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Global VR Game Equipment Market Research Report 2025
Published Date: April 2025
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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 2025

Code: QYRE-Auto-12N14667
Report
April 2025
Pages:115
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

VR Game Equipment Market Size

The global market for VR Game Equipment was valued at US$ 14340 million in the year 2024 and is projected to reach a revised size of US$ 39500 million by 2031, growing at a CAGR of 15.8% during the forecast period.

VR Game Equipment Market

VR Game Equipment Market

VR game equipment is the input and output port of VR games, helping game users to transmit real-world interactive actions to the virtual game world, and then providing game users with a simulated game experience in which they can freely interact with objects in this space. VR game equipment is divided into host VR, mobile VR, and all-in-one VR. Among them, VR headset companies mainly include: Meta, Microsoft, Sony, DPVR, Pico, HTC, and Pimax. The market share of the top five VR headset companies has reached 88%, and the market is highly concentrated.

Report Scope

This report aims to provide a comprehensive presentation of the global market for VR Game Equipment, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding VR Game Equipment.
The VR Game Equipment market size, estimations, and forecasts are provided in terms of output/shipments (K Units) and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global VR Game Equipment market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the VR Game Equipment manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, production, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation

Scope of VR Game Equipment Market Report

Report Metric Details
Report Name VR Game Equipment Market
Accounted market size in year US$ 14340 million
Forecasted market size in 2031 US$ 39500 million
CAGR 15.8%
Base Year year
Forecasted years 2025 - 2031
by Type
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, Magic Leap, Sony Corporation, HP, HTC Corporation, PICO Global, iQIYI, Shanghai Pimax Technology, Beijing ANTVR Technology, Dongguan Vrshinecon, Huawei, Xiaomi, GOOVIS, Lenovo, Oculus, Microsoft, DPVR, Pimax
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
  • Chapter 2: Detailed analysis of VR Game Equipment manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 3: Production/output, value of VR Game Equipment by region/country. It provides a quantitative analysis of the market size and development potential of each region in the next six years.
  • Chapter 4: Consumption of VR Game Equipment in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and production of each country in the world.
  • Chapter 5: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
  • Chapter 6: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
  • Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product production/output, value, price, gross margin, product introduction, recent development, etc.
  • Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
  • Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
  • Chapter 10: The main points 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 15.8% during the forecast period 2025-2031.

What is the VR Game Equipment Market size in 2031?

Ans: The VR Game Equipment Market size in 2031 will be US$ 39500 million.

What is the market share of major companies in VR Game Equipment Market?

Ans: The market share of the top five VR headset companies has reached 88%, and the market is highly concentrated.

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

Ans: The main players in the VR Game Equipment Market are Meta, Magic Leap, Sony Corporation, HP, HTC Corporation, PICO Global, iQIYI, Shanghai Pimax Technology, Beijing ANTVR Technology, Dongguan Vrshinecon, Huawei, Xiaomi, GOOVIS, Lenovo, Oculus, Microsoft, DPVR, Pimax

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 Console VR, Mobile VR, All-in-one VR

