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ゲームにおけるVR(バーチャルリアリティ)の世界市場2020年:企業別、地域別、種類・用途別

• 英文タイトル:Global Virtual Reality (VR) in Gaming Market 2020 by Company, Regions, Type and Application, Forecast to 2025

GlobalInfoResearchが調査・発行した産業分析レポートです。ゲームにおけるVR(バーチャルリアリティ)の世界市場2020年:企業別、地域別、種類・用途別 / Global Virtual Reality (VR) in Gaming Market 2020 by Company, Regions, Type and Application, Forecast to 2025 / D0GIR-02955資料のイメージです。• レポートコード:D0GIR-02955
• 出版社/出版日:GlobalInfoResearch / 2020年9月30日
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レポート概要
本調査レポートでは、ゲームにおけるVR(バーチャルリアリティ)の世界市場を広く調査・分析し、今後の市場展望をまとめております。ゲームにおけるVR(バーチャルリアリティ)の種類別市場規模(ハードウェア、ソフトウェア)、用途別市場規模(個人用、商用)、地域別市場規模(北米、アメリカ、ヨーロッパ、アジア、中国、日本、東南アジア、南米、中東、アフリカなど)、市場動向、企業別販売量と市場シェアなどの情報を掲載しています。
・市場概要
・企業情報(販売量、市場シェア、製品概要、SWOT分析):Sony、Google、Linden Labs、Microsoft、Samsung Electronics、Nintendo、Virtuix Omni、Facebook、Electronic Arts、HTC、Leap Motion、Telsa Studios、Qualcomm
・地域別グローバル市場分析 2015年-2020年
・ゲームにおけるVR(バーチャルリアリティ)の北米市場(アメリカ、カナダ、メキシコ)
・ゲームにおけるVR(バーチャルリアリティ)のヨーロッパ市場(ドイツ、イギリス、フランス、ロシア、イタリア)
・ゲームにおけるVR(バーチャルリアリティ)のアジア市場(中国、日本、韓国、インド、東南アジア、オーストラリア)
・ゲームにおけるVR(バーチャルリアリティ)の南米市場(ブラジル、アルゼンチン)
・ゲームにおけるVR(バーチャルリアリティ)の中東・アフリカ市場(サウジアラビア、トルコ、エジプト、南アフリカ)
・種類別分析:ハードウェア、ソフトウェア
・用途別分析:個人用、商用
・地域別市場規模予測 2021年-2025年
・調査の結果・結論

Market Overview
The global Virtual Reality (VR) in Gaming market size is expected to gain market growth in the forecast period of 2020 to 2025, with a CAGR of xx% in the forecast period of 2020 to 2025 and will expected to reach USD xx million by 2025, from USD xx million in 2019.

The Virtual Reality (VR) in Gaming market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.

Market segmentation
Virtual Reality (VR) in Gaming market is split by Type and by Application. For the period 2015-2025, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.

By Type, Virtual Reality (VR) in Gaming market has been segmented into:
Hardware Segment
Software Segment

By Application, Virtual Reality (VR) in Gaming has been segmented into:
Private
Commerce

Regions and Countries Level Analysis
Regional analysis is another highly comprehensive part of the research and analysis study of the global Virtual Reality (VR) in Gaming market presented in the report. This section sheds light on the sales growth of different regional and country-level Virtual Reality (VR) in Gaming markets. For the historical and forecast period 2015 to 2025, it provides detailed and accurate country-wise volume analysis and region-wise market size analysis of the global Virtual Reality (VR) in Gaming market.

The report offers in-depth assessment of the growth and other aspects of the Virtual Reality (VR) in Gaming market in important countries (regions), including:
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia and Australia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Competitive Landscape and Virtual Reality (VR) in Gaming Market Share Analysis
Virtual Reality (VR) in Gaming competitive landscape provides details by vendors, including company overview, company total revenue (financials), market potential, global presence, Virtual Reality (VR) in Gaming sales and revenue generated, market share, price, production sites and facilities, SWOT analysis, product launch. For the period 2015-2020, this study provides the Virtual Reality (VR) in Gaming sales, revenue and market share for each player covered in this report.

