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Global Virtual Gaming Market 2023 by Company, Regions, Type and Application, Forecast to 2029

Report ID: GIR2212280043 | Category: Service & Software | Pages: 123 | Format: PDF | Published Date: February 07,2023


Table of Contents

1 Market Overview
    1.1 Product Overview and Scope of Virtual Gaming
    1.2 Market Estimation Caveats and Base Year
    1.3 Classification of Virtual Gaming by Type
        1.3.1 Overview: Global Virtual Gaming Market Size by Type: 2018 Versus 2022 Versus 2029
        1.3.2 Global Virtual Gaming Consumption Value Market Share by Type in 2022
        1.3.3 Hardware
        1.3.4 Software
    1.4 Global Virtual Gaming Market by Application
        1.4.1 Overview: Global Virtual Gaming Market Size by Application: 2018 Versus 2022 Versus 2029
        1.4.2 Gaming Console
        1.4.3 Desktop
        1.4.4 Smartphone
    1.5 Global Virtual Gaming Market Size & Forecast
    1.6 Global Virtual Gaming Market Size and Forecast by Region
        1.6.1 Global Virtual Gaming Market Size by Region: 2018 VS 2022 VS 2029
        1.6.2 Global Virtual Gaming Market Size by Region, (2018-2029)
        1.6.3 North America Virtual Gaming Market Size and Prospect (2018-2029)
        1.6.4 Europe Virtual Gaming Market Size and Prospect (2018-2029)
        1.6.5 Asia-Pacific Virtual Gaming Market Size and Prospect (2018-2029)
        1.6.6 South America Virtual Gaming Market Size and Prospect (2018-2029)
        1.6.7 Middle East and Africa Virtual Gaming Market Size and Prospect (2018-2029)
2 Company Profiles
    2.1 Microsoft
        2.1.1 Microsoft Details
        2.1.2 Microsoft Major Business
        2.1.3 Microsoft Virtual Gaming Product and Solutions
        2.1.4 Microsoft Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.1.5 Microsoft Recent Developments and Future Plans
    2.2 Sony
        2.2.1 Sony Details
        2.2.2 Sony Major Business
        2.2.3 Sony Virtual Gaming Product and Solutions
        2.2.4 Sony Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.2.5 Sony Recent Developments and Future Plans
    2.3 Nintendo
        2.3.1 Nintendo Details
        2.3.2 Nintendo Major Business
        2.3.3 Nintendo Virtual Gaming Product and Solutions
        2.3.4 Nintendo Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.3.5 Nintendo Recent Developments and Future Plans
    2.4 Linden Labs
        2.4.1 Linden Labs Details
        2.4.2 Linden Labs Major Business
        2.4.3 Linden Labs Virtual Gaming Product and Solutions
        2.4.4 Linden Labs Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.4.5 Linden Labs Recent Developments and Future Plans
    2.5 Electronic Arts
        2.5.1 Electronic Arts Details
        2.5.2 Electronic Arts Major Business
        2.5.3 Electronic Arts Virtual Gaming Product and Solutions
        2.5.4 Electronic Arts Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.5.5 Electronic Arts Recent Developments and Future Plans
    2.6 Meta
        2.6.1 Meta Details
        2.6.2 Meta Major Business
        2.6.3 Meta Virtual Gaming Product and Solutions
        2.6.4 Meta Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.6.5 Meta Recent Developments and Future Plans
    2.7 Samsung Electronics
        2.7.1 Samsung Electronics Details
        2.7.2 Samsung Electronics Major Business
        2.7.3 Samsung Electronics Virtual Gaming Product and Solutions
        2.7.4 Samsung Electronics Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.7.5 Samsung Electronics Recent Developments and Future Plans
    2.8 Google
        2.8.1 Google Details
        2.8.2 Google Major Business
        2.8.3 Google Virtual Gaming Product and Solutions
        2.8.4 Google Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.8.5 Google Recent Developments and Future Plans
    2.9 HTC Corporation
        2.9.1 HTC Corporation Details
        2.9.2 HTC Corporation Major Business
        2.9.3 HTC Corporation Virtual Gaming Product and Solutions
        2.9.4 HTC Corporation Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.9.5 HTC Corporation Recent Developments and Future Plans
