デフォルト表紙
市場調査レポート
商品コード
1507246

ゲームにおけるバーチャルリアリティの世界市場、シェア、規模、動向、産業分析レポート:コンポーネント別、接続デバイス別、ユーザー別、地域別情報-2024年~2032年の市場予測

Global Virtual Reality In Gaming Market Share, Size, Trends, Industry Analysis Report: Information By Component, By Connecting Device, By User, And By Region - Market Forecast, 2024 - 2032


出版日
ページ情報
英文 117 Pages
納期
即日から翌営業日
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世界市場、シェア、規模、動向、産業分析レポート:コンポーネント別、接続デバイス別、ユーザー別、地域別情報-2024年~2032年の市場予測
出版日: 2024年06月01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
GIIご利用のメリット
  • 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の世界市場規模は2032年までに1億4,287万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。

ハイテク企業やゲームスタジオからの急成長する資金援助は、ゲームにおけるバーチャルリアリティ(VR)市場の成長を促進する上で大きな力となっています。このような資金の流入は、VR技術の開発と普及を加速させています。ハイテク業界とゲーム業界の大手企業は、VRハードウェアとソフトウェアの改良を目的とした研究開発に多大な資源を投入しており、その結果、ますます洗練された使いやすいVRヘッドセット、コントローラー、没入型ゲーム環境が生み出されています。さらに、ビデオゲーム業界におけるユーザーベースの拡大は、ゲーム市場におけるVRの普及を促進する重要な要因であり、没入型のゲーム体験と幅広い顧客層に対する需要の急増を促しています。

さらに、ミレニアル世代の若者の間で高度な電子ゲームに対する需要が高まっていることも、市場成長に寄与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、仮想現実(VR)体験を含む電子ゲームの最新の進歩に強い関心を持っています。洗練された没入感のあるゲームコンテンツに対する彼らの欲求は、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つながっています。この動向は、開発者やメーカーに継続的な改良と新機能の導入を促し、ゲームにおけるバーチャルリアリティ(VR)市場の成長を促進しています。

バーチャルリアリティ(VR)ゲームの人気の急上昇は、特に中国やインドなどの地域で、従来とは異なるゲーム利用層の間で顕著です。ユーザーがスマートフォンでバーチャルリアリティ(VR)コンテンツに長時間を費やしているのは、主にこれらの市場でこれらのデバイスが主要なゲームプラットフォームとして広く使用されているためです。バーチャルリアリティ(VR)ゲーム用のモバイルデバイスのアクセシビリティと利便性は、ゲーム専用機やPC以外のユーザー層を広げ、バーチャルリアリティ(VR)体験をより幅広い層にとってより包括的で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市場レポート・ハイライト

2023年の市場は、ゲームにおけるバーチャルリアリティ(VR)の特徴である没入体験の促進への重要な貢献により、ハードウェア分野が牽引しました。ヘッドセット、コントローラ、モーションセンサー、触覚フィードバック装置など、バーチャルリアリティ(VR)ハードウェアの主要コンポーネントは、ゲーマーにアピールするリアルでインタラクティブな環境を構築する上で不可欠です。

この市場は、主にVR技術のアクセシビリティの向上と手頃な価格によって、個人ユーザー・セグメントで大幅な成長が見込まれています。

北米のゲーム用バーチャルリアリティ(VR)市場は、その先進的な技術インフラ、大手技術企業やゲーム開発者の強力なプレゼンス、高い消費者導入率により、世界市場で支配的な地域となっています。

