The Virtual Reality (VR) in Gaming market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.
According to our latest study, due to COVID-19 pandemic, the global Virtual Reality (VR) in Gaming market size is estimated to be worth US$ million in 2021 and is forecast to a readjusted size of USD million by 2028 with a CAGR of % during review period. Private accounting for % of the Virtual Reality (VR) in Gaming global market in 2021, is projected to value USD million by 2028, growing at a % CAGR in next six years. While Adventure Games segment is altered to a % CAGR between 2022 and 2028.
Global key companies of Virtual Reality (VR) in Gaming include Sony, Microsoft, Nintendo, Linden Labs, and Electronic Arts, etc. In terms of revenue, the global top four players hold a share over % in 2021.
Market segmentation
Virtual Reality (VR) in Gaming market is split by Type and by Application. For the period 2017-2028, the growth among segments provide accurate calculations and forecasts for revenue by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type, covers
Adventure Games
Action Games
Racing Games
Role-Playing Games
Others
Market segment by Application, can be divided into
Private
Commerce
Others
Market segment by players, this report covers
Sony
Microsoft
Nintendo
Linden Labs
Electronic Arts
Samsung Electronics
HTC
Virtuix Omni
Leap Motion
Telsa Studios
Qualcomm
Market segment by regions, regional analysis covers
North America (United States, Canada, and Mexico)
Europe (Germany, France, UK, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia, Australia, and Rest of Asia-Pacific)
South America (Brazil, Argentina, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 12 chapters:
Chapter 1, to describe Virtual Reality (VR) in Gaming product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top players of Virtual Reality (VR) in Gaming, with revenue, gross margin and global market share of Virtual Reality (VR) in Gaming from 2019 to 2022.
Chapter 3, the Virtual Reality (VR) in Gaming competitive situation, revenue and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and application, with revenue and growth rate by Type, application, from 2017 to 2028.
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2017 to 2022.and Virtual Reality (VR) in Gaming market forecast, by regions, type and application, with revenue, from 2023 to 2028.
Chapter 11 and 12, to describe Virtual Reality (VR) in Gaming research findings and conclusion, appendix and data source.
The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
Market is segmented on the basis:
The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.
The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.
1 Market Overview
1 Market Overview
1.1 Product Overview and Scope of Virtual Reality (VR) in Gaming
1.2 Classification of Virtual Reality (VR) in Gaming by Type
1.2.1 Overview: Global Virtual Reality (VR) in Gaming Market Size by Type: 2017 Versus 2021 Versus 2028
1.2.2 Global Virtual Reality (VR) in Gaming Revenue Market Share by Type in 2021
1.2.3 Adventure Games
1.2.4 Action Games
1.2.5 Racing Games
1.2.6 Role-Playing Games
1.2.7 Others
1.3 Global Virtual Reality (VR) in Gaming Market by Application
1.3.1 Overview: Global Virtual Reality (VR) in Gaming Market Size by Application: 2017 Versus 2021 Versus 2028
1.3.2 Private
1.3.3 Commerce
1.3.4 Others
1.4 Global Virtual Reality (VR) in Gaming Market Size & Forecast
1.5 Global Virtual Reality (VR) in Gaming Market Size and Forecast by Region
1.5.1 Global Virtual Reality (VR) in Gaming Market Size by Region: 2017 VS 2021 VS 2028
1.5.2 Global Virtual Reality (VR) in Gaming Market Size by Region, (2017-2022)
1.5.3 North America Virtual Reality (VR) in Gaming Market Size and Prospect (2017-2028)
1.5.4 Europe Virtual Reality (VR) in Gaming Market Size and Prospect (2017-2028)
1.5.5 Asia-Pacific Virtual Reality (VR) in Gaming Market Size and Prospect (2017-2028)
1.5.6 South America Virtual Reality (VR) in Gaming Market Size and Prospect (2017-2028)
1.5.7 Middle East and Africa Virtual Reality (VR) in Gaming Market Size and Prospect (2017-2028)
1.6 Market Drivers, Restraints and Trends
1.6.1 Virtual Reality (VR) in Gaming Market Drivers
1.6.2 Virtual Reality (VR) in Gaming Market Restraints
1.6.3 Virtual Reality (VR) in Gaming Trends Analysis
2 Company Profiles
2 Company Profiles
2.1 Sony
2.1.1 Sony Details
