Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic.
The Virtual Reality Games market revenue was xx.xx Million USD in 2019, and will reach xx.xx Million USD in 2025, with a CAGR of x.x% during 2020-2025.
Under COVID-19 outbreak globally, this report provides 360 degrees of analysis from supply chain, import and export control to regional government policy and future influence on the industry. Detailed analysis about market status (2015-2020), enterprise competition pattern, advantages and disadvantages of enterprise products, industry development trends (2020-2025), regional industrial layout characteristics and macroeconomic policies, industrial policy has also been included. From raw materials to end users of this industry are analyzed scientifically, the trends of product circulation and sales channel will be presented as well. Considering COVID-19, this report provides comprehensive and in-depth analysis on how the epidemic push this industry transformation and reform.
In COVID-19 outbreak, Chapter 2.2 of this report provides an analysis of the impact of COVID-19 on the global economy and the Virtual Reality Games industry.
Chapter 3.7 covers the analysis of the impact of COVID-19 from the perspective of the industry chain.
In addition, chapters 7-11 consider the impact of COVID-19 on the regional economy.
The Virtual Reality Games market can be split based on product types, major applications, and important countries as follows:
Key players in the global Virtual Reality Games market covered in Chapter 12:
Beat Games
Playful Corp.
Puzzle video game
Sony
Capcom
Survios
Vertigo Games
Croteam
Orange Bridge Studios
Spectral Illusions
KUNOS-Simulazioni Srl
Ubisoft
Adult Swim
Bossa Studios
Polyarc
Owlchemy Labs
Stress Level Zero
Bethesda Softworks
Maxint
Epic Games
Frontier Developments
MAD Virtual Reality Studio
Ian Ball
CCP Games
In Chapter 4 and 14.1, on the basis of types, the Virtual Reality Games market from 2015 to 2025 is primarily split into:
Single-player Game
Adventure Game
Shooter Game
Racing game
Simulation Game
Others
In Chapter 5 and 14.2, on the basis of applications, the Virtual Reality Games market from 2015 to 2025 covers:
Commercial
Private Entertainment
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 6, 7, 8, 9, 10, 11, 14:
North America (Covered in Chapter 7 and 14)
United States
Canada
Mexico
Europe (Covered in Chapter 8 and 14)
Germany
UK
France
Italy
Spain
Russia
Others
Asia-Pacific (Covered in Chapter 9 and 14)
China
Japan
South Korea
Australia
India
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 10 and 14)
Saudi Arabia
UAE
Egypt
Nigeria
South Africa
Others
South America (Covered in Chapter 11 and 14)
Brazil
Argentina
Columbia
Chile
Others
Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2025
Table of Content
1 Virtual Reality Games Introduction and Market Overview
1.1 Objectives of the Study
1.2 Overview of Virtual Reality Games
1.3 Scope of The Study
1.3.1 Key Market Segments
1.3.2 Players Covered
1.3.3 COVID-19's impact on the Virtual Reality Games industry
1.4 Methodology of The Study
1.5 Research Data Source
2 Executive Summary
2.1 Market Overview
2.1.1 Global Virtual Reality Games Market Size, 2015 - 2020
2.1.2 Global Virtual Reality Games Market Size by Type, 2015 - 2020
2.1.3 Global Virtual Reality Games Market Size by Application, 2015 - 2020
2.1.4 Global Virtual Reality Games Market Size by Region, 2015 - 2025
2.2 Business Environment Analysis
2.2.1 Global COVID-19 Status and Economic Overview
2.2.2 Influence of COVID-19 Outbreak on Virtual Reality Games Industry Development
3 Industry Chain Analysis
3.1 Upstream Raw Material Suppliers of Virtual Reality Games Analysis
3.2 Major Players of Virtual Reality Games
3.3 Virtual Reality Games Manufacturing Cost Structure Analysis
3.3.1 Production Process Analysis
