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Global Virtual Reality in Gaming Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 9/1/2022
  • NO OF PAGES
  • 234
  • CATEGORY
  • Information Technology
The Virtual Reality in Gaming market report is a perfect foundation for people looking out for a comprehensive study and analysis of the Virtual Reality in Gaming market. On the basis of historic growth analysis and current scenario of Virtual Reality in Gaming market place, the report intends to offer actionable insights on global market growth projections. Authenticated data presented in report is based on findings of extensive primary and secondary research. Insights drawn from data serve as excellent tools that facilitate deeper understanding of multiple aspects of global Virtual Reality in Gaming market. This further helps user with their developmental strategy.

This report examines all the key factors influencing growth of global Virtual Reality in Gaming market, including demand-supply scenario, pricing structure, profit margins, production and value chain analysis. Regional assessment of global Virtual Reality in Gaming market unlocks a plethora of untapped opportunities in regional and domestic market places. Detailed company profiling enables users to evaluate company shares analysis, emerging product lines, scope of NPD in new markets, pricing strategies, innovation possibilities and much more.

Global Virtual Reality in Gaming Market: Major Players
Oculus VR
Microsoft Corporation
Firsthand Technology Inc.
NextVR, Inc.
Magic Leap, Inc.
Facebook Technologies, LLC.
Sony Corporation
Unity Technologies
Samsung Group
Google LLC
Apple Inc.
Nvidia Corporation
HTC Corporation

Global Virtual Reality in Gaming Market: Types
Hardware
Software

Global Virtual Reality in Gaming Market: Applications
PC
Stand-alone
Console
Cartridges
Premium Mobile

Global Virtual Reality in Gaming Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global Virtual Reality in Gaming market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.


Key Points:
Define, describe and forecast Virtual Reality in Gaming product market by type, application, end user and region.
Provide enterprise external environment analysis and PEST analysis.
Provide strategies for company to deal with the impact of COVID-19.
Provide market dynamic analysis, including market driving factors, market development constraints.
Provide market entry strategy analysis for new players or players who are ready to enter the market, including market segment definition, client analysis, distribution model, product messaging and positioning, and price strategy analysis.
Keep up with international market trends and provide analysis of the impact of the COVID-19 epidemic on major regions of the world.
Analyze the market opportunities of stakeholders and provide market leaders with details of the competitive landscape.

Years considered for this report:
Historical Years: 2016-2021
Base Year: 2021
Estimated Year: 2022
Forecast Period: 2022-2030
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035


1 Virtual Reality in Gaming Market Definition and Overview
1.1 Objectives of the Study
1.2 Overview of Virtual Reality in Gaming
1.3 Virtual Reality in Gaming Market Scope and Market Size Estimation
1.4 Market Segmentation
1.4.1 Types of Virtual Reality in Gaming
1.4.2 Applications of Virtual Reality in Gaming
1.5 Market Exchange Rate

