VR Gaming Market Report, Global Industry Analysis, Market Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2023 - 2030

  • Published Date: Jan, 2024
  • Report ID: CR0211213
  • Format: Electronic (PDF)
  • Number of Pages: 187
  • Author(s): Joshi, Madhavi

Report Overview

The VR Gaming Market size was estimated at USD 12.5 billion in 2023 and is projected to reach USD 19.5 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 7.00% during the forecast period (2024-2030).

VR Gaming Market

(Market Size)
$12.5 billion
$19.5 billion
2023
2030
Source: Citius Research
Study Period 2018 - 2030
Base Year For Estimation 2023
Forecast Data Period 2024 - 2030
CAGR (2024-2030) 7.00%
2023 Market Size USD 12.5 billion
2030 Market Size USD 19.5 billion
Key Players Sony, Meta, HTC, Valve, Google

Market Summary

The VR gaming market represents a dynamic and rapidly evolving segment within the broader semiconductor and electronics industry, characterized by the integration of advanced hardware and immersive software to deliver engaging user experiences. This market is driven by continuous technological innovation, particularly in display technologies, processing power, and motion tracking systems, which are essential for creating realistic virtual environments. Key components such as high-resolution displays, powerful graphics processing units (GPUs), and sophisticated sensors are critical enablers, supplied by leading semiconductor companies. The ecosystem encompasses head-mounted displays (HMDs), input devices, and supporting software platforms, all of which rely heavily on electronics manufacturing and semiconductor advancements. The adoption of VR gaming is expanding beyond early adopters to a broader consumer base, fueled by more accessible pricing and improved content offerings. Enterprises are also exploring VR for training, simulation, and marketing applications, though the core demand remains rooted in entertainment. The market is highly competitive, with numerous players ranging from tech giants to specialized startups striving to capture market share through innovation and strategic partnerships. As the technology matures, issues such as user comfort, content diversity, and interoperability are becoming focal points for industry stakeholders.

Key Highlights

The VR gaming market is distinguished by several key highlights that underscore its growth and significance. Technological advancements in haptic feedback, eye-tracking, and wireless connectivity are enhancing the immersive experience, reducing latency, and eliminating cables that previously hindered mobility. Major technology firms such as Meta, Sony, and HTC are leading the charge with flagship products like Quest, PlayStation VR, and Vive series, which incorporate cutting-edge semiconductors from suppliers like NVIDIA, AMD, and Qualcomm. The development of standalone VR headsets has been a game-changer, offering untethered experiences without reliance on external consoles or PCs, thereby broadening accessibility. Content creation is also accelerating, with game developers and studios producing exclusive titles and partnerships with entertainment franchises to drive engagement. Additionally, the integration of artificial intelligence and machine learning is optimizing performance and personalizing user experiences. The market is witnessing increased investment in R&D aimed at overcoming technical challenges such as motion sickness and improving battery life. These developments are positioning VR gaming not just as a niche interest but as a mainstream entertainment medium with substantial growth potential.

Drivers, Opportunities & Restraints

The growth of the VR gaming market is propelled by several key drivers, including continuous innovation in semiconductor technology that enables higher processing speeds, better graphics rendering, and more efficient power management. Increasing consumer demand for immersive entertainment experiences, supported by the proliferation of high-speed internet and 5G connectivity, is also a significant factor. The declining cost of VR hardware, making it more accessible to a wider audience, further stimulates adoption. Opportunities abound in the expansion into emerging markets, where rising disposable incomes and growing tech-savvy populations present new revenue streams. The enterprise sector offers additional prospects, with applications in virtual training, education, and collaborative environments gaining traction. However, the market faces restraints such as high development costs for premium content, which can limit the pace of innovation and content diversity. Technical challenges including latency issues, hardware compatibility, and user discomfort like motion sickness remain hurdles. Regulatory concerns related to data privacy and health safety, along with the need for standardization across platforms, could also impede growth. Despite these challenges, the overall trajectory remains positive, driven by relentless technological advancement and expanding application scenarios.

