を中心に、3D環境を舞台としたレクリエーション活動に対する大きな需要が発生しており、小型のVRゲーム機器の利用が後押ししています。3D環境のVRシミュレーションに没入型技術を統合することで、より高度で没入感のある体験を求める傾向が、市場成長の主な促進要因となっています。VR空間における継続的な技術革新は、多様なバーチャルリアリティゲームの開発と相まって、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、3Dのリアルな環境によって促進される強化されたゲーム体験は、市場の成長を促進すると予想されます。

ミレニアル世代の間で技術的に高度な電子ゲームに対する需要が高まっていることが、市場の成長を促進すると予想されます。技術に精通しているミレニアル世代は、バーチャルリアリティ(VR)体験を含む電子ゲームの最新の進歩に特に惹かれています。より洗練された没入感のあるゲームコンテンツへの欲求は、最先端技術の採用と相まって、革新的な電子ゲームに対する需要の急増に寄与しています。この動向は、開発者やメーカーが継続的に新機能を強化・導入する原動力となっており、ゲーム市場の成長を後押ししています。

デスクトップやゲーム機と互換性のあるバーチャルリアリティ周辺機器の進化が急速に進んでいることは、業界の成長を促進すると予想されます。バーチャルリアリティゲーム分野への多数の新興企業の参入は、ゲーム愛好家によるヘッドマウントディスプレイ(HMD)、ボディスーツ、モーショントラッカー、手袋などのウェアラブルコンポーネントへの需要の高まりにつながる可能性が高いです。これらのデバイスは通常、段階的に導入され、最初は一部の国で展開されます。例えば、HTC Viveは当初、24カ国のみで市販が開始されました。

VRゲームは、従来ゲーマーと認識されていなかった新しいユーザー層の間で人気が急上昇しています。この変化は中国やインドのような地域で特に顕著で、消費者はスマートフォンで何時間もVRコンテンツに没頭するようになっています。こうした市場の成長は、スマートフォンやタブレットが主要なゲーム機器として広く普及していることに起因しています。VRゲームにモバイル機器を使用するアクセシビリティと利便性は、専用のゲーム機やPCを越えてユーザーベースを拡大し、VR体験をより包括的で幅広い層に魅力的なものにしています。

ゲームにおけるバーチャルリアリティ(VR)市場レポートハイライト

ボディスーツ、入力デバイス、グローブなどウェアラブルの急速な進歩により、ハードウェア分野が急成長

オンラインゲームトーナメントと関連賞金の増加により、商業分野が最大シェアを獲得

アジア太平洋地域が急成長する主な理由は、より充実したゲーム体験を求める膨大な数の若年層の存在

目次

第1章 イントロダクション

第2章 エグゼクティブサマリー

第3章 調査手法

第4章 ゲームにおけるバーチャルリアリティ(VR)市場に関する洞察

  • ゲームにおけるバーチャルリアリティ(VR)市場- ユーザーのスナップショット
  • ゲーム市場力学における仮想現実
    • 促進要因と機会
      • 没入型ゲーム体験
      • ユーザーの進歩
    • 抑制要因と課題
      • 標準化の欠如
  • PESTEL分析
  • ゲームにおけるバーチャルリアリティ(VR)市場のユーザー動向
  • バリューチェーン分析
  • COVID-19感染症の影響分析

第5章 世界のゲームにおけるバーチャルリアリティ(VR)市場:コンポーネント別

  • 主な調査結果
  • イントロダクション
  • ハードウェア
  • ソフトウェア

第6章 世界のゲームにおけるバーチャルリアリティ(VR)市場:接続デバイス別

  • 主な調査結果
  • イントロダクション
  • ゲームコンソール
  • パソコン/デスクトップ
  • スマートフォン

第7章 世界のゲームにおけるバーチャルリアリティ(VR)市場:ユーザー別

  • 主な調査結果
  • イントロダクション
  • 商業スペース
  • 個人

第8章 世界のゲームにおけるバーチャルリアリティ(VR)市場(地域別)

