Table of Content


1 INTRODUCTION
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET DYNAMICS
4.1 Market Overview
4.2 Market Drivers
4.2.1 Growing availability of compelling and theme-based games in the VR format
4.2.2 Millennials and high-income groups to drive adoption in the near & medium-term
4.3 Market Restraints
4.3.1 Threshold related to visual and auditory aspects| High demand for Mobile AR Gaming
4.4 Porters 5 Force Analysis
4.4.1 Threat of New Entrants
4.4.2 Bargaining Power of Buyers/Consumers
4.4.3 Bargaining Power of Suppliers
4.4.4 Threat of Substitute Products
4.4.5 Intensity of Competitive Rivalry
4.5 Impact of COVID-19 on the VR Gaming industry
4.6 Analysis on the popular themes in VR Gaming and top publishers (Arcade, Adventure, Horror, etc.)
4.7 Comparative study of AR & VR-based Gaming


5 MARKET SEGMENTATION
5.1 By VR Type
5.1.1 PC
5.1.2 Stand-alone
5.1.3 Console
5.1.4 Cartridges
5.1.5 Premium Mobile
5.2 By VR in Gaming
5.2.1 Hardware
5.2.2 Software
5.3 Geography
5.3.1 North America
5.3.2 Europe
5.3.3 Asia Pacific
5.3.4 Rest of The World


6 COMPETITIVE LANDSCAPE
6.1 Key Vendor Profiles
6.1.1 Oculus VR (Facebook Technologies LLC)
6.1.2 HTC Vive
6.1.3 Valve Corporation
6.1.4 Intel Corporation
6.1.5 Virtuix Omni
6.1.6 Nintendo Co Limited
6.1.7 Microsoft Corporation
6.1.8 Samsung Corporation
6.1.9 Google LLC
6.1.10 *List not exhaustive


7 INVESTMENT ANALYSIS


8 FUTURE OF THE MARKET