Table of Content




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



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)