Virtual Reality (VR) in Gaming Market Market Size Worth USD 48.2 billion by 2026 | CAGR: 26.8%
Virtual Reality (VR) in Gaming Market Size Worth USD 48.2 billion by 2026
“According to Polaris Market Research report, Virtual Reality (VR) in Gaming market is witnessing a major transformation and is projected to reach USD 48.2 billion by 2026 registering a CAGR of 26.8% during the forecast period 2017 to 2026.” The global Virtual Reality (VR) in Gaming market growth is driven by some of the key factors such as growing awareness among consumers, increasing investments by private-public organizations, and favorable government policies. Additionally, many prominent players present in the market are concentrating on the adoption of new technology and product launches to obtain a competitive edge, which in turn contributes to the Virtual Reality (VR) in Gaming market growth. The regulatory agencies are also playing a key role as the major driving force for the market, by safeguarding the quality of product/service offerings as well as accelerating new approvals.
Virtual Reality (VR) in Gaming Market Report Scope: The study provides a comprehensive view of the Virtual Reality (VR) in Gaming market by segmenting it based on Component, Device and region. All the segments of the market have been thoroughly analyzed based on present and future trends. The research report has identified the key segments contributing most to the Viscosupplemnt market growth in terms of revenue along with other vital factors impacting the market dynamics. Further, the market analysis covered in the report also answers the imperative question for new entrants and existing players operating in the market.
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Virtual Reality (VR) in Gaming Market Size Worth USD 48.2 billion by 2026
Browse Detailed Research Report On Virtual Reality (VR) in Gaming Market Analysis: https://www.polarismarketresearch.com/industry-analysis/virtual-reality-vr-in-gaming-market
By Component
Application
By Region
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Hardware
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Smartphone
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North America (U.S., Canada)
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Software
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Gaming Console
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Laptop/Desktop
Europe (France, Germany, UK, Italy, Spain, Netherlands, Austria)
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Asia Pacific (Japan, China, India, Malaysia, Indonesia, South Korea)
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Latin America (Brazil, Mexico, Argentina)
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Middle East & Africa (Saudi Arabia, UAE, Israel, South Africa)
Impact Analysis of COVID-19 on Virtual Reality (VR) in Gaming Market The global Virtual Reality (VR) in Gaming market is anticipated to continue its growth amid the covid-19 pandemic. After giving insightful information on market behavior pre and post COVID-19 pandemic, the report also sheds light on the key strategic moves to overcome the adverse impact of COVID-19 on business and turn the positive impact into a lucrative opportunity. Regional Outlook The regional market of North America is witnessing a significant rise in the growth rate and is expected to account for the largest market share over the forecast period. The market is flourishing as a result of its increasing application scope and ample availability of vital resources. During the forecast period, the Asia Pacific region is estimated to garner the highest CAGR for the Virtual Reality (VR) in Gaming market, owing to the presence of several leading local and international players operating in the regional market. Gain access to our latest research report that includes a detailed analysis of the COVID-19 pandemic influencing the Virtual Reality (VR) in Gaming market in different regions and how market players devising effective strategies to mitigate the effect of the pandemic: https://www.polarismarketresearch.com/industry-analysis/virtual-reality-vr-in-gaming-market/speakto-analyst -3-
Virtual Reality (VR) in Gaming Market Size Worth USD 48.2 billion by 2026
Competitive Landscape Leading companies holding significant market shares in the Virtual Reality (VR) in Gaming market are analyzed considering their market shares, growth rates, market revenue, business strategies, and latest developments. Recent events for these major companies such as acquisitions, research initiatives, technological advancements, new solution/product launches, and geographical expansions considered in finalizing their position in the market. According to Polaris Market Research, the leading players with a noteworthy share in the Virtual Reality (VR) in Gaming market include Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tesla Studios among others Request for sample: https://www.polarismarketresearch.com/industry-analysis/virtual-reality-vr-ingaming-market/request-for-sample
Table of Contents 1. Overview and Scope 1.1. Research goal & scope 1.2. Research assumptions 1.3. Research Methodology 1.3.1.Primary data sources 1.3.2.Secondary data sources 1.4. Key take-aways 1.5. Stakeholders 2. Executive Summary 2.1. Market Definition 2.2. Market Segmentation 3. Virtual Reality in Gaming Market Insights 3.1. Virtual Reality in Gaming – Industry snapshot 3.2. Virtual Reality in Gaming - Ecosystem analysis 3.3. Virtual Reality in Gaming market dynamics 3.3.1.Virtual Reality in Gaming – Market Forces 3.3.1.1. Virtual Reality in Gaming Market driver analysis 3.3.1.2. Virtual Reality in Gaming Market restraint/challenges analysis 3.3.1.3. Virtual Reality in Gaming Market opportunity analysis 3.3.2.Industry analysis - Porter's five force 3.3.2.1. Bargaining power of supplier 3.3.2.2. Bargaining power of buyer 3.3.2.3. Threat of substitute 3.3.2.4. Threat of new entrant 3.3.2.5. Degree of competition 3.3.3.Virtual Reality in Gaming market PEST analysis, 2017 3.3.4.Value Chain Analysis 3.3.5.Virtual Reality in Gaming Industry trends 3.3.6.Competitive Ranking Analysis -4-
