Global Virtual Reality in Gaming Market-Industry Analysis and Forecast (2020-2027) – By Component, Device and Region.

Global Virtual Reality in Gaming Market was valued US$ 4.80 Bn in 2019 and is expected to reach US$ 50.80 Bn by 2027, at a CAGR of 40.08 % during a forecast period. To know about the Research Methodology :- Request Free Sample Report The virtual reality is a reliastic and immersive simulation of a three dimentional environment. The virtual reality in the gaming industry has been gainging significant ground in every sphere because of the transformation towards to the digitalization. VR application are evolving fast and they are widely preffered in the many industries from helathcare to the automotive industry. The VR technology is chaning the way things are done and increasing the expectation for the future, which is particulary true for the gaming industry.

Global Virtual Reality in Gaming Market, Dynamics:

The gaming industry is increasing the business value with the help of the virtual reality discriptive technology. The virtual gaming gadgets are getting in trend across the globe and creating more interesting solutions, which attract the more new users. VR is helping to the key players to overcome the tedious challenges in the industry at the time of the introduing the VR game products. The tehnological adavancement in the VR solutions are expected to increase the investment in the research and development. For instance, research and development in the optical devices like optical trackers, becon trackers, pattern recogniton, laser ranging and 3D input devices are expected to increase the globle virtual reality in gaming market. However, a lack of the awareness about the VR games and inadequate VR content are expected to limit the growth in the market. In addition, technlogical advancement and the economical constraint is expected to become a barrier in the market growth. Small business are not able to afford the cost of the VR device and substantial investment compared to the large enteprises as a result it is expected to hamper the market growth. An intergration of advanced technologies like artificial intelligence and virtual reality is expected to offer superior experience to the users. AI can assist to the VR by animation and combine and create realistic environment. The report study has analyzed revenue impact of covid-19 pandemic on the sales revenue of market leaders, market followers and disrupters in the report and same is reflected in our analysis.

Global Virtual Reality in Gaming Market, Segment Analysis:

The sale of the hardware and content are expected to generate maximum share in the market growth. Hardware includes a devices such as consoles, keyboard, controllers, heatset and other devices. VR headsets are getting better and lighter and also offering more freedom with more powerful processing for the dedicated player. Different types of VR use different hardware devices to perform various gaming actions. The most important critical factor in the market is that VR remains a niche product, with the less price of the cosideration over the amount of content and extendended application. As per the perspective of the content developer, there are currently few peoples are interested in the VR. The demand is expected to increase by introducing a PC games in VR format, which will help to develop the content market. Currently, the demand for the gaming console is increasing. The gaming console has a larger installation base. The researcher and developer are focusing on the integrating the fully immersive VR games with published console/PC games. Furthemore, with the consideration of the smartphone, the virtual reality products do not have an elastic demand. Key players are expected to creat demand to drive the business development. An increasing stability stability of the product quality is expected to increase the potential user base. It is expected to to turn incentivize deveopers to put more attention on creating VR content. To speed up the market growth, key players are starting to put resources into the developing standalone virtual reality devices.

Global Virtual Reality in Gaming Market, Regional Analysis:

North America region held the XX% share in the global virtual reality in gaming market and is projected to grow at CAGR XX% in the forecast period. The VR has enabling the organization to accelerate change in the region. The region is an early adopter of the technologies, which is expected to contribute maximum share in the market. The rise in usage of the computer and mobiles, demand for the virtual reality in the gaming industry is expected to propel the market growth in the region. Furthermore, Asia Pacific region is projected to grow at a XX% rate of CAGR during the forecast period. The developing countries like China and India are expected to contribute maximum share due to the massive population and rapid technological development in the region. The presence of the prominent key players is expected to boost the Asia Pacific regional growth. For instance, Samsung is a active key player in the region, which offers 2D, 3D, and 360 degree content, by connecting it with the mobile devices.

Global Virtual Reality in Gaming Market, Compitative Analysis:

