Global Virtual Reality in Gaming Market Outlook 2017-2022 Industry Analysis, Opportunities, Segmentation and Forecast

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    This report studies the global Virtual Reality in Gaming market, analyzes and researches the Virtual Reality in Gaming development status and forecast in United States, EU, Japan, China, India and Southeast Asia. This report focuses on the top players in global market, like
        Electronic Arts Inc
        Nintendo Co. Ltd
        Linden Lab Inc
        Sony Corporation
        Microsoft Corporation
        Samsung Electronics Co. Ltd
        Google Inc
        HTC Corporation
        Facebook/Oculus VR
        Virtuix Omni
        Activision Publishing Inc
        Qualcomm Incorporated
        Sega Corporation
        Oculus VR
        EON Reality Inc
        Avatar Reality Inc
        Kaneva LLC
        Sixense Entertainment, Inc
    Market segment by Regions/Countries, this report covers
        United States
        EU
        Japan
        China
        India
        Southeast Asia
    Market segment by Type, the product can be split into
        Gaming Hardware
        Gaming Software
    Market segment by Application, Virtual Reality in Gaming can be split into
        Gaming Console
        Desktop
        Smartphone
        Other
    If you have any special requirements, please let us know and we will offer you the report as you want.
  • Global Virtual Reality in Gaming Market Size, Status and Forecast 2022
    1 Industry Overview of Virtual Reality in Gaming
        1.1  Virtual Reality in Gaming Market Overview
            1.1.1 Virtual Reality in Gaming Product Scope
            1.1.2 Market Status and Outlook
        1.2 Global Virtual Reality in Gaming Market Size and Analysis by Regions
            1.2.1 United States
            1.2.2 EU
            1.2.3 Japan
            1.2.4 China
            1.2.5 India
            1.2.6 Southeast Asia
        1.3 Virtual Reality in Gaming Market by Type
            1.3.1 Gaming Hardware
            1.3.2 Gaming Software
        1.4 Virtual Reality in Gaming Market by End Users/Application
            1.4.1 Gaming Console
            1.4.2 Desktop
            1.4.3 Smartphone
            1.4.4 Other
    2 Global Virtual Reality in Gaming Competition Analysis by Players
        2.1 Virtual Reality in Gaming Market Size (Value) by Players (2016 and 2017)
        2.2 Competitive Status and Trend
            2.2.1 Market Concentration Rate
            2.2.2 Product/Service Differences
            2.2.3 New Entrants
            2.2.4 The Technology Trends in Future
    3 Company (Top Players) Profiles
        3.1 Electronic Arts Inc
            3.1.1 Company Profile
            3.1.2 Main Business/Business Overview
            3.1.3 Products, Services and Solutions
            3.1.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
            3.1.5 Recent Developments
        3.2 Nintendo Co. Ltd
            3.2.1 Company Profile
            3.2.2 Main Business/Business Overview
            3.2.3 Products, Services and Solutions
            3.2.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
            3.2.5 Recent Developments
        3.3 Linden Lab Inc
            3.3.1 Company Profile
            3.3.2 Main Business/Business Overview
            3.3.3 Products, Services and Solutions
            3.3.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
            3.3.5 Recent Developments
        3.4 Sony Corporation
            3.4.1 Company Profile
            3.4.2 Main Business/Business Overview
            3.4.3 Products, Services and Solutions
            3.4.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
            3.4.5 Recent Developments
        3.5 Microsoft Corporation
            3.5.1 Company Profile
            3.5.2 Main Business/Business Overview
            3.5.3 Products, Services and Solutions
            3.5.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
            3.5.5 Recent Developments
        3.6 Samsung Electronics Co. Ltd
            3.6.1 Company Profile
            3.6.2 Main Business/Business Overview
            3.6.3 Products, Services and Solutions
            3.6.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
            3.6.5 Recent Developments
        3.7 Google Inc
            3.7.1 Company Profile
            3.7.2 Main Business/Business Overview
            3.7.3 Products, Services and Solutions
            3.7.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
            3.7.5 Recent Developments
        3.8 HTC Corporation
            3.8.1 Company Profile
            3.8.2 Main Business/Business Overview
