世界のゲーム用VR市場予測 2020年-2025年

【英語タイトル】Global Virtual Reality for Game Market Growth 2020-2025

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「ゲーム用VRの世界市場」は、地域的には米州、アジア、欧州、中東・アフリカ市場をカバーしており、種類別には、拡張現実、複合現実など、用途別には、自動車・航空宇宙、機器、石油・ガス、一般産業、その他などに区分してまとめた調査レポートです。ゲーム用VRのグローバル市場規模、主要地域・主要国別、種類別、用途別の市場予測、主要企業の概要・市場シェア・販売量、市場動向などの情報が含まれています。
・ゲーム用VRの世界市場概要(サマリー)
・ゲーム用VRの企業別販売量・売上
・ゲーム用VRの企業別市場シェア
・ゲーム用VRの世界市場規模 2015年-2020年:種類別(拡張現実、複合現実)
・ゲーム用VRの世界市場規模 2015年-2020年:用途別(自動車・航空宇宙、機器、石油・ガス、一般産業、その他)
・ゲーム用VRの米州市場規模(アメリカ、カナダ、メキシコなど)
・ゲーム用VRのアジア市場規模(日本、中国、韓国、インド、東南アジアなど)
・ゲーム用VRの欧州市場規模(ドイツ、フランス、イギリス、イタリア、ロシアなど)
・ゲーム用VRの中東・アフリカ市場(エジプト、南アフリカ、トルコ、GCC諸国など)
・ゲーム用VR市場の成長要因・課題・動向
・ゲーム用VRの世界市場予測 2021年-2025年
・ゲーム用VRの米州市場予測(アメリカ、カナダ、メキシコなど)
・ゲーム用VRのアジア市場予測(日本、中国、韓国、インド、東南アジアなど)
・ゲーム用VRの欧州市場予測(ドイツ、フランス、イギリス、イタリア、ロシアなど)
・ゲーム用VRの中東・アフリカ市場予測(エジプト、南アフリカ、トルコ、GCC諸国など)
・ゲーム用VRの世界市場予測:種類別(拡張現実、複合現実)
・ゲーム用VRの世界市場予測:用途別(自動車・航空宇宙、機器、石油・ガス、一般産業、その他)
・主要企業分析
【レポートの概要】

According to this study, over the next five years the Virtual Reality for Game market will register a xx%% CAGR in terms of revenue, the global market size will reach $ xx million by 2025, from $ xx million in 2019. In particular, this report presents the global market share (sales and revenue) of key companies in Virtual Reality for Game business, shared in Chapter 3.

This report presents a comprehensive overview, market shares, and growth opportunities of Virtual Reality for Game market by product type, application, key manufacturers and key regions and countries.

This study specially analyses the impact of Covid-19 outbreak on the Virtual Reality for Game, covering the supply chain analysis, impact assessment to the Virtual Reality for Game market size growth rate in several scenarios, and the measures to be undertaken by Virtual Reality for Game companies in response to the COVID-19 epidemic.

Segmentation by type: breakdown data from 2015 to 2020, in Section 2.3; and forecast to 2025 in section 11.7.
Augmented Reality
Mixed Reality

Segmentation by application: breakdown data from 2015 to 2020, in Section 2.4; and forecast to 2024 in section 11.8.
Household Application
Commercial Application

This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries

The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market. The key manufacturers covered in this report: Breakdown data in in Chapter 3.
Oculus VR
Wevr
Google
Unity
Microsoft
HTC Vive
WorldViz
Samsung
Snap Inc.
Magic Leap
Marxent Labs
Firsthand Technology
Prenav
Nvidia
Osterhout Design Group
NextVR

In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key manufacturers and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.

Research objectives
To study and analyze the global Virtual Reality for Game consumption (value & volume) by key regions/countries, type and application, history data from 2015 to 2019, and forecast to 2025.
To understand the structure of Virtual Reality for Game market by identifying its various subsegments.
Focuses on the key global Virtual Reality for Game manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Virtual Reality for Game with respect to individual growth trends, future prospects, and their contribution to the total market.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To project the consumption of Virtual Reality for Game submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.