The prominent brands like Samsung, HTC, and Google and Face book are shifting their focus into the virtual reality market. The virtual reality business has experiencing a significant growth by some acquisition and merges activities across the key players. For instance, the Apple acquired SensoMotoric instrument, which is eye tracking solution provider to drive the market growth. However, In the current market scenario, some forward looking companies are scoring with educational games. For instance, zSpace has creating “Virtual Instruction Program”, which is powered by equipment and VR classroom app. The new innovations are helping to be engaged and interested to the student. In addition, key players are encompassing their bedrock expertise in the integration of hardware, software and extended the content creation and the platform activities by adding VR solutions. The objective of the report is to present a comprehensive analysis of the Global Virtual Reality in Gaming Market including all the stakeholders of the industry. The past and current status of the industry with forecasted market size and trends are presented in the report with the analysis of complicated data in simple language. The report covers all the aspects of the industry with a dedicated study of key players that includes market leaders, followers and new entrants by region. PORTER, SVOR, PESTEL analysis with the potential impact of micro-economic factors by region on the market has been presented in the report. External as well as internal factors that are supposed to affect the business positively or negatively have been analyzed, which will give a clear futuristic view of the industry to the decision-makers. The report also helps in understanding Global Virtual Reality in Gaming Market dynamics, structure by analyzing the market segments and projects the Global Virtual Reality in Gaming Market size. Clear representation of competitive analysis of key players by Application, price, financial position, Product portfolio, growth strategies, and regional presence in the Global Virtual Reality in Gaming Market make the report investor’s guide.

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Global Virtual Reality in Gaming Market, By Component

