Report Detail

Service & Software Global Household VR Gym and Fitness Market Size, Status and Forecast 2020-2026

  • RnM3939951
  • |
  • 26 March, 2020
  • |
  • Global
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  • 158 Pages
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  • QYResearch
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  • Service & Software

1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Household VR Gym and Fitness Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global Household VR Gym and Fitness Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 VR Games
    • 1.4.3 VR Fitness Equipment
    • 1.4.4 Other
  • 1.5 Market by Application
    • 1.5.1 Global Household VR Gym and Fitness Market Share by Application: 2020 VS 2026
    • 1.5.2 Adult
    • 1.5.3 Children
  • 1.6 Coronavirus Disease 2019 (Covid-19): Household VR Gym and Fitness Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Household VR Gym and Fitness Industry
      • 1.6.1.1 Household VR Gym and Fitness Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Household VR Gym and Fitness Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Household VR Gym and Fitness Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Household VR Gym and Fitness Market Perspective (2015-2026)
  • 2.2 Household VR Gym and Fitness Growth Trends by Regions
    • 2.2.1 Household VR Gym and Fitness Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Household VR Gym and Fitness Historic Market Share by Regions (2015-2020)
    • 2.2.3 Household VR Gym and Fitness Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Household VR Gym and Fitness Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Household VR Gym and Fitness Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Household VR Gym and Fitness Players by Market Size
    • 3.1.1 Global Top Household VR Gym and Fitness Players by Revenue (2015-2020)
    • 3.1.2 Global Household VR Gym and Fitness Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Household VR Gym and Fitness Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Household VR Gym and Fitness Market Concentration Ratio
    • 3.2.1 Global Household VR Gym and Fitness Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Household VR Gym and Fitness Revenue in 2019
  • 3.3 Household VR Gym and Fitness Key Players Head office and Area Served
  • 3.4 Key Players Household VR Gym and Fitness Product Solution and Service
  • 3.5 Date of Enter into Household VR Gym and Fitness Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

  • 4.1 Global Household VR Gym and Fitness Historic Market Size by Type (2015-2020)
  • 4.2 Global Household VR Gym and Fitness Forecasted Market Size by Type (2021-2026)

5 Household VR Gym and Fitness Breakdown Data by Application (2015-2026)

  • 5.1 Global Household VR Gym and Fitness Market Size by Application (2015-2020)
  • 5.2 Global Household VR Gym and Fitness Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Household VR Gym and Fitness Market Size (2015-2020)
  • 6.2 Household VR Gym and Fitness Key Players in North America (2019-2020)
  • 6.3 North America Household VR Gym and Fitness Market Size by Type (2015-2020)
  • 6.4 North America Household VR Gym and Fitness Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Household VR Gym and Fitness Market Size (2015-2020)
  • 7.2 Household VR Gym and Fitness Key Players in Europe (2019-2020)
  • 7.3 Europe Household VR Gym and Fitness Market Size by Type (2015-2020)
  • 7.4 Europe Household VR Gym and Fitness Market Size by Application (2015-2020)

8 China

  • 8.1 China Household VR Gym and Fitness Market Size (2015-2020)
  • 8.2 Household VR Gym and Fitness Key Players in China (2019-2020)
  • 8.3 China Household VR Gym and Fitness Market Size by Type (2015-2020)
  • 8.4 China Household VR Gym and Fitness Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Household VR Gym and Fitness Market Size (2015-2020)
  • 9.2 Household VR Gym and Fitness Key Players in Japan (2019-2020)
  • 9.3 Japan Household VR Gym and Fitness Market Size by Type (2015-2020)
  • 9.4 Japan Household VR Gym and Fitness Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Household VR Gym and Fitness Market Size (2015-2020)
  • 10.2 Household VR Gym and Fitness Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Household VR Gym and Fitness Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Household VR Gym and Fitness Market Size by Application (2015-2020)

