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*As the coronavirus disease (COVID-19) crisis takes over the world, we are continuously tracking the changes in the markets, as well as the purchase behaviours of the consumers globally and our estimates about the latest market trends and forecasts are being done after considering the impact of this pandemic.

Asia Pacific Virtual Reality Gaming Market: Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026

Market Overview:

The Asia Pacific virtual reality gaming market is currently witnessing robust growth. Virtual reality (VR) games rely on various devices and peripherals to provide an immersive and interactive gaming environment. These games can be played on standalone systems, specialized game consoles or advanced laptops and personal computers (PCs). Presently, different kinds of VR games are available depending on the type of computing devices used. For instance, games played on high-end computers provide detailed virtual environments and game options, while console-run games can only be played with game consoles from a specific manufacturer.

Smartphone-based VR games are cost-effective and offer high portability compared to VR gaming laptops and PCs set-ups. This, along with the increasing utilization of smartphones and the rising number of professional gamers, represents one of the key factors bolstering the VR gaming market growth in the Asia Pacific region. Apart from this, China has lifted a longtime ban on gaming consoles, allowing their manufacturing since 2015 in the Shanghai Free Trade Zone. This is creating lucrative opportunities for manufacturers to launch advanced VR gaming peripherals, such as headsets, sensor-equipped gloves and hand controllers, and expand their market reach. On account of these factors, the market is expected to continue its robust growth during the forecast period (2021-2026).

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the Asia Pacific virtual reality gaming market report, along with forecasts for growth at the region level from 2021-2026. Our report has categorized the market based on region, segment, device, age group and types of games.

Breakup by Segment:

  • Software
  • Hardware
     

Breakup by Device:

  • Personal Computers
  • Gaming Consoles
  • Mobile Devices
     

Breakup by Age Group:

  • Adults
  • Children
     

Breakup by Types of Games:

  • Racing
  • Adventure
  • Fighting
  • Shooting
  • Mystery Thriller
  • Puzzle
  • Science Fiction
  • Others
     

Breakup by Country:

  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Indonesia
  • Others
     

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players.

Key Questions Answered in This Report:

  • How has the Asia Pacific virtual reality gaming market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Asia Pacific virtual reality gaming market?
  • What are the key regional markets?
  • What is the breakup of the market based on the segment?
  • What is the breakup of the market based on the device?
  • What is the breakup of the market based on the age group?
  • What is the breakup of the market based on the types of games?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the Asia Pacific virtual reality gaming market and who are the key players?
  • What is the degree of competition in the industry?

1    Preface
2    Scope and Methodology 

    2.1    Objectives of the Study
    2.2    Stakeholders
    2.3    Data Sources
        2.3.1    Primary Sources
        2.3.2    Secondary Sources
    2.4    Market Estimation
        2.4.1    Bottom-Up Approach
        2.4.2    Top-Down Approach
    2.5    Forecasting Methodology
3    Executive Summary
4    Introduction