The major players covered in Virtual Reality (VR) in Gaming are:
Sony
Google
Linden Labs
Microsoft
Samsung Electronics
Nintendo
Virtuix Omni
Facebook
Electronic Arts
HTC
Leap Motion
Telsa Studios
Qualcomm

レポート目次

Table of Contents

1 Virtual Reality (VR) in Gaming Market Overview
1.1 Product Overview and Scope of Virtual Reality (VR) in Gaming
1.2 Classification of Virtual Reality (VR) in Gaming by Type
1.2.1 Global Virtual Reality (VR) in Gaming Revenue by Type: 2015 VS 2019 VS 2025
1.2.2 Global Virtual Reality (VR) in Gaming Revenue Market Share by Type in 2019
1.2.3 Hardware Segment
1.2.4 Software Segment
1.3 Global Virtual Reality (VR) in Gaming Market by Application
1.3.1 Overview: Global Virtual Reality (VR) in Gaming Revenue by Application: 2015 VS 2019 VS 2025
1.3.2 Private
1.3.3 Commerce
1.4 Global Virtual Reality (VR) in Gaming Market by Regions
1.4.1 Global Virtual Reality (VR) in Gaming Market Size by Regions: 2015 VS 2019 VS 2025
1.4.2 Global Market Size of Virtual Reality (VR) in Gaming (2015-2025)
1.4.3 North America (USA, Canada and Mexico) Virtual Reality (VR) in Gaming Status and Prospect (2015-2025)
1.4.4 Europe (Germany, France, UK, Russia and Italy) Virtual Reality (VR) in Gaming Status and Prospect (2015-2025)
1.4.5 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Virtual Reality (VR) in Gaming Status and Prospect (2015-2025)
1.4.6 South America (Brazil, Argentina, Colombia) Virtual Reality (VR) in Gaming Status and Prospect (2015-2025)
1.4.7 Middle East & Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Virtual Reality (VR) in Gaming Status and Prospect (2015-2025)
2 Company Profiles
2.1 Sony
2.1.1 Sony Details
2.1.2 Sony Major Business and Total Revenue (Financial Highlights) Analysis
2.1.3 Sony SWOT Analysis
2.1.4 Sony Product and Services
2.1.5 Sony Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.2 Google
2.2.1 Google Details
2.2.2 Google Major Business and Total Revenue (Financial Highlights) Analysis
2.2.3 Google SWOT Analysis
2.2.4 Google Product and Services
2.2.5 Google Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.3 Linden Labs
2.3.1 Linden Labs Details
2.3.2 Linden Labs Major Business and Total Revenue (Financial Highlights) Analysis
2.3.3 Linden Labs SWOT Analysis
2.3.4 Linden Labs Product and Services
2.3.5 Linden Labs Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.4 Microsoft
2.4.1 Microsoft Details
2.4.2 Microsoft Major Business and Total Revenue (Financial Highlights) Analysis
2.4.3 Microsoft SWOT Analysis
2.4.4 Microsoft Product and Services
2.4.5 Microsoft Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.5 Samsung Electronics
2.5.1 Samsung Electronics Details
2.5.2 Samsung Electronics Major Business and Total Revenue (Financial Highlights) Analysis
2.5.3 Samsung Electronics SWOT Analysis
2.5.4 Samsung Electronics Product and Services
2.5.5 Samsung Electronics Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.6 Nintendo
2.6.1 Nintendo Details
2.6.2 Nintendo Major Business and Total Revenue (Financial Highlights) Analysis
2.6.3 Nintendo SWOT Analysis
2.6.4 Nintendo Product and Services
2.6.5 Nintendo Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.7 Virtuix Omni
2.7.1 Virtuix Omni Details
2.7.2 Virtuix Omni Major Business and Total Revenue (Financial Highlights) Analysis
2.7.3 Virtuix Omni SWOT Analysis
2.7.4 Virtuix Omni Product and Services
2.7.5 Virtuix Omni Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.8 Facebook
2.8.1 Facebook Details
2.8.2 Facebook Major Business and Total Revenue (Financial Highlights) Analysis
2.8.3 Facebook SWOT Analysis
2.8.4 Facebook Product and Services
2.8.5 Facebook Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.9 Electronic Arts
2.9.1 Electronic Arts Details
2.9.2 Electronic Arts Major Business and Total Revenue (Financial Highlights) Analysis
2.9.3 Electronic Arts SWOT Analysis
2.9.4 Electronic Arts Product and Services
2.9.5 Electronic Arts Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.10 HTC
2.10.1 HTC Details
2.10.2 HTC Major Business and Total Revenue (Financial Highlights) Analysis
2.10.3 HTC SWOT Analysis
2.10.4 HTC Product and Services
2.10.5 HTC Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.11 Leap Motion
2.11.1 Leap Motion Details
2.11.2 Leap Motion Major Business and Total Revenue (Financial Highlights) Analysis
2.11.3 Leap Motion SWOT Analysis
2.11.4 Leap Motion Product and Services
2.11.5 Leap Motion Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.12 Telsa Studios
2.12.1 Telsa Studios Details
2.12.2 Telsa Studios Major Business and Total Revenue (Financial Highlights) Analysis