            3.8.3 Products, Services and Solutions
            3.8.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
            3.8.5 Recent Developments
        3.9 Facebook/Oculus VR
            3.9.1 Company Profile
            3.9.2 Main Business/Business Overview
            3.9.3 Products, Services and Solutions
            3.9.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
            3.9.5 Recent Developments
        3.10 Virtuix Omni
            3.10.1 Company Profile
            3.10.2 Main Business/Business Overview
            3.10.3 Products, Services and Solutions
            3.10.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
            3.10.5 Recent Developments
        3.11 Activision Publishing Inc
        3.12 Qualcomm Incorporated
        3.13 Sega Corporation
        3.14 Oculus VR
        3.15 EON Reality Inc
        3.16 Avatar Reality Inc
        3.17 Kaneva LLC
        3.18 Sixense Entertainment, Inc
    4 Global Virtual Reality in Gaming Market Size by Type and Application (2012-2017)
        4.1 Global Virtual Reality in Gaming Market Size by Type (2012-2017)
        4.2 Global Virtual Reality in Gaming Market Size by Application (2012-2017)
        4.3 Potential Application of Virtual Reality in Gaming in Future
        4.4 Top Consumer/End Users of Virtual Reality in Gaming
    5 United States Virtual Reality in Gaming Development Status and Outlook
        5.1 United States Virtual Reality in Gaming Market Size (2012-2017)
        5.2 United States Virtual Reality in Gaming Market Size and Market Share by Players (2016 and 2017)
    6 EU Virtual Reality in Gaming Development Status and Outlook
        6.1 EU Virtual Reality in Gaming Market Size (2012-2017)
        6.2 EU Virtual Reality in Gaming Market Size and Market Share by Players (2016 and 2017)
    7 Japan Virtual Reality in Gaming Development Status and Outlook
        7.1 Japan Virtual Reality in Gaming Market Size (2012-2017)
        7.2 Japan Virtual Reality in Gaming Market Size and Market Share by Players (2016 and 2017)
    8 China Virtual Reality in Gaming Development Status and Outlook
        8.1 China Virtual Reality in Gaming Market Size (2012-2017)
        8.2 China Virtual Reality in Gaming Market Size and Market Share by Players (2016 and 2017)
    9 India Virtual Reality in Gaming Development Status and Outlook
        9.1 India Virtual Reality in Gaming Market Size (2012-2017)
        9.2 India Virtual Reality in Gaming Market Size and Market Share by Players (2016 and 2017)
    10 Southeast Asia Virtual Reality in Gaming Development Status and Outlook
        10.1 Southeast Asia Virtual Reality in Gaming Market Size (2012-2017)
        10.2 Southeast Asia Virtual Reality in Gaming Market Size and Market Share by Players (2016 and 2017)
    11 Market Forecast by Regions, Type and Application (2017-2022)
        11.1 Global Virtual Reality in Gaming Market Size (Value) by Regions (2017-2022)
            11.1.1 United States Virtual Reality in Gaming Revenue and Growth Rate (2017-2022)
            11.1.2 EU Virtual Reality in Gaming Revenue and Growth Rate (2017-2022)
            11.1.3 Japan Virtual Reality in Gaming Revenue and Growth Rate (2017-2022)
            11.1.4 China Virtual Reality in Gaming Revenue and Growth Rate (2017-2022)
            11.1.5 India Virtual Reality in Gaming Revenue and Growth Rate (2017-2022)
            11.1.6 Southeast Asia Virtual Reality in Gaming Revenue and Growth Rate (2017-2022)
        11.2 Global Virtual Reality in Gaming Market Size (Value) by Type (2017-2022)
        11.3 Global Virtual Reality in Gaming Market Size by Application (2017-2022)
    12 Virtual Reality in Gaming Market Dynamics
        12.1 Virtual Reality in Gaming Market Opportunities
        12.2 Virtual Reality in Gaming Challenge and Risk
            12.2.1 Competition from Opponents
            12.2.2 Downside Risks of Economy
        12.3 Virtual Reality in Gaming Market Constraints and Threat
            12.3.1 Threat from Substitute
            12.3.2 Government Policy
            12.3.3 Technology Risks
        12.4 Virtual Reality in Gaming Market Driving Force
            12.4.1 Growing Demand from Emerging Markets
            12.4.2 Potential Application
    13 Market Effect Factors Analysis
        13.1 Technology Progress/Risk
            13.1.1 Substitutes
            13.1.2 Technology Progress in Related Industry
        13.2 Consumer Needs Trend/Customer Preference
        13.3 External Environmental Change
            13.3.1 Economic Fluctuations
            13.3.2 Other Risk Factors
    14 Research Finding/Conclusion
    15 Appendix
        Methodology
        Analyst Introduction
        Data Source