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2020-2025 Global Virtual Reality (VR) Gaming Market Report - Production and Consumption Professional Analysis (Impact of COVID-19)

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Published on 03/02/2021| Code: MAR41115D| Category: Utilities| Total Pages: 100

This report elaborates the market size, market characteristics, and market growth of the Virtual Reality (VR) Gaming industry, and breaks down according to the type, application, and consumption area of Virtual Reality (VR) Gaming. The report also conducted a PESTEL analysis of the industry to study the main influencing factors and entry barriers of the industry.

In Chapter 3.4 of the report, the impact of the COVID-19 outbreak on the industry was fully assessed. Fully risk assessment and industry recommendations were made for Virtual Reality (VR) Gaming in a special period. This chapter also compares the markets of Pre COVID-19 and Post COVID-19.

In addition, chapters 8-12 consider the impact of COVID-19 on the regional economy.

Key players in the global Virtual Reality (VR) Gaming market covered in Chapter 13:

Oculus VR (Facebook Technologies LLC)
Microsoft Corporation
Valve Corporation
HTC Vive
Virtuix Omni
Nintendo Co Limited
Intel Corporation
Samsung Corporation
Google LLC

In Chapter 6, on the basis of types, the Virtual Reality (VR) Gaming market from 2015 to 2025 is primarily split into:

Racing Games
Adventure Games
Fighting Games
Shooting Games
Mystery Thriller Games
Puzzle Games
Science Fiction Games
Others

In Chapter 7, on the basis of applications, the Virtual Reality (VR) Gaming market from 2015 to 2025 covers:

Smartphone
PC/Desktop
Gaming Console

Geographically, the detailed analysis of production, trade of the following countries is covered in Chapter 4.2, 5:

United States

Europe

China

Japan

India

Geographically, the detailed analysis of consumption, revenue, market share and growth rate of the following regions are covered in Chapter 8, 9, 10, 11, 12:

North America (Covered in Chapter 8)

United States

Canada

Mexico

Europe (Covered in Chapter 9)

Germany

UK

France

Italy

Spain

Others

Asia-Pacific (Covered in Chapter 10)

China

Japan

India

South Korea

Southeast Asia

Others

Middle East and Africa (Covered in Chapter 11)

Saudi Arabia

UAE

South Africa

Others

South America (Covered in Chapter 12)

Brazil

Others

Years considered for this report:

