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United States Virtual Reality (VR) in Gaming Industry Market Analysis & Forecast 2018-2023

July 2018 | 121 pages | ID: U5D85982DB8EN
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In the United States Virtual Reality (VR) in Gaming Industry Market Analysis & Forecast 2018-2023, the revenue is valued at USD XX million in 2017 and is expected to reach USD XX million by the end of 2023, growing at a CAGR of XX% between 2018 and 2023. The production is estimated at XX million in 2017 and is forecasted to reach XX million by the end of 2023, growing at a CAGR of XX% between 2018 and 2023.

It covers Regional Segment Analysis, Type, Appliction, Major Manufactures, Industry Chain Analysis, Competitive Insights and Macroeconomic Analysis.

The Major players reported in the market include:
Linden Labs
Electronic Arts
Facebook/ Oculus
Samsung Electronics Co. Ltd.
Google Inc.
HTC Corporation
Virtuix
Leap Motion Inc
Telsa Studios

United States Virtual Reality (VR) in Gaming Market: Product Segment Analysis
Hardware
Software
Type 3

United States Virtual Reality (VR) in Gaming Market: Application Segment Analysis
Smartphone
Gaming Console
Laptop/Desktop

Reasons for Buying this Report
  • This report provides pin-point analysis for changing competitive dynamics
  • It provides a forward looking perspective on different factors driving or restraining market growth
  • It provides a six-year forecast assessed on the basis of how the market is predicted to grow
  • It helps in understanding the key product segments and their future
  • It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors
  • It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments
United States Virtual Reality (VR) in Gaming Industry Market Analysis & Forecast 2018-2023

CHAPTER 1 VIRTUAL REALITY (VR) IN GAMING MARKET OVERVIEW

1.1 Product Overview and Scope of Virtual Reality (VR) in Gaming
1.2 Virtual Reality (VR) in Gaming Market Segmentation by Type
  1.2.1 United States Production Market Share of Virtual Reality (VR) in Gaming by Type in 2016
  1.2.1 Hardware
  1.2.2 Software
  1.2.3 Type
1.3 Virtual Reality (VR) in Gaming Market Segmentation by Application
  1.3.1 Virtual Reality (VR) in Gaming Consumption Market Share by Application in 20156
  1.3.2 Smartphone
  1.3.3 Gaming Console
  1.3.4 Laptop/Desktop
1.4 United States Market Size Sales (Value) and Revenue (Volume) of Virtual Reality (VR) in Gaming (2013-2023)

CHAPTER 2 UNITED STATES ECONOMIC IMPACT ON VIRTUAL REALITY (VR) IN GAMING INDUSTRY

2.1 United States Macroeconomic Analysis
2.2 United States Macroeconomic Environment Development Trend

CHAPTER 3 UNITED STATES VIRTUAL REALITY (VR) IN GAMING MARKET COMPETITION BY MANUFACTURERS

3.1 United States Virtual Reality (VR) in Gaming Production and Share by Manufacturers (2016 and 2017)
3.2 United States Virtual Reality (VR) in Gaming Revenue and Share by Manufacturers (2016 and 2017)
3.3 United States Virtual Reality (VR) in Gaming Average Price by Manufacturers (2016 and 2017)
3.4 Manufacturers Virtual Reality (VR) in Gaming Manufacturing Base Distribution, Production Area and Product Type
3.5 Virtual Reality (VR) in Gaming Market Competitive Situation and Trends
  3.5.1 Virtual Reality (VR) in Gaming Market Concentration Rate
  3.5.2 Virtual Reality (VR) in Gaming Market Share of Top 3 and Top 5 Manufacturers
  3.5.3 Mergers & Acquisitions, Expansion

