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게임용 VR(가상현실) 시장 규모, 점유율, 동향 분석 : 컴포넌트별, 사용자별(상업 공간, 개인용), 지역별 분석, 부문 예측

Virtual Reality In Gaming Market Size, Share & Trends Analysis Report By Component, By Device, By User (Commercial Space, Individual), By Region, And Segment Forecasts, 2020 - 2027

리서치사 Grand View Research, Inc.
발행일 2020년 06월 상품 코드 948040
페이지 정보 영문 145 Pages
가격
US $ 5,950 ₩ 6,992,000 Unprintable PDF (Single User License)
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게임용 VR(가상현실) 시장 규모, 점유율, 동향 분석 : 컴포넌트별, 사용자별(상업 공간, 개인용), 지역별 분석, 부문 예측 Virtual Reality In Gaming Market Size, Share & Trends Analysis Report By Component, By Device, By User (Commercial Space, Individual), By Region, And Segment Forecasts, 2020 - 2027
발행일 : 2020년 06월 페이지 정보 : 영문 145 Pages

세계의 게임용 VR(가상현실) 시장 규모는 2020-2027년에 30.2%의 CAGR로 확대되고, 2027년까지 923억 1,000만 달러에 달할 것으로 추정됩니다. 시장 성장의 주요 요인으로 밀레니얼 세대용 게임 시장의 경쟁 격화, 3D 환경에서의 레크리에이션 활동 거대 수요, 지속적 기술 개발·보급 등을 들 수 있습니다.

세계의 게임용 가상현실(VR) 시장에 대해 분석했으며, 시장의 기본 구조와 주요 성장 촉진·억제요인, 컴포넌트별·사용자별·지역별 시장 동향 전망(향후 8년간), 주요 기업 개요와 전략 전개 상황 등의 정보를 정리하여 전해드립니다.

제1장 조사 방법과 범위

제2장 주요 요약

제3장 게임용 VR(가상현실) : 업계 전망

  • 시장 세분화와 범위
  • 밸류체인 분석
  • 시장 역학
    • 시장 성장 촉진요인 분석
    • 시장 성장 억제요인 분석
  • 최우선 시장 기회 분석
  • 업계 분석 : Porter's Five Forces 분석
  • 시장 점유율 분석
  • 게임용 VR : 네트워킹 디바이스
  • 게임용 VR : PEST 분석
  • VR용 주변기기 : 사양
    • 헤드 마운트 디스플레이(HMD)
    • 모션 센싱 접속 기기
    • VR 게임용 트레드밀
    • VR용 글로브, 마스크, 백팩
    • VR용 보디수트

제4장 컴포넌트별 추정과 동향 분석

  • 분석 개요
  • 시장 동향 분석 : 컴포넌트 종류별
  • 게임 소프트웨어
  • 게임용 하드웨어

제5장 접속 디바이스별 추정과 동향 분석

  • 분석 개요
  • 시장 동향 분석 : 접속 디바이스 종류별
  • 게임기
  • 데스크톱
  • 스마트폰

제6장 사용자별 추정과 동향 분석

  • 분석 개요
  • 시장 동향 분석 : 사용자별
  • 상업 공간
  • 개인용

제7장 지역별 추정과 동향 분석

  • 분석 개요
  • 시장 동향 분석 : 지역별(실적치·예측치)
  • 북미
    • 미국
    • 캐나다
  • 유럽
    • 독일
    • 영국
  • 아시아태평양
    • 중국
    • 일본
    • 한국
  • 라틴아메리카
    • 브라질
    • 멕시코
  • 중동 및 아프리카(MEA)