3.3.2 Manufacturing Cost Structure of Virtual Reality Games
3.3.3 Labor Cost of Virtual Reality Games
3.4 Market Distributors of Virtual Reality Games
3.5 Major Downstream Buyers of Virtual Reality Games Analysis
3.6 The Impact of Covid-19 From the Perspective of Industry Chain
3.7 Regional Import and Export Controls Will Exist for a Long Time
3.8 Continued downward PMI Spreads Globally
4 Global Virtual Reality Games Market, by Type
4.1 Global Virtual Reality Games Value and Market Share by Type (2015-2020)
4.2 Global Virtual Reality Games Production and Market Share by Type (2015-2020)
4.3 Global Virtual Reality Games Value and Growth Rate by Type (2015-2020)
4.3.1 Global Virtual Reality Games Value and Growth Rate of Single-player Game
4.3.2 Global Virtual Reality Games Value and Growth Rate of Adventure Game
4.3.3 Global Virtual Reality Games Value and Growth Rate of Shooter Game
4.3.4 Global Virtual Reality Games Value and Growth Rate of Racing game
4.3.5 Global Virtual Reality Games Value and Growth Rate of Simulation Game
4.3.6 Global Virtual Reality Games Value and Growth Rate of Others
4.4 Global Virtual Reality Games Price Analysis by Type (2015-2020)
5 Virtual Reality Games Market, by Application
5.1 Downstream Market Overview
5.2 Global Virtual Reality Games Consumption and Market Share by Application (2015-2020)
5.3 Global Virtual Reality Games Consumption and Growth Rate by Application (2015-2020)
5.3.1 Global Virtual Reality Games Consumption and Growth Rate of Commercial (2015-2020)
5.3.2 Global Virtual Reality Games Consumption and Growth Rate of Private Entertainment (2015-2020)
6 Global Virtual Reality Games Market Analysis by Regions
6.1 Global Virtual Reality Games Sales, Revenue and Market Share by Regions
6.1.1 Global Virtual Reality Games Sales by Regions (2015-2020)
6.1.2 Global Virtual Reality Games Revenue by Regions (2015-2020)
6.2 North America Virtual Reality Games Sales and Growth Rate (2015-2020)
6.3 Europe Virtual Reality Games Sales and Growth Rate (2015-2020)
6.4 Asia-Pacific Virtual Reality Games Sales and Growth Rate (2015-2020)
6.5 Middle East and Africa Virtual Reality Games Sales and Growth Rate (2015-2020)
6.6 South America Virtual Reality Games Sales and Growth Rate (2015-2020)
7 North America Virtual Reality Games Market Analysis by Countries
7.1 The Influence of COVID-19 on North America Market
7.2 North America Virtual Reality Games Sales, Revenue and Market Share by Countries
7.2.1 North America Virtual Reality Games Sales by Countries (2015-2020)
7.2.2 North America Virtual Reality Games Revenue by Countries (2015-2020)
7.3 United States Virtual Reality Games Sales and Growth Rate (2015-2020)
7.4 Canada Virtual Reality Games Sales and Growth Rate (2015-2020)
7.5 Mexico Virtual Reality Games Sales and Growth Rate (2015-2020)
8 Europe Virtual Reality Games Market Analysis by Countries
8.1 The Influence of COVID-19 on Europe Market
8.2 Europe Virtual Reality Games Sales, Revenue and Market Share by Countries
8.2.1 Europe Virtual Reality Games Sales by Countries (2015-2020)
8.2.2 Europe Virtual Reality Games Revenue by Countries (2015-2020)
8.3 Germany Virtual Reality Games Sales and Growth Rate (2015-2020)
8.4 UK Virtual Reality Games Sales and Growth Rate (2015-2020)
8.5 France Virtual Reality Games Sales and Growth Rate (2015-2020)
8.6 Italy Virtual Reality Games Sales and Growth Rate (2015-2020)
8.7 Spain Virtual Reality Games Sales and Growth Rate (2015-2020)
8.8 Russia Virtual Reality Games Sales and Growth Rate (2015-2020)
9 Asia Pacific Virtual Reality Games Market Analysis by Countries
9.1 The Influence of COVID-19 on Asia Pacific Market
9.2 Asia Pacific Virtual Reality Games Sales, Revenue and Market Share by Countries
9.2.1 Asia Pacific Virtual Reality Games Sales by Countries (2015-2020)
