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Global VR Game Equipment Market Research Report 2026
Published Date: 2026-01-29
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Report Code: QYRE-Auto-12N14667
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Global VR Game Equipment Market Research Report 2023
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Global VR Game Equipment Market Research Report 2026

Code: QYRE-Auto-12N14667
Report
2026-01-29
Pages:131
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

VR Game Equipment Market Size

The global VR Game Equipment market was valued at US$ 1032 million in 2025 and is anticipated to reach US$ 1517 million by 2032, at a CAGR of 5.6% from 2026 to 2032.

VR Game Equipment Market

VR Game Equipment Market

The 2025 U.S. tariff policies introduce profound uncertainty into the global economic landscape. This report critically examines the implications of recent tariff adjustments and international strategic countermeasures on VR Game Equipment competitive dynamics, regional economic interdependencies, and supply chain reconfigurations.
VR game equipment refer to the complete hardware system used for interactive entertainment/gaming experiences in virtual reality (VR). The core form is typically a head-mounted display (VR HMD), which generates immersive images within the user's field of view through binocular/split-view displays and optical lenses. Combined with sensor fusion and spatial tracking (3DoF or 6DoF), it acquires head/hand postures in real time, thereby achieving low-latency "what you see is what you move" interaction. A typical system consists of the head-mounted display itself (display, optics, main control computing power/connectivity, sensors and audio), an interaction controller (handpad/gesture/eye tracking), and a tracking and positioning solution (inside-out camera tracking or external base station tracking).
Currently, the VR gaming device market is in a critical phase of transitioning from the nurturing period to large-scale growth. International giants such as Meta Quest and Sony, along with local brands like PICO and DPVR, have formed a diversified competitive landscape, where technological iteration and content ecosystem construction serve as the core competitive drivers.
The market competition exhibits distinct hierarchical differentiation characteristics: the first tier is dominated by Meta Quest and Sony. The former occupies a leading position in the mass consumer market by virtue of its Inside-Out tracking engine with low-latency spatial positioning technology and cost-effective all-in-one devices; the latter has formed a differentiated advantage in the console VR segment through in-depth integration with the PS console ecosystem, and the immersive experience of PS VR2 accurately caters to core gaming enthusiasts.
Technological iteration and ecosystem improvement act as the dual engines driving market growth. The popularization of Pancake optical solutions and the mass production of MicroOLED displays have promoted the lightweight and high-definition upgrading of devices, while low-latency interaction technology within 15ms has significantly enhanced the user experience. On the content front, a collaborative development pattern of "platform + developer + user" has taken shape, with over 25,000 VR gaming applications globally and the annual growth rate of domestic original VR games in China reaching 120%. At the policy level, the Action Plan for the Integrated Development of Virtual Reality and Industry Applications has clarified the terminal sales target for 2026, and local special funds continue to empower the upgrading of the industrial chain.
This report delivers a comprehensive overview of the global VR Game Equipment market, with both quantitative and qualitative analyses, to help readers develop growth strategies, assess the competitive landscape, evaluate their position in the current market, and make informed business decisions regarding VR Game Equipment. The VR Game Equipment market size, estimates, and forecasts are provided in terms of output/shipments (K Units) and revenue (US$ millions), with 2025 as the base year and historical and forecast data for 2021–2032.
The report segments the global VR Game Equipment market comprehensively. Regional market sizes by Type, by Application, , and by company are also provided. For deeper insight, the report profiles the competitive landscape, key competitors, and their respective market rankings, and discusses technological trends and new product developments.
This report will assist VR Game Equipment manufacturers, new entrants, and companies across the industry value chain with information on revenues, production, and average prices for the overall market and its sub-segments, by company, by Type, by Application, and by region.
Market Segmentation

