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Published on 03/30/2021| Code: MAR41115D| Category: Information Technology| Total Pages: 132
This report elaborates the market size, market characteristics, and market growth of the Virtual Reality Gaming industry, and breaks down according to the type, application, and consumption area of Virtual Reality 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 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 Gaming market covered in Chapter 13:
Electronic Arts (EA)
HTC
Samsung Electronics
ZEISS International
Oculus VR
Sony
VirZOOM
Google
Leap Motion
In Chapter 6, on the basis of types, the Virtual Reality Gaming market from 2015 to 2025 is primarily split into:
Personal Computers
Gaming Consoles
Mobile Devices
In Chapter 7, on the basis of applications, the Virtual Reality Gaming market from 2015 to 2025 covers:
Adults
Children
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 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 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 Gaming Market Forces
3.1 Global Virtual Reality 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 Gaming Market - By Geography
4.1 Global Virtual Reality Gaming Market Value and Market Share by Regions
4.1.1 Global Virtual Reality Gaming Value ($) by Region (2015-2020)
4.1.2 Global Virtual Reality Gaming Value Market Share by Regions (2015-2020)
4.2 Global Virtual Reality Gaming Market Production and Market Share by Major Countries
4.2.1 Global Virtual Reality Gaming Production by Major Countries (2015-2020)
4.2.2 Global Virtual Reality Gaming Production Market Share by Major Countries (2015-2020)
4.3 Global Virtual Reality Gaming Market Consumption and Market Share by Regions
4.3.1 Global Virtual Reality Gaming Consumption by Regions (2015-2020)
4.3.2 Global Virtual Reality Gaming Consumption Market Share by Regions (2015-2020)
5 Virtual Reality Gaming Market - By Trade Statistics
5.1 Global Virtual Reality Gaming Export and Import
5.2 United States Virtual Reality Gaming Export and Import (2015-2020)
5.3 Europe Virtual Reality Gaming Export and Import (2015-2020)
5.4 China Virtual Reality Gaming Export and Import (2015-2020)
5.5 Japan Virtual Reality Gaming Export and Import (2015-2020)
5.6 India Virtual Reality Gaming Export and Import (2015-2020)
5.7 ...
6 Virtual Reality Gaming Market - By Type
6.1 Global Virtual Reality Gaming Production and Market Share by Types (2015-2020)
6.1.1 Global Virtual Reality Gaming Production by Types (2015-2020)
6.1.2 Global Virtual Reality Gaming Production Market Share by Types (2015-2020)
6.2 Global Virtual Reality Gaming Value and Market Share by Types (2015-2020)
6.2.1 Global Virtual Reality Gaming Value by Types (2015-2020)
6.2.2 Global Virtual Reality Gaming Value Market Share by Types (2015-2020)
6.3 Global Virtual Reality Gaming Production, Price and Growth Rate of Personal Computers (2015-2020)
6.4 Global Virtual Reality Gaming Production, Price and Growth Rate of Gaming Consoles (2015-2020)
6.5 Global Virtual Reality Gaming Production, Price and Growth Rate of Mobile Devices (2015-2020)
7 Virtual Reality Gaming Market - By Application
7.1 Global Virtual Reality Gaming Consumption and Market Share by Applications (2015-2020)
7.1.1 Global Virtual Reality Gaming Consumption by Applications (2015-2020)
7.1.2 Global Virtual Reality Gaming Consumption Market Share by Applications (2015-2020)
7.2 Global Virtual Reality Gaming Consumption and Growth Rate of Adults (2015-2020)
7.3 Global Virtual Reality Gaming Consumption and Growth Rate of Children (2015-2020)
8 North America Virtual Reality Gaming Market
8.1 North America Virtual Reality Gaming Market Size
8.2 United States Virtual Reality Gaming Market Size
8.3 Canada Virtual Reality Gaming Market Size
8.4 Mexico Virtual Reality Gaming Market Size
8.5 The Influence of COVID-19 on North America Market