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 世界のゲームにおけるバーチャルリアリティ市場の洞察

  • ユーザースナップショット
  • ゲーム市場力学におけるバーチャルリアリティ
    • 促進要因と機会
      • 没入感あふれるゲーム体験
      • 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市場のユーザー動向
  • バリューチェーン分析
  • COVID-19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
  • ゲーム機
  • PC/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市場の評価:地域別、2019-2032年
  • 北米
    • 北米:コンポーネント別、2019-2032年
    • 北米:ユーザー別、2019-2032年
    • 北米:接続デバイス別、2019-2032年
    • 米国
    • カナダ
  • 欧州
    • 欧州:コンポーネント別、2019-2032年
    • 欧州:ユーザー別、2019-2032
    • 欧州:接続デバイス別、2019-2032年
    • 英国
    • フランス
    • ドイツ
    • イタリア
    • スペイン
    • オランダ
    • ロシア
  • アジア太平洋地域
    • アジア太平洋地域:コンポーネント別、2019-2032年
    • アジア太平洋地域:ユーザー別、2019-2032年
    • アジア太平洋地域:接続デバイス別、2019-2032年
    • 中国
    • インド
    • マレーシア
    • 日本
    • インドネシア
    • 韓国
  • 中東・アフリカ
    • 中東・アフリカ:コンポーネント別、2019-2032年
    • 中東・アフリカ:ユーザー別、2019-2032
    • 中東・アフリカ:接続デバイス別、2019-2032年
    • サウジアラビア
    • アラブ首長国連邦
    • イスラエル
    • 南アフリカ
  • ラテンアメリカ
    • ラテンアメリカ:コンポーネント別、2019-2032年
    • ラテンアメリカ:ユーザー別、2019-2032
    • ラテンアメリカ:接続デバイス別、2019-2032年
    • メキシコ
    • ブラジル
    • アルゼンチン

第9章 競合情勢

  • 拡大と買収の分析
    • 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 142.87 million by 2032, according to a new study by Polaris Market Research. The report "Global Virtual Reality (VR) In Gaming Market Share, Size, Trends, Industry Analysis Report: Information By Component (Hardware, Software), By Connecting Device, By User, And By Region (North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa) - Market Forecast, 2024 - 2032" gives a detailed insight into current market dynamics and provides analysis on future market growth.

The burgeoning financial support from tech companies and gaming studios is proving instrumental in driving the growth of virtual reality (VR) in gaming market. This influx of funding is accelerating the development and widespread adoption of VR technologies. Major players in the tech industry and gaming sector are dedicating significant resources to research and development efforts aimed at refining VR hardware and software, which is yielding increasingly sophisticated and user-friendly VR headsets, controllers, and immersive gaming environments. Moreover, the expanding user base in the video game industry is a key factor fueling the proliferation of VR in gaming market, prompting a surge in demand for immersive gaming experiences and a broader customer demographic.

Moreover, the rising demand for advanced electronic games among young millennials is expected to contribute to market growth. Millennials being tech-savvy, have a strong interest in the latest advancements in electronic gaming, including virtual reality (VR) experiences. Their desire for sophisticated and immersive gaming content, combined with the adoption of technologies, is leading to a surge in demand for innovative electronic games. This trend is compelling developers and manufacturers to continuously improve and introduce new features, thereby fueling the growth of virtual reality (VR) in gaming market.

The surge in popularity of virtual reality (VR) games is evident among non-traditional gaming demographics, especially in regions like China and India. Users are spending extensive time engaging with virtual reality (VR) content on their smartphones, primarily due to the widespread use of these devices as primary gaming platforms in these markets. The accessibility and convenience of mobile devices for virtual reality (VR) gaming have broadened the user base beyond dedicated gaming consoles or PCs, making virtual reality (VR) experiences more inclusive and attractive to a wider audience.

Virtual Reality in Gaming Market Report Highlights

The market was led by the hardware segment in 2023, owing to its crucial contribution to facilitating the immersive experiences characteristic of virtual reality (VR) in gaming. Key components of virtual reality (VR) hardware, such as headsets, controllers, motion sensors, and haptic feedback devices, are integral in establishing realistic and interactive environments that appeal to gamers.

The market is poised for substantial growth in the individual user segment, primarily driven by VR technology's growing accessibility and affordability.

The North American virtual reality (VR) in gaming market is a dominant region in the global market due to its advanced technological infrastructure, strong presence of major tech companies and game developers, and high consumer adoption rates.

The global key market players include Electronic Arts Inc., Google, HTC Corporation, Linden Research, Inc., Meta, Microsoft, Nintendo, Qualcomm Technologies, Inc., Samsung, Sony Interactive Entertainment LLC, Virtuix, etc.

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, Device Outlook (Revenue - USD Billion, 2019 - 2032)

  • Gaming Console
  • Laptop/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
  • Rest of Europe
  • Asia Pacific
  • China
  • India
  • Japan
  • South Korea
  • Indonesia
  • Malaysia
  • Australia
  • Rest of Asia Pacific
  • Latin America
  • Argentina
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East & Africa
  • UAE
  • Saudi Arabia
  • Israel
  • South Africa
  • Rest of MEA

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