9.2.2 Asia Pacific Virtual Reality Games Revenue by Countries (2015-2020)
9.3 China Virtual Reality Games Sales and Growth Rate (2015-2020)
9.4 Japan Virtual Reality Games Sales and Growth Rate (2015-2020)
9.5 South Korea Virtual Reality Games Sales and Growth Rate (2015-2020)
9.6 India Virtual Reality Games Sales and Growth Rate (2015-2020)
9.7 Southeast Asia Virtual Reality Games Sales and Growth Rate (2015-2020)
9.8 Australia Virtual Reality Games Sales and Growth Rate (2015-2020)
10 Middle East and Africa Virtual Reality Games Market Analysis by Countries
10.1 The Influence of COVID-19 on Middle East and Africa Market
10.2 Middle East and Africa Virtual Reality Games Sales, Revenue and Market Share by Countries
10.2.1 Middle East and Africa Virtual Reality Games Sales by Countries (2015-2020)
10.2.2 Middle East and Africa Virtual Reality Games Revenue by Countries (2015-2020)
10.3 Saudi Arabia Virtual Reality Games Sales and Growth Rate (2015-2020)
10.4 UAE Virtual Reality Games Sales and Growth Rate (2015-2020)
10.5 Egypt Virtual Reality Games Sales and Growth Rate (2015-2020)
10.6 Nigeria Virtual Reality Games Sales and Growth Rate (2015-2020)
10.7 South Africa Virtual Reality Games Sales and Growth Rate (2015-2020)
11 South America Virtual Reality Games Market Analysis by Countries
11.1 The Influence of COVID-19 on Middle East and Africa Market
11.2 South America Virtual Reality Games Sales, Revenue and Market Share by Countries
11.2.1 South America Virtual Reality Games Sales by Countries (2015-2020)
11.2.2 South America Virtual Reality Games Revenue by Countries (2015-2020)
11.3 Brazil Virtual Reality Games Sales and Growth Rate (2015-2020)
11.4 Argentina Virtual Reality Games Sales and Growth Rate (2015-2020)
11.5 Columbia Virtual Reality Games Sales and Growth Rate (2015-2020)
11.6 Chile Virtual Reality Games Sales and Growth Rate (2015-2020)
12 Competitive Landscape
12.1 Beat Games
12.1.1 Beat Games Basic Information
12.1.2 Virtual Reality Games Product Introduction
12.1.3 Beat Games Production, Value, Price, Gross Margin 2015-2020
12.2 Playful Corp.
12.2.1 Playful Corp. Basic Information
12.2.2 Virtual Reality Games Product Introduction
12.2.3 Playful Corp. Production, Value, Price, Gross Margin 2015-2020
12.3 Puzzle video game
12.3.1 Puzzle video game Basic Information
12.3.2 Virtual Reality Games Product Introduction
12.3.3 Puzzle video game Production, Value, Price, Gross Margin 2015-2020
12.4 Sony
12.4.1 Sony Basic Information
12.4.2 Virtual Reality Games Product Introduction
12.4.3 Sony Production, Value, Price, Gross Margin 2015-2020
12.5 Capcom
12.5.1 Capcom Basic Information
12.5.2 Virtual Reality Games Product Introduction
12.5.3 Capcom Production, Value, Price, Gross Margin 2015-2020
12.6 Survios
12.6.1 Survios Basic Information
12.6.2 Virtual Reality Games Product Introduction
12.6.3 Survios Production, Value, Price, Gross Margin 2015-2020
12.7 Vertigo Games
12.7.1 Vertigo Games Basic Information
12.7.2 Virtual Reality Games Product Introduction
12.7.3 Vertigo Games Production, Value, Price, Gross Margin 2015-2020
12.8 Croteam
12.8.1 Croteam Basic Information
12.8.2 Virtual Reality Games Product Introduction
12.8.3 Croteam Production, Value, Price, Gross Margin 2015-2020
12.9 Orange Bridge Studios
12.9.1 Orange Bridge Studios Basic Information
12.9.2 Virtual Reality Games Product Introduction
12.9.3 Orange Bridge Studios Production, Value, Price, Gross Margin 2015-2020
12.10 Spectral Illusions
12.10.1 Spectral Illusions Basic Information
12.10.2 Virtual Reality Games Product Introduction
12.10.3 Spectral Illusions Production, Value, Price, Gross Margin 2015-2020
12.11 KUNOS-Simulazioni Srl
12.11.1 KUNOS-Simulazioni Srl Basic Information
12.11.2 Virtual Reality Games Product Introduction
12.11.3 KUNOS-Simulazioni Srl Production, Value, Price, Gross Margin 2015-2020
