1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
3.1. Market Snapshot
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Channel Analysis
4.3.3. Downstream Buyer Analysis
5.1. COVID-19 Landscape: Virtual Reality In Gaming Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
8.1. Virtual Reality In Gaming Market, by Component
8.1.1 Hardware
8.1.1.1. Market Revenue and Forecast
8.1.2. Software
8.1.2.1. Market Revenue and Forecast
9.1. Virtual Reality In Gaming Market, by Connecting Device
9.1.1. Gaming Console
9.1.1.1. Market Revenue and Forecast
9.1.2. PC/Desktop
9.1.2.1. Market Revenue and Forecast
9.1.3. Smartphone
9.1.3.1. Market Revenue and Forecast
10.1. Virtual Reality In Gaming Market, by End-User
10.1.1. Individual Users
10.1.1.1. Market Revenue and Forecast
10.1.2. Commercial Space (Arcades/VR Centers)
10.1.2.1. Market Revenue and Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Component
11.1.2. Market Revenue and Forecast, by Connecting Device
11.1.3. Market Revenue and Forecast, by End-User
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Component
11.1.4.2. Market Revenue and Forecast, by Connecting Device
11.1.4.3. Market Revenue and Forecast, by End-User
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Component
11.1.5.2. Market Revenue and Forecast, by Connecting Device
11.1.5.3. Market Revenue and Forecast, by End-User
11.2. Europe
11.2.1. Market Revenue and Forecast, by Component
11.2.2. Market Revenue and Forecast, by Connecting Device
11.2.3. Market Revenue and Forecast, by End-User
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Component
11.2.4.2. Market Revenue and Forecast, by Connecting Device
11.2.4.3. Market Revenue and Forecast, by End-User
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Component
11.2.5.2. Market Revenue and Forecast, by Connecting Device
11.2.5.3. Market Revenue and Forecast, by End-User
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Component
11.2.6.2. Market Revenue and Forecast, by Connecting Device
11.2.6.3. Market Revenue and Forecast, by End-User
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Component
11.2.7.2. Market Revenue and Forecast, by Connecting Device
11.2.7.3. Market Revenue and Forecast, by End-User
11.3. APAC
11.3.1. Market Revenue and Forecast, by Component
11.3.2. Market Revenue and Forecast, by Connecting Device
11.3.3. Market Revenue and Forecast, by End-User
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Component
11.3.4.2. Market Revenue and Forecast, by Connecting Device
11.3.4.3. Market Revenue and Forecast, by End-User
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Component
11.3.5.2. Market Revenue and Forecast, by Connecting Device
11.3.5.3. Market Revenue and Forecast, by End-User
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Component
11.3.6.2. Market Revenue and Forecast, by Connecting Device
11.3.6.3. Market Revenue and Forecast, by End-User
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Component
11.3.7.2. Market Revenue and Forecast, by Connecting Device
11.3.7.3. Market Revenue and Forecast, by End-User
11.4. MEA
11.4.1. Market Revenue and Forecast, by Component
11.4.2. Market Revenue and Forecast, by Connecting Device
11.4.3. Market Revenue and Forecast, by End-User
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Component
11.4.4.2. Market Revenue and Forecast, by Connecting Device
11.4.4.3. Market Revenue and Forecast, by End-User
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Component
11.4.5.2. Market Revenue and Forecast, by Connecting Device
11.4.5.3. Market Revenue and Forecast, by End-User
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Component
11.4.6.2. Market Revenue and Forecast, by Connecting Device
11.4.6.3. Market Revenue and Forecast, by End-User
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Component
11.4.7.2. Market Revenue and Forecast, by Connecting Device
11.4.7.3. Market Revenue and Forecast, by End-User
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Component
11.5.2. Market Revenue and Forecast, by Connecting Device
11.5.3. Market Revenue and Forecast, by End-User
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Component
11.5.4.2. Market Revenue and Forecast, by Connecting Device
11.5.4.3. Market Revenue and Forecast, by End-User
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Component
11.5.5.2. Market Revenue and Forecast, by Connecting Device
11.5.5.3. Market Revenue and Forecast, by End-User
12.1. Meta Platforms, Inc. (Oculus/Meta Quest)Abbott
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Sony Interactive Entertainment LLC (PlayStation VR)
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. HTC Corporation (Vive)
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Samsung Electronics Co., Ltd.
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Google LLC (VR Services & Platforms)
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Microsoft Corporation (Mixed/Cloud VR Titles)
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Valve Corporation (Index VR/SteamVR)
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. Electronic Arts Inc. (VR Game Content)
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. Unity Technologies (VR Development Engine)
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Epic Games, Inc. (Unreal Engine / VR Content)
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
14.1. About Us
14.2. Glossary of Terms
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