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Global Virtual Reality (VR) in Gaming Market Research Report 2024

Global Virtual Reality (VR) in Gaming Market Research Report 2024

Publishing Date : Feb, 2024

License Type :
 

Report Code : 1908084

No of Pages : 83

Synopsis
Virtual reality technology can enable gamers to indulge in an imaginary setting where the gamer's physical presence is simulated to be a part of the three-dimensional environment. With VR equipment and accessories, the user can view, move around, and even interact with the objects within the game.
The global Virtual Reality (VR) in Gaming market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
Gaming consoles are expected to emerge as the most favored devices for playing games equipped with VR technology on account of the presence of efficient processors as compared to desktops and smartphones which may not match the immersive simulation experience provided by a console dedicated to playing games.
This report aims to provide a comprehensive presentation of the global market for Virtual Reality (VR) in Gaming, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Reality (VR) in Gaming.
Report Scope
The Virtual Reality (VR) in Gaming market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Virtual Reality (VR) in Gaming market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Virtual Reality (VR) in Gaming companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Sony
Microsoft
Nintendo
Linden Labs
Electronic Arts
Facebook
Samsung Electronics
Google
HTC
Virtuix Omni
Leap Motion
Telsa Studios
Qualcomm
Segment by Type
Adventure Games
Action Games
Racing Games
Role-Playing Games
Others
Segment by Application
Private
Commerce
Others
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Virtual Reality (VR) in Gaming companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Index
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Virtual Reality (VR) in Gaming Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Adventure Games
1.2.3 Action Games
1.2.4 Racing Games
1.2.5 Role-Playing Games
1.2.6 Others
1.3 Market by Application
1.3.1 Global Virtual Reality (VR) in Gaming Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Private
1.3.3 Commerce
1.3.4 Others
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Virtual Reality (VR) in Gaming Market Perspective (2019-2030)
2.2 Virtual Reality (VR) in Gaming Growth Trends by Region
2.2.1 Global Virtual Reality (VR) in Gaming Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Virtual Reality (VR) in Gaming Historic Market Size by Region (2019-2024)
2.2.3 Virtual Reality (VR) in Gaming Forecasted Market Size by Region (2025-2030)
2.3 Virtual Reality (VR) in Gaming Market Dynamics
2.3.1 Virtual Reality (VR) in Gaming Industry Trends
2.3.2 Virtual Reality (VR) in Gaming Market Drivers
2.3.3 Virtual Reality (VR) in Gaming Market Challenges
2.3.4 Virtual Reality (VR) in Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Virtual Reality (VR) in Gaming Players by Revenue
3.1.1 Global Top Virtual Reality (VR) in Gaming Players by Revenue (2019-2024)
3.1.2 Global Virtual Reality (VR) in Gaming Revenue Market Share by Players (2019-2024)
3.2 Global Virtual Reality (VR) in Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Virtual Reality (VR) in Gaming Revenue
3.4 Global Virtual Reality (VR) in Gaming Market Concentration Ratio
3.4.1 Global Virtual Reality (VR) in Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual Reality (VR) in Gaming Revenue in 2023
3.5 Virtual Reality (VR) in Gaming Key Players Head office and Area Served
3.6 Key Players Virtual Reality (VR) in Gaming Product Solution and Service
3.7 Date of Enter into Virtual Reality (VR) in Gaming Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Virtual Reality (VR) in Gaming Breakdown Data by Type
4.1 Global Virtual Reality (VR) in Gaming Historic Market Size by Type (2019-2024)
4.2 Global Virtual Reality (VR) in Gaming Forecasted Market Size by Type (2025-2030)
5 Virtual Reality (VR) in Gaming Breakdown Data by Application
5.1 Global Virtual Reality (VR) in Gaming Historic Market Size by Application (2019-2024)
5.2 Global Virtual Reality (VR) in Gaming Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Virtual Reality (VR) in Gaming Market Size (2019-2030)
6.2 North America Virtual Reality (VR) in Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Virtual Reality (VR) in Gaming Market Size by Country (2019-2024)
6.4 North America Virtual Reality (VR) in Gaming Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Virtual Reality (VR) in Gaming Market Size (2019-2030)