12.12 Ubisoft
12.12.1 Ubisoft Basic Information
12.12.2 Virtual Reality Games Product Introduction
12.12.3 Ubisoft Production, Value, Price, Gross Margin 2015-2020
12.13 Adult Swim
12.13.1 Adult Swim Basic Information
12.13.2 Virtual Reality Games Product Introduction
12.13.3 Adult Swim Production, Value, Price, Gross Margin 2015-2020
12.14 Bossa Studios
12.14.1 Bossa Studios Basic Information
12.14.2 Virtual Reality Games Product Introduction
12.14.3 Bossa Studios Production, Value, Price, Gross Margin 2015-2020
12.15 Polyarc
12.15.1 Polyarc Basic Information
12.15.2 Virtual Reality Games Product Introduction
12.15.3 Polyarc Production, Value, Price, Gross Margin 2015-2020
12.16 Owlchemy Labs
12.16.1 Owlchemy Labs Basic Information
12.16.2 Virtual Reality Games Product Introduction
12.16.3 Owlchemy Labs Production, Value, Price, Gross Margin 2015-2020
12.17 Stress Level Zero
12.17.1 Stress Level Zero Basic Information
12.17.2 Virtual Reality Games Product Introduction
12.17.3 Stress Level Zero Production, Value, Price, Gross Margin 2015-2020
12.18 Bethesda Softworks
12.18.1 Bethesda Softworks Basic Information
12.18.2 Virtual Reality Games Product Introduction
12.18.3 Bethesda Softworks Production, Value, Price, Gross Margin 2015-2020
12.19 Maxint
12.19.1 Maxint Basic Information
12.19.2 Virtual Reality Games Product Introduction
12.19.3 Maxint Production, Value, Price, Gross Margin 2015-2020
12.20 Epic Games
12.20.1 Epic Games Basic Information
12.20.2 Virtual Reality Games Product Introduction
12.20.3 Epic Games Production, Value, Price, Gross Margin 2015-2020
12.21 Frontier Developments
12.21.1 Frontier Developments Basic Information
12.21.2 Virtual Reality Games Product Introduction
12.21.3 Frontier Developments Production, Value, Price, Gross Margin 2015-2020
12.22 MAD Virtual Reality Studio
12.22.1 MAD Virtual Reality Studio Basic Information
12.22.2 Virtual Reality Games Product Introduction
12.22.3 MAD Virtual Reality Studio Production, Value, Price, Gross Margin 2015-2020
12.23 Ian Ball
12.23.1 Ian Ball Basic Information
12.23.2 Virtual Reality Games Product Introduction
12.23.3 Ian Ball Production, Value, Price, Gross Margin 2015-2020
12.24 CCP Games
12.24.1 CCP Games Basic Information
12.24.2 Virtual Reality Games Product Introduction
12.24.3 CCP Games Production, Value, Price, Gross Margin 2015-2020
13 Industry Outlook
13.1 Market Driver Analysis
13.1.2 Market Restraints Analysis
13.1.3 Market Trends Analysis
13.2 Merger, Acquisition and New Investment
13.3 News of Product Release
14 Global Virtual Reality Games Market Forecast
14.1 Global Virtual Reality Games Market Value & Volume Forecast, by Type (2020-2025)
14.1.1 Single-player Game Market Value and Volume Forecast (2020-2025)
14.1.2 Adventure Game Market Value and Volume Forecast (2020-2025)
14.1.3 Shooter Game Market Value and Volume Forecast (2020-2025)
14.1.4 Racing game Market Value and Volume Forecast (2020-2025)
14.1.5 Simulation Game Market Value and Volume Forecast (2020-2025)
14.1.6 Others Market Value and Volume Forecast (2020-2025)
14.2 Global Virtual Reality Games Market Value & Volume Forecast, by Application (2020-2025)
14.2.1 Commercial Market Value and Volume Forecast (2020-2025)
14.2.2 Private Entertainment Market Value and Volume Forecast (2020-2025)
14.3 Virtual Reality Games Market Analysis and Forecast by Region
14.3.1 North America Market Value and Consumption Forecast (2020-2025)
14.3.2 Europe Market Value and Consumption Forecast (2020-2025)
14.3.3 Asia Pacific Market Value and Consumption Forecast (2020-2025)
14.3.4 Middle East and Africa Market Value and Consumption Forecast (2020-2025)
14.3.5 South America Market Value and Consumption Forecast (2020-2025)
15 New Project Feasibility Analysis
15.1 Industry Barriers and New Entrants SWOT Analysis
15.1.1 Porter