Concentration Insights

The VR gaming market exhibits a concentrated competitive landscape dominated by a few major players who hold significant market share due to their extensive resources, brand recognition, and technological expertise. Companies such as Meta, Sony, and HTC are at the forefront, with robust product portfolios and strong ecosystem support. These leaders invest heavily in research and development to maintain their competitive edge, often through acquisitions of smaller innovative firms and partnerships with content developers. The semiconductor segment is equally concentrated, with NVIDIA, AMD, and Qualcomm providing essential components like GPUs and processors that power VR devices. This concentration leads to high barriers to entry for new players, who must navigate intense competition and substantial capital requirements. However, niche players and startups continue to emerge, focusing on specialized areas such as augmented reality integration, advanced haptics, or unique content offerings. Geographically, North America and Asia-Pacific are key regions hosting most of these major companies, influencing global supply chains and innovation trends. The market's concentration fosters a environment of rapid innovation but also risks related to dependency on key suppliers and potential monopolistic practices.

Type Insights

The VR gaming market can be segmented by type into standalone, tethered, and smartphone-based VR systems, each catering to different consumer needs and preferences. Standalone VR headsets, such as those offered by Meta with its Quest series, are gaining popularity due to their wireless convenience and all-in-one design, which eliminates the need for external devices like PCs or consoles. These devices incorporate integrated processors, displays, and batteries, making them highly portable and user-friendly. Tethered VR systems, exemplified by Sony's PlayStation VR and HTC Vive, connect to external computing devices to deliver high-fidelity graphics and performance, appealing to hardcore gamers seeking premium experiences. Smartphone-based VR, though less prevalent now, utilizes mobile devices as the display and processing unit, often through accessories like Google Cardboard, but has seen declined interest due to limitations in performance and immersion. Each type presents distinct advantages: standalone for accessibility, tethered for performance, and smartphone-based for low-cost entry. The choice among these types depends on factors such as budget, desired immersion level, and existing hardware infrastructure, influencing manufacturers' strategies and market dynamics.

Application Insights

VR gaming applications extend across various domains, with consumer entertainment being the primary driver, encompassing gaming, virtual social interactions, and immersive storytelling. Gaming remains the core application, featuring genres from action and adventure to simulation and sports, with titles developed by studios like Beat Games and Valve Corporation. Beyond entertainment, VR is increasingly adopted in enterprise applications such as training simulations for industries like healthcare, aviation, and military, where realistic environments enhance learning outcomes. Educational institutions are leveraging VR for interactive learning experiences, allowing students to explore historical sites or complex scientific concepts virtually. Additionally, VR is used in therapeutic settings for exposure therapy and rehabilitation, demonstrating its versatility. The rise of live events and virtual concerts within VR platforms highlights its potential for social and experiential applications. Each application segment demands specific hardware and software capabilities, influencing product development and market strategies. For instance, enterprise applications require robust, reliable systems with high accuracy, while consumer applications prioritize affordability and ease of use. This diversity in applications drives innovation and expands the addressable market for VR gaming technologies.

Regional Insights

The VR gaming market demonstrates distinct regional dynamics, with North America leading in terms of adoption and innovation, driven by strong presence of key players like Meta and substantial consumer spending on entertainment technologies. The region benefits from advanced infrastructure, high disposable incomes, and early tech adoption trends. Europe follows closely, with countries such as the UK, Germany, and France showing robust growth due to supportive regulatory environments and increasing investment in VR content development. Asia-Pacific is emerging as a high-growth region, propelled by rapid urbanization, expanding middle class, and significant manufacturing capabilities, particularly in countries like China, South Korea, and Japan. China, home to companies like Pico, is becoming a major hub for VR hardware production and consumption. Latin America and Middle East & Africa are nascent markets with potential for growth as infrastructure improves and awareness increases, though they face challenges related to economic volatility and limited access to advanced technologies. Regional differences in consumer preferences, regulatory frameworks, and technological readiness shape market strategies, leading to tailored approaches by companies seeking to capitalize on local opportunities.