11 India

  • 11.1 India Household VR Gym and Fitness Market Size (2015-2020)
  • 11.2 Household VR Gym and Fitness Key Players in India (2019-2020)
  • 11.3 India Household VR Gym and Fitness Market Size by Type (2015-2020)
  • 11.4 India Household VR Gym and Fitness Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Household VR Gym and Fitness Market Size (2015-2020)
  • 12.2 Household VR Gym and Fitness Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Household VR Gym and Fitness Market Size by Type (2015-2020)
  • 12.4 Central & South America Household VR Gym and Fitness Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 Sony
    • 13.1.1 Sony Company Details
    • 13.1.2 Sony Business Overview and Its Total Revenue
    • 13.1.3 Sony Household VR Gym and Fitness Introduction
    • 13.1.4 Sony Revenue in Household VR Gym and Fitness Business (2015-2020))
    • 13.1.5 Sony Recent Development
  • 13.2 VR Fitness Machine
    • 13.2.1 VR Fitness Machine Company Details
    • 13.2.2 VR Fitness Machine Business Overview and Its Total Revenue
    • 13.2.3 VR Fitness Machine Household VR Gym and Fitness Introduction
    • 13.2.4 VR Fitness Machine Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 13.2.5 VR Fitness Machine Recent Development
  • 13.3 HOLOFIT
    • 13.3.1 HOLOFIT Company Details
    • 13.3.2 HOLOFIT Business Overview and Its Total Revenue
    • 13.3.3 HOLOFIT Household VR Gym and Fitness Introduction
    • 13.3.4 HOLOFIT Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 13.3.5 HOLOFIT Recent Development
  • 13.4 Viro Fit
    • 13.4.1 Viro Fit Company Details
    • 13.4.2 Viro Fit Business Overview and Its Total Revenue
    • 13.4.3 Viro Fit Household VR Gym and Fitness Introduction
    • 13.4.4 Viro Fit Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 13.4.5 Viro Fit Recent Development
  • 13.5 GymCraft
    • 13.5.1 GymCraft Company Details
    • 13.5.2 GymCraft Business Overview and Its Total Revenue
    • 13.5.3 GymCraft Household VR Gym and Fitness Introduction
    • 13.5.4 GymCraft Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 13.5.5 GymCraft Recent Development
  • 13.6 Towermax Fitness
    • 13.6.1 Towermax Fitness Company Details
    • 13.6.2 Towermax Fitness Business Overview and Its Total Revenue
    • 13.6.3 Towermax Fitness Household VR Gym and Fitness Introduction
    • 13.6.4 Towermax Fitness Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 13.6.5 Towermax Fitness Recent Development
  • 13.7 Sourcenity
    • 13.7.1 Sourcenity Company Details
    • 13.7.2 Sourcenity Business Overview and Its Total Revenue
    • 13.7.3 Sourcenity Household VR Gym and Fitness Introduction
    • 13.7.4 Sourcenity Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 13.7.5 Sourcenity Recent Development
  • 13.8 VirZOOM
    • 13.8.1 VirZOOM Company Details
    • 13.8.2 VirZOOM Business Overview and Its Total Revenue
    • 13.8.3 VirZOOM Household VR Gym and Fitness Introduction
    • 13.8.4 VirZOOM Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 13.8.5 VirZOOM Recent Development
  • 13.9 Survios
    • 13.9.1 Survios Company Details
    • 13.9.2 Survios Business Overview and Its Total Revenue
    • 13.9.3 Survios Household VR Gym and Fitness Introduction
    • 13.9.4 Survios Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 13.9.5 Survios Recent Development
  • 13.10 Vertigo Games
    • 13.10.1 Vertigo Games Company Details
    • 13.10.2 Vertigo Games Business Overview and Its Total Revenue
    • 13.10.3 Vertigo Games Household VR Gym and Fitness Introduction
    • 13.10.4 Vertigo Games Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 13.10.5 Vertigo Games Recent Development
  • 13.11 CCP Games
    • 10.11.1 CCP Games Company Details
    • 10.11.2 CCP Games Business Overview and Its Total Revenue
    • 10.11.3 CCP Games Household VR Gym and Fitness Introduction
    • 10.11.4 CCP Games Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.11.5 CCP Games Recent Development
  • 13.12 MAD Virtual Reality Studio
    • 10.12.1 MAD Virtual Reality Studio Company Details
    • 10.12.2 MAD Virtual Reality Studio Business Overview and Its Total Revenue
    • 10.12.3 MAD Virtual Reality Studio Household VR Gym and Fitness Introduction
    • 10.12.4 MAD Virtual Reality Studio Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.12.5 MAD Virtual Reality Studio Recent Development
  • 13.13 Maxint
    • 10.13.1 Maxint Company Details
    • 10.13.2 Maxint Business Overview and Its Total Revenue
    • 10.13.3 Maxint Household VR Gym and Fitness Introduction
    • 10.13.4 Maxint Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.13.5 Maxint Recent Development
  • 13.14 Spectral Illusions
    • 10.14.1 Spectral Illusions Company Details
    • 10.14.2 Spectral Illusions Business Overview and Its Total Revenue