【レポートの目次】

1 Scope of the Report
1.1 Market Introduction
1.2 Research Objectives
1.3 Years Considered
1.4 Market Research Methodology
1.5 Data Source
1.6 Economic Indicators
1.7 Currency Considered

2 Executive Summary
2.1 World Market Overview
2.1.1 Global Virtual Reality for Game Consumption 2015-2025
2.1.2 Virtual Reality for Game Consumption CAGR by Region
2.2 Virtual Reality for Game Segment by Type
2.2.1 Augmented Reality
2.2.2 Mixed Reality
2.3 Virtual Reality for Game Consumption by Type
2.3.1 Global Virtual Reality for Game Consumption Market Share by Type (2015-2020)
2.3.2 Global Virtual Reality for Game Revenue and Market Share by Type (2015-2020)
2.3.3 Global Virtual Reality for Game Sale Price by Type (2015-2020)
2.4 Virtual Reality for Game Segment by Application
2.4.1 Household Application
2.4.2 Commercial Application
2.5 Virtual Reality for Game Consumption by Application
2.5.1 Global Virtual Reality for Game Consumption Market Share by Type (2015-2020)
2.5.2 Global Virtual Reality for Game Value and Market Share by Type (2015-2020)
2.5.3 Global Virtual Reality for Game Sale Price by Type (2015-2020)

3 Global Virtual Reality for Game by Company
3.1 Global Virtual Reality for Game Sales Market Share by Company
3.1.1 Global Virtual Reality for Game Sales by Company (2018-2020)
3.1.2 Global Virtual Reality for Game Sales Market Share by Company (2018-2020)
3.2 Global Virtual Reality for Game Revenue Market Share by Company
3.2.1 Global Virtual Reality for Game Revenue by Company (2018-2020)
3.2.2 Global Virtual Reality for Game Revenue Market Share by Company (2018-2020)
3.3 Global Virtual Reality for Game Sale Price by Company
3.4 Global Virtual Reality for Game Manufacturing Base Distribution, Sales Area, Type by Company
3.4.1 Global Virtual Reality for Game Manufacturing Base Distribution and Sales Area by Company
3.4.2 Players Virtual Reality for Game Products Offered
3.5 Market Concentration Rate Analysis
3.5.1 Competition Landscape Analysis
3.5.2 Concentration Ratio (CR3, CR5 and CR10) (2018-2020)
3.6 New Products and Potential Entrants
3.7 Mergers & Acquisitions, Expansion

4 Virtual Reality for Game by Regions
4.1 Virtual Reality for Game by Regions
4.2 Americas Virtual Reality for Game Consumption Growth
4.3 APAC Virtual Reality for Game Consumption Growth
4.4 Europe Virtual Reality for Game Consumption Growth
4.5 Middle East & Africa Virtual Reality for Game Consumption Growth

5 Americas
5.1 Americas Virtual Reality for Game Consumption by Countries
5.1.1 Americas Virtual Reality for Game Consumption by Countries (2015-2020)
5.1.2 Americas Virtual Reality for Game Value by Countries (2015-2020)
5.2 Americas Virtual Reality for Game Consumption by Type
5.3 Americas Virtual Reality for Game Consumption by Application
5.4 United States
5.5 Canada
5.6 Mexico
5.7 Brazil
5.8 Key Economic Indicators of Few Americas Countries

6 APAC
6.1 APAC Virtual Reality for Game Consumption by Regions
6.1.1 APAC Virtual Reality for Game Consumption by Regions (2015-2020)
6.1.2 APAC Virtual Reality for Game Value by Regions (2015-2020)
6.2 APAC Virtual Reality for Game Consumption by Type
6.3 APAC Virtual Reality for Game Consumption by Application
6.4 China
6.5 Japan
6.6 Korea
6.7 Southeast Asia
6.8 India
6.9 Australia
6.10 Key Economic Indicators of Few APAC Regions

7 Europe
7.1 Europe Virtual Reality for Game by Countries
7.1.1 Europe Virtual Reality for Game Consumption by Countries (2015-2020)
7.1.2 Europe Virtual Reality for Game Value by Countries (2015-2020)
7.2 Europe Virtual Reality for Game Consumption by Type
7.3 Europe Virtual Reality for Game Consumption by Application
7.4 Germany
7.5 France
7.6 UK
7.7 Italy
7.8 Russia
7.9 Key Economic Indicators of Few Europe Countries