  • 主な調査結果
  • イントロダクション
    • ゲームにおけるバーチャルリアリティ(VR)市場の評価、地域別、2019~2032年
  • ゲームにおけるバーチャルリアリティ(VR)市場-北米
    • 北米:ゲームにおけるバーチャルリアリティ(VR)市場、コンポーネント別、2019~2032年
    • 北米:ゲームにおけるバーチャルリアリティ(VR)市場、ユーザー別、2019~2032年
    • 北米:ゲームにおけるバーチャルリアリティ(VR)市場、接続デバイス別、2019~2032年
    • ゲームにおけるバーチャルリアリティ(VR)市場-米国
    • ゲームにおけるバーチャルリアリティ(VR)市場-カナダ
  • ゲームにおけるバーチャルリアリティ(VR)市場-欧州
    • 欧州:ゲームにおけるバーチャルリアリティ(VR)市場、コンポーネント別、2019~2032年
    • 欧州:ゲームにおけるバーチャルリアリティ(VR)市場、ユーザー別、2019~2032年
    • 欧州:ゲームにおけるバーチャルリアリティ(VR)市場、接続デバイス別、2019~2032年
    • ゲームにおけるバーチャルリアリティ(VR)市場-英国
    • ゲームにおけるバーチャルリアリティ(VR)市場-フランス
    • ゲームにおけるバーチャルリアリティ(VR)市場-ドイツ
    • ゲームにおけるバーチャルリアリティ(VR)市場-イタリア
    • ゲームにおけるバーチャルリアリティ(VR)市場-スペイン
    • ゲームにおけるバーチャルリアリティ(VR)市場-オランダ
    • ゲームにおけるバーチャルリアリティ(VR)市場- ロシア
  • ゲームにおけるバーチャルリアリティ(VR)市場-アジア太平洋
    • アジア太平洋:ゲームにおけるバーチャルリアリティ(VR)市場、コンポーネント別、2019~2032年
    • アジア太平洋:ゲームにおけるバーチャルリアリティ(VR)市場、ユーザー別、2019~2032年
    • アジア太平洋:ゲームにおけるバーチャルリアリティ(VR)市場、接続デバイス別、2019~2032年
    • ゲームにおけるバーチャルリアリティ(VR)市場-中国
    • ゲームにおけるバーチャルリアリティ(VR)市場- インド
    • ゲームにおけるバーチャルリアリティ(VR)市場-マレーシア
    • ゲームにおけるバーチャルリアリティ(VR)市場-日本
    • ゲームにおけるバーチャルリアリティ(VR)市場-インドネシア
    • ゲームにおけるバーチャルリアリティ(VR)市場-韓国
  • ゲームにおけるバーチャルリアリティ(VR)市場-中東およびアフリカ
    • 中東とアフリカ:ゲームにおけるバーチャルリアリティ(VR)市場、コンポーネント別、2019~2032年
    • 中東とアフリカ:ゲームにおけるバーチャルリアリティ(VR)市場、ユーザー別、2019~2032年
    • 中東とアフリカ:ゲームにおけるバーチャルリアリティ(VR)市場、接続デバイス別、2019~2032年
    • ゲームにおけるバーチャルリアリティ(VR)市場- サウジアラビア
    • ゲームにおけるバーチャルリアリティ(VR)市場-アラブ首長国連邦
    • ゲームにおけるバーチャルリアリティ(VR)市場-イスラエル
    • ゲームにおけるバーチャルリアリティ(VR)市場- 南アフリカ
  • ゲームにおけるバーチャルリアリティ(VR)市場-ラテンアメリカ
    • ラテンアメリカ:ゲームにおけるバーチャルリアリティ(VR)市場、コンポーネント別、2019~2032年
    • ラテンアメリカ:ゲームにおけるバーチャルリアリティ(VR)市場、ユーザー別、2019~2032年
    • ラテンアメリカ:ゲームにおけるバーチャルリアリティ(VR)市場、接続デバイス別、2019~2032年
    • ゲームにおけるバーチャルリアリティ(VR)市場- メキシコ
    • ゲームにおけるバーチャルリアリティ(VR)市場-ブラジル
    • ゲームにおけるバーチャルリアリティ(VR)市場-アルゼンチン

第9章 競合情勢

  • 拡張と買収の分析
    • 拡大
    • 買収
  • 提携/協業/合意/公開

第10章 企業プロファイル

  • Electronic Arts Inc
  • Google Inc
  • HTC Corporation
  • Linden Research, Inc
  • Lucidcam.com
  • Meta
  • Microsoft
  • Nintendo.Games
  • Qualcomm Technologies, Inc
  • SAMSUNG
  • Sony Corporation
  • Tesla Studios
  • Tesla Studios
  • Virtuix
図表