9 Europe Virtual Reality Gaming Market Analysis
9.1 Europe Virtual Reality Gaming Market Size
9.2 Germany Virtual Reality Gaming Market Size
9.3 United Kingdom Virtual Reality Gaming Market Size
9.4 France Virtual Reality Gaming Market Size
9.5 Italy Virtual Reality Gaming Market Size
9.6 Spain Virtual Reality Gaming Market Size
9.7 The Influence of COVID-19 on Europe Market
10 Asia-Pacific Virtual Reality Gaming Market Analysis
10.1 Asia-Pacific Virtual Reality Gaming Market Size
10.2 China Virtual Reality Gaming Market Size
10.3 Japan Virtual Reality Gaming Market Size
10.4 South Korea Virtual Reality Gaming Market Size
10.5 Southeast Asia Virtual Reality Gaming Market Size
10.6 India Virtual Reality Gaming Market Size
10.7 The Influence of COVID-19 on Asia Pacific Market
11 Middle East and Africa Virtual Reality Gaming Market Analysis
11.1 Middle East and Africa Virtual Reality Gaming Market Size
11.2 Saudi Arabia Virtual Reality Gaming Market Size
11.3 UAE Virtual Reality Gaming Market Size
11.4 South Africa Virtual Reality Gaming Market Size
11.5 The Influence of COVID-19 on Middle East and Africa Market
12 South America Virtual Reality Gaming Market Analysis
12.1 South America Virtual Reality Gaming Market Size
12.2 Brazil Virtual Reality Gaming Market Size
12.3 The Influence of COVID-19 on South America Market
13 Company Profiles
13.1 Electronic Arts (EA)
13.1.1 Electronic Arts (EA) Basic Information
13.1.2 Electronic Arts (EA) Product Profiles, Application and Specification
13.1.3 Electronic Arts (EA) Virtual Reality Gaming Market Performance (2015-2020)
13.2 HTC
13.2.1 HTC Basic Information
13.2.2 HTC Product Profiles, Application and Specification
13.2.3 HTC Virtual Reality Gaming Market Performance (2015-2020)
13.3 Samsung Electronics
13.3.1 Samsung Electronics Basic Information
13.3.2 Samsung Electronics Product Profiles, Application and Specification
13.3.3 Samsung Electronics Virtual Reality Gaming Market Performance (2015-2020)
13.4 ZEISS International
13.4.1 ZEISS International Basic Information
13.4.2 ZEISS International Product Profiles, Application and Specification
13.4.3 ZEISS International Virtual Reality Gaming Market Performance (2015-2020)
13.5 Oculus VR
13.5.1 Oculus VR Basic Information
13.5.2 Oculus VR Product Profiles, Application and Specification
13.5.3 Oculus VR Virtual Reality Gaming Market Performance (2015-2020)
13.6 Sony
13.6.1 Sony Basic Information
13.6.2 Sony Product Profiles, Application and Specification
13.6.3 Sony Virtual Reality Gaming Market Performance (2015-2020)
13.7 VirZOOM
13.7.1 VirZOOM Basic Information
13.7.2 VirZOOM Product Profiles, Application and Specification
13.7.3 VirZOOM Virtual Reality Gaming Market Performance (2015-2020)
13.8 Google
13.8.1 Google Basic Information
13.8.2 Google Product Profiles, Application and Specification
13.8.3 Google Virtual Reality Gaming Market Performance (2015-2020)
13.9 Leap Motion
13.9.1 Leap Motion Basic Information
13.9.2 Leap Motion Product Profiles, Application and Specification
13.9.3 Leap Motion Virtual Reality Gaming Market Performance (2015-2020)
14 Market Forecast - By Regions
14.1 North America Virtual Reality Gaming Market Forecast (2020-2025)
14.2 Europe Virtual Reality Gaming Market Forecast (2020-2025)
14.3 Asia-Pacific Virtual Reality Gaming Market Forecast (2020-2025)
14.4 Middle East and Africa Virtual Reality Gaming Market Forecast (2020-2025)
14.5 South America Virtual Reality Gaming Market Forecast (2020-2025)
15 Market Forecast - By Type and Applications
15.1 Global Virtual Reality Gaming Market Forecast by Types (2020-2025)
15.1.1 Global Virtual Reality Gaming Market Forecast Production and Market Share by Types (2020-2025)
15.1.2 Global Virtual Reality Gaming Market Forecast Value and Market Share by Types (2020-2025)
15.2 Global Virtual Reality Gaming Market Forecast by Applications (2020-2025)
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