8 Middle East & Africa
8.1 Middle East & Africa Virtual Reality for Game by Countries
8.1.1 Middle East & Africa Virtual Reality for Game Consumption by Countries (2015-2020)
8.1.2 Middle East & Africa Virtual Reality for Game Value by Countries (2015-2020)
8.2 Middle East & Africa Virtual Reality for Game Consumption by Type
8.3 Middle East & Africa Virtual Reality for Game Consumption by Application
8.4 Egypt
8.5 South Africa
8.6 Israel
8.7 Turkey
8.8 GCC Countries

9 Market Drivers, Challenges and Trends
9.1 Market Drivers and Impact
9.1.1 Growing Demand from Key Regions
9.1.2 Growing Demand from Key Applications and Potential Industries
9.2 Market Challenges and Impact
9.3 Market Trends

10 Marketing, Distributors and Customer
10.1 Sales Channel
10.1.1 Direct Channels
10.1.2 Indirect Channels
10.2 Virtual Reality for Game Distributors
10.3 Virtual Reality for Game Customer

11 Global Virtual Reality for Game Market Forecast
11.1 Global Virtual Reality for Game Consumption Forecast (2021-2025)
11.2 Global Virtual Reality for Game Forecast by Regions
11.2.1 Global Virtual Reality for Game Forecast by Regions (2021-2025)
11.2.2 Global Virtual Reality for Game Value Forecast by Regions (2021-2025)
11.2.3 Americas Consumption Forecast
11.2.4 APAC Consumption Forecast
11.2.5 Europe Consumption Forecast
11.2.6 Middle East & Africa Consumption Forecast
11.3 Americas Forecast by Countries
11.3.1 United States Market Forecast
11.3.2 Canada Market Forecast
11.3.3 Mexico Market Forecast
11.3.4 Brazil Market Forecast
11.4 APAC Forecast by Countries
11.4.1 China Market Forecast
11.4.2 Japan Market Forecast
11.4.3 Korea Market Forecast
11.4.4 Southeast Asia Market Forecast
11.4.5 India Market Forecast
11.4.6 Australia Market Forecast
11.5 Europe Forecast by Countries
11.5.1 Germany Market Forecast
11.5.2 France Market Forecast
11.5.3 UK Market Forecast
11.5.4 Italy Market Forecast
11.5.5 Russia Market Forecast
11.6 Middle East & Africa Forecast by Countries
11.6.1 Egypt Market Forecast
11.6.2 South Africa Market Forecast
11.6.3 Israel Market Forecast
11.6.4 Turkey Market Forecast
11.6.5 GCC Countries Market Forecast
11.7 Global Virtual Reality for Game Forecast by Type
11.8 Global Virtual Reality for Game Forecast by Application