List of Tables

  • Table 1 Global Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 2 Global Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 3 Global Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 4 Virtual Reality in Gaming Market Assessment, By Geography, 2019-2032 (USD Billion)
  • Table 5 North America: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 6 North America: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 7 North America: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 8 U.S.: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 9 U.S.: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 10 U.S.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 11 Canada: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 12 Canada: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 13 Canada: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 14 Europe: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 15 Europe: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 16 Europe: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 17 UK: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 18 UK: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 19 UK: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 20 France: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 21 France: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 22 France: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 23 Germany: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 24 Germany: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 25 Germany: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 26 Italy: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 27 Italy: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 28 Italy: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 29 Spain: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 30 Spain: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 31 Spain: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 32 Netherlands: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 33 Netherlands: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 34 Netherlands: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 35 Russia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 36 Russia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 37 Russia: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 38 Asia Pacific: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 39 Asia Pacific: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 40 Asia Pacific: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 41 China: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 42 China: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 43 China: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 44 India: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 45 India: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 46 India: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 47 Malaysia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 48 Malaysia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 49 Malaysia: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 50 Japan: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 51 Japan: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 52 Japan: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 53 Indonesia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 54 Indonesia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 55 Indonesia: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 56 South Korea: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 57 South Korea: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 58 South Korea: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 59 Middle East & Africa: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 60 Middle East & Africa: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 61 Middle East & Africa: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 62 Saudi Arabia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 63 Saudi Arabia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 64 Saudi Arabia: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 65 UAE: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 66 UAE: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 67 UAE: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 68 Israel: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 69 Israel: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 70 Israel: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 71 South Africa: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 72 South Africa: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 73 South Africa: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 74 Latin America: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 75 Latin America: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 76 Latin America: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 77 Mexico: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 78 Mexico: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 79 Mexico: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 80 Brazil: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 81 Brazil: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 82 Brazil: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • Table 83 Argentina: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • Table 84 Argentina: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • Table 85 Argentina: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)

List of Figures

  • Figure 1. Global Virtual Reality in Gaming Market, 2019-2032 (USD Billion)
  • Figure 2. Integrated Ecosystem
  • Figure 3. Research Methodology: Top-Down & Bottom-Up Approach
  • Figure 4. Market by Geography
  • Figure 5. Porter's Five Forces
  • Figure 6. Market by Connecting Device
  • Figure 7. Global Virtual Reality in Gaming Market, by Connecting Device, 2022 & 2032 (USD Billion)
  • Figure 8. Market by Component
  • Figure 9. Global Virtual Reality in Gaming Market, by Component, 2022 & 2032 (USD Billion)
  • Figure 10. Market by User
  • Figure 11. Global Virtual Reality in Gaming Market, by User, 2022 & 2032 (USD Billion)
  • Figure 12. Virtual Reality in Gaming Market Assessment, By Geography, 2019-2032 (USD Billion)
  • Figure 13. Strategic Analysis - Virtual Reality in Gaming Market
目次
Product Code: PM1082

The global virtual reality in gaming market size is expected to reach USD 158.04 billion by 2032, according to a new study by Polaris Market Research. The report "Virtual Reality in Gaming Market Share, Size, Trends, Industry Analysis Report, By Component, By Connecting Device (Gaming Console, PC/ Desktop, Smartphone), By User (Commercial Space, Individual), By Region, And Segment Forecasts, 2024 - 2032" gives a detailed insight into current market dynamics and provides analysis on future market growth.

The market is experiencing a substantial demand for recreational activities set in a 3D environment, particularly among the younger generations, fuelled using compact VR gaming devices. The inclination towards a heightened and immersive experience through the integration of immersive technology into VR simulations of 3D environments is a key driver for market growth. The continuous innovation in the VR space, coupled with the development of a diverse range of virtual reality games, is attracting gaming enthusiasts globally. The enhanced gaming experience, facilitated by interactive video games, appealing VR accessories, & 3D realistic environments, is expected to foster the growth of the market.

The increasing demand for technologically advanced electronic games among millennials is expected to propel market growth. Millennials, being a tech-savvy demographic, are particularly drawn to the latest advancements in electronic gaming, including virtual reality (VR) experiences. The desire for more sophisticated and immersive gaming content, coupled with the adoption of cutting-edge technologies, contributes to the surge in demand for innovative electronic games. This trend is driving developers and manufacturers to continually enhance and introduce new features, thereby fuelling the growth of the gaming market.