• Gaming Hardware • Gaming Software • Content

Global Virtual Reality in Gaming Market, By Device

• Gaming Console • Desktop • Smartphone

Global Virtual Reality in Gaming Market, By Region

• North America • Europe • Asia Pacific • Middle East & Africa • South America

Key players operating in Global Virtual Reality in Gaming Market

• Facebook technologies LLC • Unity Technologies • Google • Samsung Electronics • Sony • Electronics Art • HTC • Oculus VR • Leap Motion • VirZOOM • ZEISS International • NextVR Inc. • Firsthand Technology Inc. • Apple Inc.
Global Virtual Reality in Gaming Market 1. Preface 1.1. Report Scope and Market Segmentation 1.2. Research Highlights 1.3. Research Objectives 2. Assumptions and Research Methodology 2.1. Report Assumptions 2.2. Abbreviations 2.3. Research Methodology 2.3.1. Secondary Research 2.3.1.1. Secondary data 2.3.1.2. Secondary Sources 2.3.2. Primary Research 2.3.2.1. Data from Primary Sources 2.3.2.2. Breakdown of Primary Sources 3. Executive Summary: Global Virtual Reality in Gaming Market Size, by Market Value (US$ Bn) 4. Market Overview 4.1. Introduction 4.2. Market Indicator 4.2.1. Drivers 4.2.2. Restraints 4.2.3. Opportunities 4.2.4. Challenges 4.3. Porter’s Analysis 4.4. Value Chain Analysis 4.5. Market Risk Analysis 4.6. SWOT Analysis 4.7. Industry Trends and Emerging Technologies 5. Supply Side and Demand Side Indicators 6. Global Virtual Reality in Gaming Market Analysis and Forecast 6.1. Virtual Reality in Gaming Market Size & Y-o-Y Growth Analysis 6.1.1. North America 6.1.2. Europe 6.1.3. Asia Pacific 6.1.4. Middle East & Africa 6.1.5. South America 7. Global Virtual Reality in Gaming Market Analysis and Forecast, By Component 7.1. Introduction and Definition 7.2. Key Findings 7.3. Virtual Reality in Gaming Market Value Share Analysis, By Component 7.4. Virtual Reality in Gaming Market Size (US$ Bn) Forecast, By Component 7.5. Virtual Reality in Gaming Market Analysis, By Component 7.6. Virtual Reality in Gaming Market Attractiveness Analysis, By Component 8. Global Virtual Reality in Gaming Market Analysis and Forecast, By Device 8.1. Introduction and Definition 8.2. Key Findings 8.3. Virtual Reality in Gaming Market Value Share Analysis, By Device 8.4. Virtual Reality in Gaming Market Size (US$ Bn) Forecast, By Device 8.5. Virtual Reality in Gaming Market Analysis, By Device 8.6. Virtual Reality in Gaming Market Attractiveness Analysis, By Device 9. Global Virtual Reality in Gaming Market Analysis, by Region 9.1. Virtual Reality in Gaming Market Value Share Analysis, by Region 9.2. Virtual Reality in Gaming Market Size (US$ Bn) Forecast, by Region 9.3. Virtual Reality in Gaming Market Attractiveness Analysis, by Region 10. North America Virtual Reality in Gaming Market Analysis 10.1. Key Findings 10.2. North America Virtual Reality in Gaming Market Overview 10.3. North America Virtual Reality in Gaming Market Value Share Analysis, By Component 10.4. North America Virtual Reality in Gaming Market Forecast, By Component 10.4.1. Gaming Hardware 10.4.2. Gaming Software 10.4.3. Content 10.5. North America Virtual Reality in Gaming Market Value Share Analysis, By Device 10.6. North America Virtual Reality in Gaming Market Forecast, By Device 10.6.1. Gaming Console 10.6.2. Desktop 10.6.3. Smartphone 10.7. North America Virtual Reality in Gaming Market Value Share Analysis, by Country 10.8. North America Virtual Reality in Gaming Market Forecast, by Country 10.8.1. U.S. 10.8.2. Canada 10.9. North America Virtual Reality in Gaming Market Analysis, by Country 10.10. U.S. Virtual Reality in Gaming Market Forecast, By Component 10.10.1. Gaming Hardware 10.10.2. Gaming Software 10.10.3. Content 10.11. U.S. Virtual Reality in Gaming Market Forecast, By Device 10.11.1. Gaming Console 10.11.2. Desktop 10.11.3. Smartphone 10.12. Canada Virtual Reality in Gaming Market Forecast, By Component 10.12.1. Gaming Hardware 10.12.2. Gaming Software 10.12.3. Content 10.13. Canada Virtual Reality in Gaming Market Forecast, By Device 10.13.1. Gaming Console 10.13.2. Desktop 10.13.3. Smartphone 10.14. North America Virtual Reality in Gaming Market Attractiveness Analysis 10.14.1. By Component 10.14.2. By Device 10.15. PEST Analysis 10.16. Key Trends 10.17. Key Developments 11. Europe Virtual Reality in Gaming Market Analysis 11.1. Key Findings 11.2. Europe Virtual Reality in Gaming Market Overview 11.3. Europe Virtual Reality in Gaming Market Value Share Analysis, By Component 11.4. Europe Virtual Reality in Gaming Market Forecast, By Component 11.4.1. Gaming Hardware 11.4.2. Gaming Software 11.4.3. Content 11.5. Europe Virtual Reality in Gaming Market Value Share Analysis, By Device 11.6. Europe Virtual Reality in Gaming Market Forecast, By Device 11.6.1. Gaming