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ゲームにおけるバーチャルリアリティの世界市場レポート 2025年

Virtual Reality In Gaming Global Market Report 2025


出版日
ページ情報
英文 200 Pages
納期
2~10営業日
カスタマイズ可能
適宜更新あり
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レポート 2025年
出版日: 2025年03月03日
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
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  • 全表示
  • 概要
  • 目次
概要

ゲームにおけるバーチャルリアリティ市場規模は、今後数年で飛躍的な成長が見込まれます。2029年の年間平均成長率(CAGR)は31.5%で、732億4,000万米ドルに成長します。予測期間の成長は、クラウドゲームプラットフォームの出現、ソーシャルゲームとマルチプレイヤーゲームの重視、入力デバイスとコントローラの革新に起因します。予測期間の主な動向には、ストーリーテリングと物語主導のVRゲーム、VRフィットネスとウェルネスゲーム、ユーザー生成コンテンツと改造、触覚フィードバック技術の統合、VRゲームストリーミングとサブスクリプションサービスが含まれます。

VR機器の普及が、ゲーム市場におけるバーチャルリアリティの拡大に拍車をかけています。バーチャルリアリティシステムは、ユーザーが3D環境と関わり、あたかも現実であるかのようにシーンやオブジェクトと対話することを可能にするリアルな体験を提供します。最新世代のビデオゲームでは、プレイヤーをゲーム体験に没頭させるためにVR機器が使用されています。例えば、Enterprise Apps Todayが2023年3月に発表したレポートによると、米国では7,080万人以上が少なくとも月に1回は仮想現実(VR)に関与しており、2022年の680万人から大幅に増加しています。さらに、2023年には、VRヘッドセット・ユーザーの約88%が毎月数回デバイスを使用し、60%が毎週複数回VRに関与していると報告しました。したがって、VR機器の普及が進んでいることから、今後数年間はバーチャルリアリティゲーム市場の成長が見込まれます。

ソニーのPlayStation VR2バーチャルリアリティヘッドセットの導入は、ゲーム市場におけるバーチャルリアリティの成長を促進します。この次世代ヘッドセットは、ゲーム体験を大幅に向上させるように設計されています。例えば、2023年12月、日本のエレクトロニクス企業であるソニー株式会社は、PlayStation VR2を発売し、同社のVR製品ラインナップに重要な進歩をもたらしました。この新しいヘッドセットは、映像の忠実度とインタラクティブ機能の向上を目指し、没入型のゲーム体験に対する需要の高まりに応えるものです。PS VR2は、より魅力的でダイナミックなバーチャルリアリティ環境をユーザーに提供するため、先進的な技術を活用することが期待されています。そのため、ソニーのPlayStation VR2バーチャルリアリティヘッドセットの発売は、今後数年間のゲーム市場におけるバーチャルリアリティの成長を後押しすると予想されます。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 市場- マクロ経済シナリオ金利、インフレ、地政学、コロナ禍、回復が市場に与える影響を含むマクロ経済シナリオ

第5章 世界の成長分析と戦略分析フレームワーク

  • 世界ゲームにおけるバーチャルリアリティ PESTEL分析(政治、社会、技術、環境、法的要因、促進要因、抑制要因)
  • 最終用途産業の分析
  • 世界のゲームにおけるバーチャルリアリティ市場:成長率分析
  • 世界のゲームにおけるバーチャルリアリティ市場の実績:規模と成長, 2019-2024
  • 世界のゲームにおけるバーチャルリアリティ市場の予測:規模と成長, 2024-2029, 2034F
  • 世界ゲームにおけるバーチャルリアリティ総アドレス可能市場(TAM)

第6章 市場セグメンテーション

  • 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、実績と予測, 2019-2024, 2024-2029F, 2034F
  • ソフトウェア
  • ハードウェア
  • 世界のゲームにおけるバーチャルリアリティ市場ゲームの種類別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • レース
  • アドベンチャー
  • ファインティング
  • 射撃
  • ミステリー・スリラー
  • パズル
  • SF
  • その他のタイプ
  • 世界のゲームにおけるバーチャルリアリティ市場:デバイス別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • パーソナルコンピュータ
  • ゲーム機
  • モバイルデバイス
  • 世界のゲームにおけるバーチャルリアリティ市場:エンドユーザー別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 商業スペース
  • 個人
  • 世界のゲームにおけるバーチャルリアリティ市場、ソフトウェアのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • VRゲームタイトル
  • VR開発プラットフォーム
  • ミドルウェアとSDK
  • 世界のゲームにおけるバーチャルリアリティ市場、ハードウェアのサブセグメンテーション、タイプ別、実績と予測, 2019-2024, 2024-2029F, 2034F
  • VRヘッドセット
  • モーションコントローラ
  • 追跡デバイス
  • 触覚フィードバックデバイス