Scope of VR Game Equipment Market Report

Report Metric Details
Report Name VR Game Equipment Market
Accounted market size in 2025 US$ 1032 million
Forecasted market size in 2032 US$ 1517 million
CAGR 5.6%
Base Year 2025
Forecasted years 2026 - 2032
Segment by Type
  • External VR
  • All-in-one VR
by Application
  • Online
  • Specialty Store
  • Supermarket/Retail
Production by Region
  • North America
  • Europe
  • China
  • Japan
Consumption by Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia)
  • Asia-Pacific (China, Japan, South Korea, Taiwan)
  • Southeast Asia (India)
  • Latin America (Mexico, Brazil)
By Company Meta Quest, Sony (PlayStation), HTC Corporation (VIVE), PICO, HP, Lenovo, DPVR, NOLO, VRSHINECON
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Defines the scope of the report and presents an executive summary of market segments (by Type, by Application, , etc.), including the size of each segment and its future growth potential. It offers a high-level view of the current market and its likely evolution in the short, medium, and long term.
  • Chapter 2: Provides a detailed analysis of the competitive landscape for VR Game Equipment manufacturers, including prices, production, value-based market shares, latest development plans, and information on mergers and acquisitions.
  • Chapter 3: Examines VR Game Equipment production/output and value by region and country, providing a quantitative assessment of market size and growth potential for each region over the next six years.
  • Chapter 4: Analyzes VR Game Equipment consumption at the regional and country levels. It quantifies market size and growth potential for each region and its key countries, and outlines market development, outlook, addressable space, and national production.
  • Chapter 5: Analyzes market segments by Type, covering the size and growth potential of each segment to help readers identify “blue ocean” opportunities.
  • Chapter 6: Analyzes market segments by Application, covering the size and growth potential of each segment to help readers identify “blue ocean” opportunities in downstream markets.
  • Chapter 7: Profiles key players, detailing the fundamentals of major companies, including product production/output, value, price, gross margin, product portfolio/introductions, and recent developments.
  • Chapter 8: Reviews the industry value chain, including upstream and downstream segments.
  • Chapter 9: Discusses market dynamics and recent developments, including drivers, restraints, challenges and risks for manufacturers, U.S. Tariffs and relevant policy analysis.
  • Chapter 10: Summarizes the key findings and conclusions of the report.

FAQ for this report

How fast is VR Game Equipment Market growing?

Ans: The VR Game Equipment Market witnessing a CAGR of 5.6% during the forecast period 2026-2032.

What is the VR Game Equipment Market size in 2032?

Ans: The VR Game Equipment Market size in 2032 will be US$ 1517 million.

What is the VR Game Equipment Market share by region?

Ans: On the content front, a collaborative development pattern of "platform + developer + user" has taken shape, with over 25,000 VR gaming applications globally and the annual growth rate of domestic original VR games in China reaching 120%.

Who are the main players in the VR Game Equipment Market report?

Ans: The main players in the VR Game Equipment Market are Meta Quest, Sony (PlayStation), HTC Corporation (VIVE), PICO, HP, Lenovo, DPVR, NOLO, VRSHINECON

What are the Application segmentation covered in the VR Game Equipment Market report?

Ans: The Applications covered in the VR Game Equipment Market report are Online, Specialty Store, Supermarket/Retail

What are the Type segmentation covered in the VR Game Equipment Market report?

Ans: The Types covered in the VR Game Equipment Market report are External VR, All-in-one VR

