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The market for Virtual Reality (VR) in gaming is propelled by factors including, increasing disposable income of people worldwide and continuous improvement in existing gaming technologies including, 3D effects, motion tracking, and interactive graphics for drawing usersu2019 attention. With the increase in spending capacity of people, people are demanding for new sources of entertainment and VR games offers a unique way of entertainment.
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Virtual Reality (VR) in Gaming Market Market Size Worth $92.09 Billion By 2028 | CAGR: 30.5%
Virtual Reality (VR) in Gaming Market Size Worth $92.09 Billion By 2028 “According to Polaris Market Research report, Virtual Reality (VR) in Gaming market is witnessing major innovations & transformations and is anticipated to reach $92.09 Billion By 2028, registering a CAGR of 30.5% during the forecast period 2021 to 2028.” The global Virtual Reality (VR) in Gaming market report sheds light on the key dynamics of the global market, analyzing the data on a historical basis and forecasted data till the year 2028. The market analysis covered in the report includes data in terms of value $92.09 Billion By 2028. The market overview section of the report covers the global industry overview, microeconomic and macroeconomic outlook, and forecasted factors. The market dynamics section of this report includes major drivers, restraints, trends, and opportunities emerging in the market. Virtual Reality (VR) in Gaming Market Report Scope: The global Virtual Reality (VR) in Gaming market is segmented based on product/service type, end-use, and region. The motive of the research report is to define market dynamics of different countries & segments in the recent time and to forecast the values for the coming years. The report is specifically designed to incorporate quantitative and qualitative aspects of the market within each country and region involved in the study. The report caters the extensive information regarding the driving factors & hurdles that will define the future outlook for the market. Additionally, the report also incorporates prevailing and emerging opportunities for stakeholders to invest along with the in-depth detailed analysis of product/services offerings of prominent players shaping the overall development of the market. - 2 -
Virtual Reality (VR) in Gaming Market Size Worth $92.09 Billion By 2028 By Component By Device By Region •Hardware •Software •Smartphone •Gaming Console •Laptop/Desktop •North America (U.S., Canada) •Europe (France, Germany, UK, Italy, Spain, Netherlands, Austria) •Asia Pacific (Japan, China, India, Malaysia, Indonesia, South Korea) •Latin America (Brazil, Mexico, Argentina) •Middle East & Africa (Saudi Arabia, UAE, Israel, South Africa) COVID-19 Impact Analysis for Virtual Reality (VR) in Gaming Market COVID-19 is an ongoing public health emergency that has impacted almost all industries globally, and its long- term effects are expected to influence the target industry growth over the forecast period. Our ongoing research features the COVID-19 impact analysis section as a key part of the report to uncover the major issues and potential paths forward. In this report, the insights provided in terms of changes in consumer behavior and purchasing patterns, dynamics of current market forces, re-routing of the supply chain, and the interventions of governments. The latest study incorporates analysis, estimations, insights, and forecasts, considering the COVID-19 impact on the market. Gain access to our latest research report that includes in-depth analysis of the COVID-19 pandemic impacting the the Virtual Reality (VR) in Gaming market in different regions and how leading players are forming strategies to mitigate the adverse effect of the pandemic and take benefit of emerging opportunities Browse Detailed Research Report On Virtual Reality (VR) in Gaming Market Analysis: https://www.polarismarketresearch.com/industry-analysis/virtual-reality-vr-in-gaming-market Regional Outlook Among regional markets, the region emerged as the promising regional market with its higher revenue share contribution. The growth in this regional market is primarily attributed to the ongoing technological advancements in the industry, increasing economic stability, huge government investments, and growing awareness related to the benefits of the product/service. - 3 -
Virtual Reality (VR) in Gaming Market Size Worth $92.09 Billion By 2028 Competitive Landscape The report offers a complete industry analysis while featuring the competitive landscape that includes company financials, product portfolios, major breakthroughs, and upcoming projects. The report includes a detailed view of the global market, along with changing scenarios, trends, regional segmentation, regional landscape, major investments, and details of historical, present, and projected revenues. According to Polaris Market Research, the key players with a noteworthy dominance in the Virtual Reality (VR) in Gaming market include Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tesla Studios among others. Request for sample: https://www.polarismarketresearch.com/industry-analysis/virtual-reality-vr-in-gaming-market/request- for-sample Table of Contents 1.Overview and Scope 1.1.Research goal & scope 1.2.Research assumptions 1.3.Research Methodology 1.3.1.Primary data sources 1.3.2.Secondary data sources 1.4.Key take-aways 1.5.Stakeholders 2.Executive Summary 2.1.Market Definition 2.2.Market Segmentation 3.Virtual Reality in Gaming Market Insights 3.1.Virtual Reality in Gaming – Industry snapshot 3.2.Virtual Reality in Gaming - Ecosystem analysis 3.3.Virtual Reality in Gaming market dynamics 3.3.1.Virtual Reality in Gaming – Market Forces 3.3.1.1. Virtual Reality in Gaming Market driver analysis 3.3.1.2. Virtual Reality in Gaming Market restraint/challenges analysis 3.3.1.3. Virtual Reality in Gaming Market opportunity analysis 3.3.2.Industry analysis - Porter's five force 3.3.2.1. Bargaining power of supplier 3.3.2.2. Bargaining power of buyers 3.3.2.3. Threat of substitute 3.3.2.4. Threat of new entrants 3.3.2.5. Degree of competition 3.3.3.Virtual Reality in Gaming market PEST analysis, 2020 - 4 -