The swift progress in the evolution of virtual reality peripherals compatible with desktops and game consoles is expected to fuel industry growth. The entry of numerous startups into the virtual reality gaming sector is likely to lead to a heightened demand for wearable components such as Head-Mounted Displays (HMDs), body suits, motion trackers, & gloves by the gaming enthusiasts. These devices are typically introduced in phases, initially rolling out in select countries. For instance, the HTC Vive was initially launched for commercial availability in only 24 countries.

VR games are experiencing a surge in popularity among a new demographic of users who may not traditionally identify as gamers. This shift is particularly notable in regions like China and India, where consumers are increasingly dedicating numerous hours to VR content on their smartphones. The growth can be attributed to the widespread adoption of smartphones and tablets as primary gaming devices in these markets. The accessibility and convenience of using mobile devices for VR gaming have expanded the user base beyond dedicated gaming consoles or PCs, making VR experiences more inclusive and appealing to a broader audience.

Virtual Reality in Gaming Market Report Highlights

Hardware segment will grow with rapid pace, primarily due to rapid advancements in wearables such as body suits, input devices & gloves

Commercial segment garnered the largest share, due to increase in online gaming tournaments & associated prize money

Asia Pacific will grow rapidly, primarily due to the presence of huge young population seeking enhanced gaming experiences

The key market players include Electronic Arts, Google, HTC Corporation, Lucidcam.com, Meta, Nintendo.Games, Tesla Studios, Ultraleap Limited, and Virtuix.

Polaris Market Research has segmented the virtual reality in gaming market report based on component, connecting device, user, and region:

Virtual Reality in Gaming, Component Outlook (Revenue - USD Billion, 2019 - 2032)

  • Hardware
  • Software

Virtual Reality in Gaming, Connecting Device Outlook (Revenue - USD Billion, 2019 - 2032)

  • Gaming Console
  • PC/Desktop
  • Smartphone

Virtual Reality in Gaming, User Outlook (Revenue - USD Billion, 2019 - 2032)

  • Commercial Space
  • Individual

Virtual Reality in Gaming, Regional Outlook (Revenue - USD Billion, 2019 - 2032)

  • North America
  • U.S.
  • Canada
  • Europe
  • Germany
  • UK
  • France
  • Italy
  • Spain
  • Russia
  • Netherlands
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Malaysia
  • Latin America
  • Argentina
  • Brazil
  • Mexico
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • Israel
  • South Africa

Table of Contents

1. Introduction

  • 1.1. Report Description
    • 1.1.1. Objectives of the Study
    • 1.1.2. Market Scope
    • 1.1.3. Assumptions
  • 1.2. Stakeholders

2. Executive Summary

  • 2.1. Market Highlights

3. Research Methodology

  • 3.1. Overview
    • 3.1.1. Data Mining
  • 3.2. Data Sources
    • 3.2.1. Primary Sources
    • 3.2.2. Secondary Sources

4. Global Virtual Reality in Gaming Market Insights

  • 4.1. Virtual Reality in Gaming Market - User Snapshot
  • 4.2. Virtual Reality in Gaming Market Dynamics
    • 4.2.1. Drivers and Opportunities
      • 4.2.1.1. Immersive Gaming Experience
      • 4.2.1.2. Advancements in User
    • 4.2.2. Restraints and Challenges
      • 4.2.2.1. Lack of Standardization
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers (Moderate)
    • 4.3.2. Threats of New Entrants: (Low)
    • 4.3.3. Bargaining Power of Buyers (Moderate)
    • 4.3.4. Threat of Substitute (Moderate)
    • 4.3.5. Rivalry among existing firms (High)
  • 4.4. PESTEL Analysis
  • 4.5. Virtual Reality in Gaming Market User Trends
  • 4.6. Value Chain Analysis
  • 4.7. COVID-19 Impact Analysis

5. Global Virtual Reality in Gaming Market, by Component

  • 5.1. Key Findings
  • 5.2. Introduction
    • 5.2.1. Global Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
  • 5.3. Hardware
    • 5.3.1. Global Virtual Reality in Gaming Market, by Hardware, by Region, 2019-2032 (USD Billion)
  • 5.4. Software
    • 5.4.1. Global Virtual Reality in Gaming Market, by Software, by Region, 2019-2032 (USD Billion)