Company Insights

Prominent companies in the VR gaming market include Meta, Sony, HTC, Valve Corporation, and Google, each contributing uniquely to the ecosystem. Meta, with its Oculus (now Quest) series, has established a strong foothold through aggressive pricing, extensive content library, and continuous hardware iterations. Sony leverages its PlayStation ecosystem to offer tethered VR experiences with exclusive titles, capitalizing on its large console user base. HTC focuses on high-end devices like the Vive series, targeting enthusiasts and enterprise users with advanced features such as precise tracking and modular designs. Valve Corporation entered the market with Index headsets, emphasizing premium quality and integration with its Steam platform for content distribution. Google, though less active in hardware recently, influences through platforms like Daydream and investments in AR/VR technologies. Semiconductor companies such as NVIDIA, AMD, and Qualcomm play critical roles by supplying GPUs and processors that enable high-performance VR experiences. These companies engage in strategies like partnerships, acquisitions, and R&D investments to enhance their competitive positioning, driving innovation in display technology, processing power, and user interface design.

Recent Developments

Recent developments in the VR gaming market highlight ongoing innovation and strategic moves by key players. Meta has introduced new iterations of its Quest headset with improved displays, processors, and ergonomics, while expanding its social VR platform Horizon Worlds. Sony announced the development of PlayStation VR2, featuring enhanced tracking, resolution, and haptic feedback, aiming to launch with strong exclusive content. HTC released updated versions of its Vive Focus series, focusing on enterprise applications with 5G connectivity and better performance. Valve continues to support its Index system with software updates and new game releases. In the semiconductor space, NVIDIA and AMD have unveiled next-generation GPUs that offer significant improvements in rendering capabilities, essential for realistic VR environments. Qualcomm has developed specialized chipsets for standalone VR devices, optimizing for power efficiency and performance. Additionally, there is growing interest in merging VR with augmented reality (AR) technologies, creating mixed reality experiences that broaden application possibilities. Investments in content development have also increased, with major game studios and independent developers creating more immersive and diverse titles. These developments reflect a market poised for continued evolution, addressing current limitations and exploring new frontiers.

Report Segmentation

This report on the VR gaming market provides a comprehensive analysis segmented by type, application, and region to offer detailed insights. The type segmentation includes standalone VR headsets, tethered VR systems, and smartphone-based VR, each analyzed for market trends, adoption rates, and future potential. Application segmentation covers consumer gaming, enterprise training, education, healthcare, and others, highlighting specific use cases, demand drivers, and growth prospects within each segment. Regional segmentation encompasses North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa, examining factors such as regulatory environment, economic conditions, technological adoption, and competitive landscape in each geography. The report also delves into the semiconductor and electronics components critical to VR devices, including displays, sensors, processors, and connectivity modules, assessing their market dynamics and supplier profiles. This structured approach enables stakeholders to identify opportunities, understand challenges, and make informed decisions based on granular data and analysis tailored to their interests and objectives.

FAQs

What are the key components in a VR gaming system? Key components include head-mounted displays (HMDs) with high-resolution screens, motion tracking sensors, powerful graphics processing units (GPUs) from companies like NVIDIA or AMD, and input devices such as controllers or gloves. These elements work together to create an immersive experience, relying heavily on advancements in semiconductor technology for efficiency and performance.

How does VR gaming impact the semiconductor industry? VR gaming drives demand for high-performance semiconductors, including GPUs for rendering complex visuals, processors for real-time data handling, and sensors for accurate motion tracking. This stimulates innovation and investment in semiconductor manufacturing, benefiting companies like Qualcomm and Intel that supply these components.

What are the main challenges facing the VR gaming market? Challenges include high costs of premium hardware, issues like motion sickness among users, limited content diversity, and the need for interoperability between devices. Additionally, technological hurdles such as achieving low latency and longer battery life in wireless systems remain focal points for improvement.

Which regions are leading in VR gaming adoption? North America and Asia-Pacific are leading regions, with North America driven by early tech adoption and strong player presence, and Asia-Pacific fueled by manufacturing hubs in China and South Korea, along with growing consumer markets in countries like Japan.

What opportunities exist for new entrants in the VR gaming market? New entrants can focus on niche areas such developing specialized content, creating accessories like advanced haptic devices, or improving software algorithms for better user experience. Partnerships with established players or targeting emerging applications in enterprise and education also present opportunities.

How is content development evolving in VR gaming? Content development is expanding beyond games to include virtual social spaces, educational programs, and enterprise simulations. Major studios and indie developers are creating more immersive titles, often leveraging cross-platform capabilities and user-generated content to enhance engagement and replay value.

