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VR Gaming Market by Components, Connecting Device - Global Forecast 2025-2030

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    Report

  • 194 Pages
  • October 2024
  • Region: Global
  • 360iResearch™
  • ID: 5889957
UP TO OFF until Dec 31st 2024
1h Free Analyst Time
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The VR Gaming Market grew from USD 14.08 billion in 2023 to USD 16.35 billion in 2024. It is expected to continue growing at a CAGR of 16.47%, reaching USD 40.98 billion by 2030.

Virtual Reality (VR) gaming represents a transformative segment of the digital entertainment landscape, defined by immersive experiences that engage players through advanced graphics, motion tracking, and interactive environments. The necessity for VR gaming is driven by consumer demand for enhanced realism in gaming experiences, which traditional gaming modes cannot provide. This demand is corroborated by applications beyond entertainment, including education, training simulations, and therapeutic interventions. The end-use scope encompasses a diverse array of sectors such as consumer electronics, education, healthcare, military, and enterprise training, highlighting the versatility of VR technology. The market growth is influenced by factors such as technological advancements in VR hardware and software, increasing investment in digital infrastructure, and a growing user base eager for novel experiences. Noteworthy opportunities lie in the gaming industry's expansion into augmented reality (AR) integration, cloud gaming innovations, and the development of portable, cost-efficient VR devices. Key recommendations include investing in cross-platform interoperability, enhancing user-centric content development, and leveraging artificial intelligence to enrich user experiences. Despite these opportunities, limitations persist, such as high initial setup costs, limited accessibility due to expensive VR gear, and occasional incidences of user motion sickness, posing challenges to widespread adoption. Additionally, market growth is curbed by varying international regulatory standards and a lack of standardized VR content. The most promising areas for innovation and research include haptic feedback technology, latency reduction in VR systems, and the development of more socially interactive VR platforms. Understanding the nature of this market involves recognizing it as highly dynamic and competitive, with rapid technological shifts and a steady influx of new developers. Stakeholders would do well to focus on sustainable, user-centered VR innovations and strategic partnerships to navigate and harness the evolving VR gaming terrain effectively.

Understanding Market Dynamics in the VR Gaming Market

The VR Gaming Market is rapidly evolving, shaped by dynamic supply and demand trends. These insights provide companies with actionable intelligence to drive investments, develop strategies, and seize emerging opportunities. A comprehensive understanding of market dynamics also helps organizations mitigate political, geographical, technical, social, and economic risks while offering a clearer view of consumer behavior and its effects on manufacturing costs and purchasing decisions.
  • Market Drivers
    • Increasing demand for immersive gaming experience
    • Adoption of VR handsets and devices
    • Growing popularity of eSports and multiplayer gaming
  • Market Restraints
    • High cost associated with implementation of VR hardware and solutions
  • Market Opportunities
    • Ongoing development of mobile VR games
    • Proliferation of VR theme parks and game zomes
  • Market Challenges
    • Compatibility and technical issues in VR gaming

Exploring Porter’s Five Forces for the VR Gaming Market

Porter’s Five Forces framework further strengthens the insights of the VR Gaming Market, delivering a clear and effective methodology for understanding the competitive landscape. This tool enables companies to evaluate their current competitive standing and explore strategic repositioning by assessing businesses’ power dynamics and market positioning. It is also instrumental in determining the profitability of new ventures, helping companies leverage their strengths, address weaknesses, and avoid potential pitfalls.

Applying PESTLE Analysis to the VR Gaming Market

External macro-environmental factors deeply influence the performance of the VR Gaming Market, and the PESTLE analysis provides a comprehensive framework for understanding these influences. By examining Political, Economic, Social, Technological, Legal, and Environmental elements, this analysis offers organizations critical insights into potential opportunities and risks. It also helps businesses anticipate changes in regulations, consumer behavior, and economic trends, enabling them to make informed, forward-looking decisions.

