Virtual Reality In Gaming Global Market Report 2022 – By Component (Software, Hardware), By Types Of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction), By Device (Personal Computers, Gaming Consoles, Mobile Devices), By End-User(Commercial Space, Individual) – Market Size, Trends, And Global Forecast 2022-2026

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Virtual reality in gaming market consists of sales of virtual reality gaming hardware and software devices by entities (organizations, sole traders, and partnerships) that offer the ability to take players into the game in real-time. Virtual reality technology uses computing hardware, software, and other VR peripherals to create virtual environments that immerse the user in the game's 3D environment.

The main types of components in virtual reality in gaming are software and hardware. The virtual reality gaming software builds immersive 3D environments which can be used in VR games. The virtual world is created by software developers who create a virtual environment for users so that they can interact with the place and objects in that environment. The different types of games include racing, adventure, fighting, shooting, mystery thriller, puzzle, and science fiction and use various devices such as personal computers, gaming consoles, mobile devices. It is used by several verticals including commercial space and individuals.

The global virtual reality in gaming market size is expected to grow from $9.39 billion in 2021 to $12.13 billion in 2022 at a compound annual growth rate (CAGR) of 29.2%. The change in the VR in gaming market growth trend is mainly due to the companies stabilizing their output after catering to the demand that grew exponentially during the COVID-19 pandemic in 2020. The market is expected to reach $33.65 billion in 2026 at a CAGR of 29%.

The increasing adoption of VR devices is driving the growth of virtual reality in gaming market. Virtual Reality systems create a virtual experience that appears to be real, allowing the user to interact with the 3D world and feel the scenes and objects as if they were real. In the latest generation of computer games, VR devices are employed to make the players feel immersed in the game. For instance, according to the Gaming & Media report, Oculus VR, a US-based company that develops virtual reality platforms and products sold over 1 million units of Quest 2 VR headsets in Q4 2020. Therefore, the increasing adoption of VR devices is expected to propel the growth of virtual reality in gaming market in the coming years.

5G-based VR cloud games are shaping virtual reality in gaming market. 5G VR cloud is a combination of cloud, virtual reality, and 5G connectivity in gaming. Major companies operating in virtual reality in gaming sector are focused on developing 5G based VR cloud games to offer customers low latency and high bandwidth services. For instance, in May 2020, Archiact, a Canada-based VR games studio merged with Migu Co. Ltd., a China-based consumer technology company to bring VR games to its 5G cloud gaming platform. Archiact states that by teaming with Migu, it will be able to work together to establish the vision of 5G VR cloud gaming, making VR even more available.

In February 2020, Facebook, a US-based social networking service company acquired Sanzaru Games for an undisclosed amount. This acquisition enabled Facebook's persistent interest in propping up VR gaming firms and aligning them around their goals while allowing them to operate autonomously. Sanzaru Games is a US-based video game development company.

Major players in the virtual reality in gaming market are Facebook Technologies LLC., Google, HTC Corporation, Samsung Electronics Co. Ltd., Fove Inc, Sony Interactive Entertainment LLC, Nintendo Co. Ltd., Razer Inc., Oculus HR, Microsoft Corporation, ZEISS Group, Advanced Micro Devices, Sega Corporation, Kaneva LLC, Nvidia, Qualcomm, bHaptics Inc., and Electronic Arts Inc.

North America was the largest region in the virtual reality in gaming market in 2021. The regions covered in the VR in gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

The countries covered in the virtual reality in gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK and USA.

