Request for Covid-19 Impact Assessment of this Report

ICT & Media

Worldwide Virtual Reality Gaming Market Research Report 2021 by Type, Application, Participants and Countries, COVID-19 Impact, Forecast Year to 2026

  • PRO4493220
  • 134 Pages
  • May 2021
  • ICT & Media
Download Sample    Get Discount   
 
Due to the high popularity of this product/service in North America and Asia, the growth trend of Virtual Reality Gaming in recent years and the growth of consumers' demand is expected to drive the global Virtual Reality Gaming market.

Geographically, the global Virtual Reality Gaming market is divided into North America, Europe, Latin America, Asia Pacific, Middle East & Africa.

North America, Asia and Europe have significant position in the this market, big players operating in there. The U.S. is accounting for a major share of the total Virtual Reality Gaming market in North America.

Significant participants active in the global Virtual Reality Gaming market include: VirZOOM, Electronic Arts (EA), Google, ZEISS International, HTC, Sony, Oculus VR, Samsung Electronics, Leap Motion...

Global Virtual Reality Gaming Market Segmentation:

Virtual Reality Gaming market, by Virtual Reality Gaming type:

Personal Computers

Gaming Consoles

Mobile Devices

Virtual Reality Gaming market, by Application:

Adults

Children

Virtual Reality Gaming Market Research Report 2014-2026, by region:

North America

The U.S.

Canada

Europe

Germany

UK

France

Italy

Spain

Rest of Europe

Latin America

Mexico

Brazil

Argentina

Pan Asia Pacific

China

Japan

South Korea

South East Asia Region

India

Australia

Middle East and Africa

Saudi Arabia

UAE

Qatar

Egypt

Nigeria

South Africa

Rest of MEA

The database is running updated by a group of research experts to always reflect the latest trends and information.

Table of Content

1. Introduction

1.1 Definition of the Market

1.2 Research Purpose

1.3 Scope of the Study

1.4 Stakeholders

1.5 Geography Coverage

1.6 Currency Under Consideration

1.7 Volume Units

1.8 Review Cycle

1.9 Summary and Key Findings of the Research

2 Research Methodology

2.1 Research Data

2.1.1 Secondary Data

2.1.2 Primary Data

2.2 Market Size Estimation

2.2.1 Bottom-Up Approach

2.2.2 Top-Down Approach (Involves time, Space, and Persons)

2.3 Data Triangulation

2.4 Assumptions

2.5 Hypothesis of this Research, Clear, Specific, and Testable Statement of This Research

2.6 Limitations of Our Study

2.7 Scene Based Modeling

2.8 Covid-19 Impact/Evaluation

3. Market Dynamics

3.1 Driving Factors

3.1.1 Rising Demand in one or More of the Following Regions: North America, Europe, Asia-Pacific, Latin America, Middle East & Africa

3.1.2 Increasing Use of Virtual Reality Gaming by Different End-User/Applications

3.2 Restraints and Challenges in the Market

3.3 Opportunities

4. Global Virtual Reality Gaming Market-Segmentation

4.1 By Type

4.1.1 Personal Computers

4.1.2 Gaming Consoles

4.1.3 Mobile Devices

4.2 By End-User/Application Industry

4.2.1 Adults

4.2.2 Children

4.3 By Geography

4.3.1 North America Virtual Reality Gaming Total Market Size (Production, Consumption, Import, Export) and Segmentation (by Type, Application, Countries and Participants)

4.3.1.1 North America Virtual Reality Gaming Production from 2014-2020

4.3.1.2 North America Virtual Reality Gaming Consumption from 2014-2020

4.3.1.3 North America Virtual Reality Gaming Import and Export from 2014-2020

4.3.1.4 North America Virtual Reality Gaming Market Value ($) and Growth (%) by Type from 2019-2020

4.3.1.5 North America Virtual Reality Gaming Market Value ($) and Growth (%) by Application from 2019-2020

4.3.1.6 North America Virtual Reality Gaming Market Value ($) and Growth (%) by Countries from 2019-2020

4.3.1.7 Top North America Virtual Reality Gaming Participants Value ($) and Market Share (%) in 2019

4.3.2 Europe Virtual Reality Gaming Total Market Size (Production, Consumption, Import, Export) and Segmentation (by Type, Application, Countries and Participants)