Analyzing Market Share in the VR Gaming Market

The VR Gaming Market share analysis evaluates vendor performance. This analysis provides a clear view of each vendor’s standing in the competitive landscape by comparing key metrics such as revenue, customer base, and other critical factors. Additionally, it highlights market concentration, fragmentation, and trends in consolidation, empowering vendors to make strategic decisions that enhance their market position.

Evaluating Vendor Success with the FPNV Positioning Matrix in the VR Gaming Market

The VR Gaming Market FPNV Positioning Matrix is crucial in evaluating vendors based on business strategy and product satisfaction levels. By segmenting vendors into four quadrants - Forefront (F), Pathfinder (P), Niche (N), and Vital (V) - this matrix helps users make well-informed decisions that best align with their unique needs and objectives in the market.

Strategic Recommendations for Success in the VR Gaming Market

The VR Gaming Market strategic analysis is essential for organizations aiming to strengthen their position in the global market. A comprehensive review of resources, capabilities, and performance helps businesses identify opportunities for improvement and growth. This approach empowers companies to navigate challenges in the increasingly competitive landscape, ensuring they capitalize on new opportunities and align with long-term success.

Key Company Profiles

The report delves into recent significant developments in the VR Gaming Market, highlighting leading vendors and their innovative profiles. These include Apple Inc., bHaptics Inc., Bigscreen, Inc., CCP Games, Google LLC by Alphabet Inc., HP Development Company, L.P., Lenovo Group Limited, LG Electronics, Meta Platforms, Inc., Microsoft Corporation, nDreams Limited, Nintendo Co., Ltd., NVIDIA Corporation, Pimax Inc., Polyarc, Inc., Resolution Games AB, SAMSUNG ELECTRONICS CO., LTD., Sony Corporation, UBISOFT ENTERTAINMENT SA, Unity Technologies, UploadVR, Valve Corporation, Virtuix Inc., VirZOOM, and ZEISS Group.

Market Segmentation & Coverage

This research report categorizes the VR Gaming Market to forecast the revenues and analyze trends in each of the following sub-markets:
  • Components
    • Hardware
    • Software
  • Connecting Device
    • Gaming Console
    • PC & Desktop
    • Smartphone
  • Region
    • Americas
      • Argentina
      • Brazil
      • Canada
      • Mexico
      • United States
        • California
        • Florida
        • Illinois
        • New York
        • Ohio
        • Pennsylvania
        • Texas
    • Asia-Pacific
      • Australia
      • China
      • India
      • Indonesia
      • Japan
      • Malaysia
      • Philippines
      • Singapore
      • South Korea
      • Taiwan
      • Thailand
      • Vietnam
    • Europe, Middle East & Africa
      • Denmark
      • Egypt
      • Finland
      • France
      • Germany
      • Israel
      • Italy
      • Netherlands
      • Nigeria
      • Norway
      • Poland
      • Qatar
      • Russia
      • Saudi Arabia
      • South Africa
      • Spain
      • Sweden
      • Switzerland
      • Turkey
      • United Arab Emirates
      • United Kingdom

The report provides a detailed overview of the market, exploring several key areas:

  1. Market Penetration: A thorough examination of the current market landscape, featuring comprehensive data from leading industry players and analyzing their reach and influence across the market.
  2. Market Development: The report identifies significant growth opportunities in emerging markets and assesses expansion potential within established segments, providing a roadmap for future development.
  3. Market Diversification: In-depth coverage of recent product launches, untapped geographic regions, significant industry developments, and strategic investments reshaping the market landscape.
  4. Competitive Assessment & Intelligence: A detailed analysis of the competitive landscape, covering market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, technological advancements, and innovations in manufacturing by key market players.
  5. Product Development & Innovation: Insight into groundbreaking technologies, R&D efforts, and product innovations that will drive the market in future.

Additionally, the report addresses key questions to assist stakeholders in making informed decisions:

  1. What is the current size of the market, and how is it expected to grow?
  2. Which products, segments, and regions present the most attractive investment opportunities?
  3. What are the prevailing technology trends and regulatory factors influencing the market?
  4. How do top vendors rank regarding market share and competitive positioning?
  5. What revenue sources and strategic opportunities guide vendors' market entry or exit decisions?

