Global and Region Virtual Reality in Gaming Market Demand & Opportunity Outlook 2022-2028

  • REPORT SUMMARY
  • TABLE OF CONTENTS
  • The report details the trend, potential and market size of Virtual Reality in Gaming market, and analyzes the current situation and prospects of the market from both qualitative and quantitative aspects, which can be roughly divided into three parts.

    The first part (Chapter1-7) mainly covers the qualitative analysis of Virtual Reality in Gamingmarket, defines the market attractiveness level of Virtual Reality in Gaming market through Porter's Five Forces Analysis, and summarizes the different factors in the overall environment through PEST analysis. Understand the distribution of industrial chain value in each link of industrial chain through the analysis of industrial chain structure. Thus estimate the market space of each link.

    The second part (Chapter8-12), based on the segmentation of Virtual Reality in Gaming industry, describes the types of Virtual Reality in Gaming market, the applications of major players and the market size, and deeply analyzes the current situation of the global Virtual Reality in Gaming market and the development prospects and opportunities of Virtual Reality in Gaming industry.

    The third part (Chapter14-15) includes the market positions of the major players and information on the market participants, which will help you gain a comprehensive understanding of the current competitive situation and potential growth opportunities in the market.

    As COVID-19 continues to impact the global economy in 2022, the report also considers the short - and long-term impacts of COVID-19 on the global Virtual Reality in Gaming market in Chapter 13.

    By Player:

    • Google

    • HTC

    • Virtuix Omni

    • Samsung Electronics

    • Leap Motion

    • Microsoft

    • SONY

    • Facebook

    • Electronic Arts

    • Linden Labs

    • Telsa Studios

    • Qualcomm Incorporated

    • Lucid VR

    • Nintendo

    By Type:

    • Gaming Software

    • Gaming Hardware

    By End-User:

    • Private

    • Commerce

    By Geography:

    • United States

    • Europe

    • China

    • Japan

    • India

    • South Korea

  • TABLE OF CONTENT

    1 Introduction

    • 1.1 Market Definition

    • 1.2 Market Segment Analysis

    • 1.3 Market Size 2022

    • 1.4 Virtual Reality in Gaming Market Outlook: Forecast for 2022 - 2028

    • 1.5 Pricing Analysis

    2 Executive Summary

    3 Virtual Reality in Gaming Market Lineage Outlook

    • 3.1 Parent Market Outlook

    • 3.2 Related/Ancillary Market Outlook

    • 3.3 Penetration & Growth Prospect Mapping, 2022

    4 Market Analysis Tools: Porter's Five Forces

    • 4.1 Supplier Power

    • 4.2 Buyer Power

    • 4.3 Substitution Threat

    • 4.4 Threat of New Entrants

    • 4.5 Competitive Rivalry

    5 Virtual Reality in Gaming Industry Analysis - PEST (Political & Legal, Economic, Social, and Technological)

    • 5.1 Political/Legal Landscape

    • 5.2 Economic Landscape

    • 5.3 Social Landscape

    • 5.4 Technology Landscape

    6 Virtual Reality in Gaming Market - Value Chain Analysis

    • 6.1 Industry's Value Chain Analysis

    • 6.2 Product Life Cycle

    • 6.3 User Perspective Analysis

    7 Region and Country-wise Virtual Reality in Gaming Market Analysis and Outlook to 2022

    • 7.1 Global Virtual Reality in Gaming Consumption (2017-2022)

    • 7.2 United States Virtual Reality in Gaming Consumption (2017-2022)

    • 7.3 Europe Virtual Reality in Gaming Consumption (2017-2022)

    • 7.4 China Virtual Reality in Gaming Consumption (2017-2022)

    • 7.5 Japan Virtual Reality in Gaming Consumption (2017-2022)

    • 7.6 India Virtual Reality in Gaming Consumption (2017-2022)

    • 7.7 South Korea Virtual Reality in Gaming Consumption (2017-2022)

    8 Region and Country-wise Virtual Reality in Gaming Market Analysis and Outlook to 2028

    • 8.1 Global Virtual Reality in Gaming Consumption Forecast (2022-2028)

    • 8.2 United States Virtual Reality in Gaming Consumption Forecast (2022-2028)

    • 8.3 Europe Virtual Reality in Gaming Consumption Forecast (2022-2028)

    • 8.4 China Virtual Reality in Gaming Consumption Forecast (2022-2028)

    • 8.5 Japan Virtual Reality in Gaming Consumption Forecast (2022-2028)

    • 8.6 India Virtual Reality in Gaming Consumption Forecast (2022-2028)

    • 8.7 South Korea Virtual Reality in Gaming Consumption Forecast (2022-2028)

    9 Global Virtual Reality in Gaming Market Outlook by Types and Applications to 2022

    • 9.1 Global Virtual Reality in Gaming Consumption and Growth Rate by Type (2017-2022)