2 Research Method and Logic
2.1 Methodology
2.2 Research Data Source

3 Market Competition Analysis
3.1 Oculus VR Market Performance Analysis
3.1.1 Oculus VR Basic Information
3.1.2 Product and Service Analysis
3.1.3 Strategies for Company to Deal with the Impact of COVID-19
3.1.4 Oculus VR Sales, Value, Price, Gross Margin 2016-2021
3.2 Microsoft Corporation Market Performance Analysis
3.2.1 Microsoft Corporation Basic Information
3.2.2 Product and Service Analysis
3.2.3 Strategies for Company to Deal with the Impact of COVID-19
3.2.4 Microsoft Corporation Sales, Value, Price, Gross Margin 2016-2021
3.3 Firsthand Technology Inc. Market Performance Analysis
3.3.1 Firsthand Technology Inc. Basic Information
3.3.2 Product and Service Analysis
3.3.3 Strategies for Company to Deal with the Impact of COVID-19
3.3.4 Firsthand Technology Inc. Sales, Value, Price, Gross Margin 2016-2021
3.4 NextVR, Inc. Market Performance Analysis
3.4.1 NextVR, Inc. Basic Information
3.4.2 Product and Service Analysis
3.4.3 Strategies for Company to Deal with the Impact of COVID-19
3.4.4 NextVR, Inc. Sales, Value, Price, Gross Margin 2016-2021
3.5 Magic Leap, Inc. Market Performance Analysis
3.5.1 Magic Leap, Inc. Basic Information
3.5.2 Product and Service Analysis
3.5.3 Strategies for Company to Deal with the Impact of COVID-19
3.5.4 Magic Leap, Inc. Sales, Value, Price, Gross Margin 2016-2021
3.6 Facebook Technologies, LLC. Market Performance Analysis
3.6.1 Facebook Technologies, LLC. Basic Information
3.6.2 Product and Service Analysis
3.6.3 Strategies for Company to Deal with the Impact of COVID-19
3.6.4 Facebook Technologies, LLC. Sales, Value, Price, Gross Margin 2016-2021
3.7 Sony Corporation Market Performance Analysis
3.7.1 Sony Corporation Basic Information
3.7.2 Product and Service Analysis
3.7.3 Strategies for Company to Deal with the Impact of COVID-19
3.7.4 Sony Corporation Sales, Value, Price, Gross Margin 2016-2021
3.8 Unity Technologies Market Performance Analysis
3.8.1 Unity Technologies Basic Information
3.8.2 Product and Service Analysis
3.8.3 Strategies for Company to Deal with the Impact of COVID-19
3.8.4 Unity Technologies Sales, Value, Price, Gross Margin 2016-2021
3.9 Samsung Group Market Performance Analysis
3.9.1 Samsung Group Basic Information
3.9.2 Product and Service Analysis
3.9.3 Strategies for Company to Deal with the Impact of COVID-19
3.9.4 Samsung Group Sales, Value, Price, Gross Margin 2016-2021
3.10 Google LLC Market Performance Analysis
3.10.1 Google LLC Basic Information
3.10.2 Product and Service Analysis
3.10.3 Strategies for Company to Deal with the Impact of COVID-19
3.10.4 Google LLC Sales, Value, Price, Gross Margin 2016-2021
3.11 Apple Inc. Market Performance Analysis
3.11.1 Apple Inc. Basic Information
3.11.2 Product and Service Analysis
3.11.3 Strategies for Company to Deal with the Impact of COVID-19
3.11.4 Apple Inc. Sales, Value, Price, Gross Margin 2016-2021
3.12 Nvidia Corporation Market Performance Analysis
3.12.1 Nvidia Corporation Basic Information
3.12.2 Product and Service Analysis
3.12.3 Strategies for Company to Deal with the Impact of COVID-19
3.12.4 Nvidia Corporation Sales, Value, Price, Gross Margin 2016-2021
3.13 HTC Corporation Market Performance Analysis
3.13.1 HTC Corporation Basic Information
3.13.2 Product and Service Analysis
3.13.3 Strategies for Company to Deal with the Impact of COVID-19
3.13.4 HTC Corporation Sales, Value, Price, Gross Margin 2016-2021

4 Market Segment by Type, Historical Data and Market Forecasts
4.1 Global Virtual Reality in Gaming Production and Value by Type
4.1.1 Global Virtual Reality in Gaming Production by Type 2016-2021
4.1.2 Global Virtual Reality in Gaming Market Value by Type 2016-2021
4.2 Global Virtual Reality in Gaming Market Production, Value and Growth Rate by Type 2016-2021
4.2.1 Hardware Market Production, Value and Growth Rate
4.2.2 Software Market Production, Value and Growth Rate
4.3 Global Virtual Reality in Gaming Production and Value Forecast by Type
4.3.1 Global Virtual Reality in Gaming Production Forecast by Type 2021-2026
4.3.2 Global Virtual Reality in Gaming Market Value Forecast by Type 2021-2026
4.4 Global Virtual Reality in Gaming Market Production, Value and Growth Rate by Type Forecast 2021-2026
4.4.1 Hardware Market Production, Value and Growth Rate Forecast
4.4.2 Software Market Production, Value and Growth Rate Forecast