6. Global Virtual Reality in Gaming Market, by Connecting Device

  • 6.1. Key Findings
  • 6.2. Introduction
    • 6.2.1. Global Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • 6.3. Gaming Console
    • 6.3.1. Global Virtual Reality in Gaming Market, by Gaming Console, by Region, 2019-2032 (USD Billion)
  • 6.4. PC/Desktop
    • 6.4.1. Global Virtual Reality in Gaming Market, by PC/Desktop, by Region, 2019-2032 (USD Billion)
  • 6.5. Smartphone
    • 6.5.1. Global Virtual Reality in Gaming Market, by Smartphone, by Region, 2019-2032 (USD Billion)

7. Global Virtual Reality in Gaming Market, by User

  • 7.1. Key Findings
  • 7.2. Introduction
    • 7.2.1. Global Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
  • 7.3. Commercial Space
    • 7.3.1. Global Virtual Reality in Gaming Market, by Commercial Space, By Region, 2019-2032 (USD Billion)
  • 7.4. Individual
    • 7.4.1. Global Virtual Reality in Gaming Market, by Individual, By Region, 2019-2032 (USD Billion)

8. Global Virtual Reality in Gaming Market, by Geography

  • 8.1. Key findings
  • 8.2. Introduction
    • 8.2.1. Virtual Reality in Gaming Market Assessment, By Geography, 2019-2032 (USD Billion)
  • 8.3. Virtual Reality in Gaming Market - North America
    • 8.3.1. North America: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
    • 8.3.2. North America: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
    • 8.3.3. North America: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.3.4. Virtual Reality in Gaming Market - U.S.
      • 8.3.4.1. U.S.: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.3.4.2. U.S.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.3.4.3. U.S.: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.3.5. Virtual Reality in Gaming Market - Canada
      • 8.3.5.1. Canada: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.3.5.2. Canada.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.3.5.3. Canada: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • 8.4. Virtual Reality in Gaming Market - Europe
    • 8.4.1. Europe: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
    • 8.4.2. Europe.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
    • 8.4.3. Europe: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.4. Virtual Reality in Gaming Market - UK
      • 8.4.4.1. UK: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.4.2. UK.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.4.3. UK: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.5. Virtual Reality in Gaming Market - France
      • 8.4.5.1. France: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.5.2. France.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.5.3. France: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.6. Virtual Reality in Gaming Market - Germany
      • 8.4.6.1. Germany: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.6.2. Germany.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.6.3. Germany: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.7. Virtual Reality in Gaming Market - Italy
      • 8.4.7.1. Italy: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.7.2. Italy.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.7.3. Italy: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.8. Virtual Reality in Gaming Market - Spain
      • 8.4.8.1. Spain: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.8.2. Spain.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.8.3. Spain: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.9. Virtual Reality in Gaming Market - Netherlands
      • 8.4.9.1. Netherlands: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.9.2. Netherlands.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.9.3. Netherlands: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.4.10. Virtual Reality in Gaming Market - Russia
      • 8.4.10.1. Russia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.4.10.2. Russia.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.4.10.3. Russia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • 8.5. Virtual Reality in Gaming Market - Asia Pacific
    • 8.5.1. Asia Pacific: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
    • 8.5.2. Asia Pacific.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
    • 8.5.3. Asia Pacific: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.4. Virtual Reality in Gaming Market - China
      • 8.5.4.1. China: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.4.2. China.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.4.3. China: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.5. Virtual Reality in Gaming Market - India
      • 8.5.5.1. India: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.5.2. India.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.5.3. India: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.6. Virtual Reality in Gaming Market - Malaysia
      • 8.5.6.1. Malaysia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.6.2. Malaysia.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.6.3. Malaysia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.7. Virtual Reality in Gaming Market - Japan
      • 8.5.7.1. Japan: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.7.2. Japan.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.7.3. Japan: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.8. Virtual Reality in Gaming Market - Indonesia
      • 8.5.8.1. Indonesia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.8.2. Indonesia.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.8.3. Indonesia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.5.9. Virtual Reality in Gaming Market - South Korea
      • 8.5.9.1. South Korea: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.5.9.2. South Korea.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.5.9.3. South Korea: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • 8.6. Virtual Reality in Gaming Market - Middle East & Africa
    • 8.6.1. Middle East & Africa: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
    • 8.6.2. Middle East & Africa.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
    • 8.6.3. Middle East & Africa: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.6.4. Virtual Reality in Gaming Market - Saudi Arabia
      • 8.6.4.1. Saudi Arabia: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.6.4.2. Saudi Arabia.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.6.4.3. Saudi Arabia: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.6.5. Virtual Reality in Gaming Market - UAE
      • 8.6.5.1. UAE: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.6.5.2. UAE.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.6.5.3. UAE: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.6.6. Virtual Reality in Gaming Market - Israel
      • 8.6.6.1. Israel: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.6.6.2. Israel.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.6.6.3. Israel: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.6.7. Virtual Reality in Gaming Market - South Africa
      • 8.6.7.1. South Africa: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.6.7.2. South Africa.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.6.7.3. South Africa: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
  • 8.7. Virtual Reality in Gaming Market - Latin America
    • 8.7.1. Latin America: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
    • 8.7.2. Latin America.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
    • 8.7.3. Latin America: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.7.4. Virtual Reality in Gaming Market - Mexico
      • 8.7.4.1. Mexico: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.7.4.2. Mexico.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.7.4.3. Mexico: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.7.5. Virtual Reality in Gaming Market - Brazil
      • 8.7.5.1. Brazil: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.7.5.2. Brazil.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.7.5.3. Brazil: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)
    • 8.7.6. Virtual Reality in Gaming Market - Argentina
      • 8.7.6.1. Argentina: Virtual Reality in Gaming Market, by Component, 2019-2032 (USD Billion)
      • 8.7.6.2. Argentina.: Virtual Reality in Gaming Market, by User, 2019-2032 (USD Billion)
      • 8.7.6.3. Argentina: Virtual Reality in Gaming Market, by Connecting Device, 2019-2032 (USD Billion)