4.3.2.1 Europe Virtual Reality Gaming Production from 2014-2020

4.3.2.2 Europe Virtual Reality Gaming Consumption from 2014-2020

4.3.2.3 Europe Virtual Reality Gaming Import and Export from 2014-2020

4.3.2.4 Europe Virtual Reality Gaming Market Value ($) and Growth (%) by Type from 2019-2020

4.3.2.5 Europe Virtual Reality Gaming Value ($) and Growth (%) by Application from 2019-2020

4.3.2.6 Europe Virtual Reality Gaming Market Value ($) and Growth (%) by Countries from 2019-2020

4.3.2.7 Top Europe Virtual Reality Gaming Participants Value ($) and Market Share (%) in 2019

4.3.3 Asia-Pacific Virtual Reality Gaming Total Market Size (Production, Consumption, Import, Export) and Segmentation (by Type, Application, Countries and Participants)

4.3.3.1 Asia-Pacific Virtual Reality Gaming Production from 2014-2020

4.3.3.2 Asia-Pacific Virtual Reality Gaming Consumption from 2014-2020

4.3.3.3 Asia-Pacific Virtual Reality Gaming Import and Export from 2014-2020

4.3.3.4 Asia-Pacific Virtual Reality Gaming Value ($) and Growth (%) by Type from 2019-2020

4.3.3.5 Asia-Pacific Virtual Reality Gaming Value ($) and Growth (%) by Application from 2019-2020

4.3.3.6 Asia-Pacific Virtual Reality Gaming Value ($) and Growth (%) by Countries from 2019-2020

4.3.3.7 Top Asia-Pacific Virtual Reality Gaming Participants Value ($) and Market Share (%) in 2019

4.3.4 Latin America Virtual Reality Gaming Total Market Size (Production, Consumption, Import, Export) and Segmentation (by Type, Application, Countries and Participants)

4.3.4.1 Latin America Virtual Reality Gaming Production from 2014-2020

4.3.4.2 Latin America Virtual Reality Gaming Consumption from 2014-2020

4.3.4.3 Latin America Virtual Reality Gaming Import and Export from 2014-2020

4.3.4.4 Latin America Virtual Reality Gaming Value ($) and Growth (%) by Type from 2019-2020

4.3.4.5 Latin America Virtual Reality Gaming Value ($) and Growth (%) by Application from 2019-2020

4.3.4.6 Latin America Virtual Reality Gaming Value ($) and Growth (%) by Countries from 2019-2020

4.3.4.7 Top Latin America Virtual Reality Gaming Participants Value ($) and Market Share (%) in 2019

4.3.5 Middle East & Africa Virtual Reality Gaming Total Market Size (Production, Consumption, Import, Export) and Segmentation (by Type, Application, Countries and Participants)