1 VR Game Equipment Market Overview
1.1 Product Definition
1.2 VR Game Equipment by Type
1.2.1 Global VR Game Equipment Market Value Growth Rate Analysis by Type: 2025 vs 2032
1.2.2 External VR
1.2.3 All-in-one VR
1.3 VR Game Equipment by Application
1.3.1 Global VR Game Equipment Market Value Growth Rate Analysis by Application: 2025 vs 2032
1.3.2 Online
1.3.3 Specialty Store
1.3.4 Supermarket/Retail
1.4 Global Market Growth Prospects
1.4.1 Global VR Game Equipment Production Value Estimates and Forecasts (2021–2032)
1.4.2 Global VR Game Equipment Production Capacity Estimates and Forecasts (2021–2032)
1.4.3 Global VR Game Equipment Production Estimates and Forecasts (2021–2032)
1.4.4 Global VR Game Equipment Market Average Price Estimates and Forecasts (2021–2032)
1.5 Assumptions and Limitations
2 Market Competition by Manufacturers
2.1 Global VR Game Equipment Production Market Share by Manufacturers (2021–2026)
2.2 Global VR Game Equipment Production Value Market Share by Manufacturers (2021–2026)
2.3 Global Key Players of VR Game Equipment, Industry Ranking, 2024 vs 2025
2.4 Global VR Game Equipment Market Share by Company Tier (Tier 1, Tier 2, Tier 3)
2.5 Global VR Game Equipment Average Price by Manufacturers (2021–2026)
2.6 Global Key Manufacturers of VR Game Equipment, Manufacturing Footprints and Headquarters
2.7 Global Key Manufacturers of VR Game Equipment, Product Offerings and Applications
2.8 Global Key Manufacturers of VR Game Equipment, Date of Entry into the Industry
2.9 VR Game Equipment Market Competitive Situation and Trends
2.9.1 VR Game Equipment Market Concentration Rate
2.9.2 Top 5 and Top 10 Global VR Game Equipment Players Market Share by Revenue
2.10 Mergers & Acquisitions and Expansion
3 VR Game Equipment Production by Region
3.1 Global VR Game Equipment Production Value Estimates and Forecasts by Region: 2021 vs 2025 vs 2032
3.2 Global VR Game Equipment Production Value by Region (2021–2032)
3.2.1 Global VR Game Equipment Production Value by Region (2021–2026)
3.2.2 Global Forecasted Production Value of VR Game Equipment by Region (2027–2032)
3.3 Global VR Game Equipment Production Estimates and Forecasts by Region: 2021 vs 2025 vs 2032
3.4 Global VR Game Equipment Production Volume by Region (2021–2032)
3.4.1 Global VR Game Equipment Production by Region (2021–2026)
3.4.2 Global Forecasted Production of VR Game Equipment by Region (2027–2032)
3.5 Global VR Game Equipment Market Price Analysis by Region (2021–2032)
3.6 Global VR Game Equipment Production, Value, and Year-over-Year Growth
3.6.1 North America VR Game Equipment Production Value Estimates and Forecasts (2021–2032)
3.6.2 Europe VR Game Equipment Production Value Estimates and Forecasts (2021–2032)
3.6.3 China VR Game Equipment Production Value Estimates and Forecasts (2021–2032)
3.6.4 Japan VR Game Equipment Production Value Estimates and Forecasts (2021–2032)
4 VR Game Equipment Consumption by Region
4.1 Global VR Game Equipment Consumption Estimates and Forecasts by Region: 2021 vs 2025 vs 2032
4.2 Global VR Game Equipment Consumption by Region (2021–2032)
4.2.1 Global VR Game Equipment Consumption by Region (2021–2026)
4.2.2 Global VR Game Equipment Forecasted Consumption by Region (2027–2032)
4.3 North America
4.3.1 North America VR Game Equipment Consumption Growth Rate by Country: 2021 vs 2025 vs 2032
4.3.2 North America VR Game Equipment Consumption by Country (2021–2032)
4.3.3 U.S.
4.3.4 Canada
4.4 Europe
4.4.1 Europe VR Game Equipment Consumption Growth Rate by Country: 2021 vs 2025 vs 2032
4.4.2 Europe VR Game Equipment Consumption by Country (2021–2032)
4.4.3 Germany
4.4.4 France
4.4.5 U.K.
4.4.6 Italy
4.4.7 Russia
