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Global VR Game Equipment Market 2024 by Manufacturers, Regions, Type and Application, Forecast to 2029

Global VR Game Equipment Market 2024 by Manufacturers, Regions, Type and Application, Forecast to 2029

Publishing Date : Jul, 2023

License Type :
 

Report Code : 1748931

No of Pages : 110

Synopsis
The global VR Game Equipment market size was valued at USD 11280 million in 2022 and is forecast to a readjusted size of USD 30230 million by 2029 with a CAGR of 15.1% during review period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.

VR game Equipment are the input and output ports of VR games, helping game users transmit the interactive actions of the real world to the virtual game world, and then provide game users with a simulated game experience that can freely interact with the objects in this space. VR game devices are divided into mainframe VR, mobile VR, and all-in-one VR.

This report is a detailed and comprehensive analysis for global VR Game Equipment market. Both quantitative and qualitative analyses are presented by manufacturers, by region & country, by Type and by Sale Channel. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2023, are provided.

Key Features:

Global VR Game Equipment market size and forecasts, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2018-2029
Global VR Game Equipment market size and forecasts by region and country, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2018-2029
Global VR Game Equipment market size and forecasts, by Type and by Sale Channel, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2018-2029
Global VR Game Equipment market shares of main players, shipments in revenue ($ Million), sales quantity (K Units), and ASP (US$/Unit), 2018-2023

The Primary Objectives in This Report Are:

To determine the size of the total market opportunity of global and key countries
To assess the growth potential for VR Game Equipment
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace

This report profiles key players in the global VR Game Equipment market based on the following parameters - company overview, production, value, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include Meta, Magic Leap, Sony Corporation, HP and HTC Corporation, etc.

This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.

Market Segmentation

VR Game Equipment market is split by Type and by Sale Channel. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Sale Channel in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

Market segment by Type

  • Console VR
  • Mobile VR
  • All-in-one VR

Market segment by Sale Channel

  • Online
  • Specialty Store
  • Supermarket/Retail

Major players covered

  • Meta
  • Magic Leap
  • Sony Corporation
  • HP
  • HTC Corporation
  • PICO Global
  • iQIYI
  • Shanghai Pimax Technology
  • Beijing ANTVR Technology
  • Dongguan Vrshinecon
  • Huawei
  • Xiaomi
  • GOOVIS
  • Lenovo
  • Oculus
  • Microsoft

Market segment by region, regional analysis covers

  • North America (United States, Canada and Mexico)
  • Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
  • Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
  • South America (Brazil, Argentina, Colombia, and Rest of South America)
  • Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)

The content of the study subjects, includes a total of 15 chapters:

Chapter 1, to describe VR Game Equipment product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of VR Game Equipment, with price, sales, revenue and global market share of VR Game Equipment from 2018 to 2023.
Chapter 3, the VR Game Equipment competitive situation, sales quantity, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the VR Game Equipment breakdown data are shown at the regional level, to show the sales quantity, consumption value and growth by regions, from 2018 to 2029.
Chapter 5 and 6, to segment the sales by Type and sale channel, with sales market share and growth rate by type, sale channel, from 2018 to 2029.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value and market share for key countries in the world, from 2017 to 2022.and VR Game Equipment market forecast, by regions, type and sale channel, with sales and revenue, from 2024 to 2029.
Chapter 12, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War.
Chapter 13, the key raw materials and key suppliers, and industry chain of VR Game Equipment.
Chapter 14 and 15, to describe VR Game Equipment sales channel, distributors, customers, research findings and conclusion.

