Home > Media & Technology > Virtual Reality in Gaming Market > Table of Contents

Virtual Reality in Gaming Market - By Component (Hardware [VR Headsets, VR Controllers, VR Consoles and PCs], Software), Platform (PC/Desktop, Console, Smartphone, Standalone), End-user (Commercial, Individual), Distribution Channel & Forecast, 2024 - 2032

  • Report ID: GMI10364
  • Published Date: Jul 2024
  • Report Format: PDF

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
 

Authors: Suraj Gujar , Deeksha Vishwakarma

Buy Now


Premium Report Details

  • Base Year: 2023
  • Companies covered: 24
  • Tables & Figures: 305
  • Countries covered: 21
  • Pages: 210
 Download Free Sample