Report Detail

Service & Software Global and China Virtual Reality Games Market Size, Status and Forecast 2020-2026

  • RnM3363022
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  • 16 October, 2020
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  • Global
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  • 133 Pages
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  • QYResearch
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  • Service & Software

Global Virtual Reality Games Scope and Market Size
Virtual Reality Games market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Virtual Reality Games market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

Market segment by Type, the product can be split into
Single-player Game
Adventure Game
Shooter Game
Racing game
Simulation Game
Other

Market segment by Application, split into
Commercial
Private Entertainment

Based on regional and country-level analysis, the Virtual Reality Games market has been segmented as follows:
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Nordic
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia-Pacific
Latin America
Mexico
Brazil
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of Middle East & Africa

In the competitive analysis section of the report, leading as well as prominent players of the global Virtual Reality Games 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.
The key players covered in this study
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
Adult Swim
Capcom
Ubisoft
Ian Ball
Bossa Studios
Stress Level Zero
KUNOS-Simulazioni Srl
Sony
Playful Corp.


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Market Analysis by Type
    • 1.2.1 Global Virtual Reality Games Market Size Growth Rate by Type: 2020 VS 2026
    • 1.2.2 Single-player Game
    • 1.2.3 Adventure Game
    • 1.2.4 Shooter Game
    • 1.2.5 Racing game
    • 1.2.6 Simulation Game
    • 1.2.7 Other
  • 1.3 Market by Application
    • 1.3.1 Global Virtual Reality Games Market Share by Application: 2020 VS 2026
    • 1.3.2 Commercial
    • 1.3.3 Private Entertainment
  • 1.4 Study Objectives
  • 1.5 Years Considered

2 Global Growth Trends

  • 2.1 Global Virtual Reality Games Market Perspective (2015-2026)
  • 2.2 Global Virtual Reality Games Growth Trends by Regions
    • 2.2.1 Virtual Reality Games Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Virtual Reality Games Historic Market Share by Regions (2015-2020)
    • 2.2.3 Virtual Reality Games Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Market Restraints

3 Competition Landscape by Key Players

  • 3.1 Global Top Virtual Reality Games Players by Market Size
    • 3.1.1 Global Top Virtual Reality Games Players by Revenue (2015-2020)
    • 3.1.2 Global Virtual Reality Games Revenue Market Share by Players (2015-2020)
  • 3.2 Global Virtual Reality Games Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.3 Players Covered: Ranking by Virtual Reality Games Revenue
  • 3.4 Global Virtual Reality Games Market Concentration Ratio
    • 3.4.1 Global Virtual Reality Games Market Concentration Ratio (CR5 and HHI)
    • 3.4.2 Global Top 10 and Top 5 Companies by Virtual Reality Games Revenue in 2019
  • 3.5 Key Players Virtual Reality Games Area Served
  • 3.6 Key Players Virtual Reality Games Product Solution and Service
  • 3.7 Date of Enter into Virtual Reality Games Market
  • 3.8 Mergers & Acquisitions, Expansion Plans

4 Virtual Reality Games Breakdown Data by Type (2015-2026)

  • 4.1 Global Virtual Reality Games Historic Market Size by Type (2015-2020)
  • 4.2 Global Virtual Reality Games Forecasted Market Size by Type (2021-2026)

5 Virtual Reality Games Breakdown Data by Application (2015-2026)

  • 5.1 Global Virtual Reality Games Historic Market Size by Application (2015-2020)
  • 5.2 Global Virtual Reality Games Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Virtual Reality Games Market Size (2015-2026)
  • 6.2 North America Virtual Reality Games Market Size by Type (2015-2020)
  • 6.3 North America Virtual Reality Games Market Size by Application (2015-2020)
  • 6.4 North America Virtual Reality Games Market Size by Country (2015-2020)
    • 6.4.1 United States
    • 6.4.2 Canada

7 Europe

  • 7.1 Europe Virtual Reality Games Market Size (2015-2026)
  • 7.2 Europe Virtual Reality Games Market Size by Type (2015-2020)
  • 7.3 Europe Virtual Reality Games Market Size by Application (2015-2020)
  • 7.4 Europe Virtual Reality Games Market Size by Country (2015-2020)
    • 7.4.1 Germany
    • 7.4.2 France
    • 7.4.3 U.K.
    • 7.4.4 Italy
    • 7.4.5 Russia
    • 7.4.6 Nordic
    • 7.4.7 Rest of Europe

8 China

  • 8.1 China Virtual Reality Games Market Size (2015-2026)
  • 8.2 China Virtual Reality Games Market Size by Type (2015-2020)
  • 8.3 China Virtual Reality Games Market Size by Application (2015-2020)
  • 8.4 China Virtual Reality Games Market Size by Region (2015-2020)
    • 8.4.1 China
    • 8.4.2 Japan
    • 8.4.3 South Korea
    • 8.4.4 Southeast Asia
    • 8.4.5 India
    • 8.4.6 Australia
    • 8.4.7 Rest of Asia-Pacific

