
VR Gaming Market by Components (Hardware, Software), Connecting Device (Gaming Console, PC & Desktop, Smartphone) - Global Forecast 2024-2030
Description
VR Gaming Market by Components (Hardware, Software), Connecting Device (Gaming Console, PC & Desktop, Smartphone) - Global Forecast 2024-2030
The VR Gaming Market size was estimated at USD 14.08 billion in 2023 and expected to reach USD 16.35 billion in 2024, at a CAGR 16.47% to reach USD 40.98 billion by 2030.
Global VR Gaming Market
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the VR Gaming Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the VR Gaming Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the VR Gaming Market, highlighting leading vendors and their innovative profiles. These include Apple Inc., bHaptics Inc., Bigscreen, Inc., CCP Games, Google LLC by Alphabet Inc., HP Development Company, L.P., Lenovo Group Limited, LG Electronics, Meta Platforms, Inc., Microsoft Corporation, nDreams Limited, Nintendo Co., Ltd., NVIDIA Corporation, Pimax Inc., Polyarc, Inc., Resolution Games AB, SAMSUNG ELECTRONICS CO., LTD., Sony Corporation, UBISOFT ENTERTAINMENT SA, Unity Technologies, UploadVR, Valve Corporation, Virtuix Inc., VirZOOM, and ZEISS Group.
Market Segmentation & Coverage
This research report categorizes the VR Gaming Market to forecast the revenues and analyze trends in each of the following sub-markets:
Components
Hardware
Software
Connecting Device
Gaming Console
PC & Desktop
Smartphone
Region
Americas
Argentina
Brazil
Canada
Mexico
United States
California
Florida
Illinois
New York
Ohio
Pennsylvania
Texas
Asia-Pacific
Australia
China
India
Indonesia
Japan
Malaysia
Philippines
Singapore
South Korea
Taiwan
Thailand
Vietnam
Europe, Middle East & Africa
Denmark
Egypt
Finland
France
Germany
Israel
Italy
Netherlands
Nigeria
Norway
Poland
Qatar
Russia
Saudi Arabia
South Africa
Spain
Sweden
Switzerland
Turkey
United Arab Emirates
United Kingdom
The report offers valuable insights on the following aspects:
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
The report addresses key questions such as:
1. What is the market size and forecast of the VR Gaming Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the VR Gaming Market?
3. What are the technology trends and regulatory frameworks in the VR Gaming Market?
4. What is the market share of the leading vendors in the VR Gaming Market?
5. Which modes and strategic moves are suitable for entering the VR Gaming Market?
Note: PDF & Excel + Online Access - 1 Year
Table of Contents
185 Pages
- 1. Preface
- 1.1. Objectives of the Study
- 1.2. Market Segmentation & Coverage
- 1.3. Years Considered for the Study
- 1.4. Currency & Pricing
- 1.5. Language
- 1.6. Limitations
- 1.7. Assumptions
- 1.8. Stakeholders
- 2. Research Methodology
- 2.1. Define: Research Objective
- 2.2. Determine: Research Design
- 2.3. Prepare: Research Instrument
- 2.4. Collect: Data Source
- 2.5. Analyze: Data Interpretation
- 2.6. Formulate: Data Verification
- 2.7. Publish: Research Report
- 2.8. Repeat: Report Update
- 3. Executive Summary
- 4. Market Overview
- 4.1. Introduction
- 4.2. VR Gaming Market, by Region
- 5. Market Insights
- 5.1. Market Dynamics
- 5.1.1. Drivers
- 5.1.1.1. Increasing demand for immersive gaming experience
- 5.1.1.2. Adoption of VR handsets and devices
- 5.1.1.3. Growing popularity of eSports and multiplayer gaming
- 5.1.2. Restraints
- 5.1.2.1. High cost associated with implementation of VR hardware and solutions
- 5.1.3. Opportunities
- 5.1.3.1. Ongoing development of mobile VR games
- 5.1.3.2. Proliferation of VR theme parks and game zomes
- 5.1.4. Challenges
- 5.1.4.1. Compatibility and technical issues in VR gaming
- 5.2. Market Segmentation Analysis