5 Market Segment by Application, Historical Data and Market Forecasts
5.1 Global Virtual Reality in Gaming Consumption and Value by Application
5.1.1 Global Virtual Reality in Gaming Consumption by Application 2016-2021
5.1.2 Global Virtual Reality in Gaming Market Value by Application 2016-2021
5.2 Global Virtual Reality in Gaming Market Consumption, Value and Growth Rate by Application 2016-2021
5.2.1 PC Market Consumption, Value and Growth Rate
5.2.2 Stand-alone Market Consumption, Value and Growth Rate
5.2.3 Console Market Consumption, Value and Growth Rate
5.2.4 Cartridges Market Consumption, Value and Growth Rate
5.2.5 Premium Mobile Market Consumption, Value and Growth Rate
5.3 Global Virtual Reality in Gaming Consumption and Value Forecast by Application
5.3.1 Global Virtual Reality in Gaming Consumption Forecast by Application 2021-2026
5.3.2 Global Virtual Reality in Gaming Market Value Forecast by Application 2021-2026
5.4 Global Virtual Reality in Gaming Market Consumption, Value and Growth Rate by Application Forecast 2021-2026
5.4.1 PC Market Consumption, Value and Growth Rate Forecast
5.4.2 Stand-alone Market Consumption, Value and Growth Rate Forecast
5.4.3 Console Market Consumption, Value and Growth Rate Forecast
5.4.4 Cartridges Market Consumption, Value and Growth Rate Forecast
5.4.5 Premium Mobile Market Consumption, Value and Growth Rate Forecast

6 Global Virtual Reality in Gaming by Region, Historical Data and Market Forecasts
6.1 Global Virtual Reality in Gaming Sales by Region 2016-2021
6.2 Global Virtual Reality in Gaming Market Value by Region 2016-2021
6.3 Global Virtual Reality in Gaming Market Sales, Value and Growth Rate by Region 2016-2021
6.3.1 North America
6.3.2 Europe
6.3.3 Asia Pacific
6.3.4 South America
6.3.5 Middle East and Africa
6.4 Global Virtual Reality in Gaming Sales Forecast by Region 2021-2026
6.5 Global Virtual Reality in Gaming Market Value Forecast by Region 2021-2026
6.6 Global Virtual Reality in Gaming Market Sales, Value and Growth Rate Forecast by Region 2021-2026
6.6.1 North America
6.6.2 Europe
6.6.3 Asia Pacific
6.6.4 South America
6.6.5 Middle East and Africa

7 United State Market Size Analysis 2016-2026
7.1 United State Virtual Reality in Gaming Value and Market Growth 2016-2021
7.2 United State Virtual Reality in Gaming Sales and Market Growth 2016-2021
7.3 United State Virtual Reality in Gaming Market Value Forecast 2021-2026

8 Canada Market Size Analysis 2016-2026
8.1 Canada Virtual Reality in Gaming Value and Market Growth 2016-2021
8.2 Canada Virtual Reality in Gaming Sales and Market Growth 2016-2021
8.3 Canada Virtual Reality in Gaming Market Value Forecast 2021-2026

9 Germany Market Size Analysis 2016-2026
9.1 Germany Virtual Reality in Gaming Value and Market Growth 2016-2021
9.2 Germany Virtual Reality in Gaming Sales and Market Growth 2016-2021
9.3 Germany Virtual Reality in Gaming Market Value Forecast 2021-2026

10 UK Market Size Analysis 2016-2026
10.1 UK Virtual Reality in Gaming Value and Market Growth 2016-2021
10.2 UK Virtual Reality in Gaming Sales and Market Growth 2016-2021
10.3 UK Virtual Reality in Gaming Market Value Forecast 2021-2026

11 France Market Size Analysis 2016-2026
11.1 France Virtual Reality in Gaming Value and Market Growth 2016-2021
11.2 France Virtual Reality in Gaming Sales and Market Growth 2016-2021
11.3 France Virtual Reality in Gaming Market Value Forecast 2021-2026

12 Italy Market Size Analysis 2016-2026
12.1 Italy Virtual Reality in Gaming Value and Market Growth 2016-2021
12.2 Italy Virtual Reality in Gaming Sales and Market Growth 2016-2021
12.3 Italy Virtual Reality in Gaming Market Value Forecast 2021-2026

13 Spain Market Size Analysis 2016-2026
13.1 Spain Virtual Reality in Gaming Value and Market Growth 2016-2021
13.2 Spain Virtual Reality in Gaming Sales and Market Growth 2016-2021
13.3 Spain Virtual Reality in Gaming Market Value Forecast 2021-2026

14 Russia Market Size Analysis 2016-2026
14.1 Russia Virtual Reality in Gaming Value and Market Growth 2016-2021
14.2 Russia Virtual Reality in Gaming Sales and Market Growth 2016-2021
14.3 Russia Virtual Reality in Gaming Market Value Forecast 2021-2026