Index

1 Market Overview
1.1 Product Overview and Scope of VR Game Equipment
1.2 Market Estimation Caveats and Base Year
1.3 Market Analysis by Type
1.3.1 Overview: Global VR Game Equipment Consumption Value by Type: 2018 Versus 2022 Versus 2029
1.3.2 Console VR
1.3.3 Mobile VR
1.3.4 All-in-one VR
1.4 Market Analysis by Sale Channel
1.4.1 Overview: Global VR Game Equipment Consumption Value by Sale Channel: 2018 Versus 2022 Versus 2029
1.4.2 Online
1.4.3 Specialty Store
1.4.4 Supermarket/Retail
1.5 Global VR Game Equipment Market Size & Forecast
1.5.1 Global VR Game Equipment Consumption Value (2018 & 2022 & 2029)
1.5.2 Global VR Game Equipment Sales Quantity (2018-2029)
1.5.3 Global VR Game Equipment Average Price (2018-2029)
2 Manufacturers Profiles
2.1 Meta
2.1.1 Meta Details
2.1.2 Meta Major Business
2.1.3 Meta VR Game Equipment Product and Services
2.1.4 Meta VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.1.5 Meta Recent Developments/Updates
2.2 Magic Leap
2.2.1 Magic Leap Details
2.2.2 Magic Leap Major Business
2.2.3 Magic Leap VR Game Equipment Product and Services
2.2.4 Magic Leap VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.2.5 Magic Leap Recent Developments/Updates
2.3 Sony Corporation
2.3.1 Sony Corporation Details
2.3.2 Sony Corporation Major Business
2.3.3 Sony Corporation VR Game Equipment Product and Services
2.3.4 Sony Corporation VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.3.5 Sony Corporation Recent Developments/Updates
2.4 HP
2.4.1 HP Details
2.4.2 HP Major Business
2.4.3 HP VR Game Equipment Product and Services
2.4.4 HP VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.4.5 HP Recent Developments/Updates
2.5 HTC Corporation
2.5.1 HTC Corporation Details
2.5.2 HTC Corporation Major Business
2.5.3 HTC Corporation VR Game Equipment Product and Services
2.5.4 HTC Corporation VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.5.5 HTC Corporation Recent Developments/Updates
2.6 PICO Global
2.6.1 PICO Global Details
2.6.2 PICO Global Major Business
2.6.3 PICO Global VR Game Equipment Product and Services
2.6.4 PICO Global VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.6.5 PICO Global Recent Developments/Updates
2.7 iQIYI
2.7.1 iQIYI Details
2.7.2 iQIYI Major Business
2.7.3 iQIYI VR Game Equipment Product and Services
2.7.4 iQIYI VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.7.5 iQIYI Recent Developments/Updates
2.8 Shanghai Pimax Technology
2.8.1 Shanghai Pimax Technology Details
2.8.2 Shanghai Pimax Technology Major Business
2.8.3 Shanghai Pimax Technology VR Game Equipment Product and Services
2.8.4 Shanghai Pimax Technology VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.8.5 Shanghai Pimax Technology Recent Developments/Updates
2.9 Beijing ANTVR Technology
2.9.1 Beijing ANTVR Technology Details
2.9.2 Beijing ANTVR Technology Major Business
2.9.3 Beijing ANTVR Technology VR Game Equipment Product and Services
2.9.4 Beijing ANTVR Technology VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.9.5 Beijing ANTVR Technology Recent Developments/Updates
2.10 Dongguan Vrshinecon
2.10.1 Dongguan Vrshinecon Details
2.10.2 Dongguan Vrshinecon Major Business
2.10.3 Dongguan Vrshinecon VR Game Equipment Product and Services
2.10.4 Dongguan Vrshinecon VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.10.5 Dongguan Vrshinecon Recent Developments/Updates
2.11 Huawei
2.11.1 Huawei Details
2.11.2 Huawei Major Business
2.11.3 Huawei VR Game Equipment Product and Services
2.11.4 Huawei VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.11.5 Huawei Recent Developments/Updates