2.1.2 Sony Major Business
2.1.3 Sony Virtual Reality (VR) in Gaming Product and Solutions
2.1.4 Sony Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.1.5 Sony Recent Developments and Future Plans
2.2 Microsoft
2.2.1 Microsoft Details
2.2.2 Microsoft Major Business
2.2.3 Microsoft Virtual Reality (VR) in Gaming Product and Solutions
2.2.4 Microsoft Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.2.5 Microsoft Recent Developments and Future Plans
2.3 Nintendo
2.3.1 Nintendo Details
2.3.2 Nintendo Major Business
2.3.3 Nintendo Virtual Reality (VR) in Gaming Product and Solutions
2.3.4 Nintendo Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.3.5 Nintendo Recent Developments and Future Plans
2.4 Linden Labs
2.4.1 Linden Labs Details
2.4.2 Linden Labs Major Business
2.4.3 Linden Labs Virtual Reality (VR) in Gaming Product and Solutions
2.4.4 Linden Labs Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.4.5 Linden Labs Recent Developments and Future Plans
2.5 Electronic Arts
2.5.1 Electronic Arts Details
2.5.2 Electronic Arts Major Business
2.5.3 Electronic Arts Virtual Reality (VR) in Gaming Product and Solutions
2.5.4 Electronic Arts Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.5.5 Electronic Arts Recent Developments and Future Plans
2.6 Facebook
2.6.1 Facebook Details
2.6.2 Facebook Major Business
2.6.3 Facebook Virtual Reality (VR) in Gaming Product and Solutions
2.6.4 Facebook Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.6.5 Facebook Recent Developments and Future Plans
2.7 Samsung Electronics
2.7.1 Samsung Electronics Details
2.7.2 Samsung Electronics Major Business
2.7.3 Samsung Electronics Virtual Reality (VR) in Gaming Product and Solutions
2.7.4 Samsung Electronics Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.7.5 Samsung Electronics Recent Developments and Future Plans
2.8 Google
2.8.1 Google Details
2.8.2 Google Major Business
2.8.3 Google Virtual Reality (VR) in Gaming Product and Solutions
2.8.4 Google Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.8.5 Google Recent Developments and Future Plans
2.9 HTC
2.9.1 HTC Details
2.9.2 HTC Major Business
2.9.3 HTC Virtual Reality (VR) in Gaming Product and Solutions
2.9.4 HTC Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.9.5 HTC Recent Developments and Future Plans
2.10 Virtuix Omni
2.10.1 Virtuix Omni Details
2.10.2 Virtuix Omni Major Business
2.10.3 Virtuix Omni Virtual Reality (VR) in Gaming Product and Solutions
2.10.4 Virtuix Omni Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.10.5 Virtuix Omni Recent Developments and Future Plans
2.11 Leap Motion
2.11.1 Leap Motion Details
2.11.2 Leap Motion Major Business
2.11.3 Leap Motion Virtual Reality (VR) in Gaming Product and Solutions
2.11.4 Leap Motion Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.11.5 Leap Motion Recent Developments and Future Plans
2.12 Telsa Studios
2.12.1 Telsa Studios Details
2.12.2 Telsa Studios Major Business
2.12.3 Telsa Studios Virtual Reality (VR) in Gaming Product and Solutions
2.12.4 Telsa Studios Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.12.5 Telsa Studios Recent Developments and Future Plans
2.13 Qualcomm
2.13.1 Qualcomm Details
2.13.2 Qualcomm Major Business
2.13.3 Qualcomm Virtual Reality (VR) in Gaming Product and Solutions
2.13.4 Qualcomm Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.13.5 Qualcomm Recent Developments and Future Plans
3 Market Competition, by Players
3 Market Competition, by Players
3.1 Global Virtual Reality (VR) in Gaming Revenue and Share by Players (2019, 2020, 2021, and 2022)
3.2 Market Concentration Rate
3.2.1 Top 3 Virtual Reality (VR) in Gaming Players Market Share in 2021
3.2.2 Top 10 Virtual Reality (VR) in Gaming Players Market Share in 2021
3.2.3 Market Competition Trend
3.3 Virtual Reality (VR) in Gaming Players Head Office, Products and Services Provided
3.4 Virtual Reality (VR) in Gaming Mergers & Acquisitions
3.5 Virtual Reality (VR) in Gaming New Entrants and Expansion Plans
4 Market Size Segment by Type
4 Market Size Segment by Type
4.1 Global Virtual Reality (VR) in Gaming Revenue and Market Share by Type (2017-2022)
4.2 Global Virtual Reality (VR) in Gaming Market Forecast by Type (2023-2028)
5 Market Size Segment by Application
5 Market Size Segment by Application
5.1 Global Virtual Reality (VR) in Gaming Revenue Market Share by Application (2017-2022)