4.5 Asia Pacific
4.5.1 Asia Pacific VR Game Equipment Consumption Growth Rate by Region: 2021 vs 2025 vs 2032
4.5.2 Asia Pacific VR Game Equipment Consumption by Region (2021–2032)
4.5.3 China
4.5.4 Japan
4.5.5 South Korea
4.5.6 China Taiwan
4.5.7 Southeast Asia
4.5.8 India
4.6 Latin America, Middle East & Africa
4.6.1 Latin America, Middle East & Africa VR Game Equipment Consumption Growth Rate by Country: 2021 vs 2025 vs 2032
4.6.2 Latin America, Middle East & Africa VR Game Equipment Consumption by Country (2021–2032)
4.6.3 Mexico
4.6.4 Brazil
4.6.5 Turkey
4.6.6 GCC Countries
5 Segment by Type
5.1 Global VR Game Equipment Production by Type (2021–2032)
5.1.1 Global VR Game Equipment Production by Type (2021–2026)
5.1.2 Global VR Game Equipment Production by Type (2027–2032)
5.1.3 Global VR Game Equipment Production Market Share by Type (2021–2032)
5.2 Global VR Game Equipment Production Value by Type (2021–2032)
5.2.1 Global VR Game Equipment Production Value by Type (2021–2026)
5.2.2 Global VR Game Equipment Production Value by Type (2027–2032)
5.2.3 Global VR Game Equipment Production Value Market Share by Type (2021–2032)
5.3 Global VR Game Equipment Price by Type (2021–2032)
6 Segment by Application
6.1 Global VR Game Equipment Production by Application (2021–2032)
6.1.1 Global VR Game Equipment Production by Application (2021–2026)
6.1.2 Global VR Game Equipment Production by Application (2027–2032)
6.1.3 Global VR Game Equipment Production Market Share by Application (2021–2032)
6.2 Global VR Game Equipment Production Value by Application (2021–2032)
6.2.1 Global VR Game Equipment Production Value by Application (2021–2026)
6.2.2 Global VR Game Equipment Production Value by Application (2027–2032)
6.2.3 Global VR Game Equipment Production Value Market Share by Application (2021–2032)
6.3 Global VR Game Equipment Price by Application (2021–2032)
7 Key Companies Profiled
7.1 Meta Quest
7.1.1 Meta Quest VR Game Equipment Company Information
7.1.2 Meta Quest VR Game Equipment Product Portfolio
7.1.3 Meta Quest VR Game Equipment Production, Value, Price, and Gross Margin (2021–2026)
7.1.4 Meta Quest Main Business and Markets Served
7.1.5 Meta Quest Recent Developments/Updates
7.2 Sony (PlayStation)
7.2.1 Sony (PlayStation) VR Game Equipment Company Information
7.2.2 Sony (PlayStation) VR Game Equipment Product Portfolio
7.2.3 Sony (PlayStation) VR Game Equipment Production, Value, Price, and Gross Margin (2021–2026)
7.2.4 Sony (PlayStation) Main Business and Markets Served
7.2.5 Sony (PlayStation) Recent Developments/Updates
7.3 HTC Corporation (VIVE)
7.3.1 HTC Corporation (VIVE) VR Game Equipment Company Information
7.3.2 HTC Corporation (VIVE) VR Game Equipment Product Portfolio
7.3.3 HTC Corporation (VIVE) VR Game Equipment Production, Value, Price, and Gross Margin (2021–2026)
7.3.4 HTC Corporation (VIVE) Main Business and Markets Served
7.3.5 HTC Corporation (VIVE) Recent Developments/Updates
7.4 PICO
7.4.1 PICO VR Game Equipment Company Information
7.4.2 PICO VR Game Equipment Product Portfolio
7.4.3 PICO VR Game Equipment Production, Value, Price, and Gross Margin (2021–2026)
7.4.4 PICO Main Business and Markets Served
7.4.5 PICO Recent Developments/Updates
7.5 HP
7.5.1 HP VR Game Equipment Company Information
7.5.2 HP VR Game Equipment Product Portfolio
7.5.3 HP VR Game Equipment Production, Value, Price, and Gross Margin (2021–2026)
7.5.4 HP Main Business and Markets Served
7.5.5 HP Recent Developments/Updates
7.6 Lenovo
7.6.1 Lenovo VR Game Equipment Company Information
7.6.2 Lenovo VR Game Equipment Product Portfolio
7.6.3 Lenovo VR Game Equipment Production, Value, Price, and Gross Margin (2021–2026)