Historical Years: 2015-2019

Base Year: 2019

Estimated Year: 2020

Forecast Period: 2020-2025

Table of Content

1 Virtual Reality (VR) Gaming Market - Research Scope

1.1 Study Goals

1.2 Market Definition and Scope

1.3 Key Market Segments

1.4 Study and Forecasting Years

2 Virtual Reality (VR) Gaming Market - Research Methodology

2.1 Methodology

2.2 Research Data Source

2.2.1 Secondary Data

2.2.2 Primary Data

2.2.3 Market Size Estimation

2.2.4 Legal Disclaimer

3 Virtual Reality (VR) Gaming Market Forces

3.1 Global Virtual Reality (VR) Gaming Market Size

3.2 Top Impacting Factors (PESTEL Analysis)

3.2.1 Political Factors

3.2.2 Economic Factors

3.2.3 Social Factors

3.2.4 Technological Factors

3.2.5 Environmental Factors

3.2.6 Legal Factors

3.3 Industry Trend Analysis

3.4 Industry Trends Under COVID-19

3.4.1 Risk Assessment on COVID-19

3.4.2 Assessment of the Overall Impact of COVID-19 on the Industry

3.4.3 Pre COVID-19 and Post COVID-19 Market Scenario

3.5 Industry Risk Assessment

4 Virtual Reality (VR) Gaming Market - By Geography

4.1 Global Virtual Reality (VR) Gaming Market Value and Market Share by Regions

4.1.1 Global Virtual Reality (VR) Gaming Value ($) by Region (2015-2020)

4.1.2 Global Virtual Reality (VR) Gaming Value Market Share by Regions (2015-2020)

4.2 Global Virtual Reality (VR) Gaming Market Production and Market Share by Major Countries

4.2.1 Global Virtual Reality (VR) Gaming Production by Major Countries (2015-2020)

4.2.2 Global Virtual Reality (VR) Gaming Production Market Share by Major Countries (2015-2020)

4.3 Global Virtual Reality (VR) Gaming Market Consumption and Market Share by Regions

4.3.1 Global Virtual Reality (VR) Gaming Consumption by Regions (2015-2020)

4.3.2 Global Virtual Reality (VR) Gaming Consumption Market Share by Regions (2015-2020)

5 Virtual Reality (VR) Gaming Market - By Trade Statistics

5.1 Global Virtual Reality (VR) Gaming Export and Import

5.2 United States Virtual Reality (VR) Gaming Export and Import (2015-2020)

5.3 Europe Virtual Reality (VR) Gaming Export and Import (2015-2020)

5.4 China Virtual Reality (VR) Gaming Export and Import (2015-2020)

5.5 Japan Virtual Reality (VR) Gaming Export and Import (2015-2020)

5.6 India Virtual Reality (VR) Gaming Export and Import (2015-2020)

5.7 ...

6 Virtual Reality (VR) Gaming Market - By Type

6.1 Global Virtual Reality (VR) Gaming Production and Market Share by Types (2015-2020)

6.1.1 Global Virtual Reality (VR) Gaming Production by Types (2015-2020)

6.1.2 Global Virtual Reality (VR) Gaming Production Market Share by Types (2015-2020)

6.2 Global Virtual Reality (VR) Gaming Value and Market Share by Types (2015-2020)

6.2.1 Global Virtual Reality (VR) Gaming Value by Types (2015-2020)

6.2.2 Global Virtual Reality (VR) Gaming Value Market Share by Types (2015-2020)

6.3 Global Virtual Reality (VR) Gaming Production, Price and Growth Rate of Racing Games (2015-2020)
6.4 Global Virtual Reality (VR) Gaming Production, Price and Growth Rate of Adventure Games (2015-2020)
6.5 Global Virtual Reality (VR) Gaming Production, Price and Growth Rate of Fighting Games (2015-2020)
6.6 Global Virtual Reality (VR) Gaming Production, Price and Growth Rate of Shooting Games (2015-2020)
6.7 Global Virtual Reality (VR) Gaming Production, Price and Growth Rate of Mystery Thriller Games (2015-2020)
6.8 Global Virtual Reality (VR) Gaming Production, Price and Growth Rate of Puzzle Games (2015-2020)
6.9 Global Virtual Reality (VR) Gaming Production, Price and Growth Rate of Science Fiction Games (2015-2020)
6.10 Global Virtual Reality (VR) Gaming Production, Price and Growth Rate of Others (2015-2020)

7 Virtual Reality (VR) Gaming Market - By Application

7.1 Global Virtual Reality (VR) Gaming Consumption and Market Share by Applications (2015-2020)

7.1.1 Global Virtual Reality (VR) Gaming Consumption by Applications (2015-2020)

7.1.2 Global Virtual Reality (VR) Gaming Consumption Market Share by Applications (2015-2020)

7.2 Global Virtual Reality (VR) Gaming Consumption and Growth Rate of Smartphone (2015-2020)
7.3 Global Virtual Reality (VR) Gaming Consumption and Growth Rate of PC/Desktop (2015-2020)
7.4 Global Virtual Reality (VR) Gaming Consumption and Growth Rate of Gaming Console (2015-2020)