    4.1    Overview
    4.2    Key Industry Trends
5    Asia Pacific Virtual Reality Gaming Market
    5.1    Market Overview
    5.2    Market Performance
    5.3    Impact of COVID-19
    5.4    Market Forecast
6    Market Breakup by Segment
    6.1    Software
        6.1.1 Market Trends
        6.1.2 Market Forecast
    6.2    Hardware
        6.2.1 Market Trends
        6.2.2 Market Forecast
7    Market Breakup by Device
    7.1    Personal Computers
        7.1.1 Market Trends
        7.1.2 Market Forecast
    7.2    Gaming Consoles
        7.2.1 Market Trends
        7.2.2 Market Forecast
    7.3    Mobile Devices
        7.3.1 Market Trends
        7.3.2 Market Forecast
8    Market Breakup by Age Group
    8.1    Adults
        8.1.1 Market Trends
        8.1.2 Market Forecast
    8.2    Children
        8.2.1 Market Trends
        8.2.2 Market Forecast
9    Market Breakup by Types of Games
    9.1    Racing
        9.1.1 Market Trends
        9.1.2 Market Forecast
    9.2    Adventure
        9.2.1 Market Trends
        9.2.2 Market Forecast
    9.3    Fighting
        9.3.1 Market Trends
        9.3.2 Market Forecast
    9.4    Shooting
        9.4.1 Market Trends
        9.4.2 Market Forecast
    9.5    Mystery Thriller
        9.5.1 Market Trends
        9.5.2 Market Forecast
    9.6    Puzzle
        9.6.1 Market Trends
        9.6.2 Market Forecast
    9.7    Science Fiction
        9.7.1 Market Trends
        9.7.2 Market Forecast
    9.8    Others
        9.8.1 Market Trends
        9.8.2 Market Forecast
10    Market Breakup by Country
    10.1    China
        10.1.1 Market Trends
        10.1.2 Market Breakup by Segment
        10.1.3 Market Breakup by Device 
        10.1.4 Market Breakup by Age Group
        10.1.5 Market Breakup by Types of Games
        10.1.6 Market Forecast
    10.2    Japan
        10.2.1 Market Trends
        10.2.2 Market Breakup by Segment
        10.2.3 Market Breakup by Device
        10.2.4 Market Breakup by Age Group
        10.2.5 Market Breakup by Types of Games
        10.2.6 Market Forecast
    10.3    India
        10.3.1 Market Trends
        10.3.2 Market Breakup by Segment
        10.3.3 Market Breakup by Device
        10.3.4 Market Breakup by Age Group
        10.3.5 Market Breakup by Types of Games
        10.3.6 Market Forecast
    10.4    South Korea
        10.4.1 Market Trends
        10.4.2 Market Breakup by Segment
        10.4.3 Market Breakup by Device
        10.4.4 Market Breakup by Age Group
        10.4.5 Market Breakup by Types of Games
        10.4.6 Market Forecast
    10.5    Australia
        10.5.1 Market Trends
        10.5.2 Market Breakup by Segment
        10.5.3 Market Breakup by Device
        10.5.4 Market Breakup by Age Group
        10.5.5 Market Breakup by Types of Games
        10.5.6 Market Forecast
    10.6    Indonesia
        10.6.1 Market Trends
        10.6.2 Market Breakup by Segment
        10.6.3 Market Breakup by Device
        10.6.4 Market Breakup by Age Group
        10.6.5 Market Breakup by Types of Games
        10.6.6 Market Forecast
    10.7    Others
        10.7.1 Market Trends
        10.7.2 Market Breakup by Segment
        10.7.3 Market Breakup by Device
        10.7.4 Market Breakup by Age Group
        10.7.5 Market Breakup by Types of Games
        10.7.6 Market Forecast
11    SWOT Analysis
    11.1    Overview
    11.2    Strengths
    11.3    Weaknesses
    11.4    Opportunities
    11.5    Threats
12    Value Chain Analysis
13    Porters Five Forces Analysis

    13.1    Overview
    13.2    Bargaining Power of Buyers
    13.3    Bargaining Power of Suppliers
    13.4    Degree of Competition
    13.5    Threat of New Entrants
    13.6    Threat of Substitutes
14    Price Analysis
15    Policy and Regulatory Landscape
16    Competitive Landscape