9 Japan

  • 9.1 Japan Virtual Reality Games Market Size (2015-2026)
  • 9.2 Japan Virtual Reality Games Market Size by Type (2015-2020)
  • 9.3 Japan Virtual Reality Games Market Size by Application (2015-2020)
  • 9.4 Japan Virtual Reality Games Market Size by Country (2015-2020)
    • 9.4.1 Mexico
    • 9.4.2 Brazil

10 Southeast Asia

  • 10.1 Southeast Asia Virtual Reality Games Market Size (2015-2026)
  • 10.2 Southeast Asia Virtual Reality Games Market Size by Type (2015-2020)
  • 10.3 Southeast Asia Virtual Reality Games Market Size by Application (2015-2020)
  • 10.4 Southeast Asia Virtual Reality Games Market Size by Country (2015-2020)
    • 10.4.1 Turkey
    • 10.4.2 Saudi Arabia
    • 10.4.3 UAE
    • 10.4.4 Rest of Middle East & Africa

11 Key Players Profiles

  • 11.1 Survios
    • 11.1.1 Survios Company Details
    • 11.1.2 Survios Business Overview
    • 11.1.3 Survios Virtual Reality Games Introduction
    • 11.1.4 Survios Revenue in Virtual Reality Games Business (2015-2020))
    • 11.1.5 Survios Recent Development
  • 11.2 Vertigo Games
    • 11.2.1 Vertigo Games Company Details
    • 11.2.2 Vertigo Games Business Overview
    • 11.2.3 Vertigo Games Virtual Reality Games Introduction
    • 11.2.4 Vertigo Games Revenue in Virtual Reality Games Business (2015-2020)
    • 11.2.5 Vertigo Games Recent Development
  • 11.3 CCP Games
    • 11.3.1 CCP Games Company Details
    • 11.3.2 CCP Games Business Overview
    • 11.3.3 CCP Games Virtual Reality Games Introduction
    • 11.3.4 CCP Games Revenue in Virtual Reality Games Business (2015-2020)
    • 11.3.5 CCP Games Recent Development
  • 11.4 MAD Virtual Reality Studio
    • 11.4.1 MAD Virtual Reality Studio Company Details
    • 11.4.2 MAD Virtual Reality Studio Business Overview
    • 11.4.3 MAD Virtual Reality Studio Virtual Reality Games Introduction
    • 11.4.4 MAD Virtual Reality Studio Revenue in Virtual Reality Games Business (2015-2020)
    • 11.4.5 MAD Virtual Reality Studio Recent Development
  • 11.5 Maxint
    • 11.5.1 Maxint Company Details
    • 11.5.2 Maxint Business Overview
    • 11.5.3 Maxint Virtual Reality Games Introduction
    • 11.5.4 Maxint Revenue in Virtual Reality Games Business (2015-2020)
    • 11.5.5 Maxint Recent Development
  • 11.6 Spectral Illusions
    • 11.6.1 Spectral Illusions Company Details
    • 11.6.2 Spectral Illusions Business Overview
    • 11.6.3 Spectral Illusions Virtual Reality Games Introduction
    • 11.6.4 Spectral Illusions Revenue in Virtual Reality Games Business (2015-2020)
    • 11.6.5 Spectral Illusions Recent Development
  • 11.7 Croteam
    • 11.7.1 Croteam Company Details
    • 11.7.2 Croteam Business Overview
    • 11.7.3 Croteam Virtual Reality Games Introduction
    • 11.7.4 Croteam Revenue in Virtual Reality Games Business (2015-2020)
    • 11.7.5 Croteam Recent Development
  • 11.8 Beat Games
    • 11.8.1 Beat Games Company Details
    • 11.8.2 Beat Games Business Overview
    • 11.8.3 Beat Games Virtual Reality Games Introduction
    • 11.8.4 Beat Games Revenue in Virtual Reality Games Business (2015-2020)
    • 11.8.5 Beat Games Recent Development
  • 11.9 Epic Games
    • 11.9.1 Epic Games Company Details
    • 11.9.2 Epic Games Business Overview
    • 11.9.3 Epic Games Virtual Reality Games Introduction
    • 11.9.4 Epic Games Revenue in Virtual Reality Games Business (2015-2020)
    • 11.9.5 Epic Games Recent Development
  • 11.10 Bethesda Softworks
    • 11.10.1 Bethesda Softworks Company Details
    • 11.10.2 Bethesda Softworks Business Overview
    • 11.10.3 Bethesda Softworks Virtual Reality Games Introduction
    • 11.10.4 Bethesda Softworks Revenue in Virtual Reality Games Business (2015-2020)
    • 11.10.5 Bethesda Softworks Recent Development
  • 11.11 Orange Bridge Studios
    • 10.11.1 Orange Bridge Studios Company Details
    • 10.11.2 Orange Bridge Studios Business Overview
    • 10.11.3 Orange Bridge Studios Virtual Reality Games Introduction
    • 10.11.4 Orange Bridge Studios Revenue in Virtual Reality Games Business (2015-2020)
    • 10.11.5 Orange Bridge Studios Recent Development
  • 11.12 Polyarc
    • 10.12.1 Polyarc Company Details