Please note: For this report, the purchase of an Enterprise license allows up to ten worldwide users of an organization access to the report

Please note: For this report, the purchase of an Enterprise license allows up to ten worldwide users of an organization access to the report

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Increasing demand for immersive gaming experience
5.1.1.2. Adoption of VR handsets and devices
5.1.1.3. Growing popularity of eSports and multiplayer gaming
5.1.2. Restraints
5.1.2.1. High cost associated with implementation of VR hardware and solutions
5.1.3. Opportunities
5.1.3.1. Ongoing development of mobile VR games
5.1.3.2. Proliferation of VR theme parks and game zomes
5.1.4. Challenges
5.1.4.1. Compatibility and technical issues in VR gaming
5.2. Market Segmentation Analysis
5.3. Porter’s Five Forces Analysis
5.3.1. Threat of New Entrants
5.3.2. Threat of Substitutes
5.3.3. Bargaining Power of Customers
5.3.4. Bargaining Power of Suppliers
5.3.5. Industry Rivalry
5.4. PESTLE Analysis
5.4.1. Political
5.4.2. Economic
5.4.3. Social
5.4.4. Technological
5.4.5. Legal
5.4.6. Environmental
6. VR Gaming Market, by Components
6.1. Introduction
6.2. Hardware
6.3. Software
7. VR Gaming Market, by Connecting Device
7.1. Introduction
7.2. Gaming Console
7.3. PC & Desktop
7.4. Smartphone
8. Americas VR Gaming Market
8.1. Introduction
8.2. Argentina
8.3. Brazil
8.4. Canada
8.5. Mexico
8.6. United States
9. Asia-Pacific VR Gaming Market
9.1. Introduction
9.2. Australia
9.3. China
9.4. India
9.5. Indonesia
9.6. Japan
9.7. Malaysia
9.8. Philippines
9.9. Singapore
9.10. South Korea
9.11. Taiwan
9.12. Thailand
9.13. Vietnam
10. Europe, Middle East & Africa VR Gaming Market
10.1. Introduction
10.2. Denmark
10.3. Egypt
10.4. Finland
10.5. France
10.6. Germany
10.7. Israel
10.8. Italy
10.9. Netherlands
10.10. Nigeria
10.11. Norway
10.12. Poland
10.13. Qatar
10.14. Russia
10.15. Saudi Arabia
10.16. South Africa
10.17. Spain
10.18. Sweden
10.19. Switzerland
10.20. Turkey
10.21. United Arab Emirates
10.22. United Kingdom
11. Competitive Landscape
11.1. Market Share Analysis, 2023
11.2. FPNV Positioning Matrix, 2023
11.3. Competitive Scenario Analysis
11.4. Strategy Analysis & Recommendation
List of Figures
FIGURE 1. VR GAMING MARKET RESEARCH PROCESS
FIGURE 2. VR GAMING MARKET SIZE, 2023 VS 2030
FIGURE 3. GLOBAL VR GAMING MARKET SIZE, 2018-2030 (USD MILLION)
FIGURE 4. GLOBAL VR GAMING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 5. GLOBAL VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 6. GLOBAL VR GAMING MARKET SIZE, BY COMPONENTS, 2023 VS 2030 (%)
FIGURE 7. GLOBAL VR GAMING MARKET SIZE, BY COMPONENTS, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 8. GLOBAL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2023 VS 2030 (%)
FIGURE 9. GLOBAL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 10. AMERICAS VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 11. AMERICAS VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 12. UNITED STATES VR GAMING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
FIGURE 13. UNITED STATES VR GAMING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 14. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 15. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 16. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
FIGURE 17. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
FIGURE 18. VR GAMING MARKET SHARE, BY KEY PLAYER, 2023
FIGURE 19. VR GAMING MARKET, FPNV POSITIONING MATRIX, 2023
List of Tables
TABLE 1. VR GAMING MARKET SEGMENTATION & COVERAGE
TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
TABLE 3. GLOBAL VR GAMING MARKET SIZE, 2018-2030 (USD MILLION)
TABLE 4. GLOBAL VR GAMING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
TABLE 5. GLOBAL VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 6. VR GAMING MARKET DYNAMICS
TABLE 7. GLOBAL VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 8. GLOBAL VR GAMING MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 9. GLOBAL VR GAMING MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
TABLE 10. GLOBAL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 11. GLOBAL VR GAMING MARKET SIZE, BY GAMING CONSOLE, BY REGION, 2018-2030 (USD MILLION)
TABLE 12. GLOBAL VR GAMING MARKET SIZE, BY PC & DESKTOP, BY REGION, 2018-2030 (USD MILLION)
TABLE 13. GLOBAL VR GAMING MARKET SIZE, BY SMARTPHONE, BY REGION, 2018-2030 (USD MILLION)
TABLE 14. AMERICAS VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 15. AMERICAS VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 16. AMERICAS VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 17. ARGENTINA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 18. ARGENTINA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 19. BRAZIL VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 20. BRAZIL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 21. CANADA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 22. CANADA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 23. MEXICO VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 24. MEXICO VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 25. UNITED STATES VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 26. UNITED STATES VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 27. UNITED STATES VR GAMING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
