Global Virtual Reality (VR) in Gaming Market Size, Status and Forecast 2019-2025
Table of Contents
1 Report Overview
- 1.1 Study Scope
- 1.2 Key Market Segments
- 1.3 Players Covered
- 1.4 Market Analysis by Type
- 1.4.1 Global Virtual Reality (VR) in Gaming Market Size Growth Rate by Type (2014-2025)
- 1.4.2 Hardware Segment
- 1.4.3 Software Segment
- 1.5 Market by Application
- 1.5.1 Global Virtual Reality (VR) in Gaming Market Share by Application (2014-2025)
- 1.5.2 Private
- 1.5.3 Commerce
- 1.6 Study Objectives
- 1.7 Years Considered
2 Global Growth Trends
- 2.1 Virtual Reality (VR) in Gaming Market Size
- 2.2 Virtual Reality (VR) in Gaming Growth Trends by Regions
- 2.2.1 Virtual Reality (VR) in Gaming Market Size by Regions (2014-2025)
- 2.2.2 Virtual Reality (VR) in Gaming Market Share by Regions (2014-2019)
- 2.3 Industry Trends
- 2.3.1 Market Top Trends
- 2.3.2 Market Drivers
- 2.3.3 Market Opportunities
3 Market Share by Key Players
- 3.1 Virtual Reality (VR) in Gaming Market Size by Manufacturers
- 3.1.1 Global Virtual Reality (VR) in Gaming Revenue by Manufacturers (2014-2019)
- 3.1.2 Global Virtual Reality (VR) in Gaming Revenue Market Share by Manufacturers (2014-2019)
- 3.1.3 Global Virtual Reality (VR) in Gaming Market Concentration Ratio (CR5 and HHI)
- 3.2 Virtual Reality (VR) in Gaming Key Players Head office and Area Served
- 3.3 Key Players Virtual Reality (VR) in Gaming Product/Solution/Service
- 3.4 Date of Enter into Virtual Reality (VR) in Gaming Market
- 3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
- 4.1 Global Virtual Reality (VR) in Gaming Market Size by Type (2014-2019)
- 4.2 Global Virtual Reality (VR) in Gaming Market Size by Application (2014-2019)
5 United States
- 5.1 United States Virtual Reality (VR) in Gaming Market Size (2014-2019)
- 5.2 Virtual Reality (VR) in Gaming Key Players in United States
- 5.3 United States Virtual Reality (VR) in Gaming Market Size by Type
- 5.4 United States Virtual Reality (VR) in Gaming Market Size by Application
6 Europe
- 6.1 Europe Virtual Reality (VR) in Gaming Market Size (2014-2019)
- 6.2 Virtual Reality (VR) in Gaming Key Players in Europe
- 6.3 Europe Virtual Reality (VR) in Gaming Market Size by Type
- 6.4 Europe Virtual Reality (VR) in Gaming Market Size by Application
7 China
- 7.1 China Virtual Reality (VR) in Gaming Market Size (2014-2019)
- 7.2 Virtual Reality (VR) in Gaming Key Players in China
- 7.3 China Virtual Reality (VR) in Gaming Market Size by Type
- 7.4 China Virtual Reality (VR) in Gaming Market Size by Application
8 Japan
- 8.1 Japan Virtual Reality (VR) in Gaming Market Size (2014-2019)
- 8.2 Virtual Reality (VR) in Gaming Key Players in Japan
- 8.3 Japan Virtual Reality (VR) in Gaming Market Size by Type
- 8.4 Japan Virtual Reality (VR) in Gaming Market Size by Application
9 Southeast Asia
- 9.1 Southeast Asia Virtual Reality (VR) in Gaming Market Size (2014-2019)
- 9.2 Virtual Reality (VR) in Gaming Key Players in Southeast Asia
- 9.3 Southeast Asia Virtual Reality (VR) in Gaming Market Size by Type
- 9.4 Southeast Asia Virtual Reality (VR) in Gaming Market Size by Application
10 India
- 10.1 India Virtual Reality (VR) in Gaming Market Size (2014-2019)
- 10.2 Virtual Reality (VR) in Gaming Key Players in India
- 10.3 India Virtual Reality (VR) in Gaming Market Size by Type
- 10.4 India Virtual Reality (VR) in Gaming Market Size by Application
11 Central & South America
- 11.1 Central & South America Virtual Reality (VR) in Gaming Market Size (2014-2019)
- 11.2 Virtual Reality (VR) in Gaming Key Players in Central & South America
- 11.3 Central & South America Virtual Reality (VR) in Gaming Market Size by Type
- 11.4 Central & South America Virtual Reality (VR) in Gaming Market Size by Application
12 International Players Profiles
- 12.1 Sony
- 12.1.1 Sony Company Details
- 12.1.2 Company Description and Business Overview
- 12.1.3 Virtual Reality (VR) in Gaming Introduction
- 12.1.4 Sony Revenue in Virtual Reality (VR) in Gaming Business (2014-2019)
- 12.1.5 Sony Recent Development
- 12.2 Microsoft
- 12.2.1 Microsoft Company Details
- 12.2.2 Company Description and Business Overview
- 12.2.3 Virtual Reality (VR) in Gaming Introduction
- 12.2.4 Microsoft Revenue in Virtual Reality (VR) in Gaming Business (2014-2019)
- 12.2.5 Microsoft Recent Development
- 12.3 Nintendo
- 12.3.1 Nintendo Company Details
- 12.3.2 Company Description and Business Overview