2.12.3 Telsa Studios SWOT Analysis
2.12.4 Telsa Studios Product and Services
2.12.5 Telsa Studios Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
2.13 Qualcomm
2.13.1 Qualcomm Details
2.13.2 Qualcomm Major Business and Total Revenue (Financial Highlights) Analysis
2.13.3 Qualcomm SWOT Analysis
2.13.4 Qualcomm Product and Services
2.13.5 Qualcomm Virtual Reality (VR) in Gaming Revenue, Gross Margin and Market Share (2018-2019)
3 Market Competition, by Players
3.1 Global Virtual Reality (VR) in Gaming Revenue and Share by Players (2015-2020)
3.2 Market Concentration Rate
3.2.1 Top 5 Virtual Reality (VR) in Gaming Players Market Share
3.2.2 Top 10 Virtual Reality (VR) in Gaming Players Market Share
3.3 Market Competition Trend
4 Market Size by Regions
4.1 Global Virtual Reality (VR) in Gaming Revenue and Market Share by Regions
4.2 North America Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
4.3 Europe Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
4.4 Asia-Pacific Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
4.5 South America Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
4.6 Middle East & Africa Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
5 North America Virtual Reality (VR) in Gaming Revenue by Countries
5.1 North America Virtual Reality (VR) in Gaming Revenue by Countries (2015-2020)
5.2 USA Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
5.3 Canada Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
5.4 Mexico Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
6 Europe Virtual Reality (VR) in Gaming Revenue by Countries
6.1 Europe Virtual Reality (VR) in Gaming Revenue by Countries (2015-2020)
6.2 Germany Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
6.3 UK Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
6.4 France Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
6.5 Russia Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
6.6 Italy Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
7 Asia-Pacific Virtual Reality (VR) in Gaming Revenue by Countries
7.1 Asia-Pacific Virtual Reality (VR) in Gaming Revenue by Countries (2015-2020)
7.2 China Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
7.3 Japan Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
7.4 Korea Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
7.5 India Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
7.6 Southeast Asia Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
8 South America Virtual Reality (VR) in Gaming Revenue by Countries
8.1 South America Virtual Reality (VR) in Gaming Revenue by Countries (2015-2020)
8.2 Brazil Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
8.3 Argentina Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
9 Middle East & Africa Revenue Virtual Reality (VR) in Gaming by Countries
9.1 Middle East & Africa Virtual Reality (VR) in Gaming Revenue by Countries (2015-2020)
9.2 Saudi Arabia Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
9.3 UAE Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
9.4 Egypt Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
9.5 South Africa Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
10 Market Size Segment by Type
10.1 Global Virtual Reality (VR) in Gaming Revenue and Market Share by Type (2015-2020)
10.2 Global Virtual Reality (VR) in Gaming Market Forecast by Type (2019-2024)
10.3 Hardware Segment Revenue Growth Rate (2015-2025)
10.4 Software Segment Revenue Growth Rate (2015-2025)
11 Global Virtual Reality (VR) in Gaming Market Segment by Application
11.1 Global Virtual Reality (VR) in Gaming Revenue Market Share by Application (2015-2020)
11.2 Virtual Reality (VR) in Gaming Market Forecast by Application (2019-2024)
11.3 Private Revenue Growth (2015-2020)
11.4 Commerce Revenue Growth (2015-2020)
12 Global Virtual Reality (VR) in Gaming Market Size Forecast (2021-2025)
12.1 Global Virtual Reality (VR) in Gaming Market Size Forecast (2021-2025)
12.2 Global Virtual Reality (VR) in Gaming Market Forecast by Regions (2021-2025)
12.3 North America Virtual Reality (VR) in Gaming Revenue Market Forecast (2021-2025)
12.4 Europe Virtual Reality (VR) in Gaming Revenue Market Forecast (2021-2025)
12.5 Asia-Pacific Virtual Reality (VR) in Gaming Revenue Market Forecast (2021-2025)
12.6 South America Virtual Reality (VR) in Gaming Revenue Market Forecast (2021-2025)
12.7 Middle East & Africa Virtual Reality (VR) in Gaming Revenue Market Forecast (2021-2025)
13 Research Findings and Conclusion
14 Appendix
14.1 Methodology
14.2 Data Source
14.3 Disclaimer
14.4 About US