CHAPTER 4 UNITED STATES VIRTUAL REALITY (VR) IN GAMING PRODUCTION, REVENUE (VALUE), PRICE TREND BY TYPE

4.1 United States Virtual Reality (VR) in Gaming Production and Market Share by Type (2013-2018)
4.2 United States Virtual Reality (VR) in Gaming Revenue and Market Share by Type (2013-2018)
4.3 United States Virtual Reality (VR) in Gaming Price by Type (2013-2018)
4.4 United States Virtual Reality (VR) in Gaming Production Growth by Type (2013-2018)

CHAPTER 5 UNITED STATES VIRTUAL REALITY (VR) IN GAMING MARKET ANALYSIS BY APPLICATION

5.1 United States Virtual Reality (VR) in Gaming Consumption and Market Share by Application (2013-2018)
5.2 United States Virtual Reality (VR) in Gaming Consumption Growth Rate by Application (2013-2018)
5.3 Market Drivers and Opportunities
  5.3.1 Potential Applications
  5.3.2 Emerging Markets/Countries

CHAPTER 6 UNITED STATES VIRTUAL REALITY (VR) IN GAMING MANUFACTURERS ANALYSIS

6.1 Linden Labs
  6.1.1 Company Basic Information, Manufacturing Base and Competitors
  6.1.2 Product Type, Application and Specification
  6.1.3 Production, Revenue, Price and Gross Margin (2013-2018)
  6.1.4 Business Overview
6.2 Electronic Arts
  6.2.1 Company Basic Information, Manufacturing Base and Competitors
  6.2.2 Product Type, Application and Specification
  6.2.3 Production, Revenue, Price and Gross Margin (2013-2018)
  6.2.4 Business Overview
6.3 Facebook/ Oculus
  6.3.1 Company Basic Information, Manufacturing Base and Competitors
  6.3.2 Product Type, Application and Specification
  6.3.3 Production, Revenue, Price and Gross Margin (2013-2018)
  6.3.4 Business Overview
6.4 Samsung Electronics Co. Ltd.
  6.4.1 Company Basic Information, Manufacturing Base and Competitors
  6.4.2 Product Type, Application and Specification
  6.4.3 Production, Revenue, Price and Gross Margin (2013-2018)
  6.4.4 Business Overview
6.5 Google Inc.
  6.5.1 Company Basic Information, Manufacturing Base and Competitors
  6.5.2 Product Type, Application and Specification
  6.5.3 Production, Revenue, Price and Gross Margin (2013-2018)
  6.5.4 Business Overview
6.6 HTC Corporation
  6.6.1 Company Basic Information, Manufacturing Base and Competitors
  6.6.2 Product Type, Application and Specification
  6.6.3 Production, Revenue, Price and Gross Margin (2013-2018)
  6.6.4 Business Overview
6.7 Virtuix
  6.7.1 Company Basic Information, Manufacturing Base and Competitors
  6.7.2 Product Type, Application and Specification
  6.7.3 Production, Revenue, Price and Gross Margin (2013-2018)
  6.7.4 Business Overview
6.8 Leap Motion Inc
  6.6.1 Company Basic Information, Manufacturing Base and Competitors
  6.6.2 Product Type, Application and Specification
  6.6.3 Production, Revenue, Price and Gross Margin (2013-2018)
  6.6.4 Business Overview
6.9 Telsa Studios
  6.9.1 Company Basic Information, Manufacturing Base and Competitors
  6.9.2 Product Type, Application and Specification
  6.9.3 Production, Revenue, Price and Gross Margin (2013-2018)
  6.9.4 Business Overview


CHAPTER 7 VIRTUAL REALITY (VR) IN GAMING MANUFACTURING COST ANALYSIS

7.1 Virtual Reality (VR) in Gaming Key Raw Materials Analysis
  7.1.1 Key Raw Materials
  7.1.2 Price Trend of Key Raw Materials
  7.1.3 Key Suppliers of Raw Materials
  7.1.4 Market Concentration Rate of Raw Materials
7.2 Proportion of Manufacturing Cost Structure
  7.2.1 Raw Materials
  7.2.2 Labor Cost
  7.2.3 Manufacturing Expenses
7.3 Manufacturing Process Analysis of Virtual Reality (VR) in Gaming