- 12.3.3 Virtual Reality (VR) in Gaming Introduction
- 12.3.4 Nintendo Revenue in Virtual Reality (VR) in Gaming Business (2014-2019)
- 12.3.5 Nintendo Recent Development
- 12.4 Linden Labs
- 12.4.1 Linden Labs Company Details
- 12.4.2 Company Description and Business Overview
- 12.4.3 Virtual Reality (VR) in Gaming Introduction
- 12.4.4 Linden Labs Revenue in Virtual Reality (VR) in Gaming Business (2014-2019)
- 12.4.5 Linden Labs Recent Development
- 12.5 Electronic Arts
- 12.5.1 Electronic Arts Company Details
- 12.5.2 Company Description and Business Overview
- 12.5.3 Virtual Reality (VR) in Gaming Introduction
- 12.5.4 Electronic Arts Revenue in Virtual Reality (VR) in Gaming Business (2014-2019)
- 12.5.5 Electronic Arts Recent Development
- 12.6 Facebook
- 12.6.1 Facebook Company Details
- 12.6.2 Company Description and Business Overview
- 12.6.3 Virtual Reality (VR) in Gaming Introduction
- 12.6.4 Facebook Revenue in Virtual Reality (VR) in Gaming Business (2014-2019)
- 12.6.5 Facebook Recent Development
- 12.7 Samsung Electronics
- 12.7.1 Samsung Electronics Company Details
- 12.7.2 Company Description and Business Overview
- 12.7.3 Virtual Reality (VR) in Gaming Introduction
- 12.7.4 Samsung Electronics Revenue in Virtual Reality (VR) in Gaming Business (2014-2019)
- 12.7.5 Samsung Electronics Recent Development
- 12.8 Google
- 12.8.1 Google Company Details
- 12.8.2 Company Description and Business Overview
- 12.8.3 Virtual Reality (VR) in Gaming Introduction
- 12.8.4 Google Revenue in Virtual Reality (VR) in Gaming Business (2014-2019)
- 12.8.5 Google Recent Development
- 12.9 HTC
- 12.9.1 HTC Company Details
- 12.9.2 Company Description and Business Overview
- 12.9.3 Virtual Reality (VR) in Gaming Introduction
- 12.9.4 HTC Revenue in Virtual Reality (VR) in Gaming Business (2014-2019)
- 12.9.5 HTC Recent Development
- 12.10 Virtuix Omni
- 12.10.1 Virtuix Omni Company Details
- 12.10.2 Company Description and Business Overview
- 12.10.3 Virtual Reality (VR) in Gaming Introduction
- 12.10.4 Virtuix Omni Revenue in Virtual Reality (VR) in Gaming Business (2014-2019)
- 12.10.5 Virtuix Omni Recent Development
- 12.11 Leap Motion
- 12.12 Telsa Studios
- 12.13 Qualcomm
13 Market Forecast 2019-2025
- 13.1 Market Size Forecast by Regions
- 13.2 United States
- 13.3 Europe
- 13.4 China
- 13.5 Japan
- 13.6 Southeast Asia
- 13.7 India
- 13.8 Central & South America
- 13.9 Market Size Forecast by Product (2019-2025)
- 13.10 Market Size Forecast by Application (2019-2025)
14 Analyst's Viewpoints/Conclusions
15 Appendix
- 15.1 Research Methodology
- 15.1.1 Methodology/Research Approach
- 15.1.1.1 Research Programs/Design
- 15.1.1.2 Market Size Estimation
- 12.1.1.3 Market Breakdown and Data Triangulation
- 15.1.2 Data Source
- 15.1.2.1 Secondary Sources
- 15.1.2.2 Primary Sources
- 15.1.1 Methodology/Research Approach
- 15.2 Disclaimer
Virtual reality technology can enable gamers to indulge in an imaginary setting where the gamer's physical presence is simulated to be a part of the three-dimensional environment. With VR equipment and accessories, the user can view, move around, and even interact with the objects within the game.
Gaming consoles are expected to emerge as the most favored devices for playing games equipped with VR technology on account of the presence of efficient processors as compared to desktops and smartphones which may not match the immersive simulation experience provided by a console dedicated to playing games.
In 2018, the global Virtual Reality (VR) in Gaming market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.
This report focuses on the global Virtual Reality (VR) in Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Virtual Reality (VR) in Gaming development in United States, Europe and China.
The key players covered in this study
Sony
Microsoft
Nintendo
Linden Labs
Electronic Arts
Facebook
Samsung Electronics
Google
HTC
Virtuix Omni
Leap Motion
Telsa Studios
Qualcomm
Market segment by Type, the product can be split into
Hardware Segment
Software Segment
Market segment by Application, split into
Private
Commerce
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Virtual Reality (VR) in Gaming status, future forecast, growth opportunity, key market and key players.
To present the Virtual Reality (VR) in Gaming development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of Virtual Reality (VR) in Gaming are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.