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PUBLISHER: 360iResearch | PRODUCT CODE: 1598808

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PUBLISHER: 360iResearch | PRODUCT CODE: 1598808

VR Gaming Market by Components (Hardware, Software), Connecting Device (Gaming Console, PC & Desktop, Smartphone) - Global Forecast 2025-2030

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The VR Gaming Market was valued at USD 14.08 billion in 2023, expected to reach USD 16.35 billion in 2024, and is projected to grow at a CAGR of 16.47%, to USD 40.98 billion by 2030.

The scope of VR gaming encompasses a dynamic and rapidly growing segment of the gaming industry, driven by technological advancements and increasing consumer interest in immersive experiences. Virtual Reality (VR) gaming involves the use of 3D-generated environments with a sensory touch, enabling players to immerse themselves in interactive game plays using VR headsets and advanced gaming consoles. The necessity of VR gaming lies in the demand for more engaging, realistic, and immersive gaming experiences, encouraged by advancements in VR technology, graphics, and interactive design. Applications extend across various platforms such as PCs, gaming consoles, and mobile devices, providing diverse opportunities for game development and enhanced user engagement. End-use scope includes consumer gaming, educational and training simulations, and therapeutic applications, broadening the market's impact.

KEY MARKET STATISTICS
Base Year [2023] USD 14.08 billion
Estimated Year [2024] USD 16.35 billion
Forecast Year [2030] USD 40.98 billion
CAGR (%) 16.47%

Key factors influencing growth in the VR gaming market include technological advancements in hardware, increased affordability, and the rise of cloud gaming platforms that reduce the need for high-performance devices. Potential opportunities lie in expanding VR content libraries, leveraging 5G connectivity for seamless experiences, and developing cross-platform playability. The recent surge in interest for metaverse-related experiences further enhances the market's potential. Recommendations for capturing these opportunities include investing in content creation, fostering partnerships with tech innovators, and focusing on user-friendly and affordable product offerings. However, market growth is hampered by limitations such as high development costs, physical discomfort for some users, and limited content availability. Challenges include overcoming technical issues such as motion sickness, limited VR-specific content, and the need for continual device innovation.

Innovation areas ripe for research include improving hardware ergonomics to address comfort issues, developing more power-efficient and wireless VR systems, and advancing haptic feedback technologies to enrich user interaction. Insights into user preferences can guide content development, ensuring more relevant and engaging experiences. The nature of the VR gaming market is collaborative and rapidly evolving, making it imperative for businesses to remain agile, investing in R&D, and customer feedback mechanisms to stay competitive and capture growing market demands.

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving VR Gaming Market

The VR Gaming Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increasing demand for immersive gaming experience
    • Adoption of VR handsets and devices
    • Growing popularity of eSports and multiplayer gaming
  • Market Restraints
    • High cost associated with implementation of VR hardware and solutions
  • Market Opportunities
    • Ongoing development of mobile VR games
    • Proliferation of VR theme parks and game zomes
  • Market Challenges
    • Compatibility and technical issues in VR gaming

Porter's Five Forces: A Strategic Tool for Navigating the VR Gaming Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the VR Gaming Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the VR Gaming Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the VR Gaming Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the VR Gaming Market

A detailed market share analysis in the VR Gaming Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the VR Gaming Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the VR Gaming Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the VR Gaming Market

A strategic analysis of the VR Gaming Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the VR Gaming Market, highlighting leading vendors and their innovative profiles. These include Apple Inc., bHaptics Inc., Bigscreen, Inc., CCP Games, Google LLC by Alphabet Inc., HP Development Company, L.P., Lenovo Group Limited, LG Electronics, Meta Platforms, Inc., Microsoft Corporation, nDreams Limited, Nintendo Co., Ltd., NVIDIA Corporation, Pimax Inc., Polyarc, Inc., Resolution Games AB, SAMSUNG ELECTRONICS CO., LTD., Sony Corporation, UBISOFT ENTERTAINMENT SA, Unity Technologies, UploadVR, Valve Corporation, Virtuix Inc., VirZOOM, and ZEISS Group.

Market Segmentation & Coverage

This research report categorizes the VR Gaming Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Components, market is studied across Hardware and Software.
  • Based on Connecting Device, market is studied across Gaming Console, PC & Desktop, and Smartphone.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Product Code: MRR-69324464D1A2

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increasing demand for immersive gaming experience
      • 5.1.1.2. Adoption of VR handsets and devices
      • 5.1.1.3. Growing popularity of eSports and multiplayer gaming
    • 5.1.2. Restraints
      • 5.1.2.1. High cost associated with implementation of VR hardware and solutions
    • 5.1.3. Opportunities
      • 5.1.3.1. Ongoing development of mobile VR games
      • 5.1.3.2. Proliferation of VR theme parks and game zomes
    • 5.1.4. Challenges
      • 5.1.4.1. Compatibility and technical issues in VR gaming
  • 5.2. Market Segmentation Analysis
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. VR Gaming Market, by Components

  • 6.1. Introduction
  • 6.2. Hardware
  • 6.3. Software

7. VR Gaming Market, by Connecting Device

  • 7.1. Introduction
  • 7.2. Gaming Console
  • 7.3. PC & Desktop
  • 7.4. Smartphone

8. Americas VR Gaming Market

  • 8.1. Introduction
  • 8.2. Argentina
  • 8.3. Brazil
  • 8.4. Canada
  • 8.5. Mexico
  • 8.6. United States

9. Asia-Pacific VR Gaming Market

  • 9.1. Introduction
  • 9.2. Australia
  • 9.3. China
  • 9.4. India
  • 9.5. Indonesia
  • 9.6. Japan
  • 9.7. Malaysia
  • 9.8. Philippines
  • 9.9. Singapore
  • 9.10. South Korea
  • 9.11. Taiwan
  • 9.12. Thailand
  • 9.13. Vietnam