Citius Research has developed a research report titled “VR Gaming Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” delivering key insights regarding business intelligence and providing concrete business strategies to clients in the form of a detailed syndicated report. The report details out the factors such as business environment, industry trend, growth opportunities, competition, pricing, global and regional market analysis, and other market related factors.

Details included in the report for the years 2024 through 2030

• VR Gaming Market Potential
• Segment-wise breakup
• Compounded annual growth rate (CAGR) for the next 6 years
• Key customers and their preferences
• Market share of major players and their competitive strength
• Existing competition in the market
• Price trend analysis
• Key trend analysis
• Market entry strategies
• Market opportunity insights

The report focuses on the drivers, restraints, opportunities, and challenges in the market based on various factors geographically. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report. The VR Gaming Market report is segmented on the basis of various market segments and their analysis, both in terms of value and volume, for each region for the period under consideration.

VR Gaming Market Segmentation

Market Segmentation

Regions Covered

• North America
• Latin America
• Europe
• MENA
• Asia Pacific
• Sub-Saharan Africa and
• Australasia

VR Gaming Market Analysis

The report covers below mentioned analysis, but is not limited to:

• Overview of VR Gaming Market
• Research Methodology
• Executive Summary
• Market Dynamics of VR Gaming Market
  • Driving Factors
  • Restraints
  • Opportunities
• Global Market Status and Forecast by Segment A
• Global Market Status and Forecast by Segment B
• Global Market Status and Forecast by Segment C
• Global Market Status and Forecast by Regions
• Upstream and Downstream Market Analysis of VR Gaming Market
• Cost and Gross Margin Analysis of VR Gaming Market
• VR Gaming Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030
  • Competition Landscape
  • Market Share of Major Players
• Key Recommendations

The “VR Gaming Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” report helps the clients to take business decisions and to understand strategies of major players in the industry. The report delivers the market driven results supported by a mix of primary and secondary research. The report provides the results triangulated through authentic sources and upon conducting thorough primary interviews with the industry experts. The report includes the results on the areas where the client can focus and create point of parity and develop a competitive edge, based on real-time data results.

VR Gaming Market Key Stakeholders

Below are the key stakeholders for the VR Gaming Market:

• Manufacturers
• Distributors/Traders/Wholesalers
• Material/Component Manufacturers
• Industry Associations
• Downstream vendors

VR Gaming Market Report Scope

Report AttributeDetails
Base year2023
Historical data2018 – 2023
Forecast2024 - 2030
CAGR2024 - 2030
Quantitative UnitsValue (USD Million)
Report coverageRevenue Forecast, Competitive Landscape, Growth Factors, Trends and Strategies. Customized report options available on request
Segments coveredProduct type, technology, application, geography
Regions coveredNorth America, Latin America, Europe, MENA, Asia Pacific, Sub-Saharan Africa and Australasia
Countries coveredUS, UK, China, Japan, Germany, India, France, Brazil, Italy, Canada, Russia, South Korea, Australia, Spain, Mexico and others
Customization scopeAvailable on request
PricingVarious purchase options available as per your research needs. Discounts available on request

COVID-19 Impact Analysis

Like most other markets, the outbreak of COVID-19 had an unfavorable impact on the VR Gaming Market worldwide. This report discusses in detail the disruptions experienced by the market, the impact on flow of raw materials, manufacturing operations, production trends, consumer demand and the projected future of this market post pandemic.

The report has helped our clients:

• To describe and forecast the VR Gaming Market size, on the basis of various segmentations and geography, in terms of value and volume
• To measure the changing needs of customers/industries
• To provide detailed information regarding the drivers, restraints, opportunities, and challenges influencing the growth of the market
• To gain competitive intelligence and uncover new opportunities
• To analyse opportunities in the market for stakeholders by identifying high-growth segments in VR Gaming Market
• To strategically profile key players and provide details of the current competitive landscape
• To analyse strategic approaches adopted by players in the market, such as product launches and developments, acquisitions, collaborations, contracts, expansions, and partnerships

Report Customization

Citius Research provides free customization of reports as per your need. This report can be personalized to meet your requirements. Get in touch with our sales team, who will guarantee you to get a report that suits your necessities.