12 Key Players Analysis
12.1 Oculus VR
12.1.1 Company Information
12.1.2 Virtual Reality for Game Product Offered
12.1.3 Oculus VR Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.1.4 Main Business Overview
12.1.5 Oculus VR Latest Developments
12.2 Wevr
12.2.1 Company Information
12.2.2 Virtual Reality for Game Product Offered
12.2.3 Wevr Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.2.4 Main Business Overview
12.2.5 Wevr Latest Developments
12.3 Google
12.3.1 Company Information
12.3.2 Virtual Reality for Game Product Offered
12.3.3 Google Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.3.4 Main Business Overview
12.3.5 Google Latest Developments
12.4 Unity
12.4.1 Company Information
12.4.2 Virtual Reality for Game Product Offered
12.4.3 Unity Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.4.4 Main Business Overview
12.4.5 Unity Latest Developments
12.5 Microsoft
12.5.1 Company Information
12.5.2 Virtual Reality for Game Product Offered
12.5.3 Microsoft Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.5.4 Main Business Overview
12.5.5 Microsoft Latest Developments
12.6 HTC Vive
12.6.1 Company Information
12.6.2 Virtual Reality for Game Product Offered
12.6.3 HTC Vive Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.6.4 Main Business Overview
12.6.5 HTC Vive Latest Developments
12.7 WorldViz
12.7.1 Company Information
12.7.2 Virtual Reality for Game Product Offered
12.7.3 WorldViz Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.7.4 Main Business Overview
12.7.5 WorldViz Latest Developments
12.8 Samsung
12.8.1 Company Information
12.8.2 Virtual Reality for Game Product Offered
12.8.3 Samsung Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.8.4 Main Business Overview
12.8.5 Samsung Latest Developments
12.9 Snap Inc.
12.9.1 Company Information
12.9.2 Virtual Reality for Game Product Offered
12.9.3 Snap Inc. Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.9.4 Main Business Overview
12.9.5 Snap Inc. Latest Developments
12.10 Magic Leap
12.10.1 Company Information
12.10.2 Virtual Reality for Game Product Offered
12.10.3 Magic Leap Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.10.4 Main Business Overview
12.10.5 Magic Leap Latest Developments
12.11 Marxent Labs
12.11.1 Company Information
12.11.2 Virtual Reality for Game Product Offered
12.11.3 Marxent Labs Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.11.4 Main Business Overview
12.11.5 Marxent Labs Latest Developments
12.12 Firsthand Technology
12.12.1 Company Information
12.12.2 Virtual Reality for Game Product Offered
12.12.3 Firsthand Technology Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.12.4 Main Business Overview
12.12.5 Firsthand Technology Latest Developments
12.13 Prenav
12.13.1 Company Information
12.13.2 Virtual Reality for Game Product Offered
12.13.3 Prenav Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.13.4 Main Business Overview
12.13.5 Prenav Latest Developments
12.14 Nvidia
12.14.1 Company Information
12.14.2 Virtual Reality for Game Product Offered
12.14.3 Nvidia Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.14.4 Main Business Overview
12.14.5 Nvidia Latest Developments
12.15 Osterhout Design Group
12.15.1 Company Information
12.15.2 Virtual Reality for Game Product Offered
12.15.3 Osterhout Design Group Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.15.4 Main Business Overview
12.15.5 Osterhout Design Group Latest Developments
12.16 NextVR
12.16.1 Company Information
12.16.2 Virtual Reality for Game Product Offered
12.16.3 NextVR Virtual Reality for Game Sales, Revenue, Price and Gross Margin (2018-2020)
12.16.4 Main Business Overview
12.16.5 NextVR Latest Developments