7.6.4 Lenovo Main Business and Markets Served
7.6.5 Lenovo Recent Developments/Updates
7.7 DPVR
7.7.1 DPVR VR Game Equipment Company Information
7.7.2 DPVR VR Game Equipment Product Portfolio
7.7.3 DPVR VR Game Equipment Production, Value, Price, and Gross Margin (2021–2026)
7.7.4 DPVR Main Business and Markets Served
7.7.5 DPVR Recent Developments/Updates
7.8 NOLO
7.8.1 NOLO VR Game Equipment Company Information
7.8.2 NOLO VR Game Equipment Product Portfolio
7.8.3 NOLO VR Game Equipment Production, Value, Price, and Gross Margin (2021–2026)
7.8.4 NOLO Main Business and Markets Served
7.8.5 NOLO Recent Developments/Updates
7.9 VRSHINECON
7.9.1 VRSHINECON VR Game Equipment Company Information
7.9.2 VRSHINECON VR Game Equipment Product Portfolio
7.9.3 VRSHINECON VR Game Equipment Production, Value, Price, and Gross Margin (2021–2026)
7.9.4 VRSHINECON Main Business and Markets Served
7.9.5 VRSHINECON Recent Developments/Updates
8 Industry Chain and Sales Channels Analysis
8.1 VR Game Equipment Industry Chain Analysis
8.2 VR Game Equipment Raw Material Supply Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.3 VR Game Equipment Production Modes and Processes
8.4 VR Game Equipment Sales and Marketing
8.4.1 VR Game Equipment Sales Channels
8.4.2 VR Game Equipment Distributors
8.5 VR Game Equipment Customer Analysis
9 VR Game Equipment Market Dynamics
9.1 VR Game Equipment Industry Trends
9.2 VR Game Equipment Market Drivers
9.3 VR Game Equipment Market Challenges
9.4 VR Game Equipment Market Restraints
9.5 Impact of U.S. Tariffs
10 Research Findings and Conclusion
11 Methodology and Data Source
11.1 Methodology/Research Approach
11.1.1 Research Programs/Design
11.1.2 Market Size Estimation
11.1.3 Market Breakdown and Data Triangulation
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Author List
11.4 Disclaimer
List of Tables
 Table 1. Global VR Game Equipment Market Value by Type (US$ Million), 2025 vs 2032
 Table 2. Global VR Game Equipment Market Value by Application (US$ Million), 2025 vs 2032
 Table 3. Global VR Game Equipment Production Capacity (K Units) by Manufacturers in 2025
 Table 4. Global VR Game Equipment Production by Manufacturers (K Units), 2021–2026
 Table 5. Global VR Game Equipment Production Market Share by Manufacturers (2021–2026)
 Table 6. Global VR Game Equipment Production Value by Manufacturers (US$ Million), 2021–2026
 Table 7. Global VR Game Equipment Production Value Share by Manufacturers (2021–2026)
 Table 8. Global Key Players of VR Game Equipment, Industry Ranking, 2024 vs 2025
 Table 9. Classification of Companies by Tier (Tier 1, Tier 2, Tier 3), based on VR Game Equipment Production Value, 2025
 Table 10. Global Market VR Game Equipment Average Price by Manufacturers (US$/Unit), 2021–2026
 Table 11. Global Key Manufacturers of VR Game Equipment, Manufacturing Footprints and Headquarters
 Table 12. Global Key Manufacturers of VR Game Equipment, Product Offerings and Applications
 Table 13. Global Key Manufacturers of VR Game Equipment, Date of Entry into the Industry
 Table 14. Global VR Game Equipment Manufacturers Market Concentration Ratio (CR5 and HHI)
 Table 15. Mergers & Acquisitions and Expansion Plans
 Table 16. Global VR Game Equipment Production Value by Region: 2021 vs 2025 vs 2032 (US$ Million)
 Table 17. Global VR Game Equipment Production Value (US$ Million) by Region (2021–2026)
 Table 18. Global VR Game Equipment Production Value Market Share by Region (2021–2026)
 Table 19. Global VR Game Equipment Production Value (US$ Million) Forecast by Region (2027–2032)
 Table 20. Global VR Game Equipment Production Value Market Share Forecast by Region (2027–2032)
