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PUBLISHER: The Business Research Company | PRODUCT CODE: 1436785

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PUBLISHER: The Business Research Company | PRODUCT CODE: 1436785

Virtual Reality In Gaming Global Market Report 2024

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Virtual Reality (VR) crafts artificial environments through software, immersing users to the extent that they perceive it as a real environment.

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 $15.26 billion in 2023 to $19.62 billion in 2024 at a compound annual growth rate (CAGR) of 28.5%. The growth observed in the historic period was largely influenced by consumer demand for immersive experiences, the expansion of high-end gaming platforms, continuous development of content and game titles, and significant enhancements in hardware capabilities.

The virtual reality in gaming market size is expected to see exponential growth in the next few years. It will grow to $55.21 billion in 2028 at a compound annual growth rate (CAGR) of 29.5%. The expected growth in the forecast period is likely driven by the rise of cloud gaming platforms, increased emphasis on social and multiplayer gaming experiences, and ongoing innovations in input devices and controllers. Key trends anticipated during this period encompass the expansion of storytelling and narrative-driven VR games, the development of VR fitness and wellness applications, a focus on user-generated content and modding, the integration of haptic feedback technology, and the introduction of VR game streaming services along with subscription-based models.

The growth of virtual reality (VR) in the gaming market is directly linked to the increased adoption of VR devices. These systems offer users a seemingly real virtual experience, allowing interaction within a 3D environment, creating a heightened sense of immersion. Reports from Statista in August 2023 highlighted the market size for virtual reality head-mounted displays (HMDs) at $5.5 billion in 2020, with projected growth to $18.6 billion by 2026. The surge in VR device adoption, with approximately 5.5 million units shipped in 2020, underscores the expected propulsion of virtual reality within the gaming market in the years ahead.

The anticipated growth in the Virtual Reality (VR) market within gaming is attributed to the launch of 5G technology. 5G's advent promises faster data speeds, lower latency, and increased connectivity, aligning perfectly with the requirements of immersive gaming experiences. Reports from March 2023 by Leftronic Inc. highlight China's 5G rollout in major cities in 2020 and anticipate global coverage of nearly 40% by 2024. The imminent launch of 5G technology is expected to propel the VR market's growth within gaming.

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 report are 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, Pimax Innovation Inc., Varjo Technologies Oyj, Oculus HR Ltd., Starbreeze Studios AB, Vuzix Corporation, Subpac Inc., Virtuix Inc., bHaptics Inc., Sensics Inc., Manus VR B.V., 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 2023. 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 2024 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.

Reasons to Purchase

  • Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
  • Understand how the market has been affected by the coronavirus and how it is responding as the impact of the virus abates.
  • Assess the Russia - Ukraine war's impact on agriculture, energy and mineral commodity supply and its direct and indirect impact on the market.
  • Measure the impact of high global inflation on market growth.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on the latest market shares.
  • Benchmark performance against key competitors.
  • Suitable for supporting your internal and external presentations with reliable high quality data and analysis
  • Report will be updated with the latest data and delivered to you within 3-5 working days of order along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

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 impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.

The impact of higher inflation in many countries and the resulting spike in interest rates.

The continued but declining impact of covid 19 on supply chains and consumption patterns.

  • 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
  • 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.
Product Code: r16123

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

  • 4.1. Impact Of High Inflation On The Market
  • 4.2. Ukraine-Russia War Impact On The Market
  • 4.3. COVID-19 Impact On The Market

5. Global Virtual Reality In Gaming Market Size and Growth

  • 5.1. Global Virtual Reality In Gaming Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Virtual Reality In Gaming Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Virtual Reality In Gaming Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Virtual Reality In Gaming Market Segmentation

  • 6.1. Global Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Software
  • Hardware
  • 6.2. Global Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Personal Computers
  • Gaming Consoles
  • Mobile Devices
  • 6.4. Global Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Commercial Space
  • Individual

7. Virtual Reality In Gaming Market Regional And Country Analysis

  • 7.1. Global Virtual Reality In Gaming Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Virtual Reality In Gaming Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Virtual Reality In Gaming Market

  • 8.1. Asia-Pacific Virtual Reality In Gaming Market Overview
  • Region Information, Impact Of COVID-19, 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Virtual Reality In Gaming Market

  • 10.1. India Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Virtual Reality In Gaming Market

  • 12.1. Australia Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Virtual Reality In Gaming Market

  • 13.1. Indonesia Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Virtual Reality In Gaming Market

  • 16.1. UK Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Virtual Reality In Gaming Market

  • 17.1. Germany Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Virtual Reality In Gaming Market

  • 18.1. France Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Virtual Reality In Gaming Market

  • 19.1. Italy Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Virtual Reality In Gaming Market

  • 20.1. Spain Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Virtual Reality In Gaming Market

  • 22.1. Russia Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Virtual Reality In Gaming Market

  • 27.1. Brazil Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Virtual Reality In Gaming Market, Segmentation By End Use, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ 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.
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Samsung Electronics Co. Ltd.
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Microsoft Corporation
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Facebook Technologies LLC
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Intel Corporation
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

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. Pimax Innovation Inc.
  • 31.15. Varjo Technologies Oyj

32. Global Virtual Reality In Gaming Market Competitive Benchmarking

33. Global Virtual Reality In Gaming Market Competitive Dashboard

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

35. Virtual Reality In Gaming Market Future Outlook and Potential Analysis

  • 35.1 Virtual Reality In Gaming Market In 2028 - Countries Offering Most New Opportunities
  • 35.2 Virtual Reality In Gaming Market In 2028 - Segments Offering Most New Opportunities
  • 35.3 Virtual Reality In Gaming Market In 2028 - 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
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