- 5.3. Market Trend Analysis
- 5.4. Cumulative Impact of High Inflation
- 5.5. Porter’s Five Forces Analysis
- 5.5.1. Threat of New Entrants
- 5.5.2. Threat of Substitutes
- 5.5.3. Bargaining Power of Customers
- 5.5.4. Bargaining Power of Suppliers
- 5.5.5. Industry Rivalry
- 5.6. Value Chain & Critical Path Analysis
- 5.7. Regulatory Framework
- 6. VR Gaming Market, by Components
- 6.1. Introduction
- 6.2. Hardware
- 6.3. Software
- 7. VR Gaming Market, by Connecting Device
- 7.1. Introduction
- 7.2. Gaming Console
- 7.3. PC & Desktop
- 7.4. Smartphone
- 8. Americas VR Gaming Market
- 8.1. Introduction
- 8.2. Argentina
- 8.3. Brazil
- 8.4. Canada
- 8.5. Mexico
- 8.6. United States
- 9. Asia-Pacific VR Gaming Market
- 9.1. Introduction
- 9.2. Australia
- 9.3. China
- 9.4. India
- 9.5. Indonesia
- 9.6. Japan
- 9.7. Malaysia
- 9.8. Philippines
- 9.9. Singapore
- 9.10. South Korea
- 9.11. Taiwan
- 9.12. Thailand
- 9.13. Vietnam
- 10. Europe, Middle East & Africa VR Gaming Market
- 10.1. Introduction
- 10.2. Denmark
- 10.3. Egypt
- 10.4. Finland
- 10.5. France
- 10.6. Germany
- 10.7. Israel
- 10.8. Italy
- 10.9. Netherlands
- 10.10. Nigeria
- 10.11. Norway
- 10.12. Poland
- 10.13. Qatar
- 10.14. Russia
- 10.15. Saudi Arabia
- 10.16. South Africa
- 10.17. Spain
- 10.18. Sweden
- 10.19. Switzerland
- 10.20. Turkey
- 10.21. United Arab Emirates
- 10.22. United Kingdom
- 11. Competitive Landscape
- 11.1. FPNV Positioning Matrix
- 11.2. Market Share Analysis, By Key Player
- 11.3. Competitive Scenario Analysis, By Key Player
- 12. Competitive Portfolio
- 12.1. Key Company Profiles
- 12.1.1. Apple Inc.
- 12.1.2. bHaptics Inc.
- 12.1.3. Bigscreen, Inc.
- 12.1.4. CCP Games
- 12.1.5. Google LLC by Alphabet Inc.
- 12.1.6. HP Development Company, L.P.
- 12.1.7. Lenovo Group Limited
- 12.1.8. LG Electronics
- 12.1.9. Meta Platforms, Inc.
- 12.1.10. Microsoft Corporation
- 12.1.11. nDreams Limited
- 12.1.12. Nintendo Co., Ltd.
- 12.1.13. NVIDIA Corporation
- 12.1.14. Pimax Inc.
- 12.1.15. Polyarc, Inc.
- 12.1.16. Resolution Games AB
- 12.1.17. SAMSUNG ELECTRONICS CO., LTD.
- 12.1.18. Sony Corporation
- 12.1.19. UBISOFT ENTERTAINMENT SA
- 12.1.20. Unity Technologies
- 12.1.21. UploadVR
- 12.1.22. Valve Corporation
- 12.1.23. Virtuix Inc.
- 12.1.24. VirZOOM
- 12.1.25. ZEISS Group
- 12.2. Key Product Portfolio
- 13. Appendix
- 13.1. Discussion Guide
- 13.2. License & Pricing
- FIGURE 1. VR GAMING MARKET RESEARCH PROCESS
- FIGURE 2. VR GAMING MARKET SIZE, 2023 VS 2030
- FIGURE 3. VR GAMING MARKET SIZE, 2018-2030 (USD MILLION)
- FIGURE 4. VR GAMING MARKET SIZE, BY REGION, 2023 VS 2030 (%)
- FIGURE 5. VR GAMING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 6. VR GAMING MARKET DYNAMICS
- FIGURE 7. VR GAMING MARKET SIZE, BY COMPONENTS, 2023 VS 2030 (%)
- FIGURE 8. VR GAMING MARKET SIZE, BY COMPONENTS, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 9. VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2023 VS 2030 (%)
- FIGURE 10. VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 11. AMERICAS VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 12. AMERICAS VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 13. UNITED STATES VR GAMING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
- FIGURE 14. UNITED STATES VR GAMING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 15. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 16. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 17. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
- FIGURE 18. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
- FIGURE 19. VR GAMING MARKET, FPNV POSITIONING MATRIX, 2023
- FIGURE 20. VR GAMING MARKET SHARE, BY KEY PLAYER, 2023
Pricing
Currency Rates
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