Customize This Report

Frequently Asked Questions

The Global VR Gaming Market size was valued at $XX billion in 2023 and is anticipated to reach $XX billion by 2030 growing at a CAGR of XX%
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Table of Contents

Chapter 1. Introduction
  1.1. Market Scope
  1.2. Key Segmentations
  1.3. Research Objective
Chapter 2. Research Methodology & Assumptions
Chapter 3. Executive Summary
Chapter 4. Market Background
  4.1. Dynamics
    4.1.1. Drivers
    4.1.2. Restraints
    4.1.3. Opportunity
    4.1.4. Challenges
  4.2. Key Trends in the Impacting the Market
    4.2.1. Demand & Supply
  4.3. Industry SWOT Analysis
  4.4. Porter’s Five Forces Analysis
  4.5. Value and Supply Chain Analysis
  4.6. Macro-Economic Factors
  4.7. COVID-19 Impact Analysis
    4.7.1. Global and Regional Assessment
  4.8. Profit Margin Analysis
  4.9. Trade Analysis
    4.9.1. Importing Countries
    4.9.2. Exporting Countries
  4.10. Market Entry Strategies
  4.11. Market Assessment (US$ Mn and Units)
Chapter 5. Global VR Gaming Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment A
  5.1. By Segment A, 2024 - 2030
    5.1.1. Sub-Segment A
    5.1.2. Sub-Segment B
  5.2. Opportunity Analysis
Chapter 6. Global VR Gaming Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment B
  6.1. By Segment B, 2024 - 2030
    6.1.1. Sub-Segment A
    6.1.2. Sub-Segment B
  6.2. Opportunity Analysis
Chapter 7. Global VR Gaming Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment C
  7.1. By Segment C, 2024 - 2030
    7.1.1. Sub-Segment A
    7.1.2. Sub-Segment B
  7.2. Opportunity Analysis
Chapter 8. Global VR Gaming Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Region
  8.1. By Region, 2024 - 2030
    8.1.1. North America
    8.1.2. Latin America
    8.1.3. Europe
    8.1.4. MENA
    8.1.5. Asia Pacific
    8.1.6. Sub-Saharan Africa
    8.1.7. Australasia
  8.2. Opportunity Analysis
Chapter 9. North America VR Gaming Market Forecast and Trend Analysis
  9.1. Regional Overview
  9.2. Pricing Analysis
  9.3. Key Trends in the Region
    9.3.1. Supply and Demand
  9.4. Demographic Structure
  9.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    9.5.1. Sub-Segment A
    9.5.2. Sub-Segment B
  9.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    9.6.1. Sub-Segment A
    9.6.2. Sub-Segment B
  9.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    9.7.1. Sub-Segment A
    9.7.2. Sub-Segment B
  9.8. By Country, 2024 - 2030, (US$ Mn and Units)
    9.8.1. U.S.
    9.8.2. Canada
    9.8.3. Rest of North America
  9.9. Opportunity Analysis
Chapter 10. Latin America VR Gaming Market Forecast and Trend Analysis
  10.1. Regional Overview
  10.2. Pricing Analysis
  10.3. Key Trends in the Region
    10.3.1. Supply and Demand
  10.4. Demographic Structure
  10.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    10.5.1. Sub-Segment A
    10.5.2. Sub-Segment B
  10.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    10.6.1. Sub-Segment A
    10.6.2. Sub-Segment B
  10.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    10.7.1. Sub-Segment A
    10.7.2. Sub-Segment B
  10.8. By Country, 2024 - 2030, (US$ Mn and Units)
    10.8.1. Brazil
    10.8.2. Argentina
    10.8.3. Rest of Latin America
  10.9. Opportunity Analysis
Chapter 11. Europe VR Gaming Market Forecast and Trend Analysis
  11.1. Regional Overview
  11.2. Pricing Analysis
  11.3. Key Trends in the Region
    11.3.1. Supply and Demand
  11.4. Demographic Structure
  11.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    11.5.1. Sub-Segment A
    11.5.2. Sub-Segment B
  11.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    11.6.1. Sub-Segment A
    11.6.2. Sub-Segment B
  11.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    11.7.1. Sub-Segment A
    11.7.2. Sub-Segment B
  11.8. By Country, 2024 - 2030, (US$ Mn and Units)
    11.8.1. UK
    11.8.2. Germany
    11.8.3. France
    11.8.4. Spain
    11.8.5. Rest of Europe
  11.9. Opportunity Analysis
Chapter 12. MENA VR Gaming Market Forecast and Trend Analysis
  12.1. Regional Overview
  12.2. Pricing Analysis
  12.3. Key Trends in the Region
    12.3.1. Supply and Demand
  12.4. Demographic Structure
  12.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    12.5.1. Sub-Segment A
    12.5.2. Sub-Segment B
  12.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    12.6.1. Sub-Segment A
    12.6.2. Sub-Segment B
