FEATURED COMPANIES
- Activision Blizzard Inc.
- Alphabet Inc.
- Carl Zeiss AG
- Electronic Arts Inc.
- HTC Corp.
- Nintendo Co. Ltd.
Global VR gaming market 2020-2024
The VR gaming market is poised to grow by USD 206.19 bn during 2020-2024, progressing at a CAGR of 70% during the forecast period. The report on the VR gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the growing popularity of 360-degree content and advancements in virtual gaming. In addition, the growing popularity of 360-degree content is anticipated to boost the growth of the market as well.
The VR gaming market analysis includes type segment, application segment, and geographical landscapes.
The VR gaming market is segmented as below:
By Type
The report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters.
The report on the VR gaming market covers the following areas:
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
The report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary.
This market research report provides a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast an accurate market growth.
The VR gaming market is poised to grow by USD 206.19 bn during 2020-2024, progressing at a CAGR of 70% during the forecast period. The report on the VR gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.
The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the growing popularity of 360-degree content and advancements in virtual gaming. In addition, the growing popularity of 360-degree content is anticipated to boost the growth of the market as well.
The VR gaming market analysis includes type segment, application segment, and geographical landscapes.
The VR gaming market is segmented as below:
By Type
- Hardware
- Software
- Accessories
- PCs
- Consoles
- Mobile devices
- Europe
- North America
- APAC
- South America
- MEA
The report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters.
The report on the VR gaming market covers the following areas:
- VR gaming market sizing
- VR gaming market forecast
- VR gaming market industry analysis
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.
The report presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary.
This market research report provides a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast an accurate market growth.
Note: Product cover images may vary from those shown
FEATURED COMPANIES
- Activision Blizzard Inc.
- Alphabet Inc.
- Carl Zeiss AG
- Electronic Arts Inc.
- HTC Corp.
- Nintendo Co. Ltd.
Executive Summary
Geographic Landscape
1: Key Finding 1
2: Key Finding 2
3: Key Finding 3
4: Key Finding 5
5: Key Finding 6
6: Key Finding 7
7: Key Finding 8
8: Key Finding 9
9: Parent market
10: Market characteristics
11: Offerings of vendors included in the market definition
12: Market segments
13: Global - Market size and forecast 2019 - 2024 ($ billion)
14: Global market: Year-over-year growth 2019 - 2024 (%)
15: Five forces analysis 2019 & 2024
16: Bargaining power of buyers
17: Bargaining power of suppliers
18: Threat of new entrants
19: Threat of substitutes
20: Threat of rivalry
21: Market condition - Five forces 2019
22: PCs - Market size and forecast 2019-2024 ($ billion)
23: PCs - Year-over-year growth 2019-2024 (%)
24: Consoles - Market size and forecast 2019-2024 ($ billion)
25: Consoles - Year-over-year growth 2019-2024 (%)
26: Mobile devices - Market size and forecast 2019-2024 ($ billion)
27: Mobile devices - Year-over-year growth 2019-2024 (%)
28: Hardware - Market size and forecast 2019-2024 ($ billion)
29: Hardware - Year-over-year growth 2019-2024 (%)
30: Software - Market size and forecast 2019-2024 ($ billion)
31: Software - Year-over-year growth 2019-2024 (%)
32: Accessories - Market size and forecast 2019-2024 ($ billion)