      • 9.1.1 Global Gaming Software Consumption and Growth Rate (2017-2022)

      • 9.1.2 Global Gaming Hardware Consumption and Growth Rate (2017-2022)

    • 9.2 Global Virtual Reality in Gaming Consumption and Growth Rate by Application (2017-2022)

      • 9.2.1 Global Private Consumption and Growth Rate (2017-2022)

      • 9.2.2 Global Commerce Consumption and Growth Rate (2017-2022)

    10 Global Virtual Reality in Gaming Market Outlook by Types and Applications to 2028

    • 10.1 Global Virtual Reality in Gaming Consumption Forecast and Growth Rate by Type (2022-2028)

      • 10.1.1 Global Gaming Software Consumption Forecast and Growth Rate (2022-2028)

      • 10.1.2 Global Gaming Hardware Consumption Forecast and Growth Rate (2022-2028)

    • 10.2 Global Virtual Reality in Gaming Consumption Forecast and Growth Rate by Application (2022-2028)

      • 10.2.1 Global Private Consumption Forecast and Growth Rate (2022-2028)

      • 10.2.2 Global Commerce Consumption Forecast and Growth Rate (2022-2028)

    11 Global Virtual Reality in Gaming Import and Export Analysis (Top 5 Countries)

    • 11.1 Global Virtual Reality in Gaming Import by Region (Top 5 Countries) (2017-2028)

    • 11.2 Global Virtual Reality in Gaming Export by Region (Top 5 Countries) (2017-2028)

    12 Coronavirus Disease (COVID-19) Impact

    • 12.1 Industry Impact Analysis

    • 12.2 Virtual Reality in Gaming Market Outlook to 2028 - COVID-19 Affected Forecasts

    13 Competition Matrix

    • 13.1 Target Markets

    • 13.2 Comprehensive Analysis of Products in Competitive Markets

    14 Global Virtual Reality in Gaming Market Competitive Analysis

    • 14.1 Google

      • 14.1.1 Google Company Details

      • 14.1.2 Google Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.1.3 Google Virtual Reality in Gaming Product and Service

    • 14.2 HTC

      • 14.2.1 HTC Company Details

      • 14.2.2 HTC Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.2.3 HTC Virtual Reality in Gaming Product and Service

    • 14.3 Virtuix Omni

      • 14.3.1 Virtuix Omni Company Details

      • 14.3.2 Virtuix Omni Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.3.3 Virtuix Omni Virtual Reality in Gaming Product and Service

    • 14.4 Samsung Electronics

      • 14.4.1 Samsung Electronics Company Details

      • 14.4.2 Samsung Electronics Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.4.3 Samsung Electronics Virtual Reality in Gaming Product and Service

    • 14.5 Leap Motion

      • 14.5.1 Leap Motion Company Details

      • 14.5.2 Leap Motion Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.5.3 Leap Motion Virtual Reality in Gaming Product and Service

    • 14.6 Microsoft

      • 14.6.1 Microsoft Company Details

      • 14.6.2 Microsoft Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.6.3 Microsoft Virtual Reality in Gaming Product and Service

    • 14.7 SONY

      • 14.7.1 SONY Company Details

      • 14.7.2 SONY Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.7.3 SONY Virtual Reality in Gaming Product and Service

    • 14.8 Facebook

      • 14.8.1 Facebook Company Details

      • 14.8.2 Facebook Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.8.3 Facebook Virtual Reality in Gaming Product and Service

    • 14.9 Electronic Arts

      • 14.9.1 Electronic Arts Company Details

      • 14.9.2 Electronic Arts Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.9.3 Electronic Arts Virtual Reality in Gaming Product and Service

    • 14.10 Linden Labs

      • 14.10.1 Linden Labs Company Details

      • 14.10.2 Linden Labs Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.10.3 Linden Labs Virtual Reality in Gaming Product and Service

    • 14.11 Telsa Studios

      • 14.11.1 Telsa Studios Company Details

      • 14.11.2 Telsa Studios Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.11.3 Telsa Studios Virtual Reality in Gaming Product and Service

    • 14.12 Qualcomm Incorporated

      • 14.12.1 Qualcomm Incorporated Company Details

      • 14.12.2 Qualcomm Incorporated Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.12.3 Qualcomm Incorporated Virtual Reality in Gaming Product and Service

    • 14.13 Lucid VR

      • 14.13.1 Lucid VR Company Details

      • 14.13.2 Lucid VR Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.13.3 Lucid VR Virtual Reality in Gaming Product and Service

    • 14.14 Nintendo

      • 14.14.1 Nintendo Company Details

      • 14.14.2 Nintendo Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

      • 14.14.3 Nintendo Virtual Reality in Gaming Product and Service

    15 Appendix


    TABLE OF CHARTS

    • Table Definition of Virtual Reality in Gaming

    • Figure Virtual Reality in Gaming Picture

    • Table Global Virtual Reality in Gaming Market Size and Forecast 2022 - 2028 (USD million)