List of Tables

Table 1. Global Virtual Reality (VR) in Gaming Revenue (USD Million) by Type: 2015 VS 2019 VS 2025
Table 2. Breakdown of Virtual Reality (VR) in Gaming by Company Type (Tier 1, Tier 2 and Tier 3)
Table 3. Global Virtual Reality (VR) in Gaming Revenue (USD Million) by Application: 2015 VS 2019 VS 2025
Table 4. Global Market Virtual Reality (VR) in Gaming Revenue (Million USD) Comparison by Regions 2015-2025
Table 5. Sony Corporate Information, Location and Competitors
Table 6. Sony Virtual Reality (VR) in Gaming Major Business
Table 7. Sony Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 8. Sony SWOT Analysis
Table 9. Sony Virtual Reality (VR) in Gaming Product and Solutions
Table 10. Sony Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 11. Google Corporate Information, Location and Competitors
Table 12. Google Virtual Reality (VR) in Gaming Major Business
Table 13. Google Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2018-2019)
Table 14. Google SWOT Analysis
Table 15. Google Virtual Reality (VR) in Gaming Product and Solutions
Table 16. Google Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 17. Linden Labs Corporate Information, Location and Competitors
Table 18. Linden Labs Virtual Reality (VR) in Gaming Major Business
Table 19. Linden Labs Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 20. Linden Labs SWOT Analysis
Table 21. Linden Labs Virtual Reality (VR) in Gaming Product and Solutions
Table 22. Linden Labs Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 23. Microsoft Corporate Information, Location and Competitors
Table 24. Microsoft Virtual Reality (VR) in Gaming Major Business
Table 25. Microsoft Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 26. Microsoft SWOT Analysis
Table 27. Microsoft Virtual Reality (VR) in Gaming Product and Solutions
Table 28. Microsoft Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 29. Samsung Electronics Corporate Information, Location and Competitors
Table 30. Samsung Electronics Virtual Reality (VR) in Gaming Major Business
Table 31. Samsung Electronics Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 32. Samsung Electronics SWOT Analysis
Table 33. Samsung Electronics Virtual Reality (VR) in Gaming Product and Solutions
Table 34. Samsung Electronics Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 35. Nintendo Corporate Information, Location and Competitors
Table 36. Nintendo Virtual Reality (VR) in Gaming Major Business
Table 37. Nintendo Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 38. Nintendo SWOT Analysis
Table 39. Nintendo Virtual Reality (VR) in Gaming Product and Solutions
Table 40. Nintendo Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 41. Virtuix Omni Corporate Information, Location and Competitors
Table 42. Virtuix Omni Virtual Reality (VR) in Gaming Major Business
Table 43. Virtuix Omni Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 44. Virtuix Omni SWOT Analysis
Table 45. Virtuix Omni Virtual Reality (VR) in Gaming Product and Solutions
Table 46. Virtuix Omni Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 47. Facebook Corporate Information, Location and Competitors
Table 48. Facebook Virtual Reality (VR) in Gaming Major Business
Table 49. Facebook Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 50. Facebook SWOT Analysis
Table 51. Facebook Virtual Reality (VR) in Gaming Product and Solutions
Table 52. Facebook Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 53. Electronic Arts Corporate Information, Location and Competitors
Table 54. Electronic Arts Virtual Reality (VR) in Gaming Major Business
Table 55. Electronic Arts Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 56. Electronic Arts SWOT Analysis
Table 57. Electronic Arts Virtual Reality (VR) in Gaming Product and Solutions
Table 58. Electronic Arts Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 59. HTC Corporate Information, Location and Competitors
Table 60. HTC Virtual Reality (VR) in Gaming Major Business
Table 61. HTC Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 62. HTC SWOT Analysis
Table 63. HTC Virtual Reality (VR) in Gaming Product and Solutions
Table 64. HTC Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 65. Leap Motion Corporate Information, Location and Competitors
Table 66. Leap Motion Virtual Reality (VR) in Gaming Major Business