Recommended Reports

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VR Gaming

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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: 2024 VS 2031
1.2.2 Console VR
1.2.3 Mobile VR
1.2.4 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: 2024 VS 2031
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 (2020-2031)
1.4.2 Global VR Game Equipment Production Capacity Estimates and Forecasts (2020-2031)
1.4.3 Global VR Game Equipment Production Estimates and Forecasts (2020-2031)
1.4.4 Global VR Game Equipment Market Average Price Estimates and Forecasts (2020-2031)
1.5 Assumptions and Limitations
2 Market Competition by Manufacturers
2.1 Global VR Game Equipment Production Market Share by Manufacturers (2020-2025)
2.2 Global VR Game Equipment Production Value Market Share by Manufacturers (2020-2025)
2.3 Global Key Players of VR Game Equipment, Industry Ranking, 2023 VS 2024
2.4 Global VR Game Equipment Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
2.5 Global VR Game Equipment Average Price by Manufacturers (2020-2025)
2.6 Global Key Manufacturers of VR Game Equipment, Manufacturing Base Distribution and Headquarters
2.7 Global Key Manufacturers of VR Game Equipment, Product Offered and Application
2.8 Global Key Manufacturers of VR Game Equipment, Date of Enter into This Industry
2.9 VR Game Equipment Market Competitive Situation and Trends
2.9.1 VR Game Equipment Market Concentration Rate
2.9.2 Global 5 and 10 Largest VR Game Equipment Players Market Share by Revenue
2.10 Mergers & Acquisitions, Expansion
3 VR Game Equipment Production by Region
3.1 Global VR Game Equipment Production Value Estimates and Forecasts by Region: 2020 VS 2024 VS 2031
3.2 Global VR Game Equipment Production Value by Region (2020-2031)
3.2.1 Global VR Game Equipment Production Value by Region (2020-2025)
3.2.2 Global Forecasted Production Value of VR Game Equipment by Region (2026-2031)
3.3 Global VR Game Equipment Production Estimates and Forecasts by Region: 2020 VS 2024 VS 2031
3.4 Global VR Game Equipment Production Volume by Region (2020-2031)
3.4.1 Global VR Game Equipment Production by Region (2020-2025)
3.4.2 Global Forecasted Production of VR Game Equipment by Region (2026-2031)
3.5 Global VR Game Equipment Market Price Analysis by Region (2020-2025)
3.6 Global VR Game Equipment Production and Value, Year-over-Year Growth
3.6.1 North America VR Game Equipment Production Value Estimates and Forecasts (2020-2031)
3.6.2 Europe VR Game Equipment Production Value Estimates and Forecasts (2020-2031)
3.6.3 China VR Game Equipment Production Value Estimates and Forecasts (2020-2031)
3.6.4 Japan VR Game Equipment Production Value Estimates and Forecasts (2020-2031)
4 VR Game Equipment Consumption by Region
4.1 Global VR Game Equipment Consumption Estimates and Forecasts by Region: 2020 VS 2024 VS 2031
4.2 Global VR Game Equipment Consumption by Region (2020-2031)
4.2.1 Global VR Game Equipment Consumption by Region (2020-2025)
4.2.2 Global VR Game Equipment Forecasted Consumption by Region (2026-2031)
4.3 North America
4.3.1 North America VR Game Equipment Consumption Growth Rate by Country: 2020 VS 2024 VS 2031
4.3.2 North America VR Game Equipment Consumption by Country (2020-2031)
4.3.3 U.S.
4.3.4 Canada
4.4 Europe
4.4.1 Europe VR Game Equipment Consumption Growth Rate by Country: 2020 VS 2024 VS 2031
4.4.2 Europe VR Game Equipment Consumption by Country (2020-2031)
4.4.3 Germany
4.4.4 France
4.4.5 U.K.
4.4.6 Italy
4.4.7 Netherlands
4.5 Asia Pacific
4.5.1 Asia Pacific VR Game Equipment Consumption Growth Rate by Region: 2020 VS 2024 VS 2031
4.5.2 Asia Pacific VR Game Equipment Consumption by Region (2020-2031)
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: 2020 VS 2024 VS 2031
4.6.2 Latin America, Middle East & Africa VR Game Equipment Consumption by Country (2020-2031)
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 (2020-2031)
5.1.1 Global VR Game Equipment Production by Type (2020-2025)
5.1.2 Global VR Game Equipment Production by Type (2026-2031)
5.1.3 Global VR Game Equipment Production Market Share by Type (2020-2031)
5.2 Global VR Game Equipment Production Value by Type (2020-2031)
5.2.1 Global VR Game Equipment Production Value by Type (2020-2025)
5.2.2 Global VR Game Equipment Production Value by Type (2026-2031)
5.2.3 Global VR Game Equipment Production Value Market Share by Type (2020-2031)
5.3 Global VR Game Equipment Price by Type (2020-2031)
6 Segment by Application
6.1 Global VR Game Equipment Production by Application (2020-2031)
6.1.1 Global VR Game Equipment Production by Application (2020-2025)