5.2 Global Virtual Reality (VR) in Gaming Market Forecast by Application (2023-2028)
6 North America by Country, by Type, and by Application
6 North America by Country, by Type, and by Application
6.1 North America Virtual Reality (VR) in Gaming Revenue by Type (2017-2028)
6.2 North America Virtual Reality (VR) in Gaming Revenue by Application (2017-2028)
6.3 North America Virtual Reality (VR) in Gaming Market Size by Country
6.3.1 North America Virtual Reality (VR) in Gaming Revenue by Country (2017-2028)
6.3.2 United States Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
6.3.3 Canada Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
6.3.4 Mexico Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
7 Europe by Country, by Type, and by Application
7 Europe by Country, by Type, and by Application
7.1 Europe Virtual Reality (VR) in Gaming Revenue by Type (2017-2028)
7.2 Europe Virtual Reality (VR) in Gaming Revenue by Application (2017-2028)
7.3 Europe Virtual Reality (VR) in Gaming Market Size by Country
7.3.1 Europe Virtual Reality (VR) in Gaming Revenue by Country (2017-2028)
7.3.2 Germany Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
7.3.3 France Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
7.3.4 United Kingdom Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
7.3.5 Russia Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
7.3.6 Italy Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
8 Asia-Pacific by Region, by Type, and by Application
8 Asia-Pacific by Region, by Type, and by Application
8.1 Asia-Pacific Virtual Reality (VR) in Gaming Revenue by Type (2017-2028)
8.2 Asia-Pacific Virtual Reality (VR) in Gaming Revenue by Application (2017-2028)
8.3 Asia-Pacific Virtual Reality (VR) in Gaming Market Size by Region
8.3.1 Asia-Pacific Virtual Reality (VR) in Gaming Revenue by Region (2017-2028)
8.3.2 China Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
8.3.3 Japan Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
8.3.4 South Korea Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
8.3.5 India Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
8.3.6 Southeast Asia Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
8.3.7 Australia Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
9 South America by Country, by Type, and by Application
9 South America by Country, by Type, and by Application
9.1 South America Virtual Reality (VR) in Gaming Revenue by Type (2017-2028)
9.2 South America Virtual Reality (VR) in Gaming Revenue by Application (2017-2028)
9.3 South America Virtual Reality (VR) in Gaming Market Size by Country
9.3.1 South America Virtual Reality (VR) in Gaming Revenue by Country (2017-2028)
9.3.2 Brazil Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
9.3.3 Argentina Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
10 Middle East & Africa by Country, by Type, and by Application
10 Middle East & Africa by Country, by Type, and by Application
10.1 Middle East & Africa Virtual Reality (VR) in Gaming Revenue by Type (2017-2028)
10.2 Middle East & Africa Virtual Reality (VR) in Gaming Revenue by Application (2017-2028)
10.3 Middle East & Africa Virtual Reality (VR) in Gaming Market Size by Country
10.3.1 Middle East & Africa Virtual Reality (VR) in Gaming Revenue by Country (2017-2028)
10.3.2 Turkey Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
10.3.3 Saudi Arabia Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
10.3.4 UAE Virtual Reality (VR) in Gaming Market Size and Forecast (2017-2028)
11 Research Findings and Conclusion
11 Research Findings and Conclusion
12 Appendix
12 Appendix
12.1 Methodology
12.2 Research Process and Data Source
12.3 Disclaimer
List of Tables
Table 1. Global Virtual Reality (VR) in Gaming Revenue by Type, (USD Million), 2017 VS 2021 VS 2028
Table 2. Global Virtual Reality (VR) in Gaming Revenue by Application, (USD Million), 2017 VS 2021 VS 2028
Table 3. Global Market Virtual Reality (VR) in Gaming Revenue (Million USD) Comparison by Region (2017 VS 2021 VS 2028)
Table 4. Global Virtual Reality (VR) in Gaming Revenue (USD Million) by Region (2017-2022)
Table 5. Global Virtual Reality (VR) in Gaming Revenue Market Share by Region (2023-2028)
Table 6. Sony Corporate Information, Head Office, and Major Competitors
Table 7. Sony Major Business
Table 8. Sony Virtual Reality (VR) in Gaming Product and Solutions