제8장 경쟁 상황

  • 기업 개요
KSM 20.07.22

List of Tables

  • TABLE 1. Virtual Reality in Gaming- Industry Snapshot & Key Buying Criteria, 2016 - 2027
  • TABLE 2. Global Virtual Reality in Gaming Market, 2016 - 2027 (USD Billion)
  • TABLE 3. Global Virtual Reality in Gaming Market Estimates and Forecasts by Component, 2016 - 2027 (USD Million)
  • TABLE 4. Global Virtual Reality in Gaming Market Estimates and Forecasts by Connecting Device, 2016 - 2027 (USD Million)
  • TABLE 5. Global Virtual Reality in Gaming Market Estimates and Forecasts by User, 2016 - 2027 (USD Million)
  • TABLE 6. Virtual Reality in Gaming Market- Key Market Driver Impact
  • TABLE 7. Global Software Virtual Reality in Gaming Market by Region, 2016 - 2027 (USD Million)
  • TABLE 8. Global Hardware Virtual Reality in Gaming Market by Region, 2015 - 2025 (USD Million)
  • TABLE 9. Gaming Console Market for VR Gaming by Region, 2016 - 2027 (USD Million)
  • TABLE 10. Desktop Market for VR Gaming by region, 2016 - 2027 (USD Million)
  • TABLE 11. Smartphone Market for VR Gaming by region, 2016 - 2027 (USD Million)
  • TABLE 12. Commercial space Market for VR Gaming by region, 2016 - 2027 (USD Million)
  • TABLE 13. Individual Market for VR Gaming by region, 2016 - 2027 (USD Million)
  • TABLE 14. North America Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 15. North America Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 16. North America Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 17. U.S. Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 18. U.S. Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 19. U.S. Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 20. Canada Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 21. Canada Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 22. Canada Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 23. Europe Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 24. Europe Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 25. Europe Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 26. Germany Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 27. Germany Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 28. Germany Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 29. U.K. Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 30. U.K. Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 31. U.K. Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 32. Asia Pacific Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 33. Asia Pacific Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 34. Asia Pacific Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 35. China Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 36. China Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 37. China Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 38. Japan Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 39. Japan Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 40. Japan Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 41. South Korea Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 42. South Korea Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 43. South Korea Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 44. Latin America VR Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 45. Latin America VR Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 46. Latin America VR Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 47. Brazil Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 48. Brazil Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 49. Brazil Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 50. Mexico Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 51. Mexico Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 52. Mexico Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • TABLE 53. MEA Virtual Reality in Gaming Market by Component, 2016 - 2027 (USD Million)
  • TABLE 54. MEA Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • TABLE 55. MEA Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)

List of Figures

  • FIG. 1.Market Segmentation & Scope
  • FIG. 2 Virtual Reality in Gaming Market Size And Growth Prospects (USD Million)
  • FIG. 3 Virtual Reality in Gaming - Value Chain Analysis
  • FIG. 4 Market Dynamics
  • FIG. 5 Key Opportunities Prioritized
  • FIG. 6 Porter's Five Forces Analysis
  • FIG. 7 Virtual Reality in Gaming - PEST Analysis
  • FIG. 8 Virtual Reality in Gaming Market Component Outlook Key Takeaways, 2019 & 2027
  • FIG. 9 Virtual Reality in Gaming Market: Component Type Movement Analysis, 2019 & 2027
  • FIG. 10.Software Based Virtual Reality in Gaming Market, 2016 - 2027 (USD Million)
  • FIG. 11 Hardware Based Virtual Reality in Gaming Market, 2016 - 2027 (USD Million)
  • FIG. 12 Virtual Reality in Gaming Market Connecting device Outlook Key Takeaways, 2019 & 2027
  • FIG. 13 Virtual Reality in Gaming Market: Connecting Device Type Movement Analysis, 2019 & 2027
  • FIG. 14 Virtual Reality in Gaming Market by Gaming Console, 2016 - 2027 (USD Million)
  • FIG. 15 Virtual Reality in Gaming Market by Desktops, 2016 - 2027 (USD Million)
  • FIG. 16 Virtual Reality in Gaming Market by Smartphones, 2016 - 2027 (USD Million)
  • FIG. 17 Virtual Reality in Gaming Market User Key Takeaways, 2019 & 2027
  • FIG. 18.Virtual Reality in Gaming Market: User Movement Analysis, 2019 & 2027
  • FIG. 19 Virtual Reality in Gaming Market by Commercial space, 2016 - 2027 (USD Million)
  • FIG. 20 Virtual Reality in Gaming Market by Individuals, 2016 - 2027 (USD Million)
  • FIG. 21 Regional Market Place: Key Takeaways
  • FIG. 22 Regional Outlook, 2016 & 2027
  • FIG. 23 North America Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 24 North America Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 25 North America Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 26 U.S. Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 27 U.S. Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 28 U.S. Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 29 Canada Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 30 Canada Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 31 Canada Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 32 Europe Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 33 Europe Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 34 Europe Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 35 Germany Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 36 Germany Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 37 Germany Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 38 U.K. Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 39 U.K. Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 40 U.K. Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 41 Asia Pacific Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 42 Asia Pacific Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 43 Asia Pacific Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 44 China Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 45 China Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 46 China Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 47 Japan Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 48 Japan Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 49 Japan Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 50 South Korea Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 51 South Korea Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 52 South Korea Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 53 Latin America Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 54 Latin America Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 55 Latin America Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 56 Brazil Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 57 Brazil Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 58 Brazil Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 59 Mexico Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 60 Mexico Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 61 Mexico Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)
  • FIG. 62 MEA Virtual Reality in Gaming Market By Component, 2016 - 2027 (USD Million)
  • FIG. 63 MEA Virtual Reality in Gaming Market by Connecting device, 2016 - 2027 (USD Million)
  • FIG. 64 MEA Virtual Reality in Gaming Market by User, 2016 - 2027 (USD Million)