6.1.2 Global VR Game Equipment Production by Application (2026-2031)
6.1.3 Global VR Game Equipment Production Market Share by Application (2020-2031)
6.2 Global VR Game Equipment Production Value by Application (2020-2031)
6.2.1 Global VR Game Equipment Production Value by Application (2020-2025)
6.2.2 Global VR Game Equipment Production Value by Application (2026-2031)
6.2.3 Global VR Game Equipment Production Value Market Share by Application (2020-2031)
6.3 Global VR Game Equipment Price by Application (2020-2031)
7 Key Companies Profiled
7.1 Meta
7.1.1 Meta VR Game Equipment Company Information
7.1.2 Meta VR Game Equipment Product Portfolio
7.1.3 Meta VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.1.4 Meta Main Business and Markets Served
7.1.5 Meta Recent Developments/Updates
7.2 Magic Leap
7.2.1 Magic Leap VR Game Equipment Company Information
7.2.2 Magic Leap VR Game Equipment Product Portfolio
7.2.3 Magic Leap VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.2.4 Magic Leap Main Business and Markets Served
7.2.5 Magic Leap Recent Developments/Updates
7.3 Sony Corporation
7.3.1 Sony Corporation VR Game Equipment Company Information
7.3.2 Sony Corporation VR Game Equipment Product Portfolio
7.3.3 Sony Corporation VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.3.4 Sony Corporation Main Business and Markets Served
7.3.5 Sony Corporation Recent Developments/Updates
7.4 HP
7.4.1 HP VR Game Equipment Company Information
7.4.2 HP VR Game Equipment Product Portfolio
7.4.3 HP VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.4.4 HP Main Business and Markets Served
7.4.5 HP Recent Developments/Updates
7.5 HTC Corporation
7.5.1 HTC Corporation VR Game Equipment Company Information
7.5.2 HTC Corporation VR Game Equipment Product Portfolio
7.5.3 HTC Corporation VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.5.4 HTC Corporation Main Business and Markets Served
7.5.5 HTC Corporation Recent Developments/Updates
7.6 PICO Global
7.6.1 PICO Global VR Game Equipment Company Information
7.6.2 PICO Global VR Game Equipment Product Portfolio
7.6.3 PICO Global VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.6.4 PICO Global Main Business and Markets Served
7.6.5 PICO Global Recent Developments/Updates
7.7 iQIYI
7.7.1 iQIYI VR Game Equipment Company Information
7.7.2 iQIYI VR Game Equipment Product Portfolio
7.7.3 iQIYI VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.7.4 iQIYI Main Business and Markets Served
7.7.5 iQIYI Recent Developments/Updates
7.8 Shanghai Pimax Technology
7.8.1 Shanghai Pimax Technology VR Game Equipment Company Information
7.8.2 Shanghai Pimax Technology VR Game Equipment Product Portfolio
7.8.3 Shanghai Pimax Technology VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.8.4 Shanghai Pimax Technology Main Business and Markets Served
7.8.5 Shanghai Pimax Technology Recent Developments/Updates
7.9 Beijing ANTVR Technology
7.9.1 Beijing ANTVR Technology VR Game Equipment Company Information
7.9.2 Beijing ANTVR Technology VR Game Equipment Product Portfolio
7.9.3 Beijing ANTVR Technology VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.9.4 Beijing ANTVR Technology Main Business and Markets Served
7.9.5 Beijing ANTVR Technology Recent Developments/Updates
7.10 Dongguan Vrshinecon
7.10.1 Dongguan Vrshinecon VR Game Equipment Company Information
7.10.2 Dongguan Vrshinecon VR Game Equipment Product Portfolio
7.10.3 Dongguan Vrshinecon VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.10.4 Dongguan Vrshinecon Main Business and Markets Served
7.10.5 Dongguan Vrshinecon Recent Developments/Updates
7.11 Huawei
7.11.1 Huawei VR Game Equipment Company Information
7.11.2 Huawei VR Game Equipment Product Portfolio
7.11.3 Huawei VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.11.4 Huawei Main Business and Markets Served
7.11.5 Huawei Recent Developments/Updates
7.12 Xiaomi
7.12.1 Xiaomi VR Game Equipment Company Information
7.12.2 Xiaomi VR Game Equipment Product Portfolio
7.12.3 Xiaomi VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.12.4 Xiaomi Main Business and Markets Served
7.12.5 Xiaomi Recent Developments/Updates
7.13 GOOVIS
7.13.1 GOOVIS VR Game Equipment Company Information
7.13.2 GOOVIS VR Game Equipment Product Portfolio
7.13.3 GOOVIS VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.13.4 GOOVIS Main Business and Markets Served
7.13.5 GOOVIS Recent Developments/Updates
7.14 Lenovo
7.14.1 Lenovo VR Game Equipment Company Information
7.14.2 Lenovo VR Game Equipment Product Portfolio
7.14.3 Lenovo VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.14.4 Lenovo Main Business and Markets Served
