Virtual Reality In Gaming Market

Global Virtual Reality In Gaming Market Size, Share & Industry Trends Analysis Report By Connecting Device (Gaming Console, PC/Desktop, and Smartphone), By Component, By User (Individual, and Commercial Space), By Regional Outlook and Forecast, 2023 - 2030

Report Id: KBV-19245 Publication Date: December-2023 Number of Pages: 237
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Virtual Reality In Gaming Market, by Connecting Device
1.4.2 Global Virtual Reality In Gaming Market, by Component
1.4.3 Global Virtual Reality In Gaming Market, by User
1.4.4 Global Virtual Reality In Gaming Market, by Geography
1.5 Methodology for the research

Chapter 2. Market At a Glance
2.1 Key Highlights

Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints

Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Top Winning Strategies
4.3.1 Key Leading Strategies: Percentage Distribution (2019-2023)
4.3.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2020, Jul – 2023, Nov) Leading Players
4.4 Porter’s Five Forces Analysis

Chapter 5. Global Virtual Reality In Gaming Market, By Connecting Device
5.1 Global Gaming Console Market, By Region
5.2 Global PC/Desktop Market, By Region
5.3 Global Smartphone Market, By Region

Chapter 6. Global Virtual Reality In Gaming Market, By Component
6.1 Global Hardware Market, By Region
6.2 Global Software Market, By Region

Chapter 7. Global Virtual Reality In Gaming Market, By User
7.1 Global Individual Market, By Region
7.2 Global Commercial Space Market, By Region