4.3.5.1 Middle East & Africa Virtual Reality Gaming Production from 2014-2020

4.3.5.2 Middle East & Africa Virtual Reality Gaming Consumption from 2014-2020

4.3.5.3 Middle East & Africa Virtual Reality Gaming Import and Export from 2014-2020

4.3.5.4 Middle East & Africa Virtual Reality Gaming Value ($) and Growth (%) by Type from 2019-2020

4.3.5.5 Middle East & Africa Virtual Reality Gaming Value ($) and Growth (%) by Application from 2019-2020

4.3.5.6 Middle East & Africa Virtual Reality Gaming Value ($) and Growth (%) by Countries from 2019-2020

4.3.5.7 Top Middle East & Africa Virtual Reality Gaming Participants Value ($) and Market Share (%) in 2019

5. Competitive Intelligence – Company Profiles

5.1 VirZOOM

5.1.1 VirZOOM Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

5.1.2 VirZOOM Sales, Growth Rate and Global Market Share from 2014-2020

5.2 Electronic Arts (EA)

5.2.1 Electronic Arts (EA) Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

5.2.2 Electronic Arts (EA) Sales, Growth Rate and Global Market Share from 2014-2020

5.3 Google

5.3.1 Google Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

5.3.2 Google Sales, Growth Rate and Global Market Share from 2014-2020

5.4 ZEISS International

5.4.1 ZEISS International Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

5.4.2 ZEISS International Sales, Growth Rate and Global Market Share from 2014-2020

5.5 HTC

5.5.1 HTC Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

5.5.2 HTC Sales, Growth Rate and Global Market Share from 2014-2020

5.6 Sony

5.6.1 Sony Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

5.6.2 Sony Sales, Growth Rate and Global Market Share from 2014-2020

5.7 Oculus VR

5.7.1 Oculus VR Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

5.7.2 Oculus VR Sales, Growth Rate and Global Market Share from 2014-2020

5.8 Samsung Electronics

5.8.1 Samsung Electronics Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

5.8.2 Samsung Electronics Sales, Growth Rate and Global Market Share from 2014-2020

5.9 Leap Motion

5.9.1 Leap Motion Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

5.9.2 Leap Motion Sales, Growth Rate and Global Market Share from 2014-2020

6. Investment Analysis

6.1 Fundamental Analysis (Porter's Five Forces Analysis)

6.2 Technical Preparation Analysis

6.3 Risk Evaluating Analysis

6.4 Estimated Investment Pay-Back Period

7. Future Forecast of the Global Virtual Reality Gaming Market from 2021-2026

7.1 Future Forecast of Global Virtual Reality Gaming Market from 2021-2026 Segment by Region

7.2 Future Forecast of the Global Virtual Reality Gaming Market from 2021-2026 Segment by Types

7.3 Future Forecast of the Global Virtual Reality Gaming Market from 2021-2026 Segment by End-User/Applications

8 Appendix

8.1 Discussion Guide

8.2 Related Reports

8.3 Author List

9 Disclaimer

List of Tables and Figures

Global Virtual Reality Gaming Market Value ($) and Growth Rate of Virtual Reality Gaming from 2014-2026

Global Virtual Reality Gaming Production and Growth Rate Segment by Product Types from 2014-2026F

Global Virtual Reality Gaming Consumption and Growth Rate Segment by End-User/Application from 2014-2026E

Table Driving Factors for this Market (North America, Europe, Asia-Pacific, Latin America, Middle East & Africa)

Table Global Virtual Reality Gaming Production and Growth Rate Segment by Product Types from 2014-2020

Table Global Virtual Reality Gaming Value ($) and Growth Rate Segment by Product Types from 2014-2020

Figure Personal Computers of Virtual Reality Gaming

Figure Gaming Consoles of Virtual Reality Gaming

Figure Mobile Devices of Virtual Reality Gaming

Table Global Virtual Reality Gaming Consumption and Growth Rate Segment by End-User/Application from 2014-2020

Table Global Virtual Reality Gaming Value ($) and Growth Rate Segment by End-User/Application from 2014-2020

Figure Adults of Virtual Reality Gaming

Figure Children of Virtual Reality Gaming

Table Global Virtual Reality Gaming Production Value ($) by Regions

Table Global Virtual Reality Gaming Production Value Share by Regions

Table Global Virtual Reality Gaming Production by Regions

Table Global Virtual Reality Gaming Production Share by Regions

Table Global Virtual Reality Gaming Consumption by Regions

Table Global Virtual Reality Gaming Consumption Share by Regions

Figure North America Virtual Reality Gaming Production and Growth Rate from 2014-2020

Figure North America Virtual Reality Gaming Consumption and Growth Rate from 2014-2020

Table North America Virtual Reality Gaming Import and Export from 2014-2020

Table North America Virtual Reality Gaming Value ($) and Growth (%) by Type from 2019-2020

Table North America Virtual Reality Gaming Value ($) and Growth (%) by Application from 2019-2020

Table North America Virtual Reality Gaming Value ($) and Growth (%) by Countries from 2019-2020

Table Top North America Virtual Reality Gaming Participants Value ($) and Market Share (%) in 2019

Figure Europe Virtual Reality Gaming Production and Growth Rate from 2014-2020

Figure Europe Virtual Reality Gaming Consumption and Growth Rate from 2014-2020

Table Europe Virtual Reality Gaming Import and Export from 2014-2020

Table Europe Virtual Reality Gaming Value ($) and Growth (%) by Type from 2019-2020

Table Europe Virtual Reality Gaming Value ($) and Growth (%) by Application from 2019-2020

Table Europe Virtual Reality Gaming Market Value ($) and Growth (%) by Countries from 2019-2020

Table Top Europe Virtual Reality Gaming Participants Value ($) and Market Share (%) in 2019

Figure Asia-Pacific Virtual Reality Gaming Production and Growth Rate from 2014-2020

Figure Asia-Pacific Virtual Reality Gaming Consumption and Growth Rate from 2014-2020

Table Asia-Pacific Virtual Reality Gaming Import and Export from 2014-2020

Table Asia-Pacific Virtual Reality Gaming Value ($) and Growth (%) by Type from 2019-2020

Table Asia-Pacific Virtual Reality Gaming Value ($) and Growth (%) by Application from 2019-2020

Table Asia-Pacific Virtual Reality Gaming Value ($) and Growth (%) by Countries from 2019-2020

Table Top Asia-Pacific Virtual Reality Gaming Participants Value ($) and Market Share (%) in 2019

Figure Latin America Virtual Reality Gaming Production and Growth Rate from 2014-2020

Figure Latin America Virtual Reality Gaming Consumption and Growth Rate from 2014-2020

Table Latin America Virtual Reality Gaming Import and Export from 2014-2020

Table Latin America Virtual Reality Gaming Value ($) and Growth (%) by Type from 2019-2020