13 Research Findings and Conclusion

List of Tables
Table 1. Research Methodology
Table 2. Data Source
Table 3. Virtual Reality for Game Consumption CAGR by Region 2015-2025 ($ Millions)
Table 4. Major Players of Augmented Reality
Table 5. Major Players of Mixed Reality
Table 6. Global Consumption Sales by Type (2015-2020)
Table 7. Global Virtual Reality for Game Consumption Market Share by Type (2015-2020)
Table 8. Global Virtual Reality for Game Revenue by Type (2015-2020) ($ million)
Table 9. Global Virtual Reality for Game Value Market Share by Type (2015-2020) ($ Millions)
Table 10. Global Virtual Reality for Game Sale Price by Type (2015-2020)
Table 11. Global Consumption Sales by Application (2015-2020)
Table 12. Global Virtual Reality for Game Consumption Market Share by Application (2015-2020)
Table 13. Global Virtual Reality for Game Value by Application (2015-2020)
Table 14. Global Virtual Reality for Game Value Market Share by Application (2015-2020)
Table 15. Global Virtual Reality for Game Sale Price by Application (2015-2020)
Table 16. Global Virtual Reality for Game Sales by Company (2017-2019) (K Units)
Table 17. Global Virtual Reality for Game Sales Market Share by Company (2017-2019)
Table 18. Global Virtual Reality for Game Revenue by Company (2017-2019) ($ Millions)
Table 19. Global Virtual Reality for Game Revenue Market Share by Company (2017-2019)
Table 20. Global Virtual Reality for Game Sale Price by Company (2017-2019)
Table 21. Global Virtual Reality for Game Manufacturing Base Distribution and Sales Area by Manufacturers
Table 22. Players Virtual Reality for Game Products Offered
Table 23. Virtual Reality for Game Concentration Ratio (CR3, CR5 and CR10) (2017-2019)
Table 24. Global Virtual Reality for Game Consumption by Regions 2015-2020 (K Units)
Table 25. Global Virtual Reality for Game Consumption Market Share by Regions 2015-2020
Table 26. Global Virtual Reality for Game Value by Regions 2015-2020 ($ Millions)
Table 27. Global Virtual Reality for Game Value Market Share by Regions 2015-2020
Table 28. Americas Virtual Reality for Game Consumption by Countries (2015-2020) (K Units)
Table 29. Americas Virtual Reality for Game Consumption Market Share by Countries (2015-2020)
Table 30. Americas Virtual Reality for Game Value by Countries (2015-2020) ($ Millions)
Table 31. Americas Virtual Reality for Game Value Market Share by Countries (2015-2020)
Table 32. Americas Virtual Reality for Game Consumption by Type (2015-2020) (K Units)
Table 33. Americas Virtual Reality for Game Consumption Market Share by Type (2015-2020)
Table 34. Americas Virtual Reality for Game Consumption by Application (2015-2020) (K Units)
Table 35. Americas Virtual Reality for Game Consumption Market Share by Application (2015-2020)
Table 36. APAC Virtual Reality for Game Consumption by Countries (2015-2020) (K Units)
Table 37. APAC Virtual Reality for Game Consumption Market Share by Countries (2015-2020)
Table 38. APAC Virtual Reality for Game Value by Regions (2015-2020) ($ Millions)
Table 39. APAC Virtual Reality for Game Value Market Share by Regions (2015-2020)
Table 40. APAC Virtual Reality for Game Consumption by Type (2015-2020) (K Units)
Table 41. APAC Virtual Reality for Game Consumption Market Share by Type (2015-2020)
Table 42. APAC Virtual Reality for Game Consumption by Application (2015-2020) (K Units)
Table 43. APAC Virtual Reality for Game Consumption Market Share by Application (2015-2020)
Table 44. Europe Virtual Reality for Game Consumption by Countries (2015-2020) (K Units)
Table 45. Europe Virtual Reality for Game Consumption Market Share by Countries (2015-2020)
Table 46. Europe Virtual Reality for Game Value by Countries (2015-2020) ($ Millions)
Table 47. Europe Virtual Reality for Game Value Market Share by Countries (2015-2020)
Table 48. Europe Virtual Reality for Game Consumption by Type (2015-2020) (K Units)
Table 49. Europe Virtual Reality for Game Consumption Market Share by Type (2015-2020)
Table 50. Europe Virtual Reality for Game Consumption by Application (2015-2020) (K Units)
Table 51. Europe Virtual Reality for Game Consumption Market Share by Application (2015-2020)
Table 52. Middle East & Africa Virtual Reality for Game Consumption by Countries (2015-2020) (K Units)
Table 53. Middle East & Africa Virtual Reality for Game Consumption Market Share by Countries (2015-2020)
Table 54. Middle East & Africa Virtual Reality for Game Value by Countries (2015-2020) ($ Millions)
Table 55. Middle East & Africa Virtual Reality for Game Value Market Share by Countries (2015-2020)
Table 56. Middle East & Africa Virtual Reality for Game Consumption by Type (2015-2020) (K Units)
Table 57. Middle East & Africa Virtual Reality for Game Consumption Market Share by Type (2015-2020)
Table 58. Middle East & Africa Virtual Reality for Game Consumption by Application (2015-2020) (K Units)
Table 59. Middle East & Africa Virtual Reality for Game Consumption Market Share by Application (2015-2020)
Table 60. Virtual Reality for Game Distributors List
Table 61. Virtual Reality for Game Customer List
Table 62. Global Virtual Reality for Game Consumption Forecast by Countries (2021-2025) (K Units)
Table 63. Global Virtual Reality for Game Consumption Market Forecast by Regions
Table 64. Global Virtual Reality for Game Value Forecast by Countries (2021-2025) ($ Millions)
Table 65. Global Virtual Reality for Game Value Market Share Forecast by Regions
Table 66. Global Virtual Reality for Game Consumption Forecast by Type (2021-2025) (K Units)
Table 67. Global Virtual Reality for Game Consumption Market Share Forecast by Type (2021-2025)