Virtual Reality In Gaming Market Growth & Trends

The global virtual reality in gaming market size is expected to reach USD 92.31 billion by 2027, expanding at a CAGR of 30.2% over the forecast period, according to a new report by Grand View Research, Inc. The intensifying demand for technologically progressive electronic games amongst millennials is anticipated to drive the market growth from 2020 to 2027.

There is a significant demand for recreation activities in a Three-Dimensional (3D) environment using compact virtual reality gaming devices in the younger generations. The preference for enhanced experience using immersive technology into VR simulation of 3D surroundings is expected to drive the market growth. Continual innovations in the VR space and development of wide-ranging virtual reality games have enticed the gaming enthusiasts worldwide. Enriched gaming involvement owing to the interactive video games, alluring VR accessories, and realistic 3D recreational environments is anticipated to encourage the market growth from 2020 to 2027.

Startups are making the most of crowdfunding in the virtual reality space to develop innovative wearables, accessories, and software for recreation. For instance, Cyan, Inc., a U.S. based gaming studio, launched a new crowdfunding campaign in March 2019 for their VR-enabled game named 'Firmament.' Moreover, the advent of fifth generation (5G) network technology is poised to further augment the VR in gaming experience due to the low latency, improved reliability, and high density offered by the 5G technology. The technology also enables the integration of virtual reality with cloud solutions. Telecom solution providers are partnering with the market players in the gaming industry to enhance the VR-based offerings. For instance, in April 2019, AT&, Inc. partnered with NVIDIA Corporation; HTC Corporation; PlayGiga; and Arvizio, Inc. to develop its 5G network apt for VR games. These technical advancements are expected to drive the industry growth.

Virtual Reality In Gaming Market Report Highlights

Companies are profoundly investing in the research and development of commercial VR accessories that can be connected to smartphones, desktops, and gaming console

The hardware component segment is expected to expand at the highest CAGR over the forecast period, owing to the high procurement expenses and rapid advancements in wearables and accessories such as virtual reality bodysuit, gloves, input devices, and masks

The Brazilian, Mexican, and Indian markets are expected to observe a significant surge in the growth, due to a combination of factors including the number of millennials, rising disposable income of buyers, enthusiastic gamers, rapid smartphone penetration, and growing console sales that makes the regions a rewarding market for VR-based games

Table of Contents

Chapter 1. Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Scope & Assumptions
  • 1.3. List of Data Sources