    • 10.14.3 Spectral Illusions Household VR Gym and Fitness Introduction
    • 10.14.4 Spectral Illusions Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.14.5 Spectral Illusions Recent Development
  • 13.15 Croteam
    • 10.15.1 Croteam Company Details
    • 10.15.2 Croteam Business Overview and Its Total Revenue
    • 10.15.3 Croteam Household VR Gym and Fitness Introduction
    • 10.15.4 Croteam Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.15.5 Croteam Recent Development
  • 13.16 Beat Games
    • 10.16.1 Beat Games Company Details
    • 10.16.2 Beat Games Business Overview and Its Total Revenue
    • 10.16.3 Beat Games Household VR Gym and Fitness Introduction
    • 10.16.4 Beat Games Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.16.5 Beat Games Recent Development
  • 13.17 Epic Games
    • 10.17.1 Epic Games Company Details
    • 10.17.2 Epic Games Business Overview and Its Total Revenue
    • 10.17.3 Epic Games Household VR Gym and Fitness Introduction
    • 10.17.4 Epic Games Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.17.5 Epic Games Recent Development
  • 13.18 Bethesda Softworks
    • 10.18.1 Bethesda Softworks Company Details
    • 10.18.2 Bethesda Softworks Business Overview and Its Total Revenue
    • 10.18.3 Bethesda Softworks Household VR Gym and Fitness Introduction
    • 10.18.4 Bethesda Softworks Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.18.5 Bethesda Softworks Recent Development
  • 13.19 Orange Bridge Studios
    • 10.19.1 Orange Bridge Studios Company Details
    • 10.19.2 Orange Bridge Studios Business Overview and Its Total Revenue
    • 10.19.3 Orange Bridge Studios Household VR Gym and Fitness Introduction
    • 10.19.4 Orange Bridge Studios Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.19.5 Orange Bridge Studios Recent Development
  • 13.20 Polyarc
    • 10.20.1 Polyarc Company Details
    • 10.20.2 Polyarc Business Overview and Its Total Revenue
    • 10.20.3 Polyarc Household VR Gym and Fitness Introduction
    • 10.20.4 Polyarc Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.20.5 Polyarc Recent Development
  • 13.21 Frontier Developments
    • 10.21.1 Frontier Developments Company Details
    • 10.21.2 Frontier Developments Business Overview and Its Total Revenue
    • 10.21.3 Frontier Developments Household VR Gym and Fitness Introduction
    • 10.21.4 Frontier Developments Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.21.5 Frontier Developments Recent Development
  • 13.22 Puzzle video game
    • 10.22.1 Puzzle video game Company Details
    • 10.22.2 Puzzle video game Business Overview and Its Total Revenue
    • 10.22.3 Puzzle video game Household VR Gym and Fitness Introduction
    • 10.22.4 Puzzle video game Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.22.5 Puzzle video game Recent Development
  • 13.23 Owlchemy Labs
    • 10.23.1 Owlchemy Labs Company Details
    • 10.23.2 Owlchemy Labs Business Overview and Its Total Revenue
    • 10.23.3 Owlchemy Labs Household VR Gym and Fitness Introduction
    • 10.23.4 Owlchemy Labs Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.23.5 Owlchemy Labs Recent Development
  • 13.24 Playful Corp.
    • 10.24.1 Playful Corp. Company Details
    • 10.24.2 Playful Corp. Business Overview and Its Total Revenue
    • 10.24.3 Playful Corp. Household VR Gym and Fitness Introduction
    • 10.24.4 Playful Corp. Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.24.5 Playful Corp. Recent Development
  • 13.25 Capcom
    • 10.25.1 Capcom Company Details
    • 10.25.2 Capcom Business Overview and Its Total Revenue
    • 10.25.3 Capcom Household VR Gym and Fitness Introduction
    • 10.25.4 Capcom Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.25.5 Capcom Recent Development
  • 13.26 Ubisoft
    • 10.26.1 Ubisoft Company Details
    • 10.26.2 Ubisoft Business Overview and Its Total Revenue
    • 10.26.3 Ubisoft Household VR Gym and Fitness Introduction
    • 10.26.4 Ubisoft Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.26.5 Ubisoft Recent Development
  • 13.27 Ian Ball
    • 10.27.1 Ian Ball Company Details
    • 10.27.2 Ian Ball Business Overview and Its Total Revenue
    • 10.27.3 Ian Ball Household VR Gym and Fitness Introduction
    • 10.27.4 Ian Ball Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.27.5 Ian Ball Recent Development
  • 13.28 Bossa Studios
    • 10.28.1 Bossa Studios Company Details
    • 10.28.2 Bossa Studios Business Overview and Its Total Revenue
    • 10.28.3 Bossa Studios Household VR Gym and Fitness Introduction
    • 10.28.4 Bossa Studios Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.28.5 Bossa Studios Recent Development
  • 13.29 Stress Level Zero
    • 10.29.1 Stress Level Zero Company Details