Table 68. Global Virtual Reality for Game Value Forecast by Type (2021-2025) ($ Millions)
Table 69. Global Virtual Reality for Game Value Market Share Forecast by Type (2021-2025)
Table 70. Global Virtual Reality for Game Consumption Forecast by Application (2021-2025) (K Units)
Table 71. Global Virtual Reality for Game Consumption Market Share Forecast by Application (2021-2025)
Table 72. Global Virtual Reality for Game Value Forecast by Application (2021-2025) ($ Millions)
Table 73. Global Virtual Reality for Game Value Market Share Forecast by Application (2021-2025)
Table 74. Oculus VR Product Offered
Table 75. Oculus VR Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 76. Oculus VR Main Business
Table 77. Oculus VR Latest Developments
Table 78. Oculus VR Basic Information, Company Total Revenue (in $ million), Virtual Reality for Game Manufacturing Base, Sales Area and Its Competitors
Table 79. Wevr Product Offered
Table 80. Wevr Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 81. Wevr Main Business
Table 82. Wevr Latest Developments
Table 83. Wevr Basic Information, Company Total Revenue (in $ million), Virtual Reality for Game Manufacturing Base, Sales Area and Its Competitors
Table 84. Google Product Offered
Table 85. Google Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 86. Google Main Business
Table 87. Google Latest Developments
Table 88. Google Basic Information, Company Total Revenue (in $ million), Virtual Reality for Game Manufacturing Base, Sales Area and Its Competitors
Table 89. Unity Product Offered
Table 90. Unity Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 91. Unity Main Business
Table 92. Unity Latest Developments
Table 93. Unity Basic Information, Company Total Revenue (in $ million), Virtual Reality for Game Manufacturing Base, Sales Area and Its Competitors
Table 94. Microsoft Product Offered
Table 95. Microsoft Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 96. Microsoft Main Business
Table 97. Microsoft Latest Developments
Table 98. Microsoft Basic Information, Company Total Revenue (in $ million), Virtual Reality for Game Manufacturing Base, Sales Area and Its Competitors
Table 99. HTC Vive Product Offered
Table 100. HTC Vive Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 101. HTC Vive Main Business
Table 102. HTC Vive Latest Developments
Table 103. HTC Vive Basic Information, Company Total Revenue (in $ million), Virtual Reality for Game Manufacturing Base, Sales Area and Its Competitors
Table 104. WorldViz Product Offered
Table 105. WorldViz Basic Information, Company Total Revenue (in $ million), Virtual Reality for Game Manufacturing Base, Sales Area and Its Competitors
Table 106. WorldViz Main Business
Table 107. WorldViz Latest Developments
Table 108. WorldViz Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 109. Samsung Product Offered
Table 110. Samsung Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 111. Samsung Main Business
Table 112. Samsung Latest Developments
Table 113. Samsung Basic Information, Company Total Revenue (in $ million), Virtual Reality for Game Manufacturing Base, Sales Area and Its Competitors
Table 114. Snap Inc. Product Offered
Table 115. Snap Inc. Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 116. Snap Inc. Main Business
Table 117. Snap Inc. Latest Developments
Table 118. Snap Inc. Basic Information, Company Total Revenue (in $ million), Virtual Reality for Game Manufacturing Base, Sales Area and Its Competitors
Table 119. Magic Leap Product Offered
Table 120. Magic Leap Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 121. Magic Leap Main Business
Table 122. Magic Leap Latest Developments
Table 123. Magic Leap Basic Information, Company Total Revenue (in $ million), Virtual Reality for Game Manufacturing Base, Sales Area and Its Competitors
Table 124. Marxent Labs Product Offered
Table 125. Marxent Labs Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 126. Marxent Labs Main Business
Table 127. Marxent Labs Basic Information, Manufacturing Base, Sales Area and Its Competitors
Table 128. Marxent Labs Latest Developments
Table 129. Firsthand Technology Product Offered
Table 130. Firsthand Technology Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 131. Firsthand Technology Main Business
Table 132. Firsthand Technology Basic Information, Manufacturing Base, Sales Area and Its Competitors
Table 133. Firsthand Technology Latest Developments
Table 134. Prenav Product Offered
Table 135. Prenav Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 136. Prenav Main Business
Table 137. Prenav Latest Developments
Table 138. Prenav Basic Information, Manufacturing Base, Sales Area and Its Competitors
Table 139. Nvidia Product Offered
Table 140. Nvidia Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 141. Nvidia Main Business
Table 142. Nvidia Latest Developments
Table 143. Nvidia Basic Information, Manufacturing Base, Sales Area and Its Competitors
Table 144. Osterhout Design Group Product Offered
Table 145. Osterhout Design Group Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 146. Osterhout Design Group Main Business
Table 147. Osterhout Design Group Latest Developments
Table 148. Osterhout Design Group Basic Information, Manufacturing Base, Sales Area and Its Competitors
Table 149. NextVR Product Offered
Table 150. NextVR Virtual Reality for Game Sales (K Units), Revenue ($ Million), Price (US$/Unit) and Gross Margin (2018-2020E)
Table 151. NextVR Main Business
Table 152. NextVR Latest Developments