Console 11.6.2. Desktop 11.6.3. Smartphone 11.7. Europe Virtual Reality in Gaming Market Value Share Analysis, by Country 11.8. Europe Virtual Reality in Gaming Market Forecast, by Country 11.8.1. Germany 11.8.2. U.K. 11.8.3. France 11.8.4. Italy 11.8.5. Spain 11.8.6. Rest of Europe 11.9. Europe Virtual Reality in Gaming Market Analysis, by Country 11.10. Germany Virtual Reality in Gaming Market Forecast, By Component 11.10.1. Gaming Hardware 11.10.2. Gaming Software 11.10.3. Content 11.11. Germany Virtual Reality in Gaming Market Forecast, By Device 11.11.1. Gaming Console 11.11.2. Desktop 11.11.3. Smartphone 11.12. U.K. Virtual Reality in Gaming Market Forecast, By Component 11.12.1. Gaming Hardware 11.12.2. Gaming Software 11.12.3. Content 11.13. U.K. Virtual Reality in Gaming Market Forecast, By Device 11.13.1. Gaming Console 11.13.2. Desktop 11.13.3. Smartphone 11.14. France Virtual Reality in Gaming Market Forecast, By Component 11.14.1. Gaming Hardware 11.14.2. Gaming Software 11.14.3. Content 11.15. France Virtual Reality in Gaming Market Forecast, By Device 11.15.1. Gaming Console 11.15.2. Desktop 11.15.3. Smartphone 11.16. Italy Virtual Reality in Gaming Market Forecast, By Component 11.16.1. Gaming Hardware 11.16.2. Gaming Software 11.16.3. Content 11.17. Italy Virtual Reality in Gaming Market Forecast, By Device 11.17.1. Gaming Console 11.17.2. Desktop 11.17.3. Smartphone 11.18. Spain Virtual Reality in Gaming Market Forecast, By Component 11.18.1. Gaming Hardware 11.18.2. Gaming Software 11.18.3. Content 11.19. Spain Virtual Reality in Gaming Market Forecast, By Device 11.19.1. Gaming Console 11.19.2. Desktop 11.19.3. Smartphone 11.20. Rest of Europe Virtual Reality in Gaming Market Forecast, By Component 11.20.1. Gaming Hardware 11.20.2. Gaming Software 11.20.3. Content 11.21. Rest of Europe Virtual Reality in Gaming Market Forecast, By Device 11.21.1. Gaming Console 11.21.2. Desktop 11.21.3. Smartphone 11.22. Europe Virtual Reality in Gaming Market Attractiveness Analysis 11.22.1. By Component 11.22.2. By Device 11.23. PEST Analysis 11.24. Key Trends 11.25. Key Developments 12. Asia Pacific Virtual Reality in Gaming Market Analysis 12.1. Key Findings 12.2. Asia Pacific Virtual Reality in Gaming Market Overview 12.3. Asia Pacific Virtual Reality in Gaming Market Value Share Analysis, By Component 12.4. Asia Pacific Virtual Reality in Gaming Market Forecast, By Component 12.4.1. Gaming Hardware 12.4.2. Gaming Software 12.4.3. Content 12.5. Asia Pacific Virtual Reality in Gaming Market Value Share Analysis, By Device 12.6. Asia Pacific Virtual Reality in Gaming Market Forecast, By Device 12.6.1. Gaming Console 12.6.2. Desktop 12.6.3. Smartphone 12.7. Asia Pacific Virtual Reality in Gaming Market Value Share Analysis, by Country 12.8. Asia Pacific Virtual Reality in Gaming Market Forecast, by Country 12.8.1. China 12.8.2. India 12.8.3. Japan 12.8.4. ASEAN 12.8.5. Rest of Asia Pacific 12.9. Asia Pacific Virtual Reality in Gaming Market Analysis, by Country 12.10. China Virtual Reality in Gaming Market Forecast, By Component 12.10.1. Gaming Hardware 12.10.2. Gaming Software 12.10.3. Content 12.11. China Virtual Reality in Gaming Market Forecast, By Device 12.11.1. Gaming Console 12.11.2. Desktop 12.11.3. Smartphone 12.12. India Virtual Reality in Gaming Market Forecast, By Component 12.12.1. Gaming Hardware 12.12.2. Gaming Software 12.12.3. Content 12.13. India Virtual Reality in Gaming Market Forecast, By Device 12.13.1. Gaming Console 12.13.2. Desktop 12.13.3. Smartphone 12.14. Japan Virtual Reality in Gaming Market Forecast, By Component 12.14.1. Gaming Hardware 12.14.2. Gaming Software 12.14.3. Content 12.15. Japan Virtual Reality in Gaming Market Forecast, By Device 12.15.1. Gaming Console 12.15.2. Desktop 12.15.3. Smartphone 12.16. ASEAN Virtual Reality in Gaming Market Forecast, By Component 12.16.1. Gaming Hardware 12.16.2. Gaming Software 12.16.3. Content 12.17. ASEAN Virtual Reality in Gaming Market Forecast, By Device 12.17.1. Gaming Console 12.17.2. Desktop 12.17.3. Smartphone 12.18. Rest of Asia Pacific Virtual Reality in Gaming Market Forecast, By Component 12.18.1. Gaming Hardware 12.18.2. Gaming Software 12.18.3. Content 12.19. Rest of Asia Pacific Virtual Reality in Gaming Market Forecast, By Device 12.19.1. Gaming Console 12.19.2. Desktop 12.19.3. Smartphone 12.20. Asia Pacific Virtual Reality in Gaming Market Attractiveness Analysis 12.20.1. By Component 12.20.2. By Device 12.21. PEST Analysis 12.22. Key Trends 12.23. Key Developments 13. Middle East & Africa Virtual Reality in Gaming Market Analysis 13.1. Key Findings 13.2. Middle East & Africa Virtual Reality in Gaming Market Overview 13.3. Middle East & Africa Virtual Reality in Gaming Market Value Share