    2.10 Virtuix 
        2.10.1 Virtuix Details
        2.10.2 Virtuix Major Business
        2.10.3 Virtuix Virtual Gaming Product and Solutions
        2.10.4 Virtuix Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.10.5 Virtuix Recent Developments and Future Plans
    2.11 Leap Motion
        2.11.1 Leap Motion Details
        2.11.2 Leap Motion Major Business
        2.11.3 Leap Motion Virtual Gaming Product and Solutions
        2.11.4 Leap Motion Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.11.5 Leap Motion Recent Developments and Future Plans
    2.12 Telsa Studios
        2.12.1 Telsa Studios Details
        2.12.2 Telsa Studios Major Business
        2.12.3 Telsa Studios Virtual Gaming Product and Solutions
        2.12.4 Telsa Studios Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.12.5 Telsa Studios Recent Developments and Future Plans
    2.13 Qualcomm
        2.13.1 Qualcomm Details
        2.13.2 Qualcomm Major Business
        2.13.3 Qualcomm Virtual Gaming Product and Solutions
        2.13.4 Qualcomm Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.13.5 Qualcomm Recent Developments and Future Plans
    2.14 VirZoom
        2.14.1 VirZoom Details
        2.14.2 VirZoom Major Business
        2.14.3 VirZoom Virtual Gaming Product and Solutions
        2.14.4 VirZoom Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.14.5 VirZoom Recent Developments and Future Plans
    2.15 Lucid VR
        2.15.1 Lucid VR Details
        2.15.2 Lucid VR Major Business
        2.15.3 Lucid VR Virtual Gaming Product and Solutions
        2.15.4 Lucid VR Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.15.5 Lucid VR Recent Developments and Future Plans
    2.16 ZEISS International
        2.16.1 ZEISS International Details
        2.16.2 ZEISS International Major Business
        2.16.3 ZEISS International Virtual Gaming Product and Solutions
        2.16.4 ZEISS International Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.16.5 ZEISS International Recent Developments and Future Plans
    2.17 Razer
        2.17.1 Razer Details
        2.17.2 Razer Major Business
        2.17.3 Razer Virtual Gaming Product and Solutions
        2.17.4 Razer Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.17.5 Razer Recent Developments and Future Plans
    2.18 FOVE
        2.18.1 FOVE Details
        2.18.2 FOVE Major Business
        2.18.3 FOVE Virtual Gaming Product and Solutions
        2.18.4 FOVE Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.18.5 FOVE Recent Developments and Future Plans
    2.19 Oculus VR
        2.19.1 Oculus VR Details
        2.19.2 Oculus VR Major Business
        2.19.3 Oculus VR Virtual Gaming Product and Solutions
        2.19.4 Oculus VR Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.19.5 Oculus VR Recent Developments and Future Plans
    2.20 Activision Blizzard
        2.20.1 Activision Blizzard Details
        2.20.2 Activision Blizzard Major Business
        2.20.3 Activision Blizzard Virtual Gaming Product and Solutions
        2.20.4 Activision Blizzard Virtual Gaming Revenue, Gross Margin and Market Share (2018-2023)
        2.20.5 Activision Blizzard Recent Developments and Future Plans
3 Market Competition, by Players
    3.1 Global Virtual Gaming Revenue and Share by Players (2018-2023)
    3.2 Market Share Analysis (2022)
        3.2.1 Market Share of Virtual Gaming by Company Revenue
        3.2.2 Top 3 Virtual Gaming Players Market Share in 2022
        3.2.3 Top 6 Virtual Gaming Players Market Share in 2022
    3.3 Virtual Gaming Market: Overall Company Footprint Analysis
        3.3.1 Virtual Gaming Market: Region Footprint
        3.3.2 Virtual Gaming Market: Company Product Type Footprint
        3.3.3 Virtual Gaming Market: Company Product Application Footprint
    3.4 New Market Entrants and Barriers to Market Entry
    3.5 Mergers, Acquisition, Agreements, and Collaborations
4 Market Size Segment by Type
    4.1 Global Virtual Gaming Consumption Value and Market Share by Type (2018-2023)
    4.2 Global Virtual Gaming Market Forecast by Type (2024-2029)