  12.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    12.7.1. Sub-Segment A
    12.7.2. Sub-Segment B
  12.8. By Country, 2024 - 2030, (US$ Mn and Units)
    12.8.1. Egypt
    12.8.2. Algeria
    12.8.3. GCC
    12.8.4. Rest of MENA
  12.9. Opportunity Analysis
Chapter 13. Asia Pacific VR Gaming Market Forecast and Trend Analysis
  13.1. Regional Overview
  13.2. Pricing Analysis
  13.3. Key Trends in the Region
    13.3.1. Supply and Demand
  13.4. Demographic Structure
  13.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    13.5.1. Sub-Segment A
    13.5.2. Sub-Segment B
  13.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    13.6.1. Sub-Segment A
    13.6.2. Sub-Segment B
  13.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    13.7.1. Sub-Segment A
    13.7.2. Sub-Segment B
  13.8. By Country, 2024 - 2030, (US$ Mn and Units)
    13.8.1. India
    13.8.2. China
    13.8.3. Japan
    13.8.4. ASEAN
    13.8.5. Rest of Asia Pacific
  13.9. Opportunity Analysis
Chapter 14. Sub-Saharan Africa VR Gaming Market Forecast and Trend Analysis
  14.1. Regional Overview
  14.2. Pricing Analysis
  14.3. Key Trends in the Region
    14.3.1. Supply and Demand
  14.4. Demographic Structure
  14.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    14.5.1. Sub-Segment A
    14.5.2. Sub-Segment B
  14.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    14.6.1. Sub-Segment A
    14.6.2. Sub-Segment B
  14.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    14.7.1. Sub-Segment A
    14.7.2. Sub-Segment B
  14.8. By Country, 2024 - 2030, (US$ Mn and Units)
    14.8.1. Ethiopia
    14.8.2. Nigeria
    14.8.3. Rest of Sub-Saharan Africa
  14.9. Opportunity Analysis
Chapter 15. Australasia VR Gaming Market Forecast and Trend Analysis
  15.1. Regional Overview
  15.2. Pricing Analysis
  15.3. Key Trends in the Region
    15.3.1. Supply and Demand
  15.4. Demographic Structure
  15.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    15.5.1. Sub-Segment A
    15.5.2. Sub-Segment B
  15.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    15.6.1. Sub-Segment A
    15.6.2. Sub-Segment B
  15.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    15.7.1. Sub-Segment A
    15.7.2. Sub-Segment B
  15.8. By Country, 2024 - 2030, (US$ Mn and Units)
    15.8.1. Australia
    15.8.2. New Zealand
    15.8.3. Rest of Australasia
  15.9. Opportunity Analysis
Chapter 16. Competition Analysis
  16.1. Competitive Benchmarking
    16.1.1. Top Player’s Market Share
    16.1.2. Price and Product Comparison
  16.2. Company Profiles
    16.2.1. Company A
      16.2.1.1. Company Overview
      16.2.1.2. Segmental Revenue
      16.2.1.3. Product Portfolio
      16.2.1.4. Key Developments
      16.2.1.5. Strategic Outlook
    16.2.2. Company B
      16.2.2.1. Company Overview
      16.2.2.2. Segmental Revenue
      16.2.2.3. Product Portfolio
      16.2.2.4. Key Developments
      16.2.2.5. Strategic Outlook
    16.2.3. Company C
      16.2.3.1. Company Overview
      16.2.3.2. Segmental Revenue
      16.2.3.3. Product Portfolio
      16.2.3.4. Key Developments
      16.2.3.5. Strategic Outlook
    16.2.4. Company D
      16.2.4.1. Company Overview
      16.2.4.2. Segmental Revenue
      16.2.4.3. Product Portfolio
      16.2.4.4. Key Developments
      16.2.4.5. Strategic Outlook
    16.2.5. Company E
      16.2.5.1. Company Overview
      16.2.5.2. Segmental Revenue
      16.2.5.3. Product Portfolio
      16.2.5.4. Key Developments
      16.2.5.5. Strategic Outlook
    16.2.6. Company F
      16.2.6.1. Company Overview
      16.2.6.2. Segmental Revenue
      16.2.6.3. Product Portfolio
      16.2.6.4. Key Developments
      16.2.6.5. Strategic Outlook
    16.2.7. Company G
      16.2.7.1. Company Overview
      16.2.7.2. Segmental Revenue
      16.2.7.3. Product Portfolio
      16.2.7.4. Key Developments
      16.2.7.5. Strategic Outlook
    16.2.8. Company H
      16.2.8.1. Company Overview
      16.2.8.2. Segmental Revenue
      16.2.8.3. Product Portfolio
      16.2.8.4. Key Developments
      16.2.8.5. Strategic Outlook
    16.2.9. Company I
      16.2.9.1. Company Overview
      16.2.9.2. Segmental Revenue
      16.2.9.3. Product Portfolio
      16.2.9.4. Key Developments
      16.2.9.5. Strategic Outlook
    16.2.10. Company J
      16.2.10.1. Company Overview
      16.2.10.2. Segmental Revenue
      16.2.10.3. Product Portfolio
      16.2.10.4. Key Developments
      16.2.10.5. Strategic Outlook
Chapter 17. Go-To-Market Strategy

