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Virtual Reality in Gaming Market By Component (Hardware, Software, and Content), By Device (Mobile, Console/PC, and Standalone) - Global Industry Perspective, Comprehensive Analysis and Forecast, 2020 - 2026

  • ID: 5143511
  • Report
  • February 2020
  • Region: Global
  • 163 pages
  • Zion Market Research
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This report analyzes and estimates the virtual reality in gaming market analysis at global, regional, and country level. Assessment of the virtual reality in gaming market analysis provides detailed insights of the market growth and restraining factors along with their impact analysis at global level from 2020 to 2026.

The report includes in-depth analysis of the strategies adopted by utmost competitors in the virtual reality in gaming market analysis. The research study contains of market attractiveness analysis, wherein segment component, device, and regional segments are benchmarked on the basis of their market size and growth rate.

The research study provides a decisive view on the virtual reality in gaming market analysis based on component, device, and region. All the segments of virtual reality in gaming market analysis have been analyzed based on the past, present, and future trends. The market is estimated from 2020 to 2026. The regional segmentation consists of the past, present, and forecasted demand for Middle East & Africa, North America, Asia Pacific, Latin America, and Europe. The regional segment is further divided into the U.S., UK, France, Germany, China, Japan, India, and Brazil among others.

Detailed analysis of the major players in the virtual reality in gaming market analysis includes their financial overview, business strategies, new developments, and the product offered by them in the market. This will help in analyzing the market competition. Key competitors included in this report are Google, Samsung Electronics, Sony, Electronic Arts (EA), HTC, Oculus VR, Leap Motion, VirZOOM and ZEISS International among others.
Note: Product cover images may vary from those shown
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  • Chapter 1. Preface
    • 1.1. Report Description and Scope
    • 1.2. Research Scope
    • 1.3. Research Methodology
      • 1.3.1. Market Research Process
      • 1.3.2. Market Research Methodology
  • Chapter 2. Executive Summary
    • 2.1. Global Virtual Reality in Gaming Market, 2016–2026 (USD Billion)
    • 2.2. Global Virtual Reality in Gaming Market : Snapshot
  • Chapter 3. Global Virtual Reality in Gaming Market – Industry Analysis
    • 3.1. Global Virtual Reality in Gaming Market : Market Dynamics
    • 3.2. Market Drivers
      • 3.2.1. Rising demand due technulogical advancements in the gaming industry
    • 3.3. Restraints
      • 3.3.1. Lack of social VR games, accessibility, and inadequate VR content
    • 3.4. Opportunity
      • 3.4.1. Pruliferation of smartphones and superior device capabilities
      • 3.5. Porter’s Five Forces Analysis
      • 3.6. Market Attractiveness Analysis
        • 3.6.1. Market Attractiveness Analysis by Component
        • 3.6.2. Market Attractiveness Analysis by Device
        • 3.6.3. Market Attractiveness Analysis by Region
  • Chapter 4. Global Virtual Reality in Gaming Market – Competitive Landscape
    • 4.1. Company Market Share Analysis
      • 4.1.1. Global Virtual Reality in Gaming Market : Company Market Share, 2019
    • 4.2. Strategic Development
      • 4.2.1. Acquisitions & Mergers
      • 4.2.2. New Product Launches
      • 4.2.3. Agreements, Partnerships, collaborations and Joint Ventures
      • 4.2.4. Research and Development and Regional Expansion
    • 4.3. Price Trend Analysis
  • Chapter 5. Global Virtual Reality in Gaming Market –Component Analysis
    • 5.1. Global Virtual Reality in Gaming Market Overview: by Component
      • 5.1.1. Global Virtual Reality in Gaming Market Share, by Component,2019 and 2026
    • 5.2. Hardware
      • 5.2.1. Global Virtual Reality in Gaming Market by Hardware, 2016–2026 (USD Billion)
    • 5.3. Software
      • 5.3.1. Global Virtual Reality in Gaming Market by Software, 2016–2026 (USD Billion)
    • 5.4. Content
      • 5.4.1. Global Virtual Reality in Gaming Market by Content, 2016–2026 (USD Billion)
  • Chapter 6. Global Virtual Reality in Gaming Market –Device Analysis
    • 6.1. Global Virtual Reality in Gaming Market Overview: by Device
      • 6.1.1. Global Virtual Reality in Gaming Market Share, by Device, 2019 and 2026
    • 6.2. Mobile
      • 6.2.1. Global Virtual Reality in Gaming Market by Mobile, 2016–2026 (USD Billion)
    • 6.3. Consule/PC
      • 6.3.1. Global Virtual Reality in Gaming Market by Consule/PC, 2016–2026 (USD Billion)
    • 6.4. Standalone
      • 6.4.1. Global Virtual Reality in Gaming Market by Standalone, 2016–2026 (USD Billion)
  • Chapter 7. Global Virtual Reality in Gaming Market - Regional Analysis
    • 7.1. Global Virtual Reality in Gaming Market Overview: by Region
      • 7.1.1. Global Virtual Reality in Gaming Market Share, by Region, 2019 and 2026
    • 7.2. North America
      • 7.2.1. North America Virtual Reality in Gaming Market, 2016–2026 (USD Billion)
        • 7.2.1.1. North America Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