10. Europe, Middle East & Africa VR Gaming Market

  • 10.1. Introduction
  • 10.2. Denmark
  • 10.3. Egypt
  • 10.4. Finland
  • 10.5. France
  • 10.6. Germany
  • 10.7. Israel
  • 10.8. Italy
  • 10.9. Netherlands
  • 10.10. Nigeria
  • 10.11. Norway
  • 10.12. Poland
  • 10.13. Qatar
  • 10.14. Russia
  • 10.15. Saudi Arabia
  • 10.16. South Africa
  • 10.17. Spain
  • 10.18. Sweden
  • 10.19. Switzerland
  • 10.20. Turkey
  • 10.21. United Arab Emirates
  • 10.22. United Kingdom

11. Competitive Landscape

  • 11.1. Market Share Analysis, 2023
  • 11.2. FPNV Positioning Matrix, 2023
  • 11.3. Competitive Scenario Analysis
  • 11.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Apple Inc.
  • 2. bHaptics Inc.
  • 3. Bigscreen, Inc.
  • 4. CCP Games
  • 5. Google LLC by Alphabet Inc.
  • 6. HP Development Company, L.P.
  • 7. Lenovo Group Limited
  • 8. LG Electronics
  • 9. Meta Platforms, Inc.
  • 10. Microsoft Corporation
  • 11. nDreams Limited
  • 12. Nintendo Co., Ltd.
  • 13. NVIDIA Corporation
  • 14. Pimax Inc.
  • 15. Polyarc, Inc.
  • 16. Resolution Games AB
  • 17. SAMSUNG ELECTRONICS CO., LTD.
  • 18. Sony Corporation
  • 19. UBISOFT ENTERTAINMENT SA
  • 20. Unity Technologies
  • 21. UploadVR
  • 22. Valve Corporation
  • 23. Virtuix Inc.
  • 24. VirZOOM
  • 25. ZEISS Group
Product Code: MRR-69324464D1A2

LIST OF FIGURES

  • FIGURE 1. VR GAMING MARKET RESEARCH PROCESS
  • FIGURE 2. VR GAMING MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL VR GAMING MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL VR GAMING MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL VR GAMING MARKET SIZE, BY COMPONENTS, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL VR GAMING MARKET SIZE, BY COMPONENTS, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. AMERICAS VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 11. AMERICAS VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. UNITED STATES VR GAMING MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 13. UNITED STATES VR GAMING MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 15. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. VR GAMING MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 19. VR GAMING MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. VR GAMING MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL VR GAMING MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL VR GAMING MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. VR GAMING MARKET DYNAMICS
  • TABLE 7. GLOBAL VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL VR GAMING MARKET SIZE, BY HARDWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL VR GAMING MARKET SIZE, BY SOFTWARE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL VR GAMING MARKET SIZE, BY GAMING CONSOLE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL VR GAMING MARKET SIZE, BY PC & DESKTOP, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL VR GAMING MARKET SIZE, BY SMARTPHONE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. AMERICAS VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 15. AMERICAS VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 16. AMERICAS VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 17. ARGENTINA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 18. ARGENTINA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 19. BRAZIL VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 20. BRAZIL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 21. CANADA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 22. CANADA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 23. MEXICO VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 24. MEXICO VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 25. UNITED STATES VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 26. UNITED STATES VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 27. UNITED STATES VR GAMING MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 28. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 29. ASIA-PACIFIC VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 30. ASIA-PACIFIC VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 31. AUSTRALIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 32. AUSTRALIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 33. CHINA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 34. CHINA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 35. INDIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 36. INDIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 37. INDONESIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 38. INDONESIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 39. JAPAN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 40. JAPAN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 41. MALAYSIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 42. MALAYSIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 43. PHILIPPINES VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 44. PHILIPPINES VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 45. SINGAPORE VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 46. SINGAPORE VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 47. SOUTH KOREA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 48. SOUTH KOREA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 49. TAIWAN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 50. TAIWAN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 51. THAILAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 52. THAILAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 53. VIETNAM VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 54. VIETNAM VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 55. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 56. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 57. EUROPE, MIDDLE EAST & AFRICA VR GAMING MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 58. DENMARK VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 59. DENMARK VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 60. EGYPT VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 61. EGYPT VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 62. FINLAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 63. FINLAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 64. FRANCE VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 65. FRANCE VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 66. GERMANY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 67. GERMANY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 68. ISRAEL VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 69. ISRAEL VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 70. ITALY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 71. ITALY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 72. NETHERLANDS VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 73. NETHERLANDS VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 74. NIGERIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 75. NIGERIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 76. NORWAY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 77. NORWAY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 78. POLAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 79. POLAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 80. QATAR VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 81. QATAR VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 82. RUSSIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 83. RUSSIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 84. SAUDI ARABIA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 85. SAUDI ARABIA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 86. SOUTH AFRICA VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 87. SOUTH AFRICA VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 88. SPAIN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 89. SPAIN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 90. SWEDEN VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 91. SWEDEN VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 92. SWITZERLAND VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 93. SWITZERLAND VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 94. TURKEY VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 95. TURKEY VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 96. UNITED ARAB EMIRATES VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 97. UNITED ARAB EMIRATES VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 98. UNITED KINGDOM VR GAMING MARKET SIZE, BY COMPONENTS, 2018-2030 (USD MILLION)
  • TABLE 99. UNITED KINGDOM VR GAMING MARKET SIZE, BY CONNECTING DEVICE, 2018-2030 (USD MILLION)
  • TABLE 100. VR GAMING MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 101. VR GAMING MARKET, FPNV POSITIONING MATRIX, 2023
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