Table 67. Leap Motion Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 68. Leap Motion SWOT Analysis
Table 69. Leap Motion Virtual Reality (VR) in Gaming Product and Solutions
Table 70. Leap Motion Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 71. Telsa Studios Corporate Information, Location and Competitors
Table 72. Telsa Studios Virtual Reality (VR) in Gaming Major Business
Table 73. Telsa Studios Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 74. Telsa Studios SWOT Analysis
Table 75. Telsa Studios Virtual Reality (VR) in Gaming Product and Solutions
Table 76. Telsa Studios Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 77. Qualcomm Corporate Information, Location and Competitors
Table 78. Qualcomm Virtual Reality (VR) in Gaming Major Business
Table 79. Qualcomm Virtual Reality (VR) in Gaming Total Revenue (USD Million) (2017-2018)
Table 80. Qualcomm SWOT Analysis
Table 81. Qualcomm Virtual Reality (VR) in Gaming Product and Solutions
Table 82. Qualcomm Virtual Reality (VR) in Gaming Revenue (USD Million), Gross Margin and Market Share (2018-2019)
Table 83. Global Virtual Reality (VR) in Gaming Revenue (Million USD) by Players (2015-2020)
Table 84. Global Virtual Reality (VR) in Gaming Revenue Share by Players (2015-2020)
Table 85. Global Virtual Reality (VR) in Gaming Revenue (Million USD) by Regions (2015-2020)
Table 86. Global Virtual Reality (VR) in Gaming Revenue Market Share by Regions (2015-2020)
Table 87. North America Virtual Reality (VR) in Gaming Revenue by Countries (2015-2020)
Table 88. North America Virtual Reality (VR) in Gaming Revenue Market Share by Countries (2015-2020)
Table 89. Europe Virtual Reality (VR) in Gaming Revenue (Million USD) by Countries (2015-2020)
Table 90. Asia-Pacific Virtual Reality (VR) in Gaming Revenue (Million USD) by Countries (2015-2020)
Table 91. South America Virtual Reality (VR) in Gaming Revenue by Countries (2015-2020)
Table 92. South America Virtual Reality (VR) in Gaming Revenue Market Share by Countries (2015-2020)
Table 93. Middle East and Africa Virtual Reality (VR) in Gaming Revenue (Million USD) by Countries (2015-2020)
Table 94. Middle East and Africa Virtual Reality (VR) in Gaming Revenue Market Share by Countries (2015-2020)
Table 95. Global Virtual Reality (VR) in Gaming Revenue (Million USD) by Type (2015-2020)
Table 96. Global Virtual Reality (VR) in Gaming Revenue Share by Type (2015-2020)
Table 97. Global Virtual Reality (VR) in Gaming Revenue Forecast by Type (2021-2025)
Table 98. Global Virtual Reality (VR) in Gaming Revenue by Application (2015-2020)
Table 99. Global Virtual Reality (VR) in Gaming Revenue Share by Application (2015-2020)
Table 100. Global Virtual Reality (VR) in Gaming Revenue Forecast by Application (2021-2025)
Table 101. Global Virtual Reality (VR) in Gaming Revenue (Million USD) Forecast by Regions (2021-2025)
List of Figures
Figure 1. Virtual Reality (VR) in Gaming Picture
Figure 2. Global Virtual Reality (VR) in Gaming Revenue Market Share by Type in 2019
Figure 3. Hardware Segment Picture
Figure 4. Software Segment Picture
Figure 5. Virtual Reality (VR) in Gaming Revenue Market Share by Application in 2019
Figure 6. Private Picture
Figure 7. Commerce Picture
Figure 8. Global Virtual Reality (VR) in Gaming Revenue (USD Million) and Growth Rate (2015-2025)
Figure 9. North America Virtual Reality (VR) in Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 10. Europe Virtual Reality (VR) in Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 11. Asia-Pacific Virtual Reality (VR) in Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 12. South America Virtual Reality (VR) in Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 13. Middle East and Africa Virtual Reality (VR) in Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 14. Global Virtual Reality (VR) in Gaming Revenue (Million USD) and Growth Rate (2015-2025)
Figure 15. Global Virtual Reality (VR) in Gaming Revenue Share by Players in 2019
Figure 16. Global Top 5 Players Virtual Reality (VR) in Gaming Revenue Market Share in 2019
Figure 17. Global Top 10 Players Virtual Reality (VR) in Gaming Revenue Market Share in 2019
Figure 18. Key Players Market Share Trend
Figure 19. Global Virtual Reality (VR) in Gaming Revenue (Million USD) and Growth Rate (%) (2015-2020)