 Table 21. Global VR Game Equipment Production Comparison by Region: 2021 vs 2025 vs 2032 (K Units)
 Table 22. Global VR Game Equipment Production (K Units) by Region (2021–2026)
 Table 23. Global VR Game Equipment Production Market Share by Region (2021–2026)
 Table 24. Global VR Game Equipment Production (K Units) Forecast by Region (2027–2032)
 Table 25. Global VR Game Equipment Production Market Share Forecast by Region (2027–2032)
 Table 26. Global VR Game Equipment Market Average Price (US$/Unit) by Region (2021–2026)
 Table 27. Global VR Game Equipment Market Average Price (US$/Unit) by Region (2027–2032)
 Table 28. Global VR Game Equipment Consumption Growth Rate by Region: 2021 vs 2025 vs 2032 (K Units)
 Table 29. Global VR Game Equipment Consumption by Region (K Units), 2021–2026
 Table 30. Global VR Game Equipment Consumption Market Share by Region (2021–2026)
 Table 31. Global VR Game Equipment Forecasted Consumption by Region (K Units), 2027–2032
 Table 32. Global VR Game Equipment Forecasted Consumption Market Share by Region (2027–2032)
 Table 33. North America VR Game Equipment Consumption Growth Rate by Country: 2021 vs 2025 vs 2032 (K Units)
 Table 34. North America VR Game Equipment Consumption by Country (K Units), 2021–2026
 Table 35. North America VR Game Equipment Consumption by Country (K Units), 2027–2032
 Table 36. Europe VR Game Equipment Consumption Growth Rate by Country: 2021 vs 2025 vs 2032 (K Units)
 Table 37. Europe VR Game Equipment Consumption by Country (K Units), 2021–2026
 Table 38. Europe VR Game Equipment Consumption by Country (K Units), 2027–2032
 Table 39. Asia Pacific VR Game Equipment Consumption Growth Rate by Region: 2021 vs 2025 vs 2032 (K Units)
 Table 40. Asia Pacific VR Game Equipment Consumption by Region (K Units), 2021–2026
 Table 41. Asia Pacific VR Game Equipment Consumption by Region (K Units), 2027–2032
 Table 42. Latin America, Middle East & Africa VR Game Equipment Consumption Growth Rate by Country: 2021 vs 2025 vs 2032 (K Units)
 Table 43. Latin America, Middle East & Africa VR Game Equipment Consumption by Country (K Units), 2021–2026
 Table 44. Latin America, Middle East & Africa VR Game Equipment Consumption by Country (K Units), 2027–2032
 Table 45. Global VR Game Equipment Production (K Units) by Type (2021–2026)
 Table 46. Global VR Game Equipment Production (K Units) by Type (2027–2032)
 Table 47. Global VR Game Equipment Production Market Share by Type (2021–2026)
 Table 48. Global VR Game Equipment Production Market Share by Type (2027–2032)
 Table 49. Global VR Game Equipment Production Value (US$ Million) by Type (2021–2026)
 Table 50. Global VR Game Equipment Production Value (US$ Million) by Type (2027–2032)
 Table 51. Global VR Game Equipment Production Value Market Share by Type (2021–2026)
 Table 52. Global VR Game Equipment Production Value Market Share by Type (2027–2032)
 Table 53. Global VR Game Equipment Price (US$/Unit) by Type (2021–2026)
 Table 54. Global VR Game Equipment Price (US$/Unit) by Type (2027–2032)
 Table 55. Global VR Game Equipment Production (K Units) by Application (2021–2026)
 Table 56. Global VR Game Equipment Production (K Units) by Application (2027–2032)
 Table 57. Global VR Game Equipment Production Market Share by Application (2021–2026)
 Table 58. Global VR Game Equipment Production Market Share by Application (2027–2032)
 Table 59. Global VR Game Equipment Production Value (US$ Million) by Application (2021–2026)
 Table 60. Global VR Game Equipment Production Value (US$ Million) by Application (2027–2032)
 Table 61. Global VR Game Equipment Production Value Market Share by Application (2021–2026)