TABLE 28. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 29. ASIA-PACIFIC VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 30. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 31. AUSTRALIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 32. AUSTRALIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 33. CHINA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 34. CHINA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 35. INDIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 36. INDIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 37. INDONESIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 38. INDONESIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 39. JAPAN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 40. JAPAN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 41. MALAYSIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 42. MALAYSIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 43. PHILIPPINES VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 44. PHILIPPINES VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 45. SINGAPORE VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 46. SINGAPORE VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 47. SOUTH KOREA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 48. SOUTH KOREA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 49. TAIWAN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 50. TAIWAN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 51. THAILAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 52. THAILAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 53. VIETNAM VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 54. VIETNAM VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 55. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 56. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 57. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
TABLE 58. DENMARK VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 59. DENMARK VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 60. EGYPT VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 61. EGYPT VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 62. FINLAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 63. FINLAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 64. FRANCE VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 65. FRANCE VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 66. GERMANY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 67. GERMANY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 68. ISRAEL VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 69. ISRAEL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 70. ITALY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 71. ITALY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 72. NETHERLANDS VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 73. NETHERLANDS VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 74. NIGERIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 75. NIGERIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 76. NORWAY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 77. NORWAY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 78. POLAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 79. POLAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 80. QATAR VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 81. QATAR VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 82. RUSSIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 83. RUSSIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 84. SAUDI ARABIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 85. SAUDI ARABIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 86. SOUTH AFRICA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 87. SOUTH AFRICA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 88. SPAIN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 89. SPAIN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 90. SWEDEN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 91. SWEDEN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 92. SWITZERLAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 93. SWITZERLAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 94. TURKEY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 95. TURKEY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 96. UNITED ARAB EMIRATES VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 97. UNITED ARAB EMIRATES VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 98. UNITED KINGDOM VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
TABLE 99. UNITED KINGDOM VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
TABLE 100. VR GAMING MARKET SHARE, BY KEY PLAYER, 2023
TABLE 101. VR GAMING MARKET, FPNV POSITIONING MATRIX, 2023

Companies Mentioned

The leading players in the VR Gaming Market, which are profiled in this report, include:
  • Apple Inc.
  • bHaptics Inc.
  • Bigscreen, Inc.
  • CCP Games
  • Google LLC by Alphabet Inc.
  • HP Development Company, L.P.
  • Lenovo Group Limited
  • LG Electronics
  • Meta Platforms, Inc.
  • Microsoft Corporation
  • nDreams Limited
  • Nintendo Co., Ltd.
  • NVIDIA Corporation
  • Pimax Inc.
  • Polyarc, Inc.
  • Resolution Games AB
  • SAMSUNG ELECTRONICS CO., LTD.
  • Sony Corporation
  • UBISOFT ENTERTAINMENT SA
  • Unity Technologies
  • UploadVR
  • Valve Corporation
  • Virtuix Inc.
  • VirZOOM
  • ZEISS Group

Methodology

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Table Information