7.14.5 Lenovo Recent Developments/Updates
7.15 Oculus
7.15.1 Oculus VR Game Equipment Company Information
7.15.2 Oculus VR Game Equipment Product Portfolio
7.15.3 Oculus VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.15.4 Oculus Main Business and Markets Served
7.15.5 Oculus Recent Developments/Updates
7.16 Microsoft
7.16.1 Microsoft VR Game Equipment Company Information
7.16.2 Microsoft VR Game Equipment Product Portfolio
7.16.3 Microsoft VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.16.4 Microsoft Main Business and Markets Served
7.16.5 Microsoft Recent Developments/Updates
7.17 DPVR
7.17.1 DPVR VR Game Equipment Company Information
7.17.2 DPVR VR Game Equipment Product Portfolio
7.17.3 DPVR VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.17.4 DPVR Main Business and Markets Served
7.17.5 DPVR Recent Developments/Updates
7.18 Pimax
7.18.1 Pimax VR Game Equipment Company Information
7.18.2 Pimax VR Game Equipment Product Portfolio
7.18.3 Pimax VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.18.4 Pimax Main Business and Markets Served
7.18.5 Pimax Recent Developments/Updates
7.19 Lenovo
7.19.1 Lenovo VR Game Equipment Company Information
7.19.2 Lenovo VR Game Equipment Product Portfolio
7.19.3 Lenovo VR Game Equipment Production, Value, Price and Gross Margin (2020-2025)
7.19.4 Lenovo Main Business and Markets Served
7.19.5 Lenovo 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 Mode & Process Analysis
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
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) & (2024 VS 2031)
 Table 2. Global VR Game Equipment Market Value by Application, (US$ Million) & (2024 VS 2031)
 Table 3. Global VR Game Equipment Production Capacity (K Units) by Manufacturers in 2024
 Table 4. Global VR Game Equipment Production by Manufacturers (2020-2025) & (K Units)
 Table 5. Global VR Game Equipment Production Market Share by Manufacturers (2020-2025)
 Table 6. Global VR Game Equipment Production Value by Manufacturers (2020-2025) & (US$ Million)
 Table 7. Global VR Game Equipment Production Value Share by Manufacturers (2020-2025)
 Table 8. Global Key Players of VR Game Equipment, Industry Ranking, 2023 VS 2024
 Table 9. Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Production Value in VR Game Equipment as of 2024)
 Table 10. Global Market VR Game Equipment Average Price by Manufacturers (US$/Unit) & (2020-2025)
 Table 11. Global Key Manufacturers of VR Game Equipment, Manufacturing Base Distribution and Headquarters
 Table 12. Global Key Manufacturers of VR Game Equipment, Product Offered and Application
 Table 13. Global Key Manufacturers of VR Game Equipment, Date of Enter into This Industry
 Table 14. Global VR Game Equipment Manufacturers Market Concentration Ratio (CR5 and HHI)
 Table 15. Mergers & Acquisitions, Expansion Plans
 Table 16. Global VR Game Equipment Production Value by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Table 17. Global VR Game Equipment Production Value (US$ Million) by Region (2020-2025)
 Table 18. Global VR Game Equipment Production Value Market Share by Region (2020-2025)
 Table 19. Global VR Game Equipment Production Value (US$ Million) Forecast by Region (2026-2031)
 Table 20. Global VR Game Equipment Production Value Market Share Forecast by Region (2026-2031)
 Table 21. Global VR Game Equipment Production Comparison by Region: 2020 VS 2024 VS 2031 (K Units)
 Table 22. Global VR Game Equipment Production (K Units) by Region (2020-2025)
 Table 23. Global VR Game Equipment Production Market Share by Region (2020-2025)
 Table 24. Global VR Game Equipment Production (K Units) Forecast by Region (2026-2031)
 Table 25. Global VR Game Equipment Production Market Share Forecast by Region (2026-2031)
 Table 26. Global VR Game Equipment Market Average Price (US$/Unit) by Region (2020-2025)
 Table 27. Global VR Game Equipment Market Average Price (US$/Unit) by Region (2026-2031)
 Table 28. Global VR Game Equipment Consumption Growth Rate by Region: 2020 VS 2024 VS 2031 (K Units)
 Table 29. Global VR Game Equipment Consumption by Region (2020-2025) & (K Units)
 Table 30. Global VR Game Equipment Consumption Market Share by Region (2020-2025)
 Table 31. Global VR Game Equipment Forecasted Consumption by Region (2026-2031) & (K Units)
 Table 32. Global VR Game Equipment Forecasted Consumption Market Share by Region (2026-2031)
 Table 33. North America VR Game Equipment Consumption Growth Rate by Country: 2020 VS 2024 VS 2031 (K Units)
 Table 34. North America VR Game Equipment Consumption by Country (2020-2025) & (K Units)