Table 9. Sony Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 10. Microsoft Corporate Information, Head Office, and Major Competitors
Table 11. Microsoft Major Business
Table 12. Microsoft Virtual Reality (VR) in Gaming Product and Solutions
Table 13. Microsoft Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 14. Nintendo Corporate Information, Head Office, and Major Competitors
Table 15. Nintendo Major Business
Table 16. Nintendo Virtual Reality (VR) in Gaming Product and Solutions
Table 17. Nintendo Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 18. Linden Labs Corporate Information, Head Office, and Major Competitors
Table 19. Linden Labs Major Business
Table 20. Linden Labs Virtual Reality (VR) in Gaming Product and Solutions
Table 21. Linden Labs Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 22. Electronic Arts Corporate Information, Head Office, and Major Competitors
Table 23. Electronic Arts Major Business
Table 24. Electronic Arts Virtual Reality (VR) in Gaming Product and Solutions
Table 25. Electronic Arts Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 26. Facebook Corporate Information, Head Office, and Major Competitors
Table 27. Facebook Major Business
Table 28. Facebook Virtual Reality (VR) in Gaming Product and Solutions
Table 29. Facebook Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 30. Samsung Electronics Corporate Information, Head Office, and Major Competitors
Table 31. Samsung Electronics Major Business
Table 32. Samsung Electronics Virtual Reality (VR) in Gaming Product and Solutions
Table 33. Samsung Electronics Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 34. Google Corporate Information, Head Office, and Major Competitors
Table 35. Google Major Business
Table 36. Google Virtual Reality (VR) in Gaming Product and Solutions
Table 37. Google Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 38. HTC Corporate Information, Head Office, and Major Competitors
Table 39. HTC Major Business
Table 40. HTC Virtual Reality (VR) in Gaming Product and Solutions
Table 41. HTC Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 42. Virtuix Omni Corporate Information, Head Office, and Major Competitors
Table 43. Virtuix Omni Major Business
Table 44. Virtuix Omni Virtual Reality (VR) in Gaming Product and Solutions
Table 45. Virtuix Omni Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 46. Leap Motion Corporate Information, Head Office, and Major Competitors
Table 47. Leap Motion Major Business
Table 48. Leap Motion Virtual Reality (VR) in Gaming Product and Solutions
Table 49. Leap Motion Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 50. Telsa Studios Corporate Information, Head Office, and Major Competitors
Table 51. Telsa Studios Major Business
Table 52. Telsa Studios Virtual Reality (VR) in Gaming Product and Solutions
Table 53. Telsa Studios Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 54. Qualcomm Corporate Information, Head Office, and Major Competitors
Table 55. Qualcomm Major Business
Table 56. Qualcomm Virtual Reality (VR) in Gaming Product and Solutions
Table 57. Qualcomm Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2019, 2020, 2021, and 2022)
Table 58. Global Virtual Reality (VR) in Gaming Revenue (USD Million) by Players (2019, 2020, 2021, and 2022)
Table 59. Global Virtual Reality (VR) in Gaming Revenue Share by Players (2019, 2020, 2021, and 2022)
Table 60. Breakdown of Virtual Reality (VR) in Gaming by Company Type (Tier 1, Tier 2 and Tier 3)
Table 61. Virtual Reality (VR) in Gaming Players Head Office, Products and Services Provided
Table 62. Virtual Reality (VR) in Gaming Mergers & Acquisitions in the Past Five Years
Table 63. Virtual Reality (VR) in Gaming New Entrants and Expansion Plans
Table 64. Global Virtual Reality (VR) in Gaming Revenue (USD Million) by Type (2017-2022)
Table 65. Global Virtual Reality (VR) in Gaming Revenue Share by Type (2017-2022)
Table 66. Global Virtual Reality (VR) in Gaming Revenue Forecast by Type (2023-2028)
Table 67. Global Virtual Reality (VR) in Gaming Revenue by Application (2017-2022)
Table 68. Global Virtual Reality (VR) in Gaming Revenue Forecast by Application (2023-2028)
Table 69. North America Virtual Reality (VR) in Gaming Revenue by Type (2017-2022) & (USD Million)
Table 70. North America Virtual Reality (VR) in Gaming Revenue by Type (2023-2028) & (USD Million)