CHAPTER 8 INDUSTRIAL CHAIN, SOURCING STRATEGY AND DOWNSTREAM BUYERS

8.1 Virtual Reality (VR) in Gaming Industrial Chain Analysis
8.2 Upstream Raw Materials Sourcing
8.3 Raw Materials Sources of Virtual Reality (VR) in Gaming Major Manufacturers in 2016
8.4 Downstream Buyers

CHAPTER 9 MARKETING STRATEGY ANALYSIS, DISTRIBUTORS/TRADERS

9.1 Marketing Channel
  9.1.1 Direct Marketing
  9.1.2 Indirect Marketing
  9.1.3 Marketing Channel Development Trend
9.2 Market Positioning
  9.2.1 Pricing Strategy
  9.2.2 Brand Strategy
  9.2.3 Target Client
9.3 Distributors/Traders List

CHAPTER 10 MARKET EFFECT FACTORS ANALYSIS

10.1 Technology Progress/Risk
  10.1.1 Substitutes Threat
  10.1.2 Technology Progress in Related Industry
10.2 Consumer Needs/Customer Preference Change
10.3 Economic/Political Environmental Change

CHAPTER 11 UNITED STATES VIRTUAL REALITY (VR) IN GAMING MARKET FORECAST (2018-2013)

11.1 United States Virtual Reality (VR) in Gaming Production, Revenue Forecast (2018-2013)
11.2 United States Virtual Reality (VR) in Gaming Production, Consumption Forecast by Regions (2018-2013)
11.3 United States Virtual Reality (VR) in Gaming Production Forecast by Type (2018-2013)
11.4 United States Virtual Reality (VR) in Gaming Consumption Forecast by Application (2018-2013)
11.5 Virtual Reality (VR) in Gaming Price Forecast (2018-2013)