 Table 35. North America VR Game Equipment Consumption by Country (2026-2031) & (K Units)
 Table 36. Europe VR Game Equipment Consumption Growth Rate by Country: 2020 VS 2024 VS 2031 (K Units)
 Table 37. Europe VR Game Equipment Consumption by Country (2020-2025) & (K Units)
 Table 38. Europe VR Game Equipment Consumption by Country (2026-2031) & (K Units)
 Table 39. Asia Pacific VR Game Equipment Consumption Growth Rate by Region: 2020 VS 2024 VS 2031 (K Units)
 Table 40. Asia Pacific VR Game Equipment Consumption by Region (2020-2025) & (K Units)
 Table 41. Asia Pacific VR Game Equipment Consumption by Region (2026-2031) & (K Units)
 Table 42. Latin America, Middle East & Africa VR Game Equipment Consumption Growth Rate by Country: 2020 VS 2024 VS 2031 (K Units)
 Table 43. Latin America, Middle East & Africa VR Game Equipment Consumption by Country (2020-2025) & (K Units)
 Table 44. Latin America, Middle East & Africa VR Game Equipment Consumption by Country (2026-2031) & (K Units)
 Table 45. Global VR Game Equipment Production (K Units) by Type (2020-2025)
 Table 46. Global VR Game Equipment Production (K Units) by Type (2026-2031)
 Table 47. Global VR Game Equipment Production Market Share by Type (2020-2025)
 Table 48. Global VR Game Equipment Production Market Share by Type (2026-2031)
 Table 49. Global VR Game Equipment Production Value (US$ Million) by Type (2020-2025)
 Table 50. Global VR Game Equipment Production Value (US$ Million) by Type (2026-2031)
 Table 51. Global VR Game Equipment Production Value Market Share by Type (2020-2025)
 Table 52. Global VR Game Equipment Production Value Market Share by Type (2026-2031)
 Table 53. Global VR Game Equipment Price (US$/Unit) by Type (2020-2025)
 Table 54. Global VR Game Equipment Price (US$/Unit) by Type (2026-2031)
 Table 55. Global VR Game Equipment Production (K Units) by Application (2020-2025)
 Table 56. Global VR Game Equipment Production (K Units) by Application (2026-2031)
 Table 57. Global VR Game Equipment Production Market Share by Application (2020-2025)
 Table 58. Global VR Game Equipment Production Market Share by Application (2026-2031)
 Table 59. Global VR Game Equipment Production Value (US$ Million) by Application (2020-2025)
 Table 60. Global VR Game Equipment Production Value (US$ Million) by Application (2026-2031)
 Table 61. Global VR Game Equipment Production Value Market Share by Application (2020-2025)
 Table 62. Global VR Game Equipment Production Value Market Share by Application (2026-2031)
 Table 63. Global VR Game Equipment Price (US$/Unit) by Application (2020-2025)
 Table 64. Global VR Game Equipment Price (US$/Unit) by Application (2026-2031)
 Table 65. Meta VR Game Equipment Company Information
 Table 66. Meta VR Game Equipment Specification and Application
 Table 67. Meta VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 68. Meta Main Business and Markets Served
 Table 69. Meta Recent Developments/Updates
 Table 70. Magic Leap VR Game Equipment Company Information
 Table 71. Magic Leap VR Game Equipment Specification and Application
 Table 72. Magic Leap VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 73. Magic Leap Main Business and Markets Served
 Table 74. Magic Leap Recent Developments/Updates
 Table 75. Sony Corporation VR Game Equipment Company Information
 Table 76. Sony Corporation VR Game Equipment Specification and Application
 Table 77. Sony Corporation VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 78. Sony Corporation Main Business and Markets Served
 Table 79. Sony Corporation Recent Developments/Updates
 Table 80. HP VR Game Equipment Company Information
 Table 81. HP VR Game Equipment Specification and Application
 Table 82. HP VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 83. HP Main Business and Markets Served
 Table 84. HP Recent Developments/Updates
 Table 85. HTC Corporation VR Game Equipment Company Information
 Table 86. HTC Corporation VR Game Equipment Specification and Application
 Table 87. HTC Corporation VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 88. HTC Corporation Main Business and Markets Served
 Table 89. HTC Corporation Recent Developments/Updates
 Table 90. PICO Global VR Game Equipment Company Information
 Table 91. PICO Global VR Game Equipment Specification and Application
 Table 92. PICO Global VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 93. PICO Global Main Business and Markets Served
 Table 94. PICO Global Recent Developments/Updates
 Table 95. iQIYI VR Game Equipment Company Information
 Table 96. iQIYI VR Game Equipment Specification and Application