Chapter 8. Global Virtual Reality In Gaming Market, By Region
8.1 North America Virtual Reality In Gaming Market
8.1.1 North America Virtual Reality In Gaming Market, By Connecting Device
8.1.1.1 North America Gaming Console Market, By Country
8.1.1.2 North America PC/Desktop Market, By Country
8.1.1.3 North America Smartphone Market, By Country
8.1.2 North America Virtual Reality In Gaming Market, By Component
8.1.2.1 North America Hardware Market, By Country
8.1.2.2 North America Software Market, By Country
8.1.3 North America Virtual Reality In Gaming Market, By User
8.1.3.1 North America Individual Market, By Country
8.1.3.2 North America Commercial Space Market, By Country
8.1.4 North America Virtual Reality In Gaming Market, By Country
8.1.4.1 US Virtual Reality In Gaming Market
8.1.4.1.1 US Virtual Reality In Gaming Market, By Connecting Device
8.1.4.1.2 US Virtual Reality In Gaming Market, By Component
8.1.4.1.3 US Virtual Reality In Gaming Market, By User
8.1.4.2 Canada Virtual Reality In Gaming Market
8.1.4.2.1 Canada Virtual Reality In Gaming Market, By Connecting Device
8.1.4.2.2 Canada Virtual Reality In Gaming Market, By Component
8.1.4.2.3 Canada Virtual Reality In Gaming Market, By User
8.1.4.3 Mexico Virtual Reality In Gaming Market
8.1.4.3.1 Mexico Virtual Reality In Gaming Market, By Connecting Device
8.1.4.3.2 Mexico Virtual Reality In Gaming Market, By Component
8.1.4.3.3 Mexico Virtual Reality In Gaming Market, By User
8.1.4.4 Rest of North America Virtual Reality In Gaming Market
8.1.4.4.1 Rest of North America Virtual Reality In Gaming Market, By Connecting Device
8.1.4.4.2 Rest of North America Virtual Reality In Gaming Market, By Component
8.1.4.4.3 Rest of North America Virtual Reality In Gaming Market, By User
8.2 Europe Virtual Reality In Gaming Market
8.2.1 Europe Virtual Reality In Gaming Market, By Connecting Device
8.2.1.1 Europe Gaming Console Market, By Country
8.2.1.2 Europe PC/Desktop Market, By Country
8.2.1.3 Europe Smartphone Market, By Country
8.2.2 Europe Virtual Reality In Gaming Market, By Component
8.2.2.1 Europe Hardware Market, By Country
8.2.2.2 Europe Software Market, By Country
8.2.3 Europe Virtual Reality In Gaming Market, By User
8.2.3.1 Europe Individual Market, By Country
8.2.3.2 Europe Commercial Space Market, By Country
8.2.4 Europe Virtual Reality In Gaming Market, By Country
8.2.4.1 Germany Virtual Reality In Gaming Market
8.2.4.1.1 Germany Virtual Reality In Gaming Market, By Connecting Device
8.2.4.1.2 Germany Virtual Reality In Gaming Market, By Component
8.2.4.1.3 Germany Virtual Reality In Gaming Market, By User
8.2.4.2 UK Virtual Reality In Gaming Market
8.2.4.2.1 UK Virtual Reality In Gaming Market, By Connecting Device
8.2.4.2.2 UK Virtual Reality In Gaming Market, By Component
8.2.4.2.3 UK Virtual Reality In Gaming Market, By User
8.2.4.3 France Virtual Reality In Gaming Market
8.2.4.3.1 France Virtual Reality In Gaming Market, By Connecting Device
8.2.4.3.2 France Virtual Reality In Gaming Market, By Component
8.2.4.3.3 France Virtual Reality In Gaming Market, By User
8.2.4.4 Russia Virtual Reality In Gaming Market
8.2.4.4.1 Russia Virtual Reality In Gaming Market, By Connecting Device
8.2.4.4.2 Russia Virtual Reality In Gaming Market, By Component
8.2.4.4.3 Russia Virtual Reality In Gaming Market, By User
8.2.4.5 Spain Virtual Reality In Gaming Market
8.2.4.5.1 Spain Virtual Reality In Gaming Market, By Connecting Device
8.2.4.5.2 Spain Virtual Reality In Gaming Market, By Component
8.2.4.5.3 Spain Virtual Reality In Gaming Market, By User
8.2.4.6 Italy Virtual Reality In Gaming Market
8.2.4.6.1 Italy Virtual Reality In Gaming Market, By Connecting Device
8.2.4.6.2 Italy Virtual Reality In Gaming Market, By Component
8.2.4.6.3 Italy Virtual Reality In Gaming Market, By User
8.2.4.7 Rest of Europe Virtual Reality In Gaming Market
8.2.4.7.1 Rest of Europe Virtual Reality In Gaming Market, By Connecting Device
8.2.4.7.2 Rest of Europe Virtual Reality In Gaming Market, By Component
8.2.4.7.3 Rest of Europe Virtual Reality In Gaming Market, By User
8.3 Asia Pacific Virtual Reality In Gaming Market
8.3.1 Asia Pacific Virtual Reality In Gaming Market, By Connecting Device
8.3.1.1 Asia Pacific Gaming Console Market, By Country
8.3.1.2 Asia Pacific PC/Desktop Market, By Country
8.3.1.3 Asia Pacific Smartphone Market, By Country
8.3.2 Asia Pacific Virtual Reality In Gaming Market, By Component
8.3.2.1 Asia Pacific Hardware Market, By Country
8.3.2.2 Asia Pacific Software Market, By Country
8.3.3 Asia Pacific Virtual Reality In Gaming Market, By User
8.3.3.1 Asia Pacific Individual Market, By Country
8.3.3.2 Asia Pacific Commercial Space Market, By Country
8.3.4 Asia Pacific Virtual Reality In Gaming Market, By Country
8.3.4.1 China Virtual Reality In Gaming Market
8.3.4.1.1 China Virtual Reality In Gaming Market, By Connecting Device
8.3.4.1.2 China Virtual Reality In Gaming Market, By Component
8.3.4.1.3 China Virtual Reality In Gaming Market, By User
8.3.4.2 Japan Virtual Reality In Gaming Market
8.3.4.2.1 Japan Virtual Reality In Gaming Market, By Connecting Device
8.3.4.2.2 Japan Virtual Reality In Gaming Market, By Component
8.3.4.2.3 Japan Virtual Reality In Gaming Market, By User
8.3.4.3 India Virtual Reality In Gaming Market
8.3.4.3.1 India Virtual Reality In Gaming Market, By Connecting Device
8.3.4.3.2 India Virtual Reality In Gaming Market, By Component
8.3.4.3.3 India Virtual Reality In Gaming Market, By User
8.3.4.4 South Korea Virtual Reality In Gaming Market
8.3.4.4.1 South Korea Virtual Reality In Gaming Market, By Connecting Device
8.3.4.4.2 South Korea Virtual Reality In Gaming Market, By Component
8.3.4.4.3 South Korea Virtual Reality In Gaming Market, By User
8.3.4.5 Singapore Virtual Reality In Gaming Market
8.3.4.5.1 Singapore Virtual Reality In Gaming Market, By Connecting Device
8.3.4.5.2 Singapore Virtual Reality In Gaming Market, By Component
8.3.4.5.3 Singapore Virtual Reality In Gaming Market, By User
8.3.4.6 Malaysia Virtual Reality In Gaming Market
8.3.4.6.1 Malaysia Virtual Reality In Gaming Market, By Connecting Device
8.3.4.6.2 Malaysia Virtual Reality In Gaming Market, By Component
8.3.4.6.3 Malaysia Virtual Reality In Gaming Market, By User
8.3.4.7 Rest of Asia Pacific Virtual Reality In Gaming Market
8.3.4.7.1 Rest of Asia Pacific Virtual Reality In Gaming Market, By Connecting Device
8.3.4.7.2 Rest of Asia Pacific Virtual Reality In Gaming Market, By Component
8.3.4.7.3 Rest of Asia Pacific Virtual Reality In Gaming Market, By User
8.4 LAMEA Virtual Reality In Gaming Market
8.4.1 LAMEA Virtual Reality In Gaming Market, By Connecting Device
8.4.1.1 LAMEA Gaming Console Market, By Country
8.4.1.2 LAMEA PC/Desktop Market, By Country
8.4.1.3 LAMEA Smartphone Market, By Country
8.4.2 LAMEA Virtual Reality In Gaming Market, By Component
8.4.2.1 LAMEA Hardware Market, By Country
8.4.2.2 LAMEA Software Market, By Country
8.4.3 LAMEA Virtual Reality In Gaming Market, By User
8.4.3.1 LAMEA Individual Market, By Country
8.4.3.2 LAMEA Commercial Space Market, By Country
8.4.4 LAMEA Virtual Reality In Gaming Market, By Country
8.4.4.1 Brazil Virtual Reality In Gaming Market
8.4.4.1.1 Brazil Virtual Reality In Gaming Market, By Connecting Device
8.4.4.1.2 Brazil Virtual Reality In Gaming Market, By Component
8.4.4.1.3 Brazil Virtual Reality In Gaming Market, By User
8.4.4.2 Argentina Virtual Reality In Gaming Market
8.4.4.2.1 Argentina Virtual Reality In Gaming Market, By Connecting Device
8.4.4.2.2 Argentina Virtual Reality In Gaming Market, By Component
8.4.4.2.3 Argentina Virtual Reality In Gaming Market, By User
8.4.4.3 UAE Virtual Reality In Gaming Market
8.4.4.3.1 UAE Virtual Reality In Gaming Market, By Connecting Device
8.4.4.3.2 UAE Virtual Reality In Gaming Market, By Component
8.4.4.3.3 UAE Virtual Reality In Gaming Market, By User
8.4.4.4 Saudi Arabia Virtual Reality In Gaming Market
8.4.4.4.1 Saudi Arabia Virtual Reality In Gaming Market, By Connecting Device
8.4.4.4.2 Saudi Arabia Virtual Reality In Gaming Market, By Component
8.4.4.4.3 Saudi Arabia Virtual Reality In Gaming Market, By User
8.4.4.5 South Africa Virtual Reality In Gaming Market
8.4.4.5.1 South Africa Virtual Reality In Gaming Market, By Connecting Device
8.4.4.5.2 South Africa Virtual Reality In Gaming Market, By Component
8.4.4.5.3 South Africa Virtual Reality In Gaming Market, By User
8.4.4.6 Nigeria Virtual Reality In Gaming Market
8.4.4.6.1 Nigeria Virtual Reality In Gaming Market, By Connecting Device
8.4.4.6.2 Nigeria Virtual Reality In Gaming Market, By Component
8.4.4.6.3 Nigeria Virtual Reality In Gaming Market, By User
8.4.4.7 Rest of LAMEA Virtual Reality In Gaming Market
8.4.4.7.1 Rest of LAMEA Virtual Reality In Gaming Market, By Connecting Device
8.4.4.7.2 Rest of LAMEA Virtual Reality In Gaming Market, By Component
8.4.4.7.3 Rest of LAMEA Virtual Reality In Gaming Market, By User