Virtual Reality (VR) in Gaming Market Size Worth USD 48.2 billion by 2026
4. Virtual Reality in Gaming Market Size and Forecast by Component 4.1. Key findings 4.2. Hardware 4.2.1.Global market estimates and forecasts, 2017 - 2026 4.3. Software 4.3.1.Global market estimates and forecasts, 2017 – 2026 5. Virtual Reality in Gaming Market Size and Forecast by Device 5.1. Key findings 5.2. Smartphone 5.2.1.Global market estimates and forecasts, 2017 - 2026 5.3. Gaming Console 5.3.1.Global market estimates and forecasts, 2017 – 2026 5.4. Laptop/Desktop 5.4.1.Global market estimates and forecasts, 2017 – 2026 6. Virtual Reality in Gaming Market Size and Forecast by Regions 6.1. Key findings 6.2. North America 6.2.1.Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.2.2.Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.2.3.U.S. 6.2.3.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.2.3.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.2.4.Canada 6.2.4.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.2.4.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.3. Europe 6.3.1.Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.3.2.Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.3.3.Germany 6.3.3.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.3.3.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.3.4.UK 6.3.4.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.3.4.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.3.5.France 6.3.5.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.3.5.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.3.6.Italy 6.3.6.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.3.6.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.4. Asia Pacific 6.4.1. 6.4.1.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.4.1.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.4.1.3. China 6.4.1.3.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.4.1.3.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.4.1.4. South Korea 6.4.1.4.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.4.1.4.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.4.1.5. Japan -5-
Virtual Reality (VR) in Gaming Market Size Worth USD 48.2 billion by 2026
6.4.1.5.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.4.1.5.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.4.1.6. India 6.4.1.6.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.4.1.6.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.5. Latin America 6.5.1.Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.5.2.Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.5.3.Brazil 6.5.3.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.5.3.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.5.4.Mexico 6.5.4.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.5.4.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 6.6. Middle East & Africa 6.6.1.Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026 6.6.2.Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026 7. Company Profiles 7.1. Microsoft Corporation 7.1.1.Overview 7.1.2.Financials 7.1.3.Product Benchmarking 7.1.4.Recent Developments 7.2. Sony Corporation 7.2.1.Overview 7.2.2.Financials 7.2.3.Product Benchmarking 7.2.4.Recent Developments 7.3. Electronic Arts 7.3.1.Overview 7.3.2.Financials 7.3.3.Product Benchmarking 7.3.4.Recent Developments 7.4. Nintendo Co. Ltd. 7.4.1.Overview 7.4.2.Financials 7.4.3.Product Benchmarking 7.4.4.Recent Developments 7.5. Linden Labs 7.5.1.Overview 7.5.2.Financials 7.5.3.Product Benchmarking 7.5.4.Recent Developments 7.6. Samsung Electronics Co. Ltd. 7.6.1.Overview 7.6.2.Financials 7.6.3.Product Benchmarking 7.6.4.Recent Developments 7.7. Facebook (Oculus) 7.7.1.Overview 7.7.2.Financials -6-
Virtual Reality (VR) in Gaming Market Size Worth USD 48.2 billion by 2026
7.7.3.Product Benchmarking 7.7.4.Recent Developments 7.8. HTC Corporation 7.8.1.Overview 7.8.2.Financials 7.8.3.Product Benchmarking 7.8.4.Recent Developments 7.9. Google Inc. 7.9.1.Overview 7.9.2.Financials 7.9.3.Product Benchmarking 7.9.4.Recent Developments 7.10. Telsa Studios 7.10.1. Overview 7.10.2. Financials 7.10.3. Product Benchmarking 7.10.4. Recent Developments Access Press Release on Virtual Reality (VR) in Gaming Market: https://www.polarismarketresearch.com/press-releases/global-virtual-reality-vr-in-gaming-market About Polaris Market Research Polaris Market Research is a global market research and consulting company. The company specializes in providing exceptional market intelligence and in-depth business research services for our clientele spread across different enterprises. We at Polaris are obliged to serve our diverse customer base present across the industries of healthcare, technology, semi-conductors, and chemicals among various other industries present around the world. We strive to provide our customers with updated information on innovative technologies, high growth markets, emerging business environments, and the latest business-centric applications, thereby helping them always to make informed decisions and leverage new opportunities. Adept with a highly competent, experienced, and extremely qualified team of experts comprising SMEs, analysts, and consultants, we at Polaris endeavor to deliver value-added business solutions to our customers. E mail Id: sales@polarismarketresearch.com Web: www.polarismarketresearch.com Official Blog: http://polarismarketresearch.blogspot.com
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