Research Methodology

We follow a robust research methodology to analyze the market in order to provide our clients with qualitative and quantitative analysis which has a very low or negligible deviance. Extensive secondary research supported by primary data collection methods help us to thoroughly understand and gauge the market. We incorporate both top-down and bottom-up approach for estimating the market. The below mentioned methods are then adopted to triangulate and validate the market.

Secondary data collection and interpretation

Secondary research includes sources such as published books, articles in journals, news media and published businesses, government and international body publications, and associations. Sources also include paid databases such as Hoovers, Thomson Reuters, Passport and others. Data derived through secondary sources is further validated through primary sources. The secondary sources also include major manufacturers mapped on the basis of revenues, product portfolios, and sales channels.

Primary data collection

Primary data collection methods include conducting interviews with industry experts and various stakeholders across the supply chain, such as raw material suppliers, manufacturers, product distributors and customers. The interviews are either telephonic or face-to-face, or even a combination of both. Prevailing trends in the industry are gathered by conducting surveys. Primary interviews also help us to understand the market drivers, restraints and opportunities, along with the challenges in the market. This method helps us in validating the data gathered through secondary sources, further triangulating the data and developing it through our statistical tools. We generally conduct interviews with -

  • CEOs, Directors, and VPs
  • Sales and Marketing Managers
  • Plant Heads and Manufacturing Department Heads
  • Product Specialists

Supply Side and Demand Side Data Collection

Supply side analysis is based on the data collected from the manufacturers and the product providers in terms of their segmental revenues. Secondary sources for this type of analysis include company annual reports and publications, associations and organisations, government publications and others.

Demand side analysis is based upon the consumer insights who are the end users of the particular product in question. They could be an individual user or an organisation. Such data is gathered through consumer surveys and focused group interviews.

Market Engineering

As a primary step, in order to develop the market numbers we follow a vigorous methodology that includes studying the parent market of the niche product and understanding the industry trends, acceptance among customers of the product, challenges, future growth, and others, followed by further breaking down the market under consideration into various segments and sub-markets. Additionally, in order to cross-validate the market, we also determine the top players in the market, along with their segmental revenues for the said market. Our secondary sources help us to validate the market share of the top players. Using both the qualitative and quantitative analysis of all the possible factors helps us determine the market numbers which are inclined towards accuracy.

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