8 North America Virtual Reality (VR) Gaming Market

8.1 North America Virtual Reality (VR) Gaming Market Size

8.2 United States Virtual Reality (VR) Gaming Market Size

8.3 Canada Virtual Reality (VR) Gaming Market Size

8.4 Mexico Virtual Reality (VR) Gaming Market Size

8.5 The Influence of COVID-19 on North America Market

9 Europe Virtual Reality (VR) Gaming Market Analysis

9.1 Europe Virtual Reality (VR) Gaming Market Size

9.2 Germany Virtual Reality (VR) Gaming Market Size

9.3 United Kingdom Virtual Reality (VR) Gaming Market Size

9.4 France Virtual Reality (VR) Gaming Market Size

9.5 Italy Virtual Reality (VR) Gaming Market Size

9.6 Spain Virtual Reality (VR) Gaming Market Size

9.7 The Influence of COVID-19 on Europe Market

10 Asia-Pacific Virtual Reality (VR) Gaming Market Analysis

10.1 Asia-Pacific Virtual Reality (VR) Gaming Market Size

10.2 China Virtual Reality (VR) Gaming Market Size

10.3 Japan Virtual Reality (VR) Gaming Market Size

10.4 South Korea Virtual Reality (VR) Gaming Market Size

10.5 Southeast Asia Virtual Reality (VR) Gaming Market Size

10.6 India Virtual Reality (VR) Gaming Market Size

10.7 The Influence of COVID-19 on Asia Pacific Market

11 Middle East and Africa Virtual Reality (VR) Gaming Market Analysis

11.1 Middle East and Africa Virtual Reality (VR) Gaming Market Size

11.2 Saudi Arabia Virtual Reality (VR) Gaming Market Size

11.3 UAE Virtual Reality (VR) Gaming Market Size

11.4 South Africa Virtual Reality (VR) Gaming Market Size

11.5 The Influence of COVID-19 on Middle East and Africa Market

12 South America Virtual Reality (VR) Gaming Market Analysis

12.1 South America Virtual Reality (VR) Gaming Market Size

12.2 Brazil Virtual Reality (VR) Gaming Market Size

12.3 The Influence of COVID-19 on South America Market

13 Company Profiles

13.1 Oculus VR (Facebook Technologies LLC)
13.1.1 Oculus VR (Facebook Technologies LLC) Basic Information
13.1.2 Oculus VR (Facebook Technologies LLC) Product Profiles, Application and Specification
13.1.3 Oculus VR (Facebook Technologies LLC) Virtual Reality (VR) Gaming Market Performance (2015-2020)
13.2 Microsoft Corporation
13.2.1 Microsoft Corporation Basic Information
13.2.2 Microsoft Corporation Product Profiles, Application and Specification
13.2.3 Microsoft Corporation Virtual Reality (VR) Gaming Market Performance (2015-2020)
13.3 Valve Corporation
13.3.1 Valve Corporation Basic Information
13.3.2 Valve Corporation Product Profiles, Application and Specification
13.3.3 Valve Corporation Virtual Reality (VR) Gaming Market Performance (2015-2020)
13.4 HTC Vive
13.4.1 HTC Vive Basic Information
13.4.2 HTC Vive Product Profiles, Application and Specification
13.4.3 HTC Vive Virtual Reality (VR) Gaming Market Performance (2015-2020)
13.5 Virtuix Omni
13.5.1 Virtuix Omni Basic Information
13.5.2 Virtuix Omni Product Profiles, Application and Specification
13.5.3 Virtuix Omni Virtual Reality (VR) Gaming Market Performance (2015-2020)
13.6 Nintendo Co Limited
13.6.1 Nintendo Co Limited Basic Information
13.6.2 Nintendo Co Limited Product Profiles, Application and Specification
13.6.3 Nintendo Co Limited Virtual Reality (VR) Gaming Market Performance (2015-2020)
13.7 Intel Corporation
13.7.1 Intel Corporation Basic Information
13.7.2 Intel Corporation Product Profiles, Application and Specification
13.7.3 Intel Corporation Virtual Reality (VR) Gaming Market Performance (2015-2020)
13.8 Samsung Corporation
13.8.1 Samsung Corporation Basic Information
13.8.2 Samsung Corporation Product Profiles, Application and Specification
13.8.3 Samsung Corporation Virtual Reality (VR) Gaming Market Performance (2015-2020)
13.9 Google LLC
13.9.1 Google LLC Basic Information
13.9.2 Google LLC Product Profiles, Application and Specification
13.9.3 Google LLC Virtual Reality (VR) Gaming Market Performance (2015-2020)

14 Market Forecast - By Regions

14.1 North America Virtual Reality (VR) Gaming Market Forecast (2020-2025)

14.2 Europe Virtual Reality (VR) Gaming Market Forecast (2020-2025)

14.3 Asia-Pacific Virtual Reality (VR) Gaming Market Forecast (2020-2025)

14.4 Middle East and Africa Virtual Reality (VR) Gaming Market Forecast (2020-2025)

14.5 South America Virtual Reality (VR) Gaming Market Forecast (2020-2025)

15 Market Forecast - By Type and Applications

15.1 Global Virtual Reality (VR) Gaming Market Forecast by Types (2020-2025)

15.1.1 Global Virtual Reality (VR) Gaming Market Forecast Production and Market Share by Types (2020-2025)

15.1.2 Global Virtual Reality (VR) Gaming Market Forecast Value and Market Share by Types (2020-2025)

15.2 Global Virtual Reality (VR) Gaming Market Forecast by Applications (2020-2025)

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