Table 153. NextVR Basic Information, Manufacturing Base, Sales Area and Its Competitors
List of Figures
Figure 1. Picture of Virtual Reality for Game
Figure 2. Virtual Reality for Game Report Years Considered
Figure 3. Market Research Methodology
Figure 4. Global Virtual Reality for Game Consumption Growth Rate 2015-2025 (K Units)
Figure 5. Global Virtual Reality for Game Value Growth Rate 2015-2025 ($ Millions)
Figure 6. Product Picture of Augmented Reality
Figure 7. Product Picture of Mixed Reality
Figure 8. Global Virtual Reality for Game Consumption Market Share by Type (2015-2020)
Figure 9. Global Virtual Reality for Game Value Market Share by Type (2015-2020)
Figure 10. Virtual Reality for Game Consumed in Household Application
Figure 11. Global Virtual Reality for Game Market: Household Application (2015-2020) (K Units)
Figure 12. Global Virtual Reality for Game Market: Household Application (2015-2020) ($ Millions)
Figure 13. Virtual Reality for Game Consumed in Commercial Application
Figure 14. Global Virtual Reality for Game Market: Commercial Application (2015-2020) (K Units)
Figure 15. Global Virtual Reality for Game Market: Commercial Application (2015-2020) ($ Millions)
Figure 16. Global Virtual Reality for Game Consumption Market Share by Application (2015-2020)
Figure 17. Global Virtual Reality for Game Value Market Share by Application (2015-2020)
Figure 18. Global Virtual Reality for Game Sales Market Share by Company in 2017
Figure 19. Global Virtual Reality for Game Sales Market Share by Company in 2019
Figure 20. Global Virtual Reality for Game Revenue Market Share by Company in 2017
Figure 21. Global Virtual Reality for Game Revenue Market Share by Company in 2019
Figure 22. Global Virtual Reality for Game Sale Price by Company in 2019
Figure 23. Global Virtual Reality for Game Consumption Market Share by Regions 2015-2020
Figure 24. Global Virtual Reality for Game Value Market Share by Regions 2015-2020
Figure 25. Americas Virtual Reality for Game Consumption 2015-2020 (K Units)
Figure 26. Americas Virtual Reality for Game Value 2015-2020 ($ Millions)
Figure 27. APAC Virtual Reality for Game Consumption 2015-2020 (K Units)
Figure 28. APAC Virtual Reality for Game Value 2015-2020 ($ Millions)
Figure 29. Europe Virtual Reality for Game Consumption 2015-2020 (K Units)
Figure 30. Europe Virtual Reality for Game Value 2015-2020 ($ Millions)
Figure 31. Middle East & Africa Virtual Reality for Game Consumption 2015-2020 (K Units)
Figure 32. Middle East & Africa Virtual Reality for Game Value 2015-2020 ($ Millions)
Figure 33. Americas Virtual Reality for Game Consumption Market Share by Countries in 2019
Figure 34. Americas Virtual Reality for Game Value Market Share by Countries in 2019
Figure 35. Americas Virtual Reality for Game Consumption Market Share by Type in 2019
Figure 36. Americas Virtual Reality for Game Consumption Market Share by Application in 2019
Figure 37. United States Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 38. United States Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 39. Canada Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 40. Canada Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 41. Mexico Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 42. Mexico Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 43. APAC Virtual Reality for Game Consumption Market Share by Countries in 2019
Figure 44. APAC Virtual Reality for Game Value Market Share by Regions in 2019
Figure 45. APAC Virtual Reality for Game Consumption Market Share by Type in 2019
Figure 46. APAC Virtual Reality for Game Consumption Market Share by Application in 2019
Figure 47. China Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 48. China Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 49. Japan Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 50. Japan Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 51. Korea Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 52. Korea Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 53. Southeast Asia Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 54. Southeast Asia Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 55. India Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 56. India Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 57. Australia Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 58. Australia Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 59. Europe Virtual Reality for Game Consumption Market Share by Countries in 2019
Figure 60. Europe Virtual Reality for Game Value Market Share by Countries in 2019
Figure 61. Europe Virtual Reality for Game Consumption Market Share by Type in 2019
Figure 62. Europe Virtual Reality for Game Consumption Market Share by Application in 2019
Figure 63. Germany Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 64. Germany Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 65. France Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 66. France Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 67. UK Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 68. UK Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 69. Italy Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 70. Italy Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 71. Russia Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 72. Russia Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 73. Middle East & Africa Virtual Reality for Game Consumption Market Share by Countries in 2019
Figure 74. Middle East & Africa Virtual Reality for Game Value Market Share by Countries in 2019
