Report Content
Chapter 1 Methodology & Scope
1.1 Market scope & definition
1.2 Base estimates & calculations
1.3 Forecast calculation
1.4 Data sources
1.4.1 Primary
1.4.2 Secondary
1.4.2.1 Paid sources
1.4.2.2 Public sources
Chapter 2 Executive Summary
2.1 Industry 360º synopsis, 2021 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Vendor matrix
3.3 Profit margin analysis
3.4 Technology & innovation landscape
3.5 Patent analysis
3.6 Key news and initiatives
3.7 Regulatory landscape
3.8 Impact forces
3.8.1 Growth drivers
3.8.1.1 Advancements in VR technology and hardware
3.8.1.2 Increasing demand for immersive gaming experiences
3.8.1.3 Rise in VR content and game development
3.8.1.4 Growth of esports and competitive gaming
3.8.1.5 Expansion of VR gaming accessories market
3.8.2 Industry pitfalls & challenges
3.8.2.1 High cost of VR hardware and accessories
3.8.2.2 Motion sickness and health concerns
3.9 Growth potential analysis
3.10 Porter’s analysis
3.10.1 Supplier power
3.10.2 Buyer power
3.10.3 Threat of new entrants
3.10.4 Threat of substitutes
3.10.5 Industry rivalry
3.11 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates & Forecast, By Component, 2021 - 2032 (USD Billion)
5.1 Hardware
5.1.1 VR headsets
5.1.2 VR controllers
5.1.3 VR consoles and PCs
5.1.4 Other
5.1.4.1 Treadmill
5.1.4.2 Haptic suits
5.2 Software
Chapter 6 Market Estimates & Forecast, By Platform, 2021 - 2032 (USD Billion)
6.1 PC/Desktop
6.2 Console
6.3 Smartphone
6.4 Standalone
Chapter 7 Market Estimates & Forecast, By End-User, 2021 - 2032 (USD Billion)
7.1 Commercial
7.2 Individual
Chapter 8 Market Estimates & Forecast, By Distribution channel, 2021 - 2032 (USD Billion)
8.1 Online
8.2 Offline
Chapter 9 Market Estimates & Forecast, By Region, 2021 - 2032 (USD Billion)
9.1 Key trends
9.2 North America
9.2.1 U.S.
9.2.2 Canada
9.3 Europe
9.3.1 UK
9.3.2 Germany
9.3.3 France
9.3.4 Italy
9.3.5 Spain
9.3.6 Rest of Europe
9.4 Asia Pacific
9.4.1 China
9.4.2 India
9.4.3 Japan
9.4.4 South Korea
9.4.5 ANZ
9.4.6 Rest of Asia Pacific
9.5 Latin America
9.5.1 Brazil
9.5.2 Mexico
9.5.3 Rest of Latin America
9.6 MEA
9.6.1 UAE
9.6.2 South Africa
9.6.3 Saudi Arabia
9.6.4 Rest of MEA
Chapter 10 Company Profiles
10.1 Apple Inc,
10.2 ByteDance
10.3 Electronic Arts Inc.
10.4 Firsthand Technology Inc.
10.5 Google Inc.
10.6 HTC Corporation
10.7 Intel Corporation
10.8 Linden Research, Inc.
10.9 Lucid VR Inc
10.10 Meta
10.11 Microsoft Corporation
10.12 Nintendo Co Limited
10.13 Nvidia Corporation
10.14 Qualcomm Technologies, Inc.
10.15 Resolution Games
10.16 Samsung Corporation
10.17 Sony Corporation
10.18 Tesla Studios
10.19 Ubisoft Entertainment SA
10.20 Ultraleap Limited
10.21 Unity Technologies
10.22 Unreal Engine
10.23 Valve Corporation
10.24 Virtuix