5 Market Size Segment by Application
    5.1 Global Virtual Gaming Consumption Value Market Share by Application (2018-2023)
    5.2 Global Virtual Gaming Market Forecast by Application (2024-2029)
6 North America
    6.1 North America Virtual Gaming Consumption Value by Type (2018-2029)
    6.2 North America Virtual Gaming Consumption Value by Application (2018-2029)
    6.3 North America Virtual Gaming Market Size by Country
        6.3.1 North America Virtual Gaming Consumption Value by Country (2018-2029)
        6.3.2 United States Virtual Gaming Market Size and Forecast (2018-2029)
        6.3.3 Canada Virtual Gaming Market Size and Forecast (2018-2029)
        6.3.4 Mexico Virtual Gaming Market Size and Forecast (2018-2029)
7 Europe
    7.1 Europe Virtual Gaming Consumption Value by Type (2018-2029)
    7.2 Europe Virtual Gaming Consumption Value by Application (2018-2029)
    7.3 Europe Virtual Gaming Market Size by Country
        7.3.1 Europe Virtual Gaming Consumption Value by Country (2018-2029)
        7.3.2 Germany Virtual Gaming Market Size and Forecast (2018-2029)
        7.3.3 France Virtual Gaming Market Size and Forecast (2018-2029)
        7.3.4 United Kingdom Virtual Gaming Market Size and Forecast (2018-2029)
        7.3.5 Russia Virtual Gaming Market Size and Forecast (2018-2029)
        7.3.6 Italy Virtual Gaming Market Size and Forecast (2018-2029)
8 Asia-Pacific
    8.1 Asia-Pacific Virtual Gaming Consumption Value by Type (2018-2029)
    8.2 Asia-Pacific Virtual Gaming Consumption Value by Application (2018-2029)
    8.3 Asia-Pacific Virtual Gaming Market Size by Region
        8.3.1 Asia-Pacific Virtual Gaming Consumption Value by Region (2018-2029)
        8.3.2 China Virtual Gaming Market Size and Forecast (2018-2029)
        8.3.3 Japan Virtual Gaming Market Size and Forecast (2018-2029)
        8.3.4 South Korea Virtual Gaming Market Size and Forecast (2018-2029)
        8.3.5 India Virtual Gaming Market Size and Forecast (2018-2029)
        8.3.6 Southeast Asia Virtual Gaming Market Size and Forecast (2018-2029)
        8.3.7 Australia Virtual Gaming Market Size and Forecast (2018-2029)
9 South America
    9.1 South America Virtual Gaming Consumption Value by Type (2018-2029)
    9.2 South America Virtual Gaming Consumption Value by Application (2018-2029)
    9.3 South America Virtual Gaming Market Size by Country
        9.3.1 South America Virtual Gaming Consumption Value by Country (2018-2029)
        9.3.2 Brazil Virtual Gaming Market Size and Forecast (2018-2029)
        9.3.3 Argentina Virtual Gaming Market Size and Forecast (2018-2029)
10 Middle East & Africa
    10.1 Middle East & Africa Virtual Gaming Consumption Value by Type (2018-2029)
    10.2 Middle East & Africa Virtual Gaming Consumption Value by Application (2018-2029)
    10.3 Middle East & Africa Virtual Gaming Market Size by Country
        10.3.1 Middle East & Africa Virtual Gaming Consumption Value by Country (2018-2029)
        10.3.2 Turkey Virtual Gaming Market Size and Forecast (2018-2029)
        10.3.3 Saudi Arabia Virtual Gaming Market Size and Forecast (2018-2029)
        10.3.4 UAE Virtual Gaming Market Size and Forecast (2018-2029)
11 Market Dynamics
    11.1 Virtual Gaming Market Drivers
    11.2 Virtual Gaming Market Restraints
    11.3 Virtual Gaming Trends Analysis
    11.4 Porters Five Forces Analysis
        11.4.1 Threat of New Entrants
        11.4.2 Bargaining Power of Suppliers
        11.4.3 Bargaining Power of Buyers
        11.4.4 Threat of Substitutes
        11.4.5 Competitive Rivalry
    11.5 Influence of COVID-19 and Russia-Ukraine War
        11.5.1 Influence of COVID-19
        11.5.2 Influence of Russia-Ukraine War
12 Industry Chain Analysis
    12.1 Virtual Gaming Industry Chain
    12.2 Virtual Gaming Upstream Analysis
    12.3 Virtual Gaming Midstream Analysis
    12.4 Virtual Gaming Downstream Analysis
13 Research Findings and Conclusion
14 Appendix
    14.1 Methodology
    14.2 Research Process and Data Source
    14.3 Disclaimer

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