 Table 97. iQIYI VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 98. iQIYI Main Business and Markets Served
 Table 99. iQIYI Recent Developments/Updates
 Table 100. Shanghai Pimax Technology VR Game Equipment Company Information
 Table 101. Shanghai Pimax Technology VR Game Equipment Specification and Application
 Table 102. Shanghai Pimax Technology VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 103. Shanghai Pimax Technology Main Business and Markets Served
 Table 104. Shanghai Pimax Technology Recent Developments/Updates
 Table 105. Beijing ANTVR Technology VR Game Equipment Company Information
 Table 106. Beijing ANTVR Technology VR Game Equipment Specification and Application
 Table 107. Beijing ANTVR Technology VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 108. Beijing ANTVR Technology Main Business and Markets Served
 Table 109. Beijing ANTVR Technology Recent Developments/Updates
 Table 110. Dongguan Vrshinecon VR Game Equipment Company Information
 Table 111. Dongguan Vrshinecon VR Game Equipment Specification and Application
 Table 112. Dongguan Vrshinecon VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 113. Dongguan Vrshinecon Main Business and Markets Served
 Table 114. Dongguan Vrshinecon Recent Developments/Updates
 Table 115. Huawei VR Game Equipment Company Information
 Table 116. Huawei VR Game Equipment Specification and Application
 Table 117. Huawei VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 118. Huawei Main Business and Markets Served
 Table 119. Huawei Recent Developments/Updates
 Table 120. Xiaomi VR Game Equipment Company Information
 Table 121. Xiaomi VR Game Equipment Specification and Application
 Table 122. Xiaomi VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 123. Xiaomi Main Business and Markets Served
 Table 124. Xiaomi Recent Developments/Updates
 Table 125. GOOVIS VR Game Equipment Company Information
 Table 126. GOOVIS VR Game Equipment Specification and Application
 Table 127. GOOVIS VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 128. GOOVIS Main Business and Markets Served
 Table 129. GOOVIS Recent Developments/Updates
 Table 130. Lenovo VR Game Equipment Company Information
 Table 131. Lenovo VR Game Equipment Specification and Application
 Table 132. Lenovo VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 133. Lenovo Main Business and Markets Served
 Table 134. Lenovo Recent Developments/Updates
 Table 135. Oculus VR Game Equipment Company Information
 Table 136. Oculus VR Game Equipment Specification and Application
 Table 137. Oculus VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 138. Oculus Main Business and Markets Served
 Table 139. Oculus Recent Developments/Updates
 Table 140. Microsoft VR Game Equipment Company Information
 Table 141. Microsoft VR Game Equipment Specification and Application
 Table 142. Microsoft VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 143. Microsoft Main Business and Markets Served
 Table 144. Microsoft Recent Developments/Updates
 Table 145. DPVR VR Game Equipment Company Information
 Table 146. DPVR VR Game Equipment Specification and Application
 Table 147. DPVR VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 148. DPVR Main Business and Markets Served
 Table 149. DPVR Recent Developments/Updates
 Table 150. Pimax VR Game Equipment Company Information
 Table 151. Pimax VR Game Equipment Specification and Application
 Table 152. Pimax VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 153. Pimax Main Business and Markets Served
 Table 154. Pimax Recent Developments/Updates
 Table 155. Lenovo VR Game Equipment Company Information
 Table 156. Lenovo VR Game Equipment Specification and Application
 Table 157. Lenovo VR Game Equipment Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 158. Lenovo Main Business and Markets Served
 Table 159. Lenovo Recent Developments/Updates
 Table 160. Key Raw Materials Lists
 Table 161. Raw Materials Key Suppliers Lists
 Table 162. VR Game Equipment Distributors List
 Table 163. VR Game Equipment Customers List
 Table 164. VR Game Equipment Market Trends
 Table 165. VR Game Equipment Market Drivers
 Table 166. VR Game Equipment Market Challenges
 Table 167. VR Game Equipment Market Restraints
 Table 168. Research Programs/Design for This Report
 Table 169. Key Data Information from Secondary Sources
 Table 170. Key Data Information from Primary Sources
 Table 171. 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) & (2020-2031)
 Figure 3. Global VR Game Equipment Market Share by Type: 2024 VS 2031
 Figure 4. Console VR Product Picture
 Figure 5. Mobile VR Product Picture