The global virtual reality in gaming market is segmented -

1) By Component: Software, Hardware

2) By Type of Game: Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, Others

3) By Device: Personal Computers, Gaming Consoles, Mobile Devices

4) By End-User: Commercial Space, Individual

    Table Of Contents

    1. Executive Summary

    2. Virtual Reality In Gaming Market Characteristics

    3. Virtual Reality In Gaming Market Trends And Strategies

    4. Impact Of COVID-19 On Virtual Reality In Gaming

    5. Virtual Reality In Gaming Market Size And Growth

    5.1. Global Virtual Reality In Gaming Historic Market, 2016-2021, $ Billion

    5.1.1. Drivers Of The Market

    5.1.2. Restraints On The Market

    5.2. Global Virtual Reality In Gaming Forecast Market, 2021-2026F, 2031F, $ Billion

    5.2.1. Drivers Of The Market

    5.2.2. Restraints On the Market

    6. Virtual Reality In Gaming Market Segmentation

    6.1. Global Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    Software

    Hardware

    6.2. Global Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    Racing

    Adventure

    Fighting 

    Shooting 

    Mystery Thriller 

    Puzzle 

    Science Fiction 

    Others

    6.3. Global Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    Personal Computers

    Gaming Consoles

    Mobile Devices

    6.4. Global Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    Commercial Space

    Individual

    7. Virtual Reality In Gaming Market Regional And Country Analysis

    7.1. Global Virtual Reality In Gaming Market, Split By Region, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    7.2. Global Virtual Reality In Gaming Market, Split By Country, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    8. Asia-Pacific Virtual Reality In Gaming Market

    8.1. Asia-Pacific Virtual Reality In Gaming Market Overview

    Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies

    8.2. Asia-Pacific Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    8.3. Asia-Pacific Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    9. China Virtual Reality In Gaming Market

    9.1. China Virtual Reality In Gaming Market Overview

    9.2. China Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F,$ Billion

    9.3. China Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F,$ Billion

    10. India Virtual Reality In Gaming Market

    10.1. India Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    10.2. India Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    11. Japan Virtual Reality In Gaming Market

    11.1. Japan Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    11.2. Japan Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    12. Australia Virtual Reality In Gaming Market

    12.1. Australia Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    12.2. Australia Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    13. Indonesia Virtual Reality In Gaming Market

    13.1. Indonesia Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    13.2. Indonesia Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    14. South Korea Virtual Reality In Gaming Market

    14.1. South Korea Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    14.2. South Korea Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    15. Western Europe Virtual Reality In Gaming Market

    15.1. Western Europe Virtual Reality In Gaming Market Overview

    15.2. Western Europe Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    15.3. Western Europe Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    16. UK Virtual Reality In Gaming Market

    16.1. UK Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    16.2. UK Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    17. Germany Virtual Reality In Gaming Market

    17.1. Germany Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    17.2. Germany Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    18. France Virtual Reality In Gaming Market

    18.4. France Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    18.5. France Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    19. Eastern Europe Virtual Reality In Gaming Market

    19.1. Eastern Europe Virtual Reality In Gaming Market Overview

    19.2. Eastern Europe Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    19.3. Eastern Europe Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    20. Russia Virtual Reality In Gaming Market

    20.1. Russia Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    20.2. Russia Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    21. North America Virtual Reality In Gaming Market

    21.1. North America Virtual Reality In Gaming Market Overview

    21.2. North America Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    21.3. North America Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    22. USA Virtual Reality In Gaming Market

    22.1. USA Virtual Reality In Gaming Market Overview

    22.2. USA Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    22.3. USA Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    23. South America Virtual Reality In Gaming Market

    23.1. South America Virtual Reality In Gaming Market Overview

    23.2. South America Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    23.3. South America Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    24. Brazil Virtual Reality In Gaming Market

    24.1. Brazil Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    24.2. Brazil Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    25. Middle East Virtual Reality In Gaming Market

    25.1. Middle East Virtual Reality In Gaming Market Overview

    25.2. Middle East Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    25.3. Middle East Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    26. Africa Virtual Reality In Gaming Market

    26.1. Africa Virtual Reality In Gaming Market Overview

    26.2. Africa Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    26.3. Africa Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion

    27. Virtual Reality In Gaming Market Competitive Landscape And Company Profiles

    27.1. Virtual Reality In Gaming Market Competitive Landscape

    27.2. Virtual Reality In Gaming Market Company Profiles

    27.2.1. Facebook Technologies LLC.

    27.2.1.1. Overview

    27.2.1.2. Products and Services

    27.2.1.3. Strategy

    27.2.1.4. Financial Performance

    27.2.2. Google

    27.2.2.1. Overview

    27.2.2.2. Products and Services

    27.2.2.3. Strategy

    27.2.2.4. Financial Performance

    27.2.3. HTC Corporation

    27.2.3.1. Overview

    27.2.3.2. Products and Services

    27.2.3.3. Strategy

    27.2.3.4. Financial Performance

    27.2.4. Samsung Electronics Co. Ltd.

    27.2.4.1. Overview

    27.2.4.2. Products and Services

    27.2.4.3. Strategy

    27.2.4.4. Financial Performance

    27.2.5. Fove Inc

    27.2.5.1. Overview

    27.2.5.2. Products and Services

    27.2.5.3. Strategy

    27.2.5.4. Financial Performance

    28. Key Mergers And Acquisitions In The Virtual Reality In Gaming Market

    29. Virtual Reality In Gaming Market Future Outlook and Potential Analysis

    30. Appendix

    30.1. Abbreviations

    30.2. Currencies

    30.3. Research Inquiries

    30.4. The Business Research Company

    30.5. Copyright And Disclaimer

List Of Tables

    Table 1: Global Historic Market Growth, 2016-2021, $ Billion
  • Table 2: Global Forecast Market Growth, 2021-2026F, 2031F, $ Billion
  • Table 3: Global Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 4: Global Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 5: Global Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 6: Global Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 7: Global Virtual Reality In Gaming Market, Split By Region, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 8: Global Virtual Reality In Gaming Market, Split By Country, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 9: Asia-Pacific, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 10: Asia-Pacific, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 11: China, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 12: China, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 13: India, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 14: India, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 15: Japan, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 16: Japan, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 17: Australia, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 18: Australia, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 19: Indonesia, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 20: Indonesia, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 21: South Korea, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 22: South Korea, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 23: Western Europe, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 24: Western Europe, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 25: UK, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 26: UK, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 27: Germany, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 28: Germany, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 29: France, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 30: France, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 31: Eastern Europe, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 32: Eastern Europe, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 33: Russia, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 34: Russia, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 35: North America, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 36: North America, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 37: USA, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 38: USA, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 39: South America, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 40: South America, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 41: Brazil, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 42: Brazil, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 43: Middle East, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 44: Middle East, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 45: Africa, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 46: Africa, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Table 47: Facebook Technologies LLC. Financial Performance
  • Table 48: Google Financial Performance
  • Table 49: HTC Corporation Financial Performance
  • Table 50: Samsung Electronics Co. Ltd. Financial Performance
  • Table 51: Fove Inc Financial Performance

List Of Figures

    Figure 1: Global Historic Market Growth, 2016-2021, $ Billion
  • Figure 2: Global Forecast Market Growth, 2021-2026F, 2031F, $ Billion
  • Figure 3: Global Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 4: Global Virtual Reality In Gaming Market, Segmentation By Types Of Games, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 5: Global Virtual Reality In Gaming Market, Segmentation By Device, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 6: Global Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 7: Global Virtual Reality In Gaming Market, Split By Region, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 8: Global Virtual Reality In Gaming Market, Split By Country, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 9: Asia-Pacific, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 10: Asia-Pacific, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 11: China, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 12: China, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 13: India, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 14: India, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 15: Japan, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 16: Japan, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 17: Australia, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 18: Australia, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 19: Indonesia, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 20: Indonesia, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 21: South Korea, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 22: South Korea, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 23: Western Europe, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 24: Western Europe, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 25: UK, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 26: UK, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 27: Germany, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 28: Germany, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 29: France, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 30: France, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 31: Eastern Europe, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 32: Eastern Europe, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 33: Russia, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 34: Russia, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 35: North America, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 36: North America, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 37: USA, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 38: USA, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 39: South America, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 40: South America, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 41: Brazil, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 42: Brazil, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 43: Middle East, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 44: Middle East, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 45: Africa, Virtual Reality In Gaming Market, Segmentation By Component, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 46: Africa, Virtual Reality In Gaming Market, Segmentation By End-User, Historic and Forecast, 2016-2021, 2021-2026F, 2031F, $ Billion
  • Figure 47: Facebook Technologies LLC. Financial Performance
  • Figure 48: Google Financial Performance
  • Figure 49: HTC Corporation Financial Performance
  • Figure 50: Samsung Electronics Co. Ltd. Financial Performance
  • Figure 51: Fove Inc Financial Performance
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