CHAPTER 12 APPENDIX

LIST OF TABLES AND FIGURES

Figure Picture of Virtual Reality (VR) in Gaming
Table Classification of Virtual Reality (VR) in Gaming
Figure United States Sales Market Share of Virtual Reality (VR) in Gaming by Type in 2016
Table Application of Virtual Reality (VR) in Gaming
Figure United States Sales Market Share of Virtual Reality (VR) in Gaming by Application in 2016
Figure United States Virtual Reality (VR) in Gaming Sales and Growth Rate (2013-2023)
Figure United States Virtual Reality (VR) in Gaming Revenue and Growth Rate (2013-2023)
Table United States Virtual Reality (VR) in Gaming Sales of Key Manufacturers (2016 and 2017)
Table United States Virtual Reality (VR) in Gaming Sales Share by Manufacturers (2016 and 2017)
Figure 2015 Virtual Reality (VR) in Gaming Sales Share by Manufacturers
Figure 2016 Virtual Reality (VR) in Gaming Sales Share by Manufacturers
Table United States Virtual Reality (VR) in Gaming Revenue by Manufacturers (2016 and 2017)
Table United States Virtual Reality (VR) in Gaming Revenue Share by Manufacturers (2016 and 2017)
Table 2015 United States Virtual Reality (VR) in Gaming Revenue Share by Manufacturers
Table 2016 United States Virtual Reality (VR) in Gaming Revenue Share by Manufacturers
Table United States Market Virtual Reality (VR) in Gaming Average Price of Key Manufacturers (2016 and 2017)
Figure United States Market Virtual Reality (VR) in Gaming Average Price of Key Manufacturers in 2016
Figure Virtual Reality (VR) in Gaming Market Share of Top 3 Manufacturers
Figure Virtual Reality (VR) in Gaming Market Share of Top 5 Manufacturers
Table United States Virtual Reality (VR) in Gaming Sales by Type (2013-2018)
Table United States Virtual Reality (VR) in Gaming Sales Share by Type (2013-2018)
Figure United States Virtual Reality (VR) in Gaming Sales Market Share by Type in 2016
Table United States Virtual Reality (VR) in Gaming Revenue and Market Share by Type (2013-2018)
Table United States Virtual Reality (VR) in Gaming Revenue Share by Type (2013-2018)
Figure Revenue Market Share of Virtual Reality (VR) in Gaming by Type (2013-2018)
Table United States Virtual Reality (VR) in Gaming Price by Type (2013-2018)
Figure United States Virtual Reality (VR) in Gaming Sales Growth Rate by Type (2013-2018)
Table United States Virtual Reality (VR) in Gaming Sales by Application (2013-2018)
Table United States Virtual Reality (VR) in Gaming Sales Market Share by Application (2013-2018)
Figure United States Virtual Reality (VR) in Gaming Sales Market Share by Application in 2015
Table United States Virtual Reality (VR) in Gaming Sales Growth Rate by Application (2013-2018)
Figure United States Virtual Reality (VR) in Gaming Sales Growth Rate by Application (2013-2018)
Table Linden Labs Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Linden Labs Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2013-2018)
Table Linden Labs Virtual Reality (VR) in Gaming Market Share (2013-2018)
Table Electronic Arts Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Electronic Arts Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2013-2018)
Table Electronic Arts Virtual Reality (VR) in Gaming Market Share (2013-2018)
Table Facebook/ Oculus Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Facebook/ Oculus Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2013-2018)
Table Facebook/ Oculus Virtual Reality (VR) in Gaming Market Share (2013-2018)
Table Samsung Electronics Co. Ltd. Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Samsung Electronics Co. Ltd. Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2013-2018)
Table Samsung Electronics Co. Ltd. Virtual Reality (VR) in Gaming Market Share (2013-2018)
Table Google Inc. Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Google Inc. Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2013-2018)
Table Google Inc. Virtual Reality (VR) in Gaming Market Share (2013-2018)
Table HTC Corporation Basic Information, Manufacturing Base, Production Area and Its Competitors
Table HTC Corporation Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2013-2018)
Table HTC Corporation Virtual Reality (VR) in Gaming Market Share (2013-2018)
Table Virtuix Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Virtuix Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2013-2018)
Table Virtuix Virtual Reality (VR) in Gaming Market Share (2013-2018)
Table Leap Motion Inc Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Leap Motion Inc Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2013-2018)
Table Leap Motion Inc Virtual Reality (VR) in Gaming Market Share (2013-2018)
Table Telsa Studios Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Telsa Studios Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2013-2018)
Table Telsa Studios Virtual Reality (VR) in Gaming Market Share (2013-2018)
Table Production Base and Market Concentration Rate of Raw Material
Figure Price Trend of Key Raw Materials
Table Key Suppliers of Raw Materials
Figure Manufacturing Cost Structure of Virtual Reality (VR) in Gaming
Figure Manufacturing Process Analysis of Virtual Reality (VR) in Gaming
Figure Virtual Reality (VR) in Gaming Industrial Chain Analysis
Table Raw Materials Sources of Virtual Reality (VR) in Gaming Major Manufacturers in 2016
Table Major Buyers of Virtual Reality (VR) in Gaming
Table Distributors/Traders List
Figure United States Virtual Reality (VR) in Gaming Production and Growth Rate Forecast (2018-2013)
Figure United States Virtual Reality (VR) in Gaming Revenue and Growth Rate Forecast (2018-2013)
Table United States Virtual Reality (VR) in Gaming Production Forecast by Type (2018-2013)
Table United States Virtual Reality (VR) in Gaming Consumption Forecast by Application (2018-2013)

COMPANIES MENTIONED

Linden Labs Electronic Arts Facebook/ Oculus Samsung Electronics Co. Ltd. Google Inc. HTC Corporation Virtuix Leap Motion Inc Telsa Studios


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