 Table 62. Global VR Game Equipment Production Value Market Share by Application (2027–2032)
 Table 63. Global VR Game Equipment Price (US$/Unit) by Application (2021–2026)
 Table 64. Global VR Game Equipment Price (US$/Unit) by Application (2027–2032)
 Table 65. Meta Quest VR Game Equipment Company Information
 Table 66. Meta Quest VR Game Equipment Specification and Application
 Table 67. Meta Quest VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2021–2026)
 Table 68. Meta Quest Main Business and Markets Served
 Table 69. Meta Quest Recent Developments/Updates
 Table 70. Sony (PlayStation) VR Game Equipment Company Information
 Table 71. Sony (PlayStation) VR Game Equipment Specification and Application
 Table 72. Sony (PlayStation) VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2021–2026)
 Table 73. Sony (PlayStation) Main Business and Markets Served
 Table 74. Sony (PlayStation) Recent Developments/Updates
 Table 75. HTC Corporation (VIVE) VR Game Equipment Company Information
 Table 76. HTC Corporation (VIVE) VR Game Equipment Specification and Application
 Table 77. HTC Corporation (VIVE) VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2021–2026)
 Table 78. HTC Corporation (VIVE) Main Business and Markets Served
 Table 79. HTC Corporation (VIVE) Recent Developments/Updates
 Table 80. PICO VR Game Equipment Company Information
 Table 81. PICO VR Game Equipment Specification and Application
 Table 82. PICO VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2021–2026)
 Table 83. PICO Main Business and Markets Served
 Table 84. PICO Recent Developments/Updates
 Table 85. HP VR Game Equipment Company Information
 Table 86. HP VR Game Equipment Specification and Application
 Table 87. HP VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2021–2026)
 Table 88. HP Main Business and Markets Served
 Table 89. HP Recent Developments/Updates
 Table 90. Lenovo VR Game Equipment Company Information
 Table 91. Lenovo VR Game Equipment Specification and Application
 Table 92. Lenovo VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2021–2026)
 Table 93. Lenovo Main Business and Markets Served
 Table 94. Lenovo Recent Developments/Updates
 Table 95. DPVR VR Game Equipment Company Information
 Table 96. DPVR VR Game Equipment Specification and Application
 Table 97. DPVR VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2021–2026)
 Table 98. DPVR Main Business and Markets Served
 Table 99. DPVR Recent Developments/Updates
 Table 100. NOLO VR Game Equipment Company Information
 Table 101. NOLO VR Game Equipment Specification and Application
 Table 102. NOLO VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2021–2026)
 Table 103. NOLO Main Business and Markets Served
 Table 104. NOLO Recent Developments/Updates
 Table 105. VRSHINECON VR Game Equipment Company Information
 Table 106. VRSHINECON VR Game Equipment Specification and Application
 Table 107. VRSHINECON VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2021–2026)
 Table 108. VRSHINECON Main Business and Markets Served
 Table 109. VRSHINECON Recent Developments/Updates
 Table 110. Key Raw Materials Lists
 Table 111. Raw Materials Key Suppliers Lists
 Table 112. VR Game Equipment Distributors List
 Table 113. VR Game Equipment Customers List
 Table 114. VR Game Equipment Market Trends
 Table 115. VR Game Equipment Market Drivers
 Table 116. VR Game Equipment Market Challenges
 Table 117. VR Game Equipment Market Restraints
 Table 118. Research Programs/Design for This Report
 Table 119. Key Data Information from Secondary Sources
 Table 120. Key Data Information from Primary Sources
 Table 121. Authors List of This Report