 Figure 6. All-in-one VR Product Picture
 Figure 7. Global VR Game Equipment Market Value by Application, (US$ Million) & (2020-2031)
 Figure 8. Global VR Game Equipment Market Share by Application: 2024 VS 2031
 Figure 9. Online
 Figure 10. Specialty Store
 Figure 11. Supermarket/Retail
 Figure 12. Global VR Game Equipment Production Value (US$ Million), 2020 VS 2024 VS 2031
 Figure 13. Global VR Game Equipment Production Value (US$ Million) & (2020-2031)
 Figure 14. Global VR Game Equipment Production Capacity (K Units) & (2020-2031)
 Figure 15. Global VR Game Equipment Production (K Units) & (2020-2031)
 Figure 16. Global VR Game Equipment Average Price (US$/Unit) & (2020-2031)
 Figure 17. VR Game Equipment Report Years Considered
 Figure 18. VR Game Equipment Production Share by Manufacturers in 2024
 Figure 19. Global VR Game Equipment Production Value Share by Manufacturers (2024)
 Figure 20. VR Game Equipment Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
 Figure 21. The Global 5 and 10 Largest Players: Market Share by VR Game Equipment Revenue in 2024
 Figure 22. Global VR Game Equipment Production Value by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Figure 23. Global VR Game Equipment Production Value Market Share by Region: 2020 VS 2024 VS 2031
 Figure 24. Global VR Game Equipment Production Comparison by Region: 2020 VS 2024 VS 2031 (K Units)
 Figure 25. Global VR Game Equipment Production Market Share by Region: 2020 VS 2024 VS 2031
 Figure 26. North America VR Game Equipment Production Value (US$ Million) Growth Rate (2020-2031)
 Figure 27. Europe VR Game Equipment Production Value (US$ Million) Growth Rate (2020-2031)
 Figure 28. China VR Game Equipment Production Value (US$ Million) Growth Rate (2020-2031)
 Figure 29. Japan VR Game Equipment Production Value (US$ Million) Growth Rate (2020-2031)
 Figure 30. Global VR Game Equipment Consumption by Region: 2020 VS 2024 VS 2031 (K Units)
 Figure 31. Global VR Game Equipment Consumption Market Share by Region: 2020 VS 2024 VS 2031
 Figure 32. North America VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 33. North America VR Game Equipment Consumption Market Share by Country (2020-2031)
 Figure 34. U.S. VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 35. Canada VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 36. Europe VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 37. Europe VR Game Equipment Consumption Market Share by Country (2020-2031)
 Figure 38. Germany VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 39. France VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 40. U.K. VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 41. Italy VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 42. Netherlands VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 43. Asia Pacific VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 44. Asia Pacific VR Game Equipment Consumption Market Share by Region (2020-2031)
 Figure 45. China VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 46. Japan VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 47. South Korea VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 48. China Taiwan VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 49. Southeast Asia VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 50. India VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 51. Latin America, Middle East & Africa VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 52. Latin America, Middle East & Africa VR Game Equipment Consumption Market Share by Country (2020-2031)
 Figure 53. Mexico VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 54. Brazil VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 55. Turkey VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 56. GCC Countries VR Game Equipment Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 57. Global Production Market Share of VR Game Equipment by Type (2020-2031)
 Figure 58. Global Production Value Market Share of VR Game Equipment by Type (2020-2031)
 Figure 59. Global VR Game Equipment Price (US$/Unit) by Type (2020-2031)
 Figure 60. Global Production Market Share of VR Game Equipment by Application (2020-2031)
 Figure 61. Global Production Value Market Share of VR Game Equipment by Application (2020-2031)
 Figure 62. Global VR Game Equipment Price (US$/Unit) by Application (2020-2031)
 Figure 63. VR Game Equipment Value Chain
 Figure 64. Channels of Distribution (Direct Vs Distribution)
 Figure 65. Bottom-up and Top-down Approaches for This Report
 Figure 66. Data Triangulation
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