    • 10.29.2 Stress Level Zero Business Overview and Its Total Revenue
    • 10.29.3 Stress Level Zero Household VR Gym and Fitness Introduction
    • 10.29.4 Stress Level Zero Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.29.5 Stress Level Zero Recent Development
  • 13.30 KUNOS-Simulazioni Srl
    • 10.30.1 KUNOS-Simulazioni Srl Company Details
    • 10.30.2 KUNOS-Simulazioni Srl Business Overview and Its Total Revenue
    • 10.30.3 KUNOS-Simulazioni Srl Household VR Gym and Fitness Introduction
    • 10.30.4 KUNOS-Simulazioni Srl Revenue in Household VR Gym and Fitness Business (2015-2020)
    • 10.30.5 KUNOS-Simulazioni Srl Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    In 2019, the global Household VR Gym and Fitness market size was US$ xx million and it is expected to reach US$ xx million by the end of 2026, with a CAGR of xx% during 2020-2026.
    Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 100 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Household VR Gym and Fitness market in 2020. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
    This report also analyzes the impact of Coronavirus COVID-19 on the Household VR Gym and Fitness industry.
    With industry-standard accuracy in analysis and high data integrity, the report makes a brilliant attempt to unveil key opportunities available in the global Household VR Gym and Fitness market to help players in achieving a strong market position. Buyers of the report can access verified and reliable market forecasts, including those for the overall size of the global Household VR Gym and Fitness market in terms of revenue.
    Players, stakeholders, and other participants in the global Household VR Gym and Fitness market will be able to gain the upper hand as they use the report as a powerful resource. For this version of the report, the segmental analysis focuses on revenue and forecast by each application segment in terms of revenue and forecast by each type segment in terms of revenue for the period 2015-2026.
    Regional and Country-level Analysis
    The report offers an exhaustive geographical analysis of the global Household VR Gym and Fitness market, covering important regions, viz, North America, Europe, China, Japan, Southeast Asia, India and Central & South America. It also covers key countries (regions), viz, U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, UAE, etc.
    The report includes country-wise and region-wise market size for the period 2015-2026. It also includes market size and forecast by each application segment in terms of revenue for the period 2015-2026.
    Competition Analysis
    In the competitive analysis section of the report, leading as well as prominent players of the global Household VR Gym and Fitness market are broadly studied on the basis of key factors. The report offers comprehensive analysis and accurate statistics on revenue by the player for the period 2015-2020. It also offers detailed analysis supported by reliable statistics on price and revenue (global level) by player for the period 2015-2020.
    On the whole, the report proves to be an effective tool that players can use to gain a competitive edge over their competitors and ensure lasting success in the global Household VR Gym and Fitness market. All of the findings, data, and information provided in the report are validated and revalidated with the help of trustworthy sources. The analysts who have authored the report took a unique and industry-best research and analysis approach for an in-depth study of the global Household VR Gym and Fitness market.
    The following players are covered in this report:
    Sony
    VR Fitness Machine
    HOLOFIT
    Viro Fit
    GymCraft
    Towermax Fitness
    Sourcenity
    VirZOOM
    Survios
    Vertigo Games
    CCP Games
    MAD Virtual Reality Studio
    Maxint
    Spectral Illusions
    Croteam
    Beat Games
    Epic Games
    Bethesda Softworks
    Orange Bridge Studios
    Polyarc
    Frontier Developments
    Puzzle video game
    Owlchemy Labs
    Playful Corp.
    Capcom
    Ubisoft
    Ian Ball
    Bossa Studios
    Stress Level Zero
    KUNOS-Simulazioni Srl
    Household VR Gym and Fitness Breakdown Data by Type
    VR Games
    VR Fitness Equipment
    Other
    Household VR Gym and Fitness Breakdown Data by Application
    Adult
    Children


    Summary:
    Get latest Market Research Reports on Household VR Gym and Fitness. Industry analysis & Market Report on Household VR Gym and Fitness is a syndicated market report, published as Global Household VR Gym and Fitness Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of Household VR Gym and Fitness market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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