第7章 地域別・国別分析

  • 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、実績と予測, 2019-2024, 2024-2029F, 2034F
  • 世界のゲームにおけるバーチャルリアリティ市場:国別、実績と予測, 2019-2024, 2024-2029F, 2034F

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • ゲームにおけるバーチャルリアリティ市場:競合情勢
  • ゲームにおけるバーチャルリアリティ市場:企業プロファイル
    • Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis
    • Samsung Electronics Co Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • Facebook Technologies LLC Overview, Products and Services, Strategy and Financial Analysis
    • Intel Corporation Overview, Products and Services, Strategy and Financial Analysis

第31章 その他の大手企業と革新的企業

  • Qualcomm Inc.
  • Sony Interactive Entertainment LLC
  • Advanced Micro Devices Inc.
  • Nvidia Corp
  • Nintendo Co Ltd.
  • ZEISS Group AG
  • Valve Corporation
  • Electronic Arts Inc.
  • Epic Games Inc.
  • Razer Inc.
  • Unity Software Inc.
  • Sixense Enterprises Inc.
  • HTC Corporation
  • Varjo Technologies Oyj
  • Oculus HR Ltd.

第32章 世界の市場競合ベンチマーキングとダッシュボード

第33章 主要な合併と買収

第34章 最近の市場動向

第35章 市場の潜在力が高い国、セグメント、戦略

  • ゲームにおけるバーチャルリアリティ市場2029:新たな機会を提供する国
  • ゲームにおけるバーチャルリアリティ市場2029:新たな機会を提供するセグメント
  • ゲームにおけるバーチャルリアリティ市場2029:成長戦略
    • 市場動向に基づく戦略
    • 競合の戦略

第36章 付録

目次
Product Code: r27163

Virtual reality (VR) in gaming is an immersive technology that allows players to interact with a computer-generated environment, providing a sense of presence in a three-dimensional space. Its main objective is to deliver a deeply engaging experience that goes beyond traditional gameplay, enabling players to explore expansive worlds and partake in realistic interactions. By harnessing the distinctive features of VR, it seeks to elevate emotional engagement and push the limits of interactive entertainment.

The primary components driving virtual reality gaming are software and hardware. VR gaming software constructs captivating 3D environments tailored for immersive gaming experiences. Software developers craft these virtual worlds, enabling user interaction with the environment and its elements. Games span diverse genres such as racing, adventure, fighting, shooting, mystery, puzzle, and science fiction, accessible across platforms such as personal computers, gaming consoles, and mobile devices. This technology serves various sectors, including commercial enterprises and individual users, offering a wide range of interactive experiences.

The virtual reality in the gaming market research report is one of a series of new reports from The Business Research Company that provides virtual reality in the gaming market statistics, including virtual reality in the gaming industry global market size, regional shares, competitors with virtual reality in the gaming market share, detailed virtual reality in the gaming market segments, market trends and opportunities, and any further data you may need to thrive in the virtual reality in the gaming industry. This virtual reality in the gaming market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The virtual reality in gaming market size has grown exponentially in recent years. It will grow from $19.24 billion in 2024 to $24.51 billion in 2025 at a compound annual growth rate (CAGR) of 27.4%. The growth in the historic period can be attributed to consumer demand for immersive experiences, growth of high-end gaming platforms, content development and game titles, enhanced hardware capabilities.

The virtual reality in gaming market size is expected to see exponential growth in the next few years. It will grow to $73.24 billion in 2029 at a compound annual growth rate (CAGR) of 31.5%. The growth in the forecast period can be attributed to emergence of cloud gaming platforms, focus on social and multiplayer gaming, innovation in input devices and controllers. Major trends in the forecast period include storytelling and narrative-driven VR games, VR fitness and wellness gaming, user-generated content and modding, integration of haptic feedback technology, VR game streaming and subscription services.

The growing adoption of VR devices is fueling the expansion of virtual reality in the gaming market. Virtual reality systems provide a lifelike experience that enables users to engage with a 3D environment, allowing them to interact with scenes and objects as if they were real. In the latest generation of video games, VR devices are used to immerse players in the gaming experience. For example, a report from Enterprise Apps Today in March 2023 indicated that over 70.8 million people in the U.S. engaged with virtual reality (VR) at least once a month, a significant increase from 6.8 million users in 2022. Additionally, in 2023, approximately 88% of VR headset users reported using their devices several times each month, while 60% engaged with VR multiple times each week. Therefore, the rising adoption of VR devices is anticipated to drive growth in the virtual reality gaming market in the coming years.

