0
U.S. (TOLL FREE)
+1 (315) 215-3225
Automative

0
U.S. (TOLL FREE)
+1 (315) 215-3225
Global Virtual Gaming Market Research Report 2024
Published Date: April 2024
|
Report Code: QYRE-Auto-16W10403
Home | Market Reports | Computers & Electronics| Software
Global Virtual Gaming Market Insights Forecast to 2028
BUY CHAPTERS

Global Virtual Gaming Market Research Report 2024

Code: QYRE-Auto-16W10403
Report
April 2024
Pages:105
QYResearch
Buy Now with 15% Discount
DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Virtual Gaming Market

Interactive gaming experiences that take place within virtual environments, often facilitated by virtual reality (VR) technology.
The global Virtual Gaming market was valued at US$ million in 2023 and is anticipated to reach US$ million by 2030, witnessing a CAGR of % during the forecast period 2024-2030.
North American market for Virtual Gaming is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Virtual Gaming is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global market for Virtual Gaming in Gaming Console is estimated to increase from $ million in 2023 to $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global companies of Virtual Gaming include Microsoft, Sony, Nintendo, Linden Labs, Electronic Arts, Meta, Samsung Electronics, Google and HTC Corporation, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for Virtual Gaming, 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 Virtual Gaming.

Report Scope

The Virtual Gaming market size, estimations, and forecasts are provided in terms of revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Virtual Gaming 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 Virtual Gaming companies, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, 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 Virtual Gaming Market Report

Report Metric Details
Report Name Virtual Gaming Market
Segment by Type
  • Hardware
  • Software
Segment by Application
  • Gaming Console
  • Desktop
  • Smartphone
By Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia) Rest of Europe
  • Nordic Countries
  • Asia-Pacific (China, Japan, South Korea)
  • Southeast Asia (India, Australia)
  • Rest of Asia
  • Latin America (Mexico, Brazil)
  • Rest of Latin America
  • Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of MEA)
By Company Microsoft, Sony, Nintendo, Linden Labs, Electronic Arts, Meta, Samsung Electronics, Google, HTC Corporation, Virtuix, Leap Motion, Telsa Studios, Qualcomm, VirZoom, Lucid VR, ZEISS International, Razer, FOVE, Oculus VR, Activision Blizzard
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 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: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
  • Chapter 3: Detailed analysis of Virtual Gaming companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 4: 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 5: 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 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. 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 capacity of each country in the world.
  • Chapter 11: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
  • Chapter 12: The main points and conclusions of the report.

FAQ for this report

Who are the main players in the Virtual Gaming Market report?

Ans: The main players in the Virtual Gaming Market are Microsoft, Sony, Nintendo, Linden Labs, Electronic Arts, Meta, Samsung Electronics, Google, HTC Corporation, Virtuix, Leap Motion, Telsa Studios, Qualcomm, VirZoom, Lucid VR, ZEISS International, Razer, FOVE, Oculus VR, Activision Blizzard

What are the Application segmentation covered in the Virtual Gaming Market report?

Ans: The Applications covered in the Virtual Gaming Market report are Gaming Console, Desktop, Smartphone

What are the Type segmentation covered in the Virtual Gaming Market report?

Ans: The Types covered in the Virtual Gaming Market report are Hardware, Software