Figure 20. Global Virtual Reality (VR) in Gaming Revenue Market Share by Regions (2015-2020)
Figure 21. Global Virtual Reality (VR) in Gaming Revenue Market Share by Regions in 2018
Figure 22. North America Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 23. Europe Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 24. Asia-Pacific Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 25. South America Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 26. Middle East and Africa Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 27. North America Virtual Reality (VR) in Gaming Revenue Market Share by Countries (2015-2020)
Figure 28. North America Virtual Reality (VR) in Gaming Revenue Market Share by Countries in 2019
Figure 29. USA Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 30. Canada Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 31. Mexico Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 32. Europe Virtual Reality (VR) in Gaming Revenue Market Share by Countries (2015-2020)
Figure 33. Europe Virtual Reality (VR) in Gaming Revenue Market Share by Countries in 2019
Figure 34. Germany Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 35. UK Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 36. France Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 37. Russia Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 38. Italy Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 39. Asia-Pacific Virtual Reality (VR) in Gaming Revenue Market Share by Countries (2015-2020)
Figure 40. Asia-Pacific Virtual Reality (VR) in Gaming Revenue Market Share by Countries in 2019
Figure 41. China Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 42. Japan Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 43. Korea Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 44. India Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 45. Southeast Asia Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 46. South America Virtual Reality (VR) in Gaming Revenue Market Share by Countries (2015-2020)
Figure 47. South America Virtual Reality (VR) in Gaming Revenue Market Share by Countries in 2019
Figure 48. Brazil Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 49. Argentina Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 50. Middle East and Africa Virtual Reality (VR) in Gaming Revenue Market Share by Countries (2015-2020)
Figure 51. Middle East and Africa Virtual Reality (VR) in Gaming Revenue Market Share by Countries in 2019
Figure 52. Saudi Arabia Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 53. UAE Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 54. Egypt Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 55. South Africa Virtual Reality (VR) in Gaming Revenue and Growth Rate (2015-2020)
Figure 56. Global Virtual Reality (VR) in Gaming Revenue Share by Type (2015-2020)
Figure 57. Global Virtual Reality (VR) in Gaming Revenue Share by Type in 2019
Figure 58. Global Virtual Reality (VR) in Gaming Market Share Forecast by Type (2021-2025)
Figure 59. Global Hardware Segment Revenue Growth Rate (2015-2020)
Figure 60. Global Software Segment Revenue Growth Rate (2015-2020)
Figure 61. Global Virtual Reality (VR) in Gaming Revenue Share by Application (2015-2020)
Figure 62. Global Virtual Reality (VR) in Gaming Revenue Share by Application in 2019
Figure 63. Global Virtual Reality (VR) in Gaming Market Share Forecast by Application (2021-2025)
Figure 64. Global Private Revenue Growth Rate (2015-2020)
Figure 65. Global Commerce Revenue Growth Rate (2015-2020)
Figure 66. Global Virtual Reality (VR) in Gaming Revenue (Million USD) and Growth Rate Forecast (2021-2025)
Figure 67. Global Virtual Reality (VR) in Gaming Revenue (Million USD) Forecast by Regions (2021-2025)
Figure 68. Global Virtual Reality (VR) in Gaming Revenue Market Share Forecast by Regions (2021-2025)
Figure 69. North America Virtual Reality (VR) in Gaming Revenue Market Forecast (2021-2025)
Figure 70. Europe Virtual Reality (VR) in Gaming Revenue Market Forecast (2021-2025)
Figure 71. Asia-Pacific Virtual Reality (VR) in Gaming Revenue Market Forecast (2021-2025)
Figure 72. South America Virtual Reality (VR) in Gaming Revenue Market Forecast (2021-2025)
Figure 73. Middle East and Africa Virtual Reality (VR) in Gaming Revenue Market Forecast (2021-2025)
Figure 74. Sales Channel: Direct Channel vs Indirect Channel