The introduction of the Sony PlayStation VR2 virtual reality headset is set to drive the growth of virtual reality in the gaming market. This next-generation headset is designed to significantly enhance the gaming experience. For instance, in December 2023, Sony Corporation, a Japan-based electronics company, launched the PlayStation VR2, marking an important advancement in the company's VR product lineup. This new headset aims to improve visual fidelity and interactive features, responding to the increasing demand for immersive gaming experiences. The PS VR2 is expected to utilize advanced technology to create a more engaging and dynamic virtual reality environment for users. Therefore, the launch of the Sony PlayStation VR2 virtual reality headset is anticipated to boost the growth of virtual reality in the gaming market in the coming years.

The gaming industry sees a significant shift with the introduction of 5G-based VR cloud games. Major players, such as Xbox Cloud Gaming and Meta, collaborated in December 2023 to provide users with high-quality gaming experiences across diverse platforms. This partnership harnesses fast 5G connections, anticipating a surge in 5G-based VR cloud games.

Major companies in the virtual reality gaming arena are dedicated to developing innovative products such as mixed reality headsets to drive market expansion. Meta Platforms, Inc., a US-based social technology company, launched the Meta Quest 3 in September 2023, a mixed reality headset equipped with advanced features for immersive VR experiences. This product promises to redefine virtual reality gaming by leveraging its advanced capabilities to deliver transformative gaming experiences globally, contributing significantly to the evolution of the gaming market.

In November 2023, Aonic Group, a Sweden-based video gaming company, acquired nDreams for $110 million. The acquisition aims to bolster its position, enhance knowledge exchange, and unlock synergies, fostering collaborative infrastructure and cross-team empowerment, with the ultimate goal of crafting high-quality gaming experiences through specialized teams. nDreams is a UK-based video game developer and publisher company

Major companies operating in the virtual reality in gaming market include Alphabet Inc., Samsung Electronics Co Ltd., Microsoft Corporation, Facebook Technologies LLC, Intel Corporation, Qualcomm Inc., Sony Interactive Entertainment LLC, Advanced Micro Devices Inc., Nvidia Corp, Nintendo Co Ltd., ZEISS Group AG, Valve Corporation, Electronic Arts Inc., Epic Games Inc., Razer Inc., Unity Software Inc., Sixense Enterprises Inc., HTC Corporation, Varjo Technologies Oyj, Oculus HR Ltd., Starbreeze Studios AB, Vuzix Corporation, Subpac Inc., Virtuix Inc., bHaptics Inc., Sensics Inc., Fove Inc., Kaneva LLC, TPCAST Technology Inc., Infinadeck Corporation, Dexta Robotics Corporation Limited, Teslasuit Inc., YUR Inc.

North America was the largest region in the virtual reality in gaming market in 2024. The regions covered in the virtual reality in gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.

The countries covered in the virtual reality in gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The virtual reality in the gaming market includes revenues earned by entities by offering hardware and software devices in a gaming industry that offer the ability to take players into the game in real-time. Virtual reality technology uses computing hardware, software, and other VR peripherals to create virtual environments that immerse the user in the game's 3D environment. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Virtual Reality In Gaming Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on virtual reality in gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for virtual reality in gaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The virtual reality in gaming market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Component: Software; Hardware
  • 2) By Types Of Games: Racing; Adventure; Fighting; Shooting; Mystery Thriller; Puzzle; Science Fiction; Other Types
  • 3) By Device: Personal Computers; Gaming Consoles; Mobile Devices
  • 4) By End-User: Commercial Space; Individual
  • Subsegments:
  • 1) By Software: VR Game Titles; VR Development Platforms; Middleware And SDKs
  • 2) By Hardware: VR Headsets; Motion Controllers; Tracking Devices; Haptic Feedback Devices
  • Companies Mentioned: Alphabet Inc.; Samsung Electronics Co Ltd.; Microsoft Corporation; Facebook Technologies LLC; Intel Corporation
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Virtual Reality In Gaming Market Characteristics

3. Virtual Reality In Gaming Market Trends And Strategies

4. Virtual Reality In Gaming Market - Macro Economic Scenario Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics And Covid And Recovery On The Market

5. Global Virtual Reality In Gaming Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Virtual Reality In Gaming PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Virtual Reality In Gaming Market Growth Rate Analysis
  • 5.4. Global Virtual Reality In Gaming Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Virtual Reality In Gaming Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Virtual Reality In Gaming Total Addressable Market (TAM)