        • 7.2.1.2. North America Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
      • 7.2.2. U.S.
        • 7.2.2.1. U.S. Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
        • 7.2.2.2. U.S. Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
      • 7.2.3. Rest of North America
        • 7.2.3.1. Rest of North America Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
        • 7.2.3.2. Rest of North America Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
    • 7.3. Europe
      • 7.3.1. Europe Virtual Reality in Gaming Market, 2016–2026 (USD Billion)
      • 7.3.2. Europe Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
      • 7.3.3. Europe Virtual Reality in Gaming Market Revenue, by Devices, 2016–2026 (USD Billion)
      • 7.3.4. UK
        • 7.3.4.1. U.K. Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
        • 7.3.4.2. U.K. Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
      • 7.3.5. France
        • 7.3.5.1. France Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
        • 7.3.5.2. France Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
      • 7.3.6. Germany
        • 7.3.6.1. Germany Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
        • 7.3.6.2. Germany Virtual Reality in Gaming Market Revenue, Devices, 2016–2026 (USD Billion)
      • 7.3.7. Rest of Europe
        • 7.3.7.1. Rest of Europe Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
        • 7.3.7.2. Rest of Europe Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
    • 7.4. Asia Pacific
      • 7.4.1. Asia Pacific Virtual Reality in Gaming Market, 2016–2026 (USD Billion)
      • 7.4.2. Asia Pacific Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
      • 7.4.3. Asia Pacific Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
      • 7.4.4. China
        • 7.4.4.1. China Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
        • 7.4.4.2. China Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
      • 7.4.5. Japan
        • 7.4.5.1. Japan Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
        • 7.4.5.2. Japan Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
      • 7.4.6. India
        • 7.4.6.1. India Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
        • 7.4.6.2. India Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
      • 7.4.7. Rest of Asia Pacific
        • 7.4.7.1. Rest of Asia Pacific Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
        • 7.4.7.2. Rest of Asia Pacific Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
    • 7.5. Latin America
      • 7.5.1. Latin America Virtual Reality in Gaming Market, 2016–2026 (USD Billion)
      • 7.5.2. Latin America Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
      • 7.5.3. Latin America Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
      • 7.5.4. Brazil
        • 7.5.4.1. Brazil Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
        • 7.5.4.2. Brazil Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
      • 7.5.5. Rest of Latin America
        • 7.5.5.1. Rest of Latin America Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
        • 7.5.5.2. Rest of Latin America Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
    • 7.6. The Middle East and Africa
      • 7.6.1. The Middle East and Africa Virtual Reality in Gaming Market, 2016–2026 (USD Billion)
      • 7.6.2. The Middle East and Africa Virtual Reality in Gaming Market Revenue, by Component, 2016–2026 (USD Billion)
      • 7.6.3. The Middle East and Africa Virtual Reality in Gaming Market Revenue, by Device, 2016–2026 (USD Billion)
  • Chapter 8. Company Profiles
    • 8.1. Google Inc.
      • 8.1.1. Overview
      • 8.1.2. Financials
      • 8.1.3. Product portfolio
      • 8.1.4. Business Strategy
      • 8.1.5. Recent Developments
    • 8.2. Samsung Electronics
      • 8.2.1. Overview
      • 8.2.2. Financials
      • 8.2.3. Product portfolio
      • 8.2.4. Business Strategy
      • 8.2.5. Recent Developments
    • 8.3. Sony
      • 8.3.1. Overview
      • 8.3.2. Financials
      • 8.3.3. Product portfolio
      • 8.3.4. Business Strategy
      • 8.3.5. Recent Developments
    • 8.4. Electronic Arts (EA)
      • 8.4.1. Overview
      • 8.4.2. Financials
      • 8.4.3. Product portfolio
      • 8.4.4. Business Strategy
      • 8.4.5. Recent Developments
    • 8.5. HTC
      • 8.5.1. Overview
      • 8.5.2. Financials
      • 8.5.3. Product portfolio
      • 8.5.4. Business Strategy
      • 8.5.5. Recent Development
    • 8.6. Oculus VR
      • 8.6.1. Overview
      • 8.6.2. Financials
      • 8.6.3. Product portfolio
      • 8.6.4. Business Strategy
      • 8.6.5. Recent Development
    • 8.7. Leap Motion
      • 8.7.1. Overview
      • 8.7.2. Financials
      • 8.7.3. Product portfolio
      • 8.7.4. Business Strategy
      • 8.7.5. Recent Development
    • 8.8. VirZOOM
      • 8.8.1. Overview
      • 8.8.2. Financials
      • 8.8.3. Product portfolio
      • 8.8.4. Business Strategy
      • 8.8.5. Recent Development
    • 8.9. ZEISS International
      • 8.9.1. Overview
      • 8.9.2. Financials
      • 8.9.3. Product portfolio
      • 8.9.4. Business Strategy
      • 8.9.5. Recent Development
Note: Product cover images may vary from those shown
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