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Virtual Gaming Market Size Growth Rate by Type: 2019 VS 2023 VS 2030
1.2.2 Hardware
1.2.3 Software
1.3 Market by Application
1.3.1 Global Virtual Gaming Market Growth by Application: 2019 VS 2023 VS 2030
1.3.2 Gaming Console
1.3.3 Desktop
1.3.4 Smartphone
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Virtual Gaming Market Perspective (2019-2030)
2.2 Virtual Gaming Growth Trends by Region
2.2.1 Global Virtual Gaming Market Size by Region: 2019 VS 2023 VS 2030
2.2.2 Virtual Gaming Historic Market Size by Region (2019-2024)
2.2.3 Virtual Gaming Forecasted Market Size by Region (2025-2030)
2.3 Virtual Gaming Market Dynamics
2.3.1 Virtual Gaming Industry Trends
2.3.2 Virtual Gaming Market Drivers
2.3.3 Virtual Gaming Market Challenges
2.3.4 Virtual Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Virtual Gaming Players by Revenue
3.1.1 Global Top Virtual Gaming Players by Revenue (2019-2024)
3.1.2 Global Virtual Gaming Revenue Market Share by Players (2019-2024)
3.2 Global Virtual Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Virtual Gaming Revenue
3.4 Global Virtual Gaming Market Concentration Ratio
3.4.1 Global Virtual Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual Gaming Revenue in 2023
3.5 Virtual Gaming Key Players Head office and Area Served
3.6 Key Players Virtual Gaming Product Solution and Service
3.7 Date of Enter into Virtual Gaming Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Virtual Gaming Breakdown Data by Type
4.1 Global Virtual Gaming Historic Market Size by Type (2019-2024)
4.2 Global Virtual Gaming Forecasted Market Size by Type (2025-2030)
5 Virtual Gaming Breakdown Data by Application
5.1 Global Virtual Gaming Historic Market Size by Application (2019-2024)
5.2 Global Virtual Gaming Forecasted Market Size by Application (2025-2030)
6 North America
6.1 North America Virtual Gaming Market Size (2019-2030)
6.2 North America Virtual Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
6.3 North America Virtual Gaming Market Size by Country (2019-2024)
6.4 North America Virtual Gaming Market Size by Country (2025-2030)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Virtual Gaming Market Size (2019-2030)
7.2 Europe Virtual Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
7.3 Europe Virtual Gaming Market Size by Country (2019-2024)
7.4 Europe Virtual Gaming Market Size by Country (2025-2030)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Virtual Gaming Market Size (2019-2030)
8.2 Asia-Pacific Virtual Gaming Market Growth Rate by Region: 2019 VS 2023 VS 2030
8.3 Asia-Pacific Virtual Gaming Market Size by Region (2019-2024)
8.4 Asia-Pacific Virtual Gaming Market Size by Region (2025-2030)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Virtual Gaming Market Size (2019-2030)
9.2 Latin America Virtual Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
9.3 Latin America Virtual Gaming Market Size by Country (2019-2024)
9.4 Latin America Virtual Gaming Market Size by Country (2025-2030)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Virtual Gaming Market Size (2019-2030)
10.2 Middle East & Africa Virtual Gaming Market Growth Rate by Country: 2019 VS 2023 VS 2030
10.3 Middle East & Africa Virtual Gaming Market Size by Country (2019-2024)
10.4 Middle East & Africa Virtual Gaming Market Size by Country (2025-2030)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Microsoft
11.1.1 Microsoft Company Detail
11.1.2 Microsoft Business Overview
11.1.3 Microsoft Virtual Gaming Introduction
11.1.4 Microsoft Revenue in Virtual Gaming Business (2019-2024)
11.1.5 Microsoft Recent Development
11.2 Sony
11.2.1 Sony Company Detail
11.2.2 Sony Business Overview
11.2.3 Sony Virtual Gaming Introduction
11.2.4 Sony Revenue in Virtual Gaming Business (2019-2024)
11.2.5 Sony Recent Development
11.3 Nintendo
11.3.1 Nintendo Company Detail
11.3.2 Nintendo Business Overview
11.3.3 Nintendo Virtual Gaming Introduction
11.3.4 Nintendo Revenue in Virtual Gaming Business (2019-2024)
11.3.5 Nintendo Recent Development
11.4 Linden Labs
11.4.1 Linden Labs Company Detail
11.4.2 Linden Labs Business Overview
11.4.3 Linden Labs Virtual Gaming Introduction
11.4.4 Linden Labs Revenue in Virtual Gaming Business (2019-2024)
11.4.5 Linden Labs Recent Development
11.5 Electronic Arts
11.5.1 Electronic Arts Company Detail
11.5.2 Electronic Arts Business Overview
11.5.3 Electronic Arts Virtual Gaming Introduction
11.5.4 Electronic Arts Revenue in Virtual Gaming Business (2019-2024)
11.5.5 Electronic Arts Recent Development
11.6 Meta
11.6.1 Meta Company Detail
11.6.2 Meta Business Overview
11.6.3 Meta Virtual Gaming Introduction
11.6.4 Meta Revenue in Virtual Gaming Business (2019-2024)
11.6.5 Meta Recent Development
11.7 Samsung Electronics
11.7.1 Samsung Electronics Company Detail
11.7.2 Samsung Electronics Business Overview
11.7.3 Samsung Electronics Virtual Gaming Introduction
11.7.4 Samsung Electronics Revenue in Virtual Gaming Business (2019-2024)
11.7.5 Samsung Electronics Recent Development
11.8 Google
11.8.1 Google Company Detail
11.8.2 Google Business Overview
11.8.3 Google Virtual Gaming Introduction
11.8.4 Google Revenue in Virtual Gaming Business (2019-2024)
11.8.5 Google Recent Development
11.9 HTC Corporation
11.9.1 HTC Corporation Company Detail
11.9.2 HTC Corporation Business Overview
11.9.3 HTC Corporation Virtual Gaming Introduction
11.9.4 HTC Corporation Revenue in Virtual Gaming Business (2019-2024)
11.9.5 HTC Corporation Recent Development
11.10 Virtuix
11.10.1 Virtuix Company Detail
11.10.2 Virtuix Business Overview
11.10.3 Virtuix Virtual Gaming Introduction
11.10.4 Virtuix Revenue in Virtual Gaming Business (2019-2024)
11.10.5 Virtuix Recent Development
11.11 Leap Motion
11.11.1 Leap Motion Company Detail
11.11.2 Leap Motion Business Overview
11.11.3 Leap Motion Virtual Gaming Introduction
11.11.4 Leap Motion Revenue in Virtual Gaming Business (2019-2024)
11.11.5 Leap Motion Recent Development
11.12 Telsa Studios
11.12.1 Telsa Studios Company Detail
11.12.2 Telsa Studios Business Overview
11.12.3 Telsa Studios Virtual Gaming Introduction
11.12.4 Telsa Studios Revenue in Virtual Gaming Business (2019-2024)
11.12.5 Telsa Studios Recent Development
11.13 Qualcomm
11.13.1 Qualcomm Company Detail
11.13.2 Qualcomm Business Overview
11.13.3 Qualcomm Virtual Gaming Introduction
11.13.4 Qualcomm Revenue in Virtual Gaming Business (2019-2024)
11.13.5 Qualcomm Recent Development
11.14 VirZoom
11.14.1 VirZoom Company Detail
11.14.2 VirZoom Business Overview
11.14.3 VirZoom Virtual Gaming Introduction
11.14.4 VirZoom Revenue in Virtual Gaming Business (2019-2024)
11.14.5 VirZoom Recent Development
11.15 Lucid VR
11.15.1 Lucid VR Company Detail
11.15.2 Lucid VR Business Overview
11.15.3 Lucid VR Virtual Gaming Introduction
11.15.4 Lucid VR Revenue in Virtual Gaming Business (2019-2024)
11.15.5 Lucid VR Recent Development
11.16 ZEISS International
11.16.1 ZEISS International Company Detail
11.16.2 ZEISS International Business Overview
11.16.3 ZEISS International Virtual Gaming Introduction
11.16.4 ZEISS International Revenue in Virtual Gaming Business (2019-2024)
11.16.5 ZEISS International Recent Development
11.17 Razer
11.17.1 Razer Company Detail
11.17.2 Razer Business Overview
11.17.3 Razer Virtual Gaming Introduction
11.17.4 Razer Revenue in Virtual Gaming Business (2019-2024)
11.17.5 Razer Recent Development
11.18 FOVE
11.18.1 FOVE Company Detail
11.18.2 FOVE Business Overview
11.18.3 FOVE Virtual Gaming Introduction
11.18.4 FOVE Revenue in Virtual Gaming Business (2019-2024)
11.18.5 FOVE Recent Development
11.19 Oculus VR
11.19.1 Oculus VR Company Detail
11.19.2 Oculus VR Business Overview
11.19.3 Oculus VR Virtual Gaming Introduction
11.19.4 Oculus VR Revenue in Virtual Gaming Business (2019-2024)
11.19.5 Oculus VR Recent Development
11.20 Activision Blizzard
11.20.1 Activision Blizzard Company Detail
11.20.2 Activision Blizzard Business Overview
11.20.3 Activision Blizzard Virtual Gaming Introduction
11.20.4 Activision Blizzard Revenue in Virtual Gaming Business (2019-2024)
11.20.5 Activision Blizzard Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
List of Tables
    Table 1. Global Virtual Gaming Market Size Growth Rate by Type (US$ Million): 2019 VS 2023 VS 2030
    Table 2. Key Players of Hardware
    Table 3. Key Players of Software
    Table 4. Global Virtual Gaming Market Size Growth by Application (US$ Million): 2019 VS 2023 VS 2030
    Table 5. Global Virtual Gaming Market Size by Region (US$ Million): 2019 VS 2023 VS 2030
    Table 6. Global Virtual Gaming Market Size by Region (2019-2024) & (US$ Million)
    Table 7. Global Virtual Gaming Market Share by Region (2019-2024)
    Table 8. Global Virtual Gaming Forecasted Market Size by Region (2025-2030) & (US$ Million)
    Table 9. Global Virtual Gaming Market Share by Region (2025-2030)
    Table 10. Virtual Gaming Market Trends
    Table 11. Virtual Gaming Market Drivers
    Table 12. Virtual Gaming Market Challenges
    Table 13. Virtual Gaming Market Restraints
    Table 14. Global Virtual Gaming Revenue by Players (2019-2024) & (US$ Million)
    Table 15. Global Virtual Gaming Market Share by Players (2019-2024)
    Table 16. Global Top Virtual Gaming Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Gaming as of 2023)
    Table 17. Ranking of Global Top Virtual Gaming Companies by Revenue (US$ Million) in 2023
    Table 18. Global 5 Largest Players Market Share by Virtual Gaming Revenue (CR5 and HHI) & (2019-2024)
    Table 19. Key Players Headquarters and Area Served
    Table 20. Key Players Virtual Gaming Product Solution and Service
    Table 21. Date of Enter into Virtual Gaming Market
    Table 22. Mergers & Acquisitions, Expansion Plans
    Table 23. Global Virtual Gaming Market Size by Type (2019-2024) & (US$ Million)
    Table 24. Global Virtual Gaming Revenue Market Share by Type (2019-2024)
    Table 25. Global Virtual Gaming Forecasted Market Size by Type (2025-2030) & (US$ Million)
    Table 26. Global Virtual Gaming Revenue Market Share by Type (2025-2030)
    Table 27. Global Virtual Gaming Market Size by Application (2019-2024) & (US$ Million)
    Table 28. Global Virtual Gaming Revenue Market Share by Application (2019-2024)
    Table 29. Global Virtual Gaming Forecasted Market Size by Application (2025-2030) & (US$ Million)
    Table 30. Global Virtual Gaming Revenue Market Share by Application (2025-2030)
    Table 31. North America Virtual Gaming Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 32. North America Virtual Gaming Market Size by Country (2019-2024) & (US$ Million)
    Table 33. North America Virtual Gaming Market Size by Country (2025-2030) & (US$ Million)
    Table 34. Europe Virtual Gaming Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 35. Europe Virtual Gaming Market Size by Country (2019-2024) & (US$ Million)
    Table 36. Europe Virtual Gaming Market Size by Country (2025-2030) & (US$ Million)
    Table 37. Asia-Pacific Virtual Gaming Market Size Growth Rate by Region (US$ Million): 2019 VS 2023 VS 2030
    Table 38. Asia-Pacific Virtual Gaming Market Size by Region (2019-2024) & (US$ Million)
    Table 39. Asia-Pacific Virtual Gaming Market Size by Region (2025-2030) & (US$ Million)
    Table 40. Latin America Virtual Gaming Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 41. Latin America Virtual Gaming Market Size by Country (2019-2024) & (US$ Million)
    Table 42. Latin America Virtual Gaming Market Size by Country (2025-2030) & (US$ Million)
    Table 43. Middle East & Africa Virtual Gaming Market Size Growth Rate by Country (US$ Million): 2019 VS 2023 VS 2030
    Table 44. Middle East & Africa Virtual Gaming Market Size by Country (2019-2024) & (US$ Million)
    Table 45. Middle East & Africa Virtual Gaming Market Size by Country (2025-2030) & (US$ Million)
    Table 46. Microsoft Company Detail
    Table 47. Microsoft Business Overview
    Table 48. Microsoft Virtual Gaming Product
    Table 49. Microsoft Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 50. Microsoft Recent Development
    Table 51. Sony Company Detail
    Table 52. Sony Business Overview
    Table 53. Sony Virtual Gaming Product
    Table 54. Sony Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 55. Sony Recent Development
    Table 56. Nintendo Company Detail
    Table 57. Nintendo Business Overview
    Table 58. Nintendo Virtual Gaming Product
    Table 59. Nintendo Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 60. Nintendo Recent Development
    Table 61. Linden Labs Company Detail
    Table 62. Linden Labs Business Overview
    Table 63. Linden Labs Virtual Gaming Product
    Table 64. Linden Labs Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 65. Linden Labs Recent Development
    Table 66. Electronic Arts Company Detail
    Table 67. Electronic Arts Business Overview
    Table 68. Electronic Arts Virtual Gaming Product
    Table 69. Electronic Arts Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 70. Electronic Arts Recent Development
    Table 71. Meta Company Detail
    Table 72. Meta Business Overview
    Table 73. Meta Virtual Gaming Product
    Table 74. Meta Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 75. Meta Recent Development
    Table 76. Samsung Electronics Company Detail
    Table 77. Samsung Electronics Business Overview
    Table 78. Samsung Electronics Virtual Gaming Product
    Table 79. Samsung Electronics Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 80. Samsung Electronics Recent Development
    Table 81. Google Company Detail
    Table 82. Google Business Overview
    Table 83. Google Virtual Gaming Product
    Table 84. Google Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 85. Google Recent Development
    Table 86. HTC Corporation Company Detail
    Table 87. HTC Corporation Business Overview
    Table 88. HTC Corporation Virtual Gaming Product
    Table 89. HTC Corporation Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 90. HTC Corporation Recent Development
    Table 91. Virtuix Company Detail
    Table 92. Virtuix Business Overview
    Table 93. Virtuix Virtual Gaming Product
    Table 94. Virtuix Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 95. Virtuix Recent Development
    Table 96. Leap Motion Company Detail
    Table 97. Leap Motion Business Overview
    Table 98. Leap Motion Virtual Gaming Product
    Table 99. Leap Motion Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 100. Leap Motion Recent Development
    Table 101. Telsa Studios Company Detail
    Table 102. Telsa Studios Business Overview
    Table 103. Telsa Studios Virtual Gaming Product
    Table 104. Telsa Studios Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 105. Telsa Studios Recent Development
    Table 106. Qualcomm Company Detail
    Table 107. Qualcomm Business Overview
    Table 108. Qualcomm Virtual Gaming Product
    Table 109. Qualcomm Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 110. Qualcomm Recent Development
    Table 111. VirZoom Company Detail
    Table 112. VirZoom Business Overview
    Table 113. VirZoom Virtual Gaming Product
    Table 114. VirZoom Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 115. VirZoom Recent Development
    Table 116. Lucid VR Company Detail
    Table 117. Lucid VR Business Overview
    Table 118. Lucid VR Virtual Gaming Product
    Table 119. Lucid VR Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 120. Lucid VR Recent Development
    Table 121. ZEISS International Company Detail
    Table 122. ZEISS International Business Overview
    Table 123. ZEISS International Virtual Gaming Product
    Table 124. ZEISS International Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 125. ZEISS International Recent Development
    Table 126. Razer Company Detail
    Table 127. Razer Business Overview
    Table 128. Razer Virtual Gaming Product
    Table 129. Razer Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 130. Razer Recent Development
    Table 131. FOVE Company Detail
    Table 132. FOVE Business Overview
    Table 133. FOVE Virtual Gaming Product
    Table 134. FOVE Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 135. FOVE Recent Development
    Table 136. Oculus VR Company Detail
    Table 137. Oculus VR Business Overview
    Table 138. Oculus VR Virtual Gaming Product
    Table 139. Oculus VR Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 140. Oculus VR Recent Development
    Table 141. Activision Blizzard Company Detail
    Table 142. Activision Blizzard Business Overview
    Table 143. Activision Blizzard Virtual Gaming Product
    Table 144. Activision Blizzard Revenue in Virtual Gaming Business (2019-2024) & (US$ Million)
    Table 145. Activision Blizzard Recent Development
    Table 146. Research Programs/Design for This Report
    Table 147. Key Data Information from Secondary Sources
    Table 148. Key Data Information from Primary Sources
List of Figures
    Figure 1. Global Virtual Gaming Market Size Comparison by Type (2024-2030) & (US$ Million)
    Figure 2. Global Virtual Gaming Market Share by Type: 2023 VS 2030
    Figure 3. Hardware Features
    Figure 4. Software Features
    Figure 5. Global Virtual Gaming Market Size Comparison by Application (2024-2030) & (US$ Million)
    Figure 6. Global Virtual Gaming Market Share by Application: 2023 VS 2030
    Figure 7. Gaming Console Case Studies
    Figure 8. Desktop Case Studies
    Figure 9. Smartphone Case Studies
    Figure 10. Virtual Gaming Report Years Considered
    Figure 11. Global Virtual Gaming Market Size (US$ Million), Year-over-Year: 2019-2030
    Figure 12. Global Virtual Gaming Market Size, (US$ Million), 2019 VS 2023 VS 2030
    Figure 13. Global Virtual Gaming Market Share by Region: 2023 VS 2030
    Figure 14. Global Virtual Gaming Market Share by Players in 2023
    Figure 15. Global Top Virtual Gaming Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Gaming as of 2023)
    Figure 16. The Top 10 and 5 Players Market Share by Virtual Gaming Revenue in 2023
    Figure 17. North America Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 18. North America Virtual Gaming Market Share by Country (2019-2030)