15 China Market Size Analysis 2016-2026
15.1 China Virtual Reality in Gaming Value and Market Growth 2016-2021
15.2 China Virtual Reality in Gaming Sales and Market Growth 2016-2021
15.3 China Virtual Reality in Gaming Market Value Forecast 2021-2026

16 Japan Market Size Analysis 2016-2026
16.1 Japan Virtual Reality in Gaming Value and Market Growth 2016-2021
16.2 Japan Virtual Reality in Gaming Sales and Market Growth 2016-2021
16.3 Japan Virtual Reality in Gaming Market Value Forecast 2021-2026

17 South Korea Market Size Analysis 2016-2026
17.1 South Korea Virtual Reality in Gaming Value and Market Growth 2016-2021
17.2 South Korea Virtual Reality in Gaming Sales and Market Growth 2016-2021
17.3 South Korea Virtual Reality in Gaming Market Value Forecast 2021-2026

18 Australia Market Size Analysis 2016-2026
18.1 Australia Virtual Reality in Gaming Value and Market Growth 2016-2021
18.2 Australia Virtual Reality in Gaming Sales and Market Growth 2016-2021
18.3 Australia Virtual Reality in Gaming Market Value Forecast 2021-2026

19 Thailand Market Size Analysis 2016-2026
19.1 Thailand Virtual Reality in Gaming Value and Market Growth 2016-2021
19.2 Thailand Virtual Reality in Gaming Sales and Market Growth 2016-2021
19.3 Thailand Virtual Reality in Gaming Market Value Forecast 2021-2026

20 Brazil Market Size Analysis 2016-2026
20.1 Brazil Virtual Reality in Gaming Value and Market Growth 2016-2021
20.2 Brazil Virtual Reality in Gaming Sales and Market Growth 2016-2021
20.3 Brazil Virtual Reality in Gaming Market Value Forecast 2021-2026

21 Argentina Market Size Analysis 2016-2026
21.1 Argentina Virtual Reality in Gaming Value and Market Growth 2016-2021
21.2 Argentina Virtual Reality in Gaming Sales and Market Growth 2016-2021
21.3 Argentina Virtual Reality in Gaming Market Value Forecast 2021-2026

22 Chile Market Size Analysis 2016-2026
22.1 Chile Virtual Reality in Gaming Value and Market Growth 2016-2021
22.2 Chile Virtual Reality in Gaming Sales and Market Growth 2016-2021
22.3 Chile Virtual Reality in Gaming Market Value Forecast 2021-2026

23 South Africa Market Size Analysis 2016-2026
23.1 South Africa Virtual Reality in Gaming Value and Market Growth 2016-2021
23.2 South Africa Virtual Reality in Gaming Sales and Market Growth 2016-2021
23.3 South Africa Virtual Reality in Gaming Market Value Forecast 2021-2026

24 Egypt Market Size Analysis 2016-2026
24.1 Egypt Virtual Reality in Gaming Value and Market Growth 2016-2021
24.2 Egypt Virtual Reality in Gaming Sales and Market Growth 2016-2021
24.3 Egypt Virtual Reality in Gaming Market Value Forecast 2021-2026

25 UAE Market Size Analysis 2016-2026
25.1 UAE Virtual Reality in Gaming Value and Market Growth 2016-2021
25.2 UAE Virtual Reality in Gaming Sales and Market Growth 2016-2021
25.3 UAE Virtual Reality in Gaming Market Value Forecast 2021-2026

26 Saudi Arabia Market Size Analysis 2016-2026
26.1 Saudi Arabia Virtual Reality in Gaming Value and Market Growth 2016-2021
26.2 Saudi Arabia Virtual Reality in Gaming Sales and Market Growth 2016-2021
26.3 Saudi Arabia Virtual Reality in Gaming Market Value Forecast 2021-2026

27 Market Dynamic Analysis and Development Suggestions
27.1 Market Drivers
27.2 Market Development Constraints
27.3 PEST Analysis
27.3.1 Political Factors
27.3.2 Economic Factors
27.3.3 Social Factors
27.3.4 Technological Factors
27.4 Industry Trends Under COVID-19
27.4.1 Risk Assessment on COVID-19
27.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
27.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
27.5 Market Entry Strategy Analysis
27.5.1 Market Definition
27.5.2 Client
27.5.3 Distribution Model
27.5.4 Product Messaging and Positioning
27.5.5 Price
27.6 Advice on Entering the Market

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Market Research Process




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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

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An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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