List of Figures
 Figure 1. Product Picture of VR Game Equipment
 Figure 2. Global VR Game Equipment Market Value by Type (US$ Million), 2021–2032
 Figure 3. Global VR Game Equipment Market Share by Type: 2025 vs 2032
 Figure 4. External VR Product Picture
 Figure 5. All-in-one VR Product Picture
 Figure 6. Global VR Game Equipment Market Value by Application (US$ Million), 2021–2032
 Figure 7. Global VR Game Equipment Market Share by Application: 2025 vs 2032
 Figure 8. Online
 Figure 9. Specialty Store
 Figure 10. Supermarket/Retail
 Figure 11. Global VR Game Equipment Production Value (US$ Million), 2021 vs 2025 vs 2032
 Figure 12. Global VR Game Equipment Production Value (US$ Million), 2021–2032
 Figure 13. Global VR Game Equipment Production Capacity (K Units), 2021–2032
 Figure 14. Global VR Game Equipment Production (K Units), 2021–2032
 Figure 15. Global VR Game Equipment Average Price (US$/Unit), 2021–2032
 Figure 16. VR Game Equipment Report Years Considered
 Figure 17. VR Game Equipment Production Share by Manufacturers in 2025
 Figure 18. Global VR Game Equipment Production Value Share by Manufacturers (2025)
 Figure 19. VR Game Equipment Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2021 vs 2025
 Figure 20. Top 5 and Top 10 Global Players: Market Share by VR Game Equipment Revenue in 2025
 Figure 21. Global VR Game Equipment Production Value by Region: 2021 vs 2025 vs 2032 (US$ Million)
 Figure 22. Global VR Game Equipment Production Value Market Share by Region: 2021 vs 2025 vs 2032
 Figure 23. Global VR Game Equipment Production Comparison by Region: 2021 vs 2025 vs 2032 (K Units)
 Figure 24. Global VR Game Equipment Production Market Share by Region: 2021 vs 2025 vs 2032
 Figure 25. North America VR Game Equipment Production Value (US$ Million) Growth Rate (2021–2032)
 Figure 26. Europe VR Game Equipment Production Value (US$ Million) Growth Rate (2021–2032)
 Figure 27. China VR Game Equipment Production Value (US$ Million) Growth Rate (2021–2032)
 Figure 28. Japan VR Game Equipment Production Value (US$ Million) Growth Rate (2021–2032)
 Figure 29. Global VR Game Equipment Consumption by Region: 2021 vs 2025 vs 2032 (K Units)
 Figure 30. Global VR Game Equipment Consumption Market Share by Region: 2021 vs 2025 vs 2032
 Figure 31. North America VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 32. North America VR Game Equipment Consumption Market Share by Country (2021–2032)
 Figure 33. U.S. VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 34. Canada VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 35. Europe VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 36. Europe VR Game Equipment Consumption Market Share by Country (2021–2032)
 Figure 37. Germany VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 38. France VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 39. U.K. VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 40. Italy VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 41. Russia VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 42. Asia Pacific VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 43. Asia Pacific VR Game Equipment Consumption Market Share by Region (2021–2032)
 Figure 44. China VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 45. Japan VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 46. South Korea VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 47. China Taiwan VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 48. Southeast Asia VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 49. India VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 50. Latin America, Middle East & Africa VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 51. Latin America, Middle East & Africa VR Game Equipment Consumption Market Share by Country (2021–2032)
 Figure 52. Mexico VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 53. Brazil VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 54. Turkey VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 55. GCC Countries VR Game Equipment Consumption and Growth Rate (K Units), 2021–2032
 Figure 56. Global Production Market Share of VR Game Equipment by Type (2021–2032)
 Figure 57. Global Production Value Market Share of VR Game Equipment by Type (2021–2032)
 Figure 58. Global VR Game Equipment Price (US$/Unit) by Type (2021–2032)
 Figure 59. Global Production Market Share of VR Game Equipment by Application (2021–2032)
 Figure 60. Global Production Value Market Share of VR Game Equipment by Application (2021–2032)
 Figure 61. Global VR Game Equipment Price (US$/Unit) by Application (2021–2032)
 Figure 62. VR Game Equipment Value Chain
 Figure 63. Channels of Distribution (Direct Vs Distribution)
 Figure 64. Bottom-up and Top-down Approaches for This Report
 Figure 65. Data Triangulation
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