Analysis, By Component 13.4. Middle East & Africa Virtual Reality in Gaming Market Forecast, By Component 13.4.1. Gaming Hardware 13.4.2. Gaming Software 13.4.3. Content 13.5. Middle East & Africa Virtual Reality in Gaming Market Value Share Analysis, By Device 13.6. Middle East & Africa Virtual Reality in Gaming Market Forecast, By Device 13.6.1. Gaming Console 13.6.2. Desktop 13.6.3. Smartphone 13.7. Middle East & Africa Virtual Reality in Gaming Market Value Share Analysis, by Country 13.8. Middle East & Africa Virtual Reality in Gaming Market Forecast, by Country 13.8.1. GCC 13.8.2. South Africa 13.8.3. Rest of Middle East & Africa 13.9. Middle East & Africa Virtual Reality in Gaming Market Analysis, by Country 13.10. GCC Virtual Reality in Gaming Market Forecast, By Component 13.10.1. Gaming Hardware 13.10.2. Gaming Software 13.10.3. Content 13.11. GCC Virtual Reality in Gaming Market Forecast, By Device 13.11.1. Gaming Console 13.11.2. Desktop 13.11.3. Smartphone 13.12. South Africa Virtual Reality in Gaming Market Forecast, By Component 13.12.1. Gaming Hardware 13.12.2. Gaming Software 13.12.3. Content 13.13. South Africa Virtual Reality in Gaming Market Forecast, By Device 13.13.1. Gaming Console 13.13.2. Desktop 13.13.3. Smartphone 13.14. Rest of Middle East & Africa Virtual Reality in Gaming Market Forecast, By Component 13.14.1. Gaming Hardware 13.14.2. Gaming Software 13.14.3. Content 13.15. Rest of Middle East & Africa Virtual Reality in Gaming Market Forecast, By Device 13.15.1. Gaming Console 13.15.2. Desktop 13.15.3.Smartphone 13.16. Middle East & Africa Virtual Reality in Gaming Market Attractiveness Analysis 13.16.1. By Component 13.16.2. By Device 13.17. PEST Analysis 13.18. Key Trends 13.19. Key Developments 14. South America Virtual Reality in Gaming Market Analysis 14.1. Key Findings 14.2. South America Virtual Reality in Gaming Market Overview 14.3. South America Virtual Reality in Gaming Market Value Share Analysis, By Component 14.4. South America Virtual Reality in Gaming Market Forecast, By Component 14.4.1. Gaming Hardware 14.4.2. Gaming Software 14.4.3. Content 14.5. South America Virtual Reality in Gaming Market Value Share Analysis, By Device 14.6. South America Virtual Reality in Gaming Market Forecast, By Device 14.6.1. Gaming Console 14.6.2. Desktop 14.6.3. Smartphone 14.7. South America Virtual Reality in Gaming Market Value Share Analysis, by Country 14.8. South America Virtual Reality in Gaming Market Forecast, by Country 14.8.1. Brazil 14.8.2. Mexico 14.8.3. Rest of South America 14.9. South America Virtual Reality in Gaming Market Analysis, by Country 14.10. Brazil Virtual Reality in Gaming Market Forecast, By Component 14.10.1. Gaming Hardware 14.10.2. Gaming Software 14.10.3. Content 14.11. Brazil Virtual Reality in Gaming Market Forecast, By Device 14.11.1. Gaming Console 14.11.2. Desktop 14.11.3. Smartphone 14.12. Mexico Virtual Reality in Gaming Market Forecast, By Component 14.12.1. Gaming Hardware 14.12.2. Gaming Software 14.12.3. Content 14.13. Mexico Virtual Reality in Gaming Market Forecast, By Device 14.13.1. Gaming Console 14.13.2. Desktop 14.13.3. Smartphone 14.14. Rest of South America Virtual Reality in Gaming Market Forecast, By Component 14.14.1. Gaming Hardware 14.14.2. Gaming Software 14.14.3. Content 14.15. Rest of South America Virtual Reality in Gaming Market Forecast, By Device 14.15.1. Gaming Console 14.15.2. Desktop 14.15.3. Smartphone 14.16. South America Virtual Reality in Gaming Market Attractiveness Analysis 14.16.1. By Component 14.16.2. By Device 14.17. PEST Analysis 14.18. Key Trends 14.19. Key Developments 15. Company Profiles 15.1. Market Share Analysis, by Company 15.2. Competition Matrix 15.2.1. Competitive Benchmarking of key players by price, presence, market share, Applications and R&D investment 15.2.2. New Product Launches and Product Enhancements 15.2.3. Market Consolidation 15.2.4. M&A by Regions, Investment and Applications 15.2.5. M&A Key Players, Forward Integration and Backward 15.2.6. Integration 15.3. Company Profiles: Key Players 15.3.1. Facebook technologies LLC 15.3.1.1. Company Overview 15.3.1.2. Financial Overview 15.3.1.3. Product Portfolio 15.3.1.4. Business Strategy 15.3.1.5. Recent Developments 15.3.1.6. Development Footprint 15.3.2. Unity Technologies 15.3.3. Google 15.3.4. Samsung Electronics 15.3.5. Sony 15.3.6. Electronics Art 15.3.7. HTC 15.3.8. Oculus VR 15.3.9. Leap Motion 15.3.10. VirZOOM 15.3.11. ZEISS International 15.3.12. NextVR Inc. 15.3.13. Firsthand Technology Inc. 15.3.14. Apple Inc. 16. Primary Key Insights

About This Report

Report ID 55076
Category Information Technology & Telecommunication
Published Date March 2020
Updated Date
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