Table Latin America Virtual Reality Gaming Value ($) and Growth (%) by Application from 2019-2020

Table Latin America Virtual Reality Gaming Value ($) and Growth (%) by Countries from 2019-2020

Table Top Latin America Virtual Reality Gaming Participants Value ($) and Market Share (%) in 2019

Figure Middle East & Africa Virtual Reality Gaming Production and Growth Rate from 2014-2020

Figure Middle East & Africa Virtual Reality Gaming Consumption and Growth Rate from 2014-2020

Table Middle East & Africa Virtual Reality Gaming Import and Export from 2014-2020

Table Middle East & Africa Virtual Reality Gaming Value ($) and Growth (%) by Type from 2019-2020

Table Middle East & Africa Virtual Reality Gaming Value ($) and Growth (%) by Application from 2019-2020

Table Middle East & Africa Virtual Reality Gaming Value ($) and Growth (%) by Countries from 2019-2020

Table Top Middle East & Africa Virtual Reality Gaming Participants Value ($) and Market Share (%) in 2019

Table VirZOOM Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

Figure VirZOOM Sales and Growth Rate from 2014-2020

Figure VirZOOM Revenue ($), Gross Margin and Global Market Share from 2014-2020

Table Electronic Arts (EA) Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

Figure Electronic Arts (EA) Sales and Growth Rate from 2014-2020

Figure Electronic Arts (EA) Revenue ($), Gross Margin and Global Market Share from 2014-2020

Table Google Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

Figure Google Sales and Growth Rate from 2014-2020

Figure Google Revenue ($), Gross Margin and Global Market Share from 2014-2020

Table ZEISS International Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

Figure ZEISS International Sales and Growth Rate from 2014-2020

Figure ZEISS International Revenue ($), Gross Margin and Global Market Share from 2014-2020

Table HTC Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

Figure HTC Sales and Growth Rate from 2014-2020

Figure HTC Revenue ($), Gross Margin and Global Market Share from 2014-2020

Table Sony Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

Figure Sony Sales and Growth Rate from 2014-2020

Figure Sony Revenue ($), Gross Margin and Global Market Share from 2014-2020

Table Oculus VR Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

Figure Oculus VR Sales and Growth Rate from 2014-2020

Figure Oculus VR Revenue ($), Gross Margin and Global Market Share from 2014-2020

Table Samsung Electronics Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

Figure Samsung Electronics Sales and Growth Rate from 2014-2020

Figure Samsung Electronics Revenue ($), Gross Margin and Global Market Share from 2014-2020

Table Leap Motion Company Profile (Company Name, Major Business, Plants Distribution, Sales Region, Contact Information)

Figure Leap Motion Sales and Growth Rate from 2014-2020

Figure Leap Motion Revenue ($), Gross Margin and Global Market Share from 2014-2020

Table Global Virtual Reality Gaming Value ($) and Growth Rate Forecast by Regions (2021-2026)

Table Global Virtual Reality Gaming Production and Growth Rate Forecast by Regions (2021-2026)

Table Global Virtual Reality Gaming Consumption and Growth Rate Forecast by Regions (2021-2026)

Table Global Virtual Reality Gaming Production and Growth Rate Forecast by Types (2021-2026)

Table Global Virtual Reality Gaming Consumption and Growth Rate Forecast by End-User/Applications (2021-2026)

 
Purchase Options

* Taxes/Fees, If applicable will be
added during checkout. All prices in USD.

Need More Information

Contact Us

+ 1-888-961-4454

Drop Us an email at

help@bigmarketresearch.com

Similar Reports

Netbook Market in India 2011

The netbook sales in India have been growing strongly with major demand from the home segment. Personal computer market is expected to grow as the economy is recovering from the recession. The newest addition to this consumer product group is notebooks and netbooks. However, it has been seen that there is no clear demarcation between inexpensive notebook and netbook as an upgraded version of a net...

  • Publish Date: January 18, 2011
  • $950
Online Movie Rental Market in India 2011

The Online Movie Rental market in India is at a nascent stage. The market is estimated at INR 601 mn in 2008 and shows huge potential due to a large untapped consumer base. The changing perceptions of people towards entertainment along with a rise in their disposable income and internet usage have driven the market. The report begins with a market overview section that provides an insight into t...

  • Publish Date: March 7, 2011
  • $950
Local Search Market in India 2011

Local search market in India is a common platform for advertising used by business entities. It has an offline and an online category. Local search space provides a platform to the small and medium scale enterprises to advertise with regards to their products and services through local search engines and print directories such as yellow pages. The report begins with the market overview section wh...

  • Publish Date: June 27, 2011
  • $950