9. Competitive Landscape

  • 9.1. Expansion and Acquisition Analysis
    • 9.1.1. Expansion
    • 9.1.2. Acquisitions
  • 9.2. Partnerships/Collaborations/Agreements/Exhibitions

10. Company Profiles

  • 10.1. Electronic Arts Inc
    • 10.1.1. Company Overview
    • 10.1.2. Financial Performance
    • 10.1.3. Product Benchmarking
    • 10.1.4. Recent Development
  • 10.2. Google Inc
    • 10.2.1. Company Overview
    • 10.2.2. Financial Performance
    • 10.2.3. Product Benchmarking
    • 10.2.4. Recent Development
  • 10.3. HTC Corporation
    • 10.3.1. Company Overview
    • 10.3.2. Financial Performance
    • 10.3.3. Product Benchmarking
    • 10.3.4. Recent Development
  • 10.4. Linden Research, Inc
    • 10.4.1. Company Overview
    • 10.4.2. Financial Performance
    • 10.4.3. Product Benchmarking
    • 10.4.4. Recent Development
  • 10.5. Lucidcam.com
    • 10.5.1. Company Overview
    • 10.5.2. Financial Performance
    • 10.5.3. Product Benchmarking
    • 10.5.4. Recent Development
  • 10.6. Meta
    • 10.6.1. Company Overview
    • 10.6.2. Financial Performance
    • 10.6.3. Product Benchmarking
    • 10.6.4. Recent Development
  • 10.7. Microsoft
    • 10.7.1. Company Overview
    • 10.7.2. Financial Performance
    • 10.7.3. Product Benchmarking
    • 10.7.4. Recent Development
  • 10.8. Nintendo.Games
    • 10.8.1. Company Overview
    • 10.8.2. Financial Performance
    • 10.8.3. Product Benchmarking
    • 10.8.4. Recent Development
  • 10.9. Qualcomm Technologies, Inc
    • 10.9.1. Company Overview
    • 10.9.2. Financial Performance
    • 10.9.3. Product Benchmarking
    • 10.9.4. Recent Development
  • 10.10. SAMSUNG
    • 10.10.1. Company Overview
    • 10.10.2. Financial Performance
    • 10.10.3. Product Benchmarking
    • 10.10.4. Recent Development
  • 10.11. Sony Corporation
    • 10.11.1. Company Overview
    • 10.11.2. Financial Performance
    • 10.11.3. Product Benchmarking
    • 10.11.4. Recent Development
  • 10.12. Tesla Studios
    • 10.12.1. Company Overview
    • 10.12.2. Financial Performance
    • 10.12.3. Product Benchmarking
    • 10.12.4. Recent Development
  • 10.13. Tesla Studios
    • 10.13.1. Company Overview
    • 10.13.2. Financial Performance
    • 10.13.3. Product Benchmarking
    • 10.13.4. Recent Development
  • 10.14. Virtuix
    • 10.14.1. Company Overview
    • 10.14.2. Financial Performance
    • 10.14.3. Product Benchmarking
    • 10.14.4. Recent Development