Chapter 9. Company Profiles
9.1 Linden Research, Inc.
9.1.1 Company Overview
9.1.2 SWOT Analysis
9.2 Sony Corporation
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expenses
9.2.5 Recent strategies and developments:
9.2.5.1 Partnerships, Collaborations, and Agreements:
9.2.5.2 Product Launches and Product Expansions:
9.2.6 SWOT Analysis
9.3 Microsoft Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental and Regional Analysis
9.3.4 Research & Development Expenses
9.3.5 Recent strategies and developments:
9.3.5.1 Partnerships, Collaborations, and Agreements:
9.3.5.2 Acquisition and Mergers:
9.3.6 SWOT Analysis
9.4 Nintendo Co., Ltd.
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 SWOT Analysis
9.5 Electronic Arts, Inc.
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Research & Development Expenses
9.5.4 Recent strategies and developments:
9.5.4.1 Partnerships, Collaborations, and Agreements:
9.5.5 SWOT Analysis
9.6 Meta Platforms, Inc. (Meta)
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segment and Regional Analysis
9.6.4 Research & Development Expense
9.6.5 Recent strategies and developments:
9.6.5.1 Partnerships, Collaborations, and Agreements:
9.6.5.2 Product Launches and Product Expansions:
9.6.6 SWOT Analysis
9.7 Samsung Electronics Co., Ltd. (Samsung Group)
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Segmental and Regional Analysis
9.7.4 Recent strategies and developments:
9.7.4.1 Product Launches and Product Expansions:
9.7.5 SWOT Analysis
9.8 Ultraleap Limited (Leap Motion, Inc.)
9.8.1 Company Overview
9.8.2 SWOT Analysis
9.9 HTC Corporation
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Regional Analysis
9.9.4 Research & Development Expense
9.9.5 Recent strategies and developments:
9.9.5.1 Partnerships, Collaborations, and Agreements:
9.9.5.2 Product Launches and Product Expansions:
9.9.6 SWOT Analysis
9.10. Qualcomm Incorporated (Qualcomm Technologies, Inc.)
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Segmental and Regional Analysis
9.10.4 Research & Development Expense
9.10.5 Recent strategies and developments:
9.10.5.1 Product Launches and Product Expansions:
9.10.6 SWOT Analysis

Chapter 10. Winning Strategies of Virtual Reality in Gaming Market
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