Chapter 2. Executive Summary

  • 2.1. Virtual Reality in Gaming - Market Snapshot & Key Buying Criteria, 2016 - 2027

Chapter 3. Virtual Reality in Gaming Industry Outlook

  • 3.1. Market Segmentation & Scope
  • 3.2. Virtual Reality in Gaming Market Size and Growth Prospects
  • 3.3. Virtual Reality in Gaming - Value Chain Analysis
  • 3.4. Virtual Reality in Gaming - Market Dynamics
    • 3.4.1. Market driver analysis
      • 3.4.1.1. Rising demand of gaming by youth population
      • 3.4.1.2. Increasing disposable income of buyers in developing countries
      • 3.4.1.3. Increasing competitiveness in the virtual reality in gaming space
    • 3.4.2. Market restraint analysis
      • 3.4.2.1. Lack of awareness and high prices of technology
      • 3.4.2.2. Huge initial investment & connecting device compatibility constraints
      • 3.4.2.3. Spatial discomfort & risk of other ailments
  • 3.5. Key Opportunities - Prioritized
  • 3.6. Industry Analysis - Porter's
  • 3.7. Market Share Analysis, 2019
  • 3.8. Virtual Reality in Gaming - Networking devices
  • 3.9. Virtual Reality in Gaming - PEST Analysis
  • 3.10. VR Accessories - Specifications
    • 3.10.1. Head Mounted Display (HMDs)
    • 3.10.2. Motion sensing Connecting devices
    • 3.10.3. Treadmills for VR gaming
    • 3.10.4. VR gloves, masks, backpacks
    • 3.10.5. VR bodysuits

Chapter 4. Component Type Estimates & Trend Analysis

  • 4.1. Component Type Outlook - Key Takeaways
  • 4.2. Virtual Reality in Gaming Market: Component Type Movement Analysis
  • 4.3. Gaming Software
    • 4.3.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 4.3.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)
  • 4.4. Gaming Hardware
    • 4.4.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 4.4.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)

Chapter 5. Connecting device Estimates & Trend Analysis

  • 5.1. Connecting device Outlook - Key Takeaways
  • 5.2. Virtual Reality in Gaming Market: Connecting Device Type Movement Analysis
  • 5.3. Gaming Consoles
    • 5.3.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 5.3.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)
  • 5.4. Desktops
    • 5.4.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 5.4.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)
  • 5.5. Smartphones
    • 5.5.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 5.5.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)

Chapter 6. User Estimates & Trend Analysis

  • 6.1. User Outlook - Key Takeaways
  • 6.2. Virtual Reality in Gaming Market: User Movement Analysis
  • 6.3. Commercial space
    • 6.3.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 6.3.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)
  • 6.4. Individual
    • 6.4.1. Market estimates & forecasts, 2016 - 2027 (USD Million)
    • 6.4.2. Market estimates & forecasts by region, 2016 - 2027 (USD Million)

Chapter 7. Regional Estimates & Trend Analysis

  • 7.1. Regional Outlook - Key Takeaways
  • 7.2. Virtual Reality in Gaming Market Share by Region, 2016 & 2027
  • 7.3. North America
    • 7.3.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
    • 7.3.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
    • 7.3.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.3.4. U.S.
      • 7.3.4.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.3.4.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.3.4.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.3.5. Canada
      • 7.3.5.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.3.5.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.3.5.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
  • 7.4. Europe
    • 7.4.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
    • 7.4.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
    • 7.4.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.4.4. Germany
      • 7.4.4.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.4.4.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.4.4.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.4.5. UK
      • 7.4.5.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.4.5.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.4.5.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
  • 7.5. Asia Pacific
    • 7.5.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
    • 7.3.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
    • 7.3.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.5.4. China
      • 7.5.4.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.5.4.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.5.4.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.5.5. Japan
      • 7.5.5.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.5.5.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.5.5.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.5.6. South Korea
      • 7.5.6.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.5.6.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.5.6.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
  • 7.6. Latin America
    • 7.6.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
    • 7.3.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
    • 7.3.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.6.4. Brazil
      • 7.6.4.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.6.4.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.6.4.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
    • 7.6.5. Mexico
      • 7.6.5.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
      • 7.6.5.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
      • 7.6.5.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)
  • 7.7. Middle East & Africa (MEA)
    • 7.7.1. Market estimates & forecasts by component, 2016 - 2027 (USD Million)
    • 7.7.2. Market estimates & forecasts by connecting device, 2016 - 2027 (USD Million)
    • 7.7.3. Market estimates & forecasts by user, 2016 - 2027 (USD Million)