2.12 Xiaomi
2.12.1 Xiaomi Details
2.12.2 Xiaomi Major Business
2.12.3 Xiaomi VR Game Equipment Product and Services
2.12.4 Xiaomi VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.12.5 Xiaomi Recent Developments/Updates
2.13 GOOVIS
2.13.1 GOOVIS Details
2.13.2 GOOVIS Major Business
2.13.3 GOOVIS VR Game Equipment Product and Services
2.13.4 GOOVIS VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.13.5 GOOVIS Recent Developments/Updates
2.14 Lenovo
2.14.1 Lenovo Details
2.14.2 Lenovo Major Business
2.14.3 Lenovo VR Game Equipment Product and Services
2.14.4 Lenovo VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.14.5 Lenovo Recent Developments/Updates
2.15 Oculus
2.15.1 Oculus Details
2.15.2 Oculus Major Business
2.15.3 Oculus VR Game Equipment Product and Services
2.15.4 Oculus VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.15.5 Oculus Recent Developments/Updates
2.16 Microsoft
2.16.1 Microsoft Details
2.16.2 Microsoft Major Business
2.16.3 Microsoft VR Game Equipment Product and Services
2.16.4 Microsoft VR Game Equipment Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2018-2023)
2.16.5 Microsoft Recent Developments/Updates
3 Competitive Environment: VR Game Equipment by Manufacturer
3.1 Global VR Game Equipment Sales Quantity by Manufacturer (2018-2023)
3.2 Global VR Game Equipment Revenue by Manufacturer (2018-2023)
3.3 Global VR Game Equipment Average Price by Manufacturer (2018-2023)
3.4 Market Share Analysis (2022)
3.4.1 Producer Shipments of VR Game Equipment by Manufacturer Revenue ($MM) and Market Share (%): 2022
3.4.2 Top 3 VR Game Equipment Manufacturer Market Share in 2022
3.4.2 Top 6 VR Game Equipment Manufacturer Market Share in 2022
3.5 VR Game Equipment Market: Overall Company Footprint Analysis
3.5.1 VR Game Equipment Market: Region Footprint
3.5.2 VR Game Equipment Market: Company Product Type Footprint
3.5.3 VR Game Equipment Market: Company Product Application Footprint
3.6 New Market Entrants and Barriers to Market Entry
3.7 Mergers, Acquisition, Agreements, and Collaborations
4 Consumption Analysis by Region
4.1 Global VR Game Equipment Market Size by Region
4.1.1 Global VR Game Equipment Sales Quantity by Region (2018-2029)
4.1.2 Global VR Game Equipment Consumption Value by Region (2018-2029)
4.1.3 Global VR Game Equipment Average Price by Region (2018-2029)
4.2 North America VR Game Equipment Consumption Value (2018-2029)
4.3 Europe VR Game Equipment Consumption Value (2018-2029)
4.4 Asia-Pacific VR Game Equipment Consumption Value (2018-2029)
4.5 South America VR Game Equipment Consumption Value (2018-2029)
4.6 Middle East and Africa VR Game Equipment Consumption Value (2018-2029)
5 Market Segment by Type
5.1 Global VR Game Equipment Sales Quantity by Type (2018-2029)
5.2 Global VR Game Equipment Consumption Value by Type (2018-2029)
5.3 Global VR Game Equipment Average Price by Type (2018-2029)
6 Market Segment by Sale Channel
6.1 Global VR Game Equipment Sales Quantity by Sale Channel (2018-2029)
6.2 Global VR Game Equipment Consumption Value by Sale Channel (2018-2029)
6.3 Global VR Game Equipment Average Price by Sale Channel (2018-2029)
7 North America
7.1 North America VR Game Equipment Sales Quantity by Type (2018-2029)
7.2 North America VR Game Equipment Sales Quantity by Sale Channel (2018-2029)
7.3 North America VR Game Equipment Market Size by Country
7.3.1 North America VR Game Equipment Sales Quantity by Country (2018-2029)
7.3.2 North America VR Game Equipment Consumption Value by Country (2018-2029)
7.3.3 United States Market Size and Forecast (2018-2029)