33: Accessories - Year-over-year growth 2019-2024 (%)
34: Customer landscape
35: Impact of drivers and challenges
36: Vendor landscape
37: Landscape disruption
38: Industry risks
39: Vendors covered
40: Market positioning of vendors
41: Activision Blizzard Inc. - Overview
42: Activision Blizzard Inc. - Business segments
43: Activision Blizzard Inc. - Key offerings
44: Activision Blizzard Inc. - Key customers
45: Activision Blizzard Inc. - Segment focus
46: Alphabet Inc. - Overview
47: Alphabet Inc. - Business segments
48: Alphabet Inc. - Key offerings
49: Alphabet Inc. - Key customers
50: Alphabet Inc. - Segment focus
51: Electronic Arts Inc. - Overview
52: Electronic Arts Inc. - Business segments
53: Electronic Arts Inc. - Key offerings
54: Electronic Arts Inc. - Key customers
55: Electronic Arts Inc. - Segment focus
56: HTC Corp. - Overview
57: HTC Corp. - Business segments
58: HTC Corp. - Key offerings
59: HTC Corp. - Key customers
60: HTC Corp. - Segment focus
61: Nintendo Co. Ltd. - Overview
62: Nintendo Co. Ltd. - Business segments
63: Nintendo Co. Ltd. - Key offerings
64: Nintendo Co. Ltd. - Key customers
65: Nintendo Co. Ltd. - Segment focus
66: Razer Inc. - Overview
67: Razer Inc. - Business segments
68: Razer Inc. - Key offerings
69: Razer Inc. - Key customers
70: Razer Inc. - Segment focus
71: Samsung Electronics Co. Ltd. - Overview
72: Samsung Electronics Co. Ltd. - Business segments
73: Samsung Electronics Co. Ltd. - Key offerings
74: Samsung Electronics Co. Ltd. - Key customers
75: Samsung Electronics Co. Ltd. - Segment focus
76: Sony Corp. - Overview
77: Sony Corp. - Business segments
78: Sony Corp. - Key offerings
79: Sony Corp. - Key customers
80: Sony Corp. - Segment focus
81: Unity Technologies Inc. - Overview
82: Unity Technologies Inc. - Product and service
83: Unity Technologies Inc. - Key offerings
84: Unity Technologies Inc. - Key customers
85: Unity Technologies Inc. - Segment focus
86: Carl Zeiss AG - Overview
87: Carl Zeiss AG - Business segments
88: Carl Zeiss AG - Key offerings
89: Carl Zeiss AG - Key customers
90: Carl Zeiss AG - Segment focus
91: Currency conversion rates for US$
92: Research Methodology
93: Validation techniques employed for market sizing
94: Information sources
95: List of abbreviations
- Market Overview
- Market ecosystem
- Value chain analysis
- Market definition
- Market segment analysis
- Market size 2019
- Market outlook: Forecast for 2019 - 2024
- Five forces summary
- Bargaining power of buyers
- Bargaining power of suppliers
- Threat of new entrants
- Threat of substitutes
- Threat of rivalry
- Market condition
- Market segments
- Comparison by Application
- PCs - Market size and forecast 2019-2024
- Consoles - Market size and forecast 2019-2024
- Mobile devices - Market size and forecast 2019-2024
- Market opportunity by Application
- Market segments
- Comparison by Type
- Hardware - Market size and forecast 2019-2024
- Software - Market size and forecast 2019-2024
- Accessories - Market size and forecast 2019-2024
- Market opportunity by Type
Geographic Landscape
- Geographic segmentation
- Geographic comparison
- Europe - Market size and forecast 2019-2024
- North America - Market size and forecast 2019-2024
- APAC - Market size and forecast 2019-2024
- South America - Market size and forecast 2019-2024
- MEA - Market size and forecast 2019-2024
- Key leading countries
- Market opportunity by geography
- Market drivers
- Market challenges
- Market trends
- Overview
- Vendor landscape
- Landscape disruption
- Vendors covered
- Market positioning of vendors
- Activision Blizzard Inc.
- Alphabet Inc.
- Carl Zeiss AG
- Electronic Arts Inc.
- HTC Corp.
- Nintendo Co. Ltd.
- Razer Inc.
- Samsung Electronics Co. Ltd.
- Sony Corp.
- Unity Technologies Inc.