    16.1    Market Structure
    16.2    Key Players
    16.3    Profiles of Key Players

List of Figures

Figure 1: Asia Pacific: Virtual Reality Gaming Market: Major Drivers and Challenges
Figure 2: Asia Pacific: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015-2020
Figure 3: Asia Pacific: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 4: Asia Pacific: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
Figure 5: Asia Pacific: Virtual Reality Gaming Market: Breakup by Device (in %), 2020
Figure 6: Asia Pacific: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
Figure 7: Asia Pacific: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
Figure 8: Asia Pacific: Virtual Reality Gaming Market: Breakup by Country (in %), 2020
Figure 9: Asia Pacific: Virtual Reality Gaming (Software) Market: Sales Value (in Million US$), 2015 & 2020
Figure 10: Asia Pacific: Virtual Reality Gaming (Software) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 11: Asia Pacific: Virtual Reality Gaming (Hardware) Market: Sales Value (in Million US$), 2015 & 2020
Figure 12: Asia Pacific: Virtual Reality Gaming (Hardware) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 13: Asia Pacific: Virtual Reality Gaming (Personal Computers) Market: Sales Value (in Million US$), 2015 & 2020
Figure 14: Asia Pacific: Virtual Reality Gaming (Personal Computers) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 15: Asia Pacific: Virtual Reality Gaming (Gaming Consoles) Market: Sales Value (in Million US$), 2015 & 2020
Figure 16: Asia Pacific: Virtual Reality Gaming (Gaming Consoles) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 17: Asia Pacific: Virtual Reality Gaming (Mobile Devices) Market: Sales Value (in Million US$), 2015 & 2020
Figure 18: Asia Pacific: Virtual Reality Gaming (Mobile Devices) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 19: Asia Pacific: Virtual Reality Gaming (Adults) Market: Sales Value (in Million US$), 2015 & 2020
Figure 20: Asia Pacific: Virtual Reality Gaming (Adults) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 21: Asia Pacific: Virtual Reality Gaming (Children) Market: Sales Value (in Million US$), 2015 & 2020
Figure 22: Asia Pacific: Virtual Reality Gaming (Children) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 23: Asia Pacific: Virtual Reality Gaming (Racing) Market: Sales Value (in Million US$), 2015 & 2020
Figure 24: Asia Pacific: Virtual Reality Gaming (Racing) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 25: Asia Pacific: Virtual Reality Gaming (Adventure) Market: Sales Value (in Million US$), 2015 & 2020
Figure 26: Asia Pacific: Virtual Reality Gaming (Adventure) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 27: Asia Pacific: Virtual Reality Gaming (Fighting) Market: Sales Value (in Million US$), 2015 & 2020
Figure 28: Asia Pacific: Virtual Reality Gaming (Fighting) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 29: Asia Pacific: Virtual Reality Gaming (Shooting) Market: Sales Value (in Million US$), 2015 & 2020
Figure 30: Asia Pacific: Virtual Reality Gaming (Shooting) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 31: Asia Pacific: Virtual Reality Gaming (Mystery Thriller) Market: Sales Value (in Million US$), 2015 & 2020
Figure 32: Asia Pacific: Virtual Reality Gaming (Mystery Thriller) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 33: Asia Pacific: Virtual Reality Gaming (Puzzle) Market: Sales Value (in Million US$), 2015 & 2020
Figure 34: Asia Pacific: Virtual Reality Gaming (Puzzle) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 35: Asia Pacific: Virtual Reality Gaming (Science Fiction) Market: Sales Value (in Million US$), 2015 & 2020
Figure 36: Asia Pacific: Virtual Reality Gaming (Science Fiction) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 37: Asia Pacific: Virtual Reality Gaming (Other Type of Games) Market: Sales Value (in Million US$), 2015 & 2020
Figure 38: Asia Pacific: Virtual Reality Gaming (Other Type of Games) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 39: China: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 40: China: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
Figure 41: China: Virtual Reality Gaming Market: Breakup by Device (in %), 2020 
Figure 42: China: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
Figure 43: China: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
Figure 44: China: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 45: Japan: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 46: Japan: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
Figure 47: Japan: Virtual Reality Gaming Market: Breakup by Device (in %), 2020 
Figure 48: Japan: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
Figure 49: Japan: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
Figure 50: Japan: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 51: India: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 52: India: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
Figure 53: India: Virtual Reality Gaming Market: Breakup by Device (in %), 2020 
Figure 54: India: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
Figure 55: India: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
Figure 56: India: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 57: South Korea: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 58: South Korea: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
Figure 59: South Korea: Virtual Reality Gaming Market: Breakup by Device (in %), 2020 
Figure 60: South Korea: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
Figure 61: South Korea: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
Figure 62: South Korea: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 63: Australia: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 64: Australia: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
Figure 65: Australia: Virtual Reality Gaming Market: Breakup by Device (in %), 2020 
Figure 66: Australia: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
Figure 67: Australia: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
Figure 68: Australia: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026 
Figure 69: Indonesia: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 70: Indonesia: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
Figure 71: Indonesia: Virtual Reality Gaming Market: Breakup by Device (in %), 2020 
Figure 72: Indonesia: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
Figure 73: Indonesia: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
Figure 74: Indonesia: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 75: Others: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 76: Others: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 77: Asia Pacific: Virtual Reality Gaming Industry: SWOT Analysis
Figure 78: Asia Pacific: Virtual Reality Gaming Industry: Value Chain Analysis
Figure 79: Asia Pacific: Virtual Reality Gaming Industry: Porter’s Five Forces Analysis

List of Tables

Table 1: Asia Pacific: Virtual Reality Gaming Market: Key Industry Highlights, 2020 and 2026
Table 2: Asia Pacific: Virtual Reality Gaming Market Forecast: Breakup by Segment (in Million US$), 2021-2026
Table 3: Asia Pacific: Virtual Reality Gaming Market Forecast: Breakup by Device (in Million US$), 2021-2026
Table 4: Asia Pacific: Virtual Reality Gaming Market Forecast: Breakup by Age Group (in Million US$), 2021-2026
Table 5: Asia Pacific: Virtual Reality Gaming Market Forecast: Breakup by Types of Games (in Million US$), 2021-2026
Table 6: Asia Pacific: Virtual Reality Gaming Market Forecast: Breakup by Country (in Million US$), 2021-2026
Table 7: Asia Pacific: Virtual Reality Gaming Market: Competitive Structure
Table 8: Asia Pacific: Virtual Reality Gaming Market: Key Players

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