6. Virtual Reality In Gaming Market Segmentation

  • 6.1. Global Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Software
  • Hardware
  • 6.2. Global Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Racing
  • Adventure
  • Fighting
  • Shooting
  • Mystery Thriller
  • Puzzle
  • Science Fiction
  • Other Types
  • 6.3. Global Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Personal Computers
  • Gaming Consoles
  • Mobile Devices
  • 6.4. Global Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Commercial Space
  • Individual
  • 6.5. Global Virtual Reality In Gaming Market, Sub-Segmentation Of Software, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Game Titles
  • VR Development Platforms
  • Middleware And SDKs
  • 6.6. Global Virtual Reality In Gaming Market, Sub-Segmentation Of Hardware, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • VR Headsets
  • Motion Controllers
  • Tracking Devices
  • Haptic Feedback Devices

7. Virtual Reality In Gaming Market Regional And Country Analysis

  • 7.1. Global Virtual Reality In Gaming Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Virtual Reality In Gaming Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Virtual Reality In Gaming Market

  • 8.1. Asia-Pacific Virtual Reality In Gaming Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Virtual Reality In Gaming Market

  • 9.1. China Virtual Reality In Gaming Market Overview
  • 9.2. China Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Virtual Reality In Gaming Market

  • 10.1. India Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Virtual Reality In Gaming Market

  • 11.1. Japan Virtual Reality In Gaming Market Overview
  • 11.2. Japan Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Virtual Reality In Gaming Market

  • 12.1. Australia Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Virtual Reality In Gaming Market

  • 13.1. Indonesia Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Virtual Reality In Gaming Market

  • 14.1. South Korea Virtual Reality In Gaming Market Overview
  • 14.2. South Korea Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Virtual Reality In Gaming Market

  • 15.1. Western Europe Virtual Reality In Gaming Market Overview
  • 15.2. Western Europe Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Virtual Reality In Gaming Market

  • 16.1. UK Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Virtual Reality In Gaming Market

  • 17.1. Germany Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Virtual Reality In Gaming Market

  • 18.1. France Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Virtual Reality In Gaming Market

  • 19.1. Italy Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Virtual Reality In Gaming Market

  • 20.1. Spain Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Virtual Reality In Gaming Market

  • 21.1. Eastern Europe Virtual Reality In Gaming Market Overview
  • 21.2. Eastern Europe Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Virtual Reality In Gaming Market

  • 22.1. Russia Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Virtual Reality In Gaming Market

  • 23.1. North America Virtual Reality In Gaming Market Overview
  • 23.2. North America Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Virtual Reality In Gaming Market

  • 24.1. USA Virtual Reality In Gaming Market Overview
  • 24.2. USA Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Virtual Reality In Gaming Market

  • 25.1. Canada Virtual Reality In Gaming Market Overview
  • 25.2. Canada Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Virtual Reality In Gaming Market

  • 26.1. South America Virtual Reality In Gaming Market Overview
  • 26.2. South America Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Virtual Reality In Gaming Market

  • 27.1. Brazil Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Virtual Reality In Gaming Market

  • 28.1. Middle East Virtual Reality In Gaming Market Overview
  • 28.2. Middle East Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Virtual Reality In Gaming Market

  • 29.1. Africa Virtual Reality In Gaming Market Overview
  • 29.2. Africa Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Virtual Reality In Gaming Market Competitive Landscape And Company Profiles

  • 30.1. Virtual Reality In Gaming Market Competitive Landscape
  • 30.2. Virtual Reality In Gaming Market Company Profiles
    • 30.2.1. Alphabet Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Samsung Electronics Co Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Microsoft Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Facebook Technologies LLC Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Intel Corporation Overview, Products and Services, Strategy and Financial Analysis

31. Virtual Reality In Gaming Market Other Major And Innovative Companies

  • 31.1. Qualcomm Inc.
  • 31.2. Sony Interactive Entertainment LLC
  • 31.3. Advanced Micro Devices Inc.
  • 31.4. Nvidia Corp
  • 31.5. Nintendo Co Ltd.
  • 31.6. ZEISS Group AG
  • 31.7. Valve Corporation
  • 31.8. Electronic Arts Inc.
  • 31.9. Epic Games Inc.
  • 31.10. Razer Inc.
  • 31.11. Unity Software Inc.
  • 31.12. Sixense Enterprises Inc.
  • 31.13. HTC Corporation
  • 31.14. Varjo Technologies Oyj
  • 31.15. Oculus HR Ltd.

32. Global Virtual Reality In Gaming Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Virtual Reality In Gaming Market

34. Recent Developments In The Virtual Reality In Gaming Market

35. Virtual Reality In Gaming Market High Potential Countries, Segments and Strategies

  • 35.1 Virtual Reality In Gaming Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Virtual Reality In Gaming Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Virtual Reality In Gaming Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer