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Global Virtual Reality (VR) in Gaming Market Research Report 2025
Published Date: September 2025
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Report Code: QYRE-Auto-29B5980
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Global Virtual Reality (VR) in Gaming Market Research Report 2025

Code: QYRE-Auto-29B5980
Report
September 2025
Pages:89
QYResearch
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DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Virtual Reality (VR) in Gaming Market

The global market for Virtual Reality (VR) in Gaming was valued at US$ million in the year 2024 and is projected to reach a revised size of US$ million by 2031, growing at a CAGR of %during the forecast period.
Virtual reality technology can enable gamers to indulge in an imaginary setting where the gamer"s physical presence is simulated to be a part of the three-dimensional environment. With VR equipment and accessories, the user can view, move around, and even interact with the objects within the game.
Gaming consoles are expected to emerge as the most favored devices for playing games equipped with VR technology on account of the presence of efficient processors as compared to desktops and smartphones which may not match the immersive simulation experience provided by a console dedicated to playing games.
This report aims to provide a comprehensive presentation of the global market for Virtual Reality (VR) in 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 Reality (VR) in Gaming.
The Virtual Reality (VR) in Gaming market size, estimations, and forecasts are provided in terms of 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 Virtual Reality (VR) in 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 Reality (VR) in Gaming companies, new entrants, and industry chain related companies in this market with information on the revenues 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 Reality (VR) in Gaming Market Report

Report Metric Details
Report Name Virtual Reality (VR) in Gaming Market
Segment by Type
  • Adventure Games
  • Action Games
  • Racing Games
  • Role-Playing Games
  • Others
Segment by Application
  • Private
  • Commerce
  • Others
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 Sony, Microsoft, Nintendo, Linden Labs, Electronic Arts, Facebook, Samsung Electronics, Google, HTC, Virtuix Omni, Leap Motion, Telsa Studios, Qualcomm
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 Reality (VR) in Gaming company 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 Reality (VR) in Gaming Market report?

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

What are the Application segmentation covered in the Virtual Reality (VR) in Gaming Market report?

Ans: The Applications covered in the Virtual Reality (VR) in Gaming Market report are Private, Commerce, Others

What are the Type segmentation covered in the Virtual Reality (VR) in Gaming Market report?

Ans: The Types covered in the Virtual Reality (VR) in Gaming Market report are Adventure Games, Action Games, Racing Games, Role-Playing Games, Others

1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Virtual Reality (VR) in Gaming Market Size Growth Rate by Type: 2020 VS 2024 VS 2031
1.2.2 Adventure Games
1.2.3 Action Games
1.2.4 Racing Games
1.2.5 Role-Playing Games
1.2.6 Others
1.3 Market by Application
1.3.1 Global Virtual Reality (VR) in Gaming Market Growth by Application: 2020 VS 2024 VS 2031
1.3.2 Private
1.3.3 Commerce
1.3.4 Others
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Virtual Reality (VR) in Gaming Market Perspective (2020-2031)
2.2 Global Virtual Reality (VR) in Gaming Growth Trends by Region
2.2.1 Global Virtual Reality (VR) in Gaming Market Size by Region: 2020 VS 2024 VS 2031
2.2.2 Virtual Reality (VR) in Gaming Historic Market Size by Region (2020-2025)
2.2.3 Virtual Reality (VR) in Gaming Forecasted Market Size by Region (2026-2031)
2.3 Virtual Reality (VR) in Gaming Market Dynamics
2.3.1 Virtual Reality (VR) in Gaming Industry Trends
2.3.2 Virtual Reality (VR) in Gaming Market Drivers
2.3.3 Virtual Reality (VR) in Gaming Market Challenges
2.3.4 Virtual Reality (VR) in Gaming Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Virtual Reality (VR) in Gaming Players by Revenue
3.1.1 Global Top Virtual Reality (VR) in Gaming Players by Revenue (2020-2025)
3.1.2 Global Virtual Reality (VR) in Gaming Revenue Market Share by Players (2020-2025)
3.2 Global Virtual Reality (VR) in Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players Ranking by Virtual Reality (VR) in Gaming Revenue
3.4 Global Virtual Reality (VR) in Gaming Market Concentration Ratio
3.4.1 Global Virtual Reality (VR) in Gaming Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual Reality (VR) in Gaming Revenue in 2024
3.5 Global Key Players of Virtual Reality (VR) in Gaming Head office and Area Served
3.6 Global Key Players of Virtual Reality (VR) in Gaming, Product and Application
3.7 Global Key Players of Virtual Reality (VR) in Gaming, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Virtual Reality (VR) in Gaming Breakdown Data by Type
4.1 Global Virtual Reality (VR) in Gaming Historic Market Size by Type (2020-2025)
4.2 Global Virtual Reality (VR) in Gaming Forecasted Market Size by Type (2026-2031)
5 Virtual Reality (VR) in Gaming Breakdown Data by Application
5.1 Global Virtual Reality (VR) in Gaming Historic Market Size by Application (2020-2025)
5.2 Global Virtual Reality (VR) in Gaming Forecasted Market Size by Application (2026-2031)
6 North America
6.1 North America Virtual Reality (VR) in Gaming Market Size (2020-2031)
6.2 North America Virtual Reality (VR) in Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
6.3 North America Virtual Reality (VR) in Gaming Market Size by Country (2020-2025)
6.4 North America Virtual Reality (VR) in Gaming Market Size by Country (2026-2031)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Virtual Reality (VR) in Gaming Market Size (2020-2031)
7.2 Europe Virtual Reality (VR) in Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
7.3 Europe Virtual Reality (VR) in Gaming Market Size by Country (2020-2025)
7.4 Europe Virtual Reality (VR) in Gaming Market Size by Country (2026-2031)
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 Reality (VR) in Gaming Market Size (2020-2031)
8.2 Asia-Pacific Virtual Reality (VR) in Gaming Market Growth Rate by Region: 2020 VS 2024 VS 2031
8.3 Asia-Pacific Virtual Reality (VR) in Gaming Market Size by Region (2020-2025)
8.4 Asia-Pacific Virtual Reality (VR) in Gaming Market Size by Region (2026-2031)
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 Reality (VR) in Gaming Market Size (2020-2031)
9.2 Latin America Virtual Reality (VR) in Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
9.3 Latin America Virtual Reality (VR) in Gaming Market Size by Country (2020-2025)
9.4 Latin America Virtual Reality (VR) in Gaming Market Size by Country (2026-2031)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Virtual Reality (VR) in Gaming Market Size (2020-2031)
10.2 Middle East & Africa Virtual Reality (VR) in Gaming Market Growth Rate by Country: 2020 VS 2024 VS 2031
10.3 Middle East & Africa Virtual Reality (VR) in Gaming Market Size by Country (2020-2025)
10.4 Middle East & Africa Virtual Reality (VR) in Gaming Market Size by Country (2026-2031)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Sony
11.1.1 Sony Company Details
11.1.2 Sony Business Overview
11.1.3 Sony Virtual Reality (VR) in Gaming Introduction
11.1.4 Sony Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.1.5 Sony Recent Development
11.2 Microsoft
11.2.1 Microsoft Company Details
11.2.2 Microsoft Business Overview
11.2.3 Microsoft Virtual Reality (VR) in Gaming Introduction
11.2.4 Microsoft Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.2.5 Microsoft Recent Development
11.3 Nintendo
11.3.1 Nintendo Company Details
11.3.2 Nintendo Business Overview
11.3.3 Nintendo Virtual Reality (VR) in Gaming Introduction
11.3.4 Nintendo Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.3.5 Nintendo Recent Development
11.4 Linden Labs
11.4.1 Linden Labs Company Details
11.4.2 Linden Labs Business Overview
11.4.3 Linden Labs Virtual Reality (VR) in Gaming Introduction
11.4.4 Linden Labs Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.4.5 Linden Labs Recent Development
11.5 Electronic Arts
11.5.1 Electronic Arts Company Details
11.5.2 Electronic Arts Business Overview
11.5.3 Electronic Arts Virtual Reality (VR) in Gaming Introduction
11.5.4 Electronic Arts Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.5.5 Electronic Arts Recent Development
11.6 Facebook
11.6.1 Facebook Company Details
11.6.2 Facebook Business Overview
11.6.3 Facebook Virtual Reality (VR) in Gaming Introduction
11.6.4 Facebook Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.6.5 Facebook Recent Development
11.7 Samsung Electronics
11.7.1 Samsung Electronics Company Details
11.7.2 Samsung Electronics Business Overview
11.7.3 Samsung Electronics Virtual Reality (VR) in Gaming Introduction
11.7.4 Samsung Electronics Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.7.5 Samsung Electronics Recent Development
11.8 Google
11.8.1 Google Company Details
11.8.2 Google Business Overview
11.8.3 Google Virtual Reality (VR) in Gaming Introduction
11.8.4 Google Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.8.5 Google Recent Development
11.9 HTC
11.9.1 HTC Company Details
11.9.2 HTC Business Overview
11.9.3 HTC Virtual Reality (VR) in Gaming Introduction
11.9.4 HTC Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.9.5 HTC Recent Development
11.10 Virtuix Omni
11.10.1 Virtuix Omni Company Details
11.10.2 Virtuix Omni Business Overview
11.10.3 Virtuix Omni Virtual Reality (VR) in Gaming Introduction
11.10.4 Virtuix Omni Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.10.5 Virtuix Omni Recent Development
11.11 Leap Motion
11.11.1 Leap Motion Company Details
11.11.2 Leap Motion Business Overview
11.11.3 Leap Motion Virtual Reality (VR) in Gaming Introduction
11.11.4 Leap Motion Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.11.5 Leap Motion Recent Development
11.12 Telsa Studios
11.12.1 Telsa Studios Company Details
11.12.2 Telsa Studios Business Overview
11.12.3 Telsa Studios Virtual Reality (VR) in Gaming Introduction
11.12.4 Telsa Studios Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.12.5 Telsa Studios Recent Development
11.13 Qualcomm
11.13.1 Qualcomm Company Details
11.13.2 Qualcomm Business Overview
11.13.3 Qualcomm Virtual Reality (VR) in Gaming Introduction
11.13.4 Qualcomm Revenue in Virtual Reality (VR) in Gaming Business (2020-2025)
11.13.5 Qualcomm Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.1.1 Research Programs/Design
13.1.1.2 Market Size Estimation
13.1.1.3 Market Breakdown and Data Triangulation
13.1.2 Data Source
13.1.2.1 Secondary Sources
13.1.2.2 Primary Sources
13.2 Author Details
13.3 Disclaimer
List of Tables
 Table 1. Global Virtual Reality (VR) in Gaming Market Size Growth Rate by Type (US$ Million): 2020 VS 2024 VS 2031
 Table 2. Key Players of Adventure Games
 Table 3. Key Players of Action Games
 Table 4. Key Players of Racing Games
 Table 5. Key Players of Role-Playing Games
 Table 6. Key Players of Others
 Table 7. Global Virtual Reality (VR) in Gaming Market Size Growth by Application (US$ Million): 2020 VS 2024 VS 2031
 Table 8. Global Virtual Reality (VR) in Gaming Market Size by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 9. Global Virtual Reality (VR) in Gaming Market Size by Region (2020-2025) & (US$ Million)
 Table 10. Global Virtual Reality (VR) in Gaming Market Share by Region (2020-2025)
 Table 11. Global Virtual Reality (VR) in Gaming Forecasted Market Size by Region (2026-2031) & (US$ Million)
 Table 12. Global Virtual Reality (VR) in Gaming Market Share by Region (2026-2031)
 Table 13. Virtual Reality (VR) in Gaming Market Trends
 Table 14. Virtual Reality (VR) in Gaming Market Drivers
 Table 15. Virtual Reality (VR) in Gaming Market Challenges
 Table 16. Virtual Reality (VR) in Gaming Market Restraints
 Table 17. Global Virtual Reality (VR) in Gaming Revenue by Players (2020-2025) & (US$ Million)
 Table 18. Global Virtual Reality (VR) in Gaming Market Share by Players (2020-2025)
 Table 19. Global Top Virtual Reality (VR) in Gaming Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Reality (VR) in Gaming as of 2024)
 Table 20. Ranking of Global Top Virtual Reality (VR) in Gaming Companies by Revenue (US$ Million) in 2024
 Table 21. Global 5 Largest Players Market Share by Virtual Reality (VR) in Gaming Revenue (CR5 and HHI) & (2020-2025)
 Table 22. Global Key Players of Virtual Reality (VR) in Gaming, Headquarters and Area Served
 Table 23. Global Key Players of Virtual Reality (VR) in Gaming, Product and Application
 Table 24. Global Key Players of Virtual Reality (VR) in Gaming, Date of Enter into This Industry
 Table 25. Mergers & Acquisitions, Expansion Plans
 Table 26. Global Virtual Reality (VR) in Gaming Market Size by Type (2020-2025) & (US$ Million)
 Table 27. Global Virtual Reality (VR) in Gaming Revenue Market Share by Type (2020-2025)
 Table 28. Global Virtual Reality (VR) in Gaming Forecasted Market Size by Type (2026-2031) & (US$ Million)
 Table 29. Global Virtual Reality (VR) in Gaming Revenue Market Share by Type (2026-2031)
 Table 30. Global Virtual Reality (VR) in Gaming Market Size by Application (2020-2025) & (US$ Million)
 Table 31. Global Virtual Reality (VR) in Gaming Revenue Market Share by Application (2020-2025)
 Table 32. Global Virtual Reality (VR) in Gaming Forecasted Market Size by Application (2026-2031) & (US$ Million)
 Table 33. Global Virtual Reality (VR) in Gaming Revenue Market Share by Application (2026-2031)
 Table 34. North America Virtual Reality (VR) in Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 35. North America Virtual Reality (VR) in Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 36. North America Virtual Reality (VR) in Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 37. Europe Virtual Reality (VR) in Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 38. Europe Virtual Reality (VR) in Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 39. Europe Virtual Reality (VR) in Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 40. Asia-Pacific Virtual Reality (VR) in Gaming Market Size Growth Rate by Region (US$ Million): 2020 VS 2024 VS 2031
 Table 41. Asia-Pacific Virtual Reality (VR) in Gaming Market Size by Region (2020-2025) & (US$ Million)
 Table 42. Asia-Pacific Virtual Reality (VR) in Gaming Market Size by Region (2026-2031) & (US$ Million)
 Table 43. Latin America Virtual Reality (VR) in Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 44. Latin America Virtual Reality (VR) in Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 45. Latin America Virtual Reality (VR) in Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 46. Middle East & Africa Virtual Reality (VR) in Gaming Market Size Growth Rate by Country (US$ Million): 2020 VS 2024 VS 2031
 Table 47. Middle East & Africa Virtual Reality (VR) in Gaming Market Size by Country (2020-2025) & (US$ Million)
 Table 48. Middle East & Africa Virtual Reality (VR) in Gaming Market Size by Country (2026-2031) & (US$ Million)
 Table 49. Sony Company Details
 Table 50. Sony Business Overview
 Table 51. Sony Virtual Reality (VR) in Gaming Product
 Table 52. Sony Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 53. Sony Recent Development
 Table 54. Microsoft Company Details
 Table 55. Microsoft Business Overview
 Table 56. Microsoft Virtual Reality (VR) in Gaming Product
 Table 57. Microsoft Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 58. Microsoft Recent Development
 Table 59. Nintendo Company Details
 Table 60. Nintendo Business Overview
 Table 61. Nintendo Virtual Reality (VR) in Gaming Product
 Table 62. Nintendo Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 63. Nintendo Recent Development
 Table 64. Linden Labs Company Details
 Table 65. Linden Labs Business Overview
 Table 66. Linden Labs Virtual Reality (VR) in Gaming Product
 Table 67. Linden Labs Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 68. Linden Labs Recent Development
 Table 69. Electronic Arts Company Details
 Table 70. Electronic Arts Business Overview
 Table 71. Electronic Arts Virtual Reality (VR) in Gaming Product
 Table 72. Electronic Arts Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 73. Electronic Arts Recent Development
 Table 74. Facebook Company Details
 Table 75. Facebook Business Overview
 Table 76. Facebook Virtual Reality (VR) in Gaming Product
 Table 77. Facebook Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 78. Facebook Recent Development
 Table 79. Samsung Electronics Company Details
 Table 80. Samsung Electronics Business Overview
 Table 81. Samsung Electronics Virtual Reality (VR) in Gaming Product
 Table 82. Samsung Electronics Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 83. Samsung Electronics Recent Development
 Table 84. Google Company Details
 Table 85. Google Business Overview
 Table 86. Google Virtual Reality (VR) in Gaming Product
 Table 87. Google Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 88. Google Recent Development
 Table 89. HTC Company Details
 Table 90. HTC Business Overview
 Table 91. HTC Virtual Reality (VR) in Gaming Product
 Table 92. HTC Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 93. HTC Recent Development
 Table 94. Virtuix Omni Company Details
 Table 95. Virtuix Omni Business Overview
 Table 96. Virtuix Omni Virtual Reality (VR) in Gaming Product
 Table 97. Virtuix Omni Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 98. Virtuix Omni Recent Development
 Table 99. Leap Motion Company Details
 Table 100. Leap Motion Business Overview
 Table 101. Leap Motion Virtual Reality (VR) in Gaming Product
 Table 102. Leap Motion Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 103. Leap Motion Recent Development
 Table 104. Telsa Studios Company Details
 Table 105. Telsa Studios Business Overview
 Table 106. Telsa Studios Virtual Reality (VR) in Gaming Product
 Table 107. Telsa Studios Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 108. Telsa Studios Recent Development
 Table 109. Qualcomm Company Details
 Table 110. Qualcomm Business Overview
 Table 111. Qualcomm Virtual Reality (VR) in Gaming Product
 Table 112. Qualcomm Revenue in Virtual Reality (VR) in Gaming Business (2020-2025) & (US$ Million)
 Table 113. Qualcomm Recent Development
 Table 114. Research Programs/Design for This Report
 Table 115. Key Data Information from Secondary Sources
 Table 116. Key Data Information from Primary Sources
 Table 117. Authors List of This Report


List of Figures
 Figure 1. Virtual Reality (VR) in Gaming Picture
 Figure 2. Global Virtual Reality (VR) in Gaming Market Size Comparison by Type (2020-2031) & (US$ Million)
 Figure 3. Global Virtual Reality (VR) in Gaming Market Share by Type: 2024 VS 2031
 Figure 4. Adventure Games Features
 Figure 5. Action Games Features
 Figure 6. Racing Games Features
 Figure 7. Role-Playing Games Features
 Figure 8. Others Features
 Figure 9. Global Virtual Reality (VR) in Gaming Market Size by Application (2020-2031) & (US$ Million)
 Figure 10. Global Virtual Reality (VR) in Gaming Market Share by Application: 2024 VS 2031
 Figure 11. Private Case Studies
 Figure 12. Commerce Case Studies
 Figure 13. Others Case Studies
 Figure 14. Virtual Reality (VR) in Gaming Report Years Considered
 Figure 15. Global Virtual Reality (VR) in Gaming Market Size (US$ Million), Year-over-Year: 2020-2031
 Figure 16. Global Virtual Reality (VR) in Gaming Market Size, (US$ Million), 2020 VS 2024 VS 2031
 Figure 17. Global Virtual Reality (VR) in Gaming Market Share by Region: 2024 VS 2031
 Figure 18. Global Virtual Reality (VR) in Gaming Market Share by Players in 2024
 Figure 19. Global Top Virtual Reality (VR) in Gaming Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Virtual Reality (VR) in Gaming as of 2024)
 Figure 20. The Top 10 and 5 Players Market Share by Virtual Reality (VR) in Gaming Revenue in 2024
 Figure 21. North America Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 22. North America Virtual Reality (VR) in Gaming Market Share by Country (2020-2031)
 Figure 23. United States Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 24. Canada Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 25. Europe Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 26. Europe Virtual Reality (VR) in Gaming Market Share by Country (2020-2031)
 Figure 27. Germany Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 28. France Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 29. U.K. Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 30. Italy Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 31. Russia Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 32. Nordic Countries Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 33. Asia-Pacific Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 34. Asia-Pacific Virtual Reality (VR) in Gaming Market Share by Region (2020-2031)
 Figure 35. China Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 36. Japan Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 37. South Korea Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 38. Southeast Asia Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 39. India Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 40. Australia Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 41. Latin America Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 42. Latin America Virtual Reality (VR) in Gaming Market Share by Country (2020-2031)
 Figure 43. Mexico Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 44. Brazil Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 45. Middle East & Africa Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 46. Middle East & Africa Virtual Reality (VR) in Gaming Market Share by Country (2020-2031)
 Figure 47. Turkey Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 48. Saudi Arabia Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 49. UAE Virtual Reality (VR) in Gaming Market Size YoY Growth (2020-2031) & (US$ Million)
 Figure 50. Sony Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 51. Microsoft Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 52. Nintendo Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 53. Linden Labs Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 54. Electronic Arts Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 55. Facebook Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 56. Samsung Electronics Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 57. Google Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 58. HTC Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 59. Virtuix Omni Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 60. Leap Motion Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 61. Telsa Studios Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 62. Qualcomm Revenue Growth Rate in Virtual Reality (VR) in Gaming Business (2020-2025)
 Figure 63. Bottom-up and Top-down Approaches for This Report
 Figure 64. Data Triangulation
 Figure 65. Key Executives Interviewed
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