    • 10.12.2 Polyarc Business Overview
    • 10.12.3 Polyarc Virtual Reality Games Introduction
    • 10.12.4 Polyarc Revenue in Virtual Reality Games Business (2015-2020)
    • 10.12.5 Polyarc Recent Development
  • 11.13 Frontier Developments
    • 10.13.1 Frontier Developments Company Details
    • 10.13.2 Frontier Developments Business Overview
    • 10.13.3 Frontier Developments Virtual Reality Games Introduction
    • 10.13.4 Frontier Developments Revenue in Virtual Reality Games Business (2015-2020)
    • 10.13.5 Frontier Developments Recent Development
  • 11.14 Puzzle video game
    • 10.14.1 Puzzle video game Company Details
    • 10.14.2 Puzzle video game Business Overview
    • 10.14.3 Puzzle video game Virtual Reality Games Introduction
    • 10.14.4 Puzzle video game Revenue in Virtual Reality Games Business (2015-2020)
    • 10.14.5 Puzzle video game Recent Development
  • 11.15 Owlchemy Labs
    • 10.15.1 Owlchemy Labs Company Details
    • 10.15.2 Owlchemy Labs Business Overview
    • 10.15.3 Owlchemy Labs Virtual Reality Games Introduction
    • 10.15.4 Owlchemy Labs Revenue in Virtual Reality Games Business (2015-2020)
    • 10.15.5 Owlchemy Labs Recent Development
  • 11.16 Adult Swim
    • 10.16.1 Adult Swim Company Details
    • 10.16.2 Adult Swim Business Overview
    • 10.16.3 Adult Swim Virtual Reality Games Introduction
    • 10.16.4 Adult Swim Revenue in Virtual Reality Games Business (2015-2020)
    • 10.16.5 Adult Swim Recent Development
  • 11.17 Capcom
    • 10.17.1 Capcom Company Details
    • 10.17.2 Capcom Business Overview
    • 10.17.3 Capcom Virtual Reality Games Introduction
    • 10.17.4 Capcom Revenue in Virtual Reality Games Business (2015-2020)
    • 10.17.5 Capcom Recent Development
  • 11.18 Ubisoft
    • 10.18.1 Ubisoft Company Details
    • 10.18.2 Ubisoft Business Overview
    • 10.18.3 Ubisoft Virtual Reality Games Introduction
    • 10.18.4 Ubisoft Revenue in Virtual Reality Games Business (2015-2020)
    • 10.18.5 Ubisoft Recent Development
  • 11.19 Ian Ball
    • 10.19.1 Ian Ball Company Details
    • 10.19.2 Ian Ball Business Overview
    • 10.19.3 Ian Ball Virtual Reality Games Introduction
    • 10.19.4 Ian Ball Revenue in Virtual Reality Games Business (2015-2020)
    • 10.19.5 Ian Ball Recent Development
  • 11.20 Bossa Studios
    • 10.20.1 Bossa Studios Company Details
    • 10.20.2 Bossa Studios Business Overview
    • 10.20.3 Bossa Studios Virtual Reality Games Introduction
    • 10.20.4 Bossa Studios Revenue in Virtual Reality Games Business (2015-2020)
    • 10.20.5 Bossa Studios Recent Development
  • 11.21 Stress Level Zero
    • 10.21.1 Stress Level Zero Company Details
    • 10.21.2 Stress Level Zero Business Overview
    • 10.21.3 Stress Level Zero Virtual Reality Games Introduction
    • 10.21.4 Stress Level Zero Revenue in Virtual Reality Games Business (2015-2020)
    • 10.21.5 Stress Level Zero Recent Development
  • 11.22 KUNOS-Simulazioni Srl
    • 10.22.1 KUNOS-Simulazioni Srl Company Details
    • 10.22.2 KUNOS-Simulazioni Srl Business Overview
    • 10.22.3 KUNOS-Simulazioni Srl Virtual Reality Games Introduction
    • 10.22.4 KUNOS-Simulazioni Srl Revenue in Virtual Reality Games Business (2015-2020)
    • 10.22.5 KUNOS-Simulazioni Srl Recent Development
  • 11.23 Sony
    • 10.23.1 Sony Company Details
    • 10.23.2 Sony Business Overview
    • 10.23.3 Sony Virtual Reality Games Introduction
    • 10.23.4 Sony Revenue in Virtual Reality Games Business (2015-2020)
    • 10.23.5 Sony Recent Development
  • 11.24 Playful Corp.
    • 10.24.1 Playful Corp. Company Details
    • 10.24.2 Playful Corp. Business Overview
    • 10.24.3 Playful Corp. Virtual Reality Games Introduction
    • 10.24.4 Playful Corp. Revenue in Virtual Reality Games Business (2015-2020)
    • 10.24.5 Playful Corp. Recent Development

12 Analyst's Viewpoints/Conclusions

    13 Appendix

    • 13.1 Research Methodology
      • 13.1.1 Methodology/Research Approach
      • 13.1.2 Data Source
    • 13.2 Disclaimer

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

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