    • Figure Global Virtual Reality in Gaming Market Size and Forecast 2022 - 2028 (USD million)

    • Figure Global Virtual Reality in Gaming Market: Year-over-year Growth 2022 - 2028 (%)

    • Table Parent Market Analysis

    • Figure Parent Market Price

    • Table Related/Ancillary Market Outlook Analysis

    • Table Supplier Power Analysis

    • Table Buyer Power Analysis

    • Table Substitution Threat Analysis

    • Table Threat of New Entrants Analysis

    • Table Competitive Rivalry Analysis

    • Figure Global Virtual Reality in Gaming Consumption by Country (2017-2022)

    • Figure United States Virtual Reality in Gaming Consumption and Growth Rate (2017-2022)

    • Table Europe Virtual Reality in Gaming Consumption and Growth Rate (2017-2022)

    • Figure China Virtual Reality in Gaming Consumption and Growth Rate (2017-2022)

    • Figure Japan Virtual Reality in Gaming Consumption and Growth Rate (2017-2022)

    • Figure India Virtual Reality in Gaming Consumption and Growth Rate (2017-2022)

    • Figure South Korea Virtual Reality in Gaming Consumption and Growth Rate (2017-2022)

    • Figure Global Virtual Reality in Gaming Consumption Forecast by Country (2022-2028)

    • Figure United States Virtual Reality in Gaming Consumption Forecast and Growth Rate (2022-2028)

    • Table Europe Virtual Reality in Gaming Consumption Forecast and Growth Rate (2022-2028)

    • Figure China Virtual Reality in Gaming Consumption Forecast and Growth Rate (2022-2028)

    • Figure Japan Virtual Reality in Gaming Consumption Forecast and Growth Rate (2022-2028)

    • Figure India Virtual Reality in Gaming Consumption Forecast and Growth Rate (2022-2028)

    • Figure South Korea Virtual Reality in Gaming Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Gaming Software Consumption and Growth Rate (2017-2022)

    • Figure Global Gaming Hardware Consumption and Growth Rate (2017-2022)

    • Figure Global Private Consumption and Growth Rate (2017-2022)

    • Figure Global Commerce Consumption and Growth Rate (2017-2022)

    • Figure Global Gaming Software Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Gaming Hardware Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Private Consumption Forecast and Growth Rate (2022-2028)

    • Figure Global Commerce Consumption Forecast and Growth Rate (2022-2028)

    • Table Global Virtual Reality in Gaming Import by Region (Top 5 Countries) (2017-2028)

    • Table Global Virtual Reality in Gaming Export by Region (Top 5 Countries) (2017-2028)

    • Table Google (Foundation Year, Company Profile and etc.)

    • Table Google Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Google Virtual Reality in Gaming Product and Service

    • Table HTC (Foundation Year, Company Profile and etc.)

    • Table HTC Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table HTC Virtual Reality in Gaming Product and Service

    • Table Virtuix Omni (Foundation Year, Company Profile and etc.)

    • Table Virtuix Omni Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Virtuix Omni Virtual Reality in Gaming Product and Service

    • Table Samsung Electronics (Foundation Year, Company Profile and etc.)

    • Table Samsung Electronics Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Samsung Electronics Virtual Reality in Gaming Product and Service

    • Table Leap Motion (Foundation Year, Company Profile and etc.)

    • Table Leap Motion Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Leap Motion Virtual Reality in Gaming Product and Service

    • Table Microsoft (Foundation Year, Company Profile and etc.)

    • Table Microsoft Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Microsoft Virtual Reality in Gaming Product and Service

    • Table SONY (Foundation Year, Company Profile and etc.)

    • Table SONY Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table SONY Virtual Reality in Gaming Product and Service

    • Table Facebook (Foundation Year, Company Profile and etc.)

    • Table Facebook Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Facebook Virtual Reality in Gaming Product and Service

    • Table Electronic Arts (Foundation Year, Company Profile and etc.)

    • Table Electronic Arts Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Electronic Arts Virtual Reality in Gaming Product and Service

    • Table Linden Labs (Foundation Year, Company Profile and etc.)

    • Table Linden Labs Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Linden Labs Virtual Reality in Gaming Product and Service

    • Table Telsa Studios (Foundation Year, Company Profile and etc.)

    • Table Telsa Studios Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Telsa Studios Virtual Reality in Gaming Product and Service

    • Table Qualcomm Incorporated (Foundation Year, Company Profile and etc.)

    • Table Qualcomm Incorporated Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Qualcomm Incorporated Virtual Reality in Gaming Product and Service

    • Table Lucid VR (Foundation Year, Company Profile and etc.)

    • Table Lucid VR Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Lucid VR Virtual Reality in Gaming Product and Service

    • Table Nintendo (Foundation Year, Company Profile and etc.)

    • Table Nintendo Virtual Reality in Gaming Sales, Price, Value and Gross Profit (2017-2022)

    • Table Nintendo Virtual Reality in Gaming Product and Service


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