    Figure 19. United States Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 20. Canada Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 21. Europe Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 22. Europe Virtual Gaming Market Share by Country (2019-2030)
    Figure 23. Germany Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 24. France Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 25. U.K. Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 26. Italy Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 27. Russia Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 28. Nordic Countries Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 29. Asia-Pacific Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 30. Asia-Pacific Virtual Gaming Market Share by Region (2019-2030)
    Figure 31. China Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 32. Japan Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 33. South Korea Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 34. Southeast Asia Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 35. India Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 36. Australia Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 37. Latin America Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 38. Latin America Virtual Gaming Market Share by Country (2019-2030)
    Figure 39. Mexico Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 40. Brazil Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 41. Middle East & Africa Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 42. Middle East & Africa Virtual Gaming Market Share by Country (2019-2030)
    Figure 43. Turkey Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 44. Saudi Arabia Virtual Gaming Market Size YoY Growth (2019-2030) & (US$ Million)
    Figure 45. Microsoft Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 46. Sony Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 47. Nintendo Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 48. Linden Labs Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 49. Electronic Arts Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 50. Meta Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 51. Samsung Electronics Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 52. Google Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 53. HTC Corporation Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 54. Virtuix Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 55. Leap Motion Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 56. Telsa Studios Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 57. Qualcomm Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 58. VirZoom Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 59. Lucid VR Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 60. ZEISS International Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 61. Razer Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 62. FOVE Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 63. Oculus VR Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 64. Activision Blizzard Revenue Growth Rate in Virtual Gaming Business (2019-2024)
    Figure 65. Bottom-up and Top-down Approaches for This Report
    Figure 66. Data Triangulation
    Figure 67. Key Executives Interviewed
SELECT A FORMAT
Added to Cart
Electronic (PDF)

$2900

This license allows only one user to access the PDF.
Electronic (PDF)

$4350

This license allows 1 - 5 user to access the PDF, license is suitable for small groups of 5 users working together
Electronic (PDF)

$5800

This license allows users/teams in a same Enterprise to use this report, various departments within an enterpise can use this report
Add to Cart
Buy Now (15% Discount)

OUR CUSTOMER

SecuX Technology Inc

SIMILAR REPORTS

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

RELATED REPORTS

Global Big Data and Predictive Analytics in Healthcare Market Research Report 2024

120 Pages
Type: Report
Code: QYRE-Auto-35J12564
Fri May 17 00:00:00 UTC 2024

Add to Cart

Global FM Software Market Research Report 2024

120 Pages
Type: Report
Code: QYRE-Auto-19P6050
Fri May 17 00:00:00 UTC 2024

Add to Cart

Global Geographic Information System (GIS) Tools Market Research Report 2024

120 Pages
Type: Report
Code: QYRE-Auto-36R3950
Fri May 17 00:00:00 UTC 2024

Add to Cart

Global CMMS Tool Market Research Report 2024

120 Pages
Type: Report
Code: QYRE-Auto-30Y3857
Fri May 17 00:00:00 UTC 2024

Add to Cart