Virtual Reality (VR) in Gaming Market Size Worth $92.09 Billion By 2028 3.3.4.Value Chain Analysis 3.3.5.Virtual Reality in Gaming Industry trends 3.3.6.Competitive Ranking Analysis 4.Virtual Reality in Gaming Market Size and Forecast by Component 4.1.Key findings 4.2.Hardware 4.2.1.Global market estimates and forecasts, 2016 - 2028 4.3.Software 4.3.1.Global market estimates and forecasts, 2016 - 2028 5.Virtual Reality in Gaming Market Size and Forecast by Device 5.1.Key findings 5.2.Smartphone 5.2.1.Global market estimates and forecasts, 2016 - 2028 5.3.Gaming Console 5.3.1.Global market estimates and forecasts, 2016 - 2028 5.4.Laptop/Desktop 5.4.1.Global market estimates and forecasts, 2016 - 2028 6.Virtual Reality in Gaming Market Size and Forecast by Regions 6.1.Key findings 6.2.North America 6.2.1.Virtual Reality in Gaming market by Component (USD Million), 2016 - 2028 6.2.2.Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.2.3.U.S. 6.2.3.1. Virtual Reality in Gaming market by Component (USD Million), 2016 - 2028 6.2.3.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.2.4.Canada 6.2.4.1. Virtual Reality in Gaming market by Component (USD Million), 2016 - 2028 6.2.4.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.3.Europe 6.3.1.Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.3.2.Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.3.3.Germany 6.3.3.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.3.3.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.3.4.UK 6.3.4.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.3.4.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.3.5.France 6.3.5.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.3.5.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.3.6.Italy 6.3.6.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.3.6.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.4.Asia Pacific 6.4.1. 6.4.1.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.4.1.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.4.1.3. China 6.4.1.3.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 - 5 -
Virtual Reality (VR) in Gaming Market Size Worth $92.09 Billion By 2028 6.4.1.3.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 South Korea 6.4.1.4. 6.4.1.4.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.4.1.4.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.4.1.5. Japan 6.4.1.5.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.4.1.5.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.4.1.6. India 6.4.1.6.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.4.1.6.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.5.Latin America 6.5.1.Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.5.2.Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.5.3.Brazil 6.5.3.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.5.3.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.5.4.Mexico 6.5.4.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.5.4.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 6.6.Middle East & Africa 6.6.1.Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028 6.6.2.Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028 7.Company Profiles 7.1.Microsoft Corporation 7.1.1.Overview 7.1.2.Financials 7.1.3.Product Benchmarking 7.1.4.Recent Developments 7.2.Sony Corporation 7.2.1.Overview 7.2.2.Financials 7.2.3.Product Benchmarking 7.2.4.Recent Developments 7.3.Electronic Arts 7.3.1.Overview 7.3.2.Financials 7.3.3.Product Benchmarking 7.3.4.Recent Developments 7.4.Nintendo Co. Ltd. 7.4.1.Overview 7.4.2.Financials 7.4.3.Product Benchmarking 7.4.4.Recent Developments - 6 -
Virtual Reality (VR) in Gaming Market Size Worth $92.09 Billion By 2028 7.5.Linden Labs 7.5.1.Overview 7.5.2.Financials 7.5.3.Product Benchmarking 7.5.4.Recent Developments 7.6.Samsung Electronics Co. Ltd. 7.6.1.Overview 7.6.2.Financials 7.6.3.Product Benchmarking 7.6.4.Recent Developments 7.7.Facebook (Oculus) 7.7.1.Overview 7.7.2.Financials 7.7.3.Product Benchmarking 7.7.4.Recent Developments 7.8.HTC Corporation 7.8.1.Overview 7.8.2.Financials 7.8.3.Product Benchmarking 7.8.4.Recent Developments 7.9.Google Inc. 7.9.1.Overview 7.9.2.Financials 7.9.3.Product Benchmarking 7.9.4.Recent Developments 7.10. Telsa Studios 7.10.1.Overview 7.10.2.Financials 7.10.3.Product Benchmarking 7.10.4.Recent Developments Access Press Release on Virtual Reality (VR) in Gaming Market: https://www.polarismarketresearch.com/press-releases/global-virtual-reality-vr-in-gaming-market About Polaris Market Research Polaris Market Research is a global market research and consulting company. The company specializes in providing exceptional market intelligence and in-depth business research services for our clientele spread across different enterprises. We at Polaris are obliged to serve our diverse customer base present across the industries of healthcare, technology, semi-conductors, and chemicals among various other industries present around the world. We strive to provide our customers with updated information on innovative technologies, high growth markets, emerging business environments, and the latest business-centric applications, thereby helping them always to make informed decisions and leverage new opportunities. Adept with a highly - 7 -
Virtual Reality (VR) in Gaming Market Size Worth $92.09 Billion By 2028 competent, experienced, and extremely qualified team of experts comprising SMEs, analysts, and consultants, we at Polaris endeavor to deliver value-added business solutions to our customers. E mail Id: sales@polarismarketresearch.com Web: www.polarismarketresearch.com Official Blog: http://polarismarketresearch.blogspot.com - 8 -