7.2 Europe Virtual Reality (VR) in Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Virtual Reality (VR) in Gaming Market Size by Country (2019-2024)
7.4 Europe Virtual Reality (VR) in Gaming Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Virtual Reality (VR) in Gaming Market Size (2019-2030)
8.2 Asia-Pacific Virtual Reality (VR) in Gaming Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Virtual Reality (VR) in Gaming Market Size by Region (2019-2024)
8.4 Asia-Pacific Virtual Reality (VR) in Gaming Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Virtual Reality (VR) in Gaming Market Size (2019-2030)
9.2 Latin America Virtual Reality (VR) in Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Virtual Reality (VR) in Gaming Market Size by Country (2019-2024)
9.4 Latin America Virtual Reality (VR) in Gaming Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Virtual Reality (VR) in Gaming Market Size (2019-2030)
10.2 Middle East & Africa Virtual Reality (VR) in Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Virtual Reality (VR) in Gaming Market Size by Country (2019-2024)
10.4 Middle East & Africa Virtual Reality (VR) in Gaming Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Sony
11.1.1 Sony Company Detail
11.1.2 Sony Business Overview
11.1.3 Sony Virtual Reality (VR) in Gaming Introduction
11.1.4 Sony Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.1.5 Sony Recent Development
11.2 Microsoft
11.2.1 Microsoft Company Detail
11.2.2 Microsoft Business Overview
11.2.3 Microsoft Virtual Reality (VR) in Gaming Introduction
11.2.4 Microsoft Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.2.5 Microsoft Recent Development
11.3 Nintendo
11.3.1 Nintendo Company Detail
11.3.2 Nintendo Business Overview
11.3.3 Nintendo Virtual Reality (VR) in Gaming Introduction
11.3.4 Nintendo Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.3.5 Nintendo Recent Development
11.4 Linden Labs
11.4.1 Linden Labs Company Detail
11.4.2 Linden Labs Business Overview
11.4.3 Linden Labs Virtual Reality (VR) in Gaming Introduction
11.4.4 Linden Labs Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.4.5 Linden Labs Recent Development
11.5 Electronic Arts
11.5.1 Electronic Arts Company Detail
11.5.2 Electronic Arts Business Overview
11.5.3 Electronic Arts Virtual Reality (VR) in Gaming Introduction
11.5.4 Electronic Arts Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.5.5 Electronic Arts Recent Development
11.6 Facebook
11.6.1 Facebook Company Detail
11.6.2 Facebook Business Overview
11.6.3 Facebook Virtual Reality (VR) in Gaming Introduction
11.6.4 Facebook Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.6.5 Facebook Recent Development
11.7 Samsung Electronics
11.7.1 Samsung Electronics Company Detail
11.7.2 Samsung Electronics Business Overview
11.7.3 Samsung Electronics Virtual Reality (VR) in Gaming Introduction
11.7.4 Samsung Electronics Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.7.5 Samsung Electronics Recent Development
11.8 Google
11.8.1 Google Company Detail
11.8.2 Google Business Overview
11.8.3 Google Virtual Reality (VR) in Gaming Introduction
11.8.4 Google Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.8.5 Google Recent Development
11.9 HTC
11.9.1 HTC Company Detail
11.9.2 HTC Business Overview
11.9.3 HTC Virtual Reality (VR) in Gaming Introduction
11.9.4 HTC Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.9.5 HTC Recent Development
11.10 Virtuix Omni
11.10.1 Virtuix Omni Company Detail
11.10.2 Virtuix Omni Business Overview
11.10.3 Virtuix Omni Virtual Reality (VR) in Gaming Introduction
11.10.4 Virtuix Omni Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.10.5 Virtuix Omni Recent Development
11.11 Leap Motion
11.11.1 Leap Motion Company Detail
11.11.2 Leap Motion Business Overview
11.11.3 Leap Motion Virtual Reality (VR) in Gaming Introduction
11.11.4 Leap Motion Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.11.5 Leap Motion Recent Development
11.12 Telsa Studios
11.12.1 Telsa Studios Company Detail
11.12.2 Telsa Studios Business Overview
11.12.3 Telsa Studios Virtual Reality (VR) in Gaming Introduction
11.12.4 Telsa Studios Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.12.5 Telsa Studios Recent Development
11.13 Qualcomm
11.13.1 Qualcomm Company Detail
11.13.2 Qualcomm Business Overview
11.13.3 Qualcomm Virtual Reality (VR) in Gaming Introduction
11.13.4 Qualcomm Revenue in Virtual Reality (VR) in Gaming Business (2019-2024)
11.13.5 Qualcomm Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details

Published By : QY Research

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