- Scope of the report
- Currency conversion rates for US$
- Research methodology
- List of abbreviations
1: Key Finding 1
2: Key Finding 2
3: Key Finding 3
4: Key Finding 5
5: Key Finding 6
6: Key Finding 7
7: Key Finding 8
8: Key Finding 9
9: Parent market
10: Market characteristics
11: Offerings of vendors included in the market definition
12: Market segments
13: Global - Market size and forecast 2019 - 2024 ($ billion)
14: Global market: Year-over-year growth 2019 - 2024 (%)
15: Five forces analysis 2019 & 2024
16: Bargaining power of buyers
17: Bargaining power of suppliers
18: Threat of new entrants
19: Threat of substitutes
20: Threat of rivalry
21: Market condition - Five forces 2019
22: PCs - Market size and forecast 2019-2024 ($ billion)
23: PCs - Year-over-year growth 2019-2024 (%)
24: Consoles - Market size and forecast 2019-2024 ($ billion)
25: Consoles - Year-over-year growth 2019-2024 (%)
26: Mobile devices - Market size and forecast 2019-2024 ($ billion)
27: Mobile devices - Year-over-year growth 2019-2024 (%)
28: Hardware - Market size and forecast 2019-2024 ($ billion)
29: Hardware - Year-over-year growth 2019-2024 (%)
30: Software - Market size and forecast 2019-2024 ($ billion)
31: Software - Year-over-year growth 2019-2024 (%)
32: Accessories - Market size and forecast 2019-2024 ($ billion)
33: Accessories - Year-over-year growth 2019-2024 (%)
34: Customer landscape
35: Impact of drivers and challenges
36: Vendor landscape
37: Landscape disruption
38: Industry risks
39: Vendors covered
40: Market positioning of vendors
41: Activision Blizzard Inc. - Overview
42: Activision Blizzard Inc. - Business segments
43: Activision Blizzard Inc. - Key offerings
44: Activision Blizzard Inc. - Key customers
45: Activision Blizzard Inc. - Segment focus
46: Alphabet Inc. - Overview
47: Alphabet Inc. - Business segments
48: Alphabet Inc. - Key offerings
49: Alphabet Inc. - Key customers
50: Alphabet Inc. - Segment focus
51: Electronic Arts Inc. - Overview
52: Electronic Arts Inc. - Business segments
53: Electronic Arts Inc. - Key offerings
54: Electronic Arts Inc. - Key customers
55: Electronic Arts Inc. - Segment focus
56: HTC Corp. - Overview
57: HTC Corp. - Business segments
58: HTC Corp. - Key offerings
59: HTC Corp. - Key customers
60: HTC Corp. - Segment focus
61: Nintendo Co. Ltd. - Overview
62: Nintendo Co. Ltd. - Business segments
63: Nintendo Co. Ltd. - Key offerings
64: Nintendo Co. Ltd. - Key customers
65: Nintendo Co. Ltd. - Segment focus
66: Razer Inc. - Overview
67: Razer Inc. - Business segments
68: Razer Inc. - Key offerings
69: Razer Inc. - Key customers
70: Razer Inc. - Segment focus
71: Samsung Electronics Co. Ltd. - Overview
72: Samsung Electronics Co. Ltd. - Business segments
73: Samsung Electronics Co. Ltd. - Key offerings
74: Samsung Electronics Co. Ltd. - Key customers
75: Samsung Electronics Co. Ltd. - Segment focus
76: Sony Corp. - Overview
77: Sony Corp. - Business segments
78: Sony Corp. - Key offerings
79: Sony Corp. - Key customers
80: Sony Corp. - Segment focus
81: Unity Technologies Inc. - Overview
82: Unity Technologies Inc. - Product and service
83: Unity Technologies Inc. - Key offerings
84: Unity Technologies Inc. - Key customers
85: Unity Technologies Inc. - Segment focus
86: Carl Zeiss AG - Overview
87: Carl Zeiss AG - Business segments
88: Carl Zeiss AG - Key offerings
89: Carl Zeiss AG - Key customers
90: Carl Zeiss AG - Segment focus
91: Currency conversion rates for US$
92: Research Methodology
93: Validation techniques employed for market sizing
94: Information sources
95: List of abbreviations
Note: Product cover images may vary from those shown
FEATURED COMPANIES
- Activision Blizzard Inc.
- Alphabet Inc.
- Carl Zeiss AG
- Electronic Arts Inc.
- HTC Corp.
- Nintendo Co. Ltd.
The publisher recognizes the following companies as the key players in the global VR gaming market: Activision Blizzard Inc., Alphabet Inc., Electronic Arts Inc., HTC Corp., Nintendo Co. Ltd., Razer Inc., Samsung Electronics Co. Ltd., Sony Corp., Unity Technologies Inc., and Carl Zeiss AG.
Commenting on the report, an analyst from the research team said: "The latest trend gaining momentum in the market is enhanced consumer experience provided by the VR technology."
According to the report, one of the major drivers for this market is the growing popularity of 360-degree content.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Commenting on the report, an analyst from the research team said: "The latest trend gaining momentum in the market is enhanced consumer experience provided by the VR technology."
According to the report, one of the major drivers for this market is the growing popularity of 360-degree content.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Note: Product cover images may vary from those shown
- Activision Blizzard Inc.
- Alphabet Inc.
- Electronic Arts Inc.
- HTC Corp.
- Nintendo Co. Ltd.
- Razer Inc.
- Samsung Electronics Co. Ltd.
- Sony Corp.
- Unity Technologies Inc.
- Carl Zeiss AG
Note: Product cover images may vary from those shown
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