Table 71. North America Virtual Reality (VR) in Gaming Revenue by Application (2017-2022) & (USD Million)
Table 72. North America Virtual Reality (VR) in Gaming Revenue by Application (2023-2028) & (USD Million)
Table 73. North America Virtual Reality (VR) in Gaming Revenue by Country (2017-2022) & (USD Million)
Table 74. North America Virtual Reality (VR) in Gaming Revenue by Country (2023-2028) & (USD Million)
Table 75. Europe Virtual Reality (VR) in Gaming Revenue by Type (2017-2022) & (USD Million)
Table 76. Europe Virtual Reality (VR) in Gaming Revenue by Type (2023-2028) & (USD Million)
Table 77. Europe Virtual Reality (VR) in Gaming Revenue by Application (2017-2022) & (USD Million)
Table 78. Europe Virtual Reality (VR) in Gaming Revenue by Application (2023-2028) & (USD Million)
Table 79. Europe Virtual Reality (VR) in Gaming Revenue by Country (2017-2022) & (USD Million)
Table 80. Europe Virtual Reality (VR) in Gaming Revenue by Country (2023-2028) & (USD Million)
Table 81. Asia-Pacific Virtual Reality (VR) in Gaming Revenue by Type (2017-2022) & (USD Million)
Table 82. Asia-Pacific Virtual Reality (VR) in Gaming Revenue by Type (2023-2028) & (USD Million)
Table 83. Asia-Pacific Virtual Reality (VR) in Gaming Revenue by Application (2017-2022) & (USD Million)
Table 84. Asia-Pacific Virtual Reality (VR) in Gaming Revenue by Application (2023-2028) & (USD Million)
Table 85. Asia-Pacific Virtual Reality (VR) in Gaming Revenue by Region (2017-2022) & (USD Million)
Table 86. Asia-Pacific Virtual Reality (VR) in Gaming Revenue by Region (2023-2028) & (USD Million)
Table 87. South America Virtual Reality (VR) in Gaming Revenue by Type (2017-2022) & (USD Million)
Table 88. South America Virtual Reality (VR) in Gaming Revenue by Type (2023-2028) & (USD Million)
Table 89. South America Virtual Reality (VR) in Gaming Revenue by Application (2017-2022) & (USD Million)
Table 90. South America Virtual Reality (VR) in Gaming Revenue by Application (2023-2028) & (USD Million)
Table 91. South America Virtual Reality (VR) in Gaming Revenue by Country (2017-2022) & (USD Million)
Table 92. South America Virtual Reality (VR) in Gaming Revenue by Country (2023-2028) & (USD Million)
Table 93. Middle East & Africa Virtual Reality (VR) in Gaming Revenue by Type (2017-2022) & (USD Million)
Table 94. Middle East & Africa Virtual Reality (VR) in Gaming Revenue by Type (2023-2028) & (USD Million)
Table 95. Middle East & Africa Virtual Reality (VR) in Gaming Revenue by Application (2017-2022) & (USD Million)
Table 96. Middle East & Africa Virtual Reality (VR) in Gaming Revenue by Application (2023-2028) & (USD Million)
Table 97. Middle East & Africa Virtual Reality (VR) in Gaming Revenue by Country (2017-2022) & (USD Million)
Table 98. Middle East & Africa Virtual Reality (VR) in Gaming Revenue by Country (2023-2028) & (USD Million)
List of Figures
Figure 1. Virtual Reality (VR) in Gaming Picture
Figure 2. Global Virtual Reality (VR) in Gaming Revenue Market Share by Type in 2021
Figure 3. Adventure Games
Figure 4. Action Games
Figure 5. Racing Games
Figure 6. Role-Playing Games
Figure 7. Others
Figure 8. Virtual Reality (VR) in Gaming Revenue Market Share by Application in 2021
Figure 9. Private Picture
Figure 10. Commerce Picture
Figure 11. Others Picture
Figure 12. Global Virtual Reality (VR) in Gaming Market Size, (USD Million): 2017 VS 2021 VS 2028
Figure 13. Global Virtual Reality (VR) in Gaming Revenue and Forecast (2017-2028) & (USD Million)
Figure 14. Global Virtual Reality (VR) in Gaming Revenue Market Share by Region (2017-2028)
Figure 15. Global Virtual Reality (VR) in Gaming Revenue Market Share by Region in 2021
Figure 16. North America Virtual Reality (VR) in Gaming Revenue (USD Million) and Growth Rate (2017-2028)
Figure 17. Europe Virtual Reality (VR) in Gaming Revenue (USD Million) and Growth Rate (2017-2028)
Figure 18. Asia-Pacific Virtual Reality (VR) in Gaming Revenue (USD Million) and Growth Rate (2017-2028)
Figure 19. South America Virtual Reality (VR) in Gaming Revenue (USD Million) and Growth Rate (2017-2028)
Figure 20. Middle East and Africa Virtual Reality (VR) in Gaming Revenue (USD Million) and Growth Rate (2017-2028)
Figure 21. Virtual Reality (VR) in Gaming Market Drivers
Figure 22. Virtual Reality (VR) in Gaming Market Restraints
Figure 23. Virtual Reality (VR) in Gaming Market Trends