Figure 75. Middle East & Africa Virtual Reality for Game Consumption Market Share by Type in 2019
Figure 76. Middle East & Africa Virtual Reality for Game Consumption Market Share by Application in 2019
Figure 77. Egypt Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 78. Egypt Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 79. South Africa Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 80. South Africa Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 81. Israel Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 82. Israel Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 83. Turkey Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 84. Turkey Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 85. GCC Countries Virtual Reality for Game Consumption Growth 2015-2020 (K Units)
Figure 86. GCC Countries Virtual Reality for Game Value Growth 2015-2020 ($ Millions)
Figure 87. Global Virtual Reality for Game Consumption Growth Rate Forecast (2021-2025) (K Units)
Figure 88. Global Virtual Reality for Game Value Growth Rate Forecast (2021-2025) ($ Millions)
Figure 89. Americas Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 90. Americas Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 91. APAC Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 92. APAC Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 93. Europe Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 94. Europe Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 95. Middle East & Africa Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 96. Middle East & Africa Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 97. United States Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 98. United States Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 99. Canada Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 100. Canada Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 101. Mexico Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 102. Mexico Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 103. Brazil Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 104. Brazil Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 105. China Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 106. China Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 107. Japan Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 108. Japan Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 109. Korea Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 110. Korea Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 111. Southeast Asia Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 112. Southeast Asia Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 113. India Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 114. India Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 115. Australia Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 116. Australia Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 117. Germany Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 118. Germany Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 119. France Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 120. France Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 121. UK Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 122. UK Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 123. Italy Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 124. Italy Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 125. Russia Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 126. Russia Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 127. Spain Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 128. Spain Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 129. Egypt Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 130. Egypt Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 131. South Africa Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 132. South Africa Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 133. Israel Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 134. Israel Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 135. Turkey Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 136. Turkey Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 137. GCC Countries Virtual Reality for Game Consumption 2021-2025 (K Units)
Figure 138. GCC Countries Virtual Reality for Game Value 2021-2025 ($ Millions)
Figure 139. Oculus VR Virtual Reality for Game Market Share (2018-2020)
Figure 140. Wevr Virtual Reality for Game Market Share (2018-2020)
Figure 141. Google Virtual Reality for Game Market Share (2018-2020)
Figure 142. Unity Virtual Reality for Game Market Share (2018-2020)
Figure 143. Microsoft Virtual Reality for Game Market Share (2018-2020)
Figure 144. HTC Vive Virtual Reality for Game Market Share (2018-2020)
Figure 145. WorldViz Virtual Reality for Game Market Share (2018-2020)
Figure 146. Samsung Virtual Reality for Game Market Share (2018-2020)
Figure 147. Snap Inc. Virtual Reality for Game Market Share (2018-2020)
Figure 148. Magic Leap Virtual Reality for Game Market Share (2018-2020)
Figure 149. Marxent Labs Virtual Reality for Game Market Share (2018-2020)
Figure 150. Firsthand Technology Virtual Reality for Game Market Share (2018-2020)
Figure 151. Prenav Virtual Reality for Game Market Share (2018-2020)
Figure 152. Nvidia Virtual Reality for Game Market Share (2018-2020)
Figure 153. Osterhout Design Group Virtual Reality for Game Market Share (2018-2020)
Figure 154. NextVR Virtual Reality for Game Market Share (2018-2020)


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