7.3.4 Canada Market Size and Forecast (2018-2029)
7.3.5 Mexico Market Size and Forecast (2018-2029)
8 Europe
8.1 Europe VR Game Equipment Sales Quantity by Type (2018-2029)
8.2 Europe VR Game Equipment Sales Quantity by Sale Channel (2018-2029)
8.3 Europe VR Game Equipment Market Size by Country
8.3.1 Europe VR Game Equipment Sales Quantity by Country (2018-2029)
8.3.2 Europe VR Game Equipment Consumption Value by Country (2018-2029)
8.3.3 Germany Market Size and Forecast (2018-2029)
8.3.4 France Market Size and Forecast (2018-2029)
8.3.5 United Kingdom Market Size and Forecast (2018-2029)
8.3.6 Russia Market Size and Forecast (2018-2029)
8.3.7 Italy Market Size and Forecast (2018-2029)
9 Asia-Pacific
9.1 Asia-Pacific VR Game Equipment Sales Quantity by Type (2018-2029)
9.2 Asia-Pacific VR Game Equipment Sales Quantity by Sale Channel (2018-2029)
9.3 Asia-Pacific VR Game Equipment Market Size by Region
9.3.1 Asia-Pacific VR Game Equipment Sales Quantity by Region (2018-2029)
9.3.2 Asia-Pacific VR Game Equipment Consumption Value by Region (2018-2029)
9.3.3 China Market Size and Forecast (2018-2029)
9.3.4 Japan Market Size and Forecast (2018-2029)
9.3.5 Korea Market Size and Forecast (2018-2029)
9.3.6 India Market Size and Forecast (2018-2029)
9.3.7 Southeast Asia Market Size and Forecast (2018-2029)
9.3.8 Australia Market Size and Forecast (2018-2029)
10 South America
10.1 South America VR Game Equipment Sales Quantity by Type (2018-2029)
10.2 South America VR Game Equipment Sales Quantity by Sale Channel (2018-2029)
10.3 South America VR Game Equipment Market Size by Country
10.3.1 South America VR Game Equipment Sales Quantity by Country (2018-2029)
10.3.2 South America VR Game Equipment Consumption Value by Country (2018-2029)
10.3.3 Brazil Market Size and Forecast (2018-2029)
10.3.4 Argentina Market Size and Forecast (2018-2029)
11 Middle East & Africa
11.1 Middle East & Africa VR Game Equipment Sales Quantity by Type (2018-2029)
11.2 Middle East & Africa VR Game Equipment Sales Quantity by Sale Channel (2018-2029)
11.3 Middle East & Africa VR Game Equipment Market Size by Country
11.3.1 Middle East & Africa VR Game Equipment Sales Quantity by Country (2018-2029)
11.3.2 Middle East & Africa VR Game Equipment Consumption Value by Country (2018-2029)
11.3.3 Turkey Market Size and Forecast (2018-2029)
11.3.4 Egypt Market Size and Forecast (2018-2029)
11.3.5 Saudi Arabia Market Size and Forecast (2018-2029)
11.3.6 South Africa Market Size and Forecast (2018-2029)
12 Market Dynamics
12.1 VR Game Equipment Market Drivers
12.2 VR Game Equipment Market Restraints
12.3 VR Game Equipment Trends Analysis
12.4 Porters Five Forces Analysis
12.4.1 Threat of New Entrants
12.4.2 Bargaining Power of Suppliers
12.4.3 Bargaining Power of Buyers
12.4.4 Threat of Substitutes
12.4.5 Competitive Rivalry
12.5 Influence of COVID-19 and Russia-Ukraine War
12.5.1 Influence of COVID-19
12.5.2 Influence of Russia-Ukraine War
13 Raw Material and Industry Chain
13.1 Raw Material of VR Game Equipment and Key Manufacturers
13.2 Manufacturing Costs Percentage of VR Game Equipment
13.3 VR Game Equipment Production Process
13.4 VR Game Equipment Industrial Chain
14 Shipments by Distribution Channel
14.1 Sales Channel
14.1.1 Direct to End-User
14.1.2 Distributors
14.2 VR Game Equipment Typical Distributors
14.3 VR Game Equipment Typical Customers
15 Research Findings and Conclusion
16 Appendix
16.1 Methodology
16.2 Research Process and Data Source
16.3 Disclaimer

Published By : GlobalInfoResearch

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