Figure 24. Sony Recent Developments and Future Plans
Figure 25. Microsoft Recent Developments and Future Plans
Figure 26. Nintendo Recent Developments and Future Plans
Figure 27. Linden Labs Recent Developments and Future Plans
Figure 28. Electronic Arts Recent Developments and Future Plans
Figure 29. Facebook Recent Developments and Future Plans
Figure 30. Samsung Electronics Recent Developments and Future Plans
Figure 31. Google Recent Developments and Future Plans
Figure 32. HTC Recent Developments and Future Plans
Figure 33. Virtuix Omni Recent Developments and Future Plans
Figure 34. Leap Motion Recent Developments and Future Plans
Figure 35. Telsa Studios Recent Developments and Future Plans
Figure 36. Qualcomm Recent Developments and Future Plans
Figure 37. Global Virtual Reality (VR) in Gaming Revenue Share by Players in 2021
Figure 38. Virtual Reality (VR) in Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3) in 2021
Figure 39. Global Top 3 Players Virtual Reality (VR) in Gaming Revenue Market Share in 2021
Figure 40. Global Top 10 Players Virtual Reality (VR) in Gaming Revenue Market Share in 2021
Figure 41. Key Players Market Share Trend (Top 3 Market Share: 2020 VS 2021 VS 2022)
Figure 42. Global Virtual Reality (VR) in Gaming Revenue Share by Type in 2021
Figure 43. Global Virtual Reality (VR) in Gaming Market Share Forecast by Type (2023-2028)
Figure 44. Global Virtual Reality (VR) in Gaming Revenue Share by Application in 2021
Figure 45. Global Virtual Reality (VR) in Gaming Market Share Forecast by Application (2023-2028)
Figure 46. North America Virtual Reality (VR) in Gaming Sales Market Share by Type (2017-2028)
Figure 47. North America Virtual Reality (VR) in Gaming Sales Market Share by Application (2017-2028)
Figure 48. North America Virtual Reality (VR) in Gaming Revenue Market Share by Country (2017-2028)
Figure 49. United States Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 50. Canada Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 51. Mexico Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 52. Europe Virtual Reality (VR) in Gaming Sales Market Share by Type (2017-2028)
Figure 53. Europe Virtual Reality (VR) in Gaming Sales Market Share by Application (2017-2028)
Figure 54. Europe Virtual Reality (VR) in Gaming Revenue Market Share by Country (2017-2028)
Figure 55. Germany Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 56. France Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 57. United Kingdom Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 58. Russia Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 59. Italy Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 60. Asia-Pacific Virtual Reality (VR) in Gaming Sales Market Share by Type (2017-2028)
Figure 61. Asia-Pacific Virtual Reality (VR) in Gaming Sales Market Share by Application (2017-2028)
Figure 62. Asia-Pacific Virtual Reality (VR) in Gaming Revenue Market Share by Region (2017-2028)
Figure 63. China Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 64. Japan Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 65. South Korea Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 66. India Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 67. Southeast Asia Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 68. Australia Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 69. South America Virtual Reality (VR) in Gaming Sales Market Share by Type (2017-2028)
Figure 70. South America Virtual Reality (VR) in Gaming Sales Market Share by Application (2017-2028)
Figure 71. South America Virtual Reality (VR) in Gaming Revenue Market Share by Country (2017-2028)
Figure 72. Brazil Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 73. Argentina Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 74. Middle East and Africa Virtual Reality (VR) in Gaming Sales Market Share by Type (2017-2028)
Figure 75. Middle East and Africa Virtual Reality (VR) in Gaming Sales Market Share by Application (2017-2028)
Figure 76. Middle East and Africa Virtual Reality (VR) in Gaming Revenue Market Share by Country (2017-2028)
Figure 77. Turkey Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 78. Saudi Arabia Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 79. UAE Virtual Reality (VR) in Gaming Revenue and Growth Rate (2017-2028) & (USD Million)
Figure 80. Methodology
Figure 81. Research Process and Data Source