Chapter 8. Competitive Landscape

  • 8.1. Company Profiles
    • 8.1.1. Sony Corporation
      • 8.1.1.1. Company overview
      • 8.1.1.2. Financial performance
      • 8.1.1.3. Product benchmarking
      • 8.1.1.4. Strategic initiatives
    • 8.1.2. Microsoft Corporation
      • 8.1.2.1. Company overview
      • 8.1.2.2. Financial performance
      • 8.1.2.3. Product benchmarking
      • 8.1.2.4. Strategic initiatives
    • 8.1.3. Nintendo Co. Ltd.
      • 8.1.3.1. Company overview
      • 8.1.3.2. Financial performance
      • 8.1.3.3. Product benchmarking
      • 8.1.3.4. Strategic initiatives
    • 8.1.4. Linden Labs
      • 8.1.4.1. Company overview
      • 8.1.4.2. Financial performance
      • 8.1.4.3. Product benchmarking
      • 8.1.4.4. Strategic initiatives
    • 8.1.5. Electronic Arts
      • 8.1.5.1. Company overview
      • 8.1.5.2. Financial performance
      • 8.1.5.3. Product benchmarking
      • 8.1.5.4. Strategic initiatives
    • 8.1.6. Facebook/Oculus VR
      • 8.1.6.1. Company overview
      • 8.1.6.2. Financial performance
      • 8.1.6.3. Product benchmarking
      • 8.1.6.4. Strategic initiatives
    • 8.1.7. Samsung Electronics Co. Ltd.
      • 8.1.7.1. Company overview
      • 8.1.7.2. Financial performance
      • 8.1.7.3. Product benchmarking
      • 8.1.7.4. Strategic initiatives
    • 8.1.8. Google Inc.
      • 8.1.8.1. Company overview
      • 8.1.8.2. Financial performance
      • 8.1.8.3. Product benchmarking
      • 8.1.8.4. Strategic initiatives
    • 8.1.9. HTC Corporation
      • 8.1.9.1. Company overview
      • 8.1.9.2. Financial performance
      • 8.1.9.3. Product benchmarking
      • 8.1.9.4. Strategic initiatives
    • 8.1.10. Virtuix Omni
      • 8.1.10.1. Company overview
      • 8.1.10.2. Financial performance
      • 8.1.10.3. Product benchmarking
      • 8.1.10.4. Strategic initiatives
    • 8.1.11. Leap Motion
      • 8.1.11.1. Company overview
      • 8.1.11.2. Financial performance
      • 8.1.11.3. Product benchmarking
      • 8.1.11.4. Strategic initiatives
    • 8.1.12. Telsa Studios
      • 8.1.12.1. Company overview
      • 8.1.12.2. Financial performance
      • 8.1.12.3. Product benchmarking
      • 8.1.12.4. Strategic initiatives
    • 8.1.13. Qualcomm Incorporated
      • 8.1.13.1. Company overview
      • 8.1.13.2. Financial performance
      • 8.1.13.3. Product benchmarking
      • 8.1.13.4. Strategic initiatives
    • 8.1.14. Lucid VR
      • 8.1.14.1. Company overview
      • 8.1.14.2. Financial performance
      • 8.1.14.3. Product benchmarking
      • 8.1.14.4. Strategic initiatives
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