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