Market revenue in 2020 | USD 81.7 million |
Market revenue in 2027 | USD 1,133.2 million |
Growth rate | 45.6% (CAGR from 2020 to 2027) |
Largest segment | Hardware |
Fastest growing segment | Hardware |
Historical data | 2014 - 2019 |
Base year | 2020 |
Forecast period | 2021 - 2027 |
Quantitative units | Revenue in USD million |
Market segmentation | Software, Hardware |
Key market players worldwide | Sony Group Corp, Microsoft Corp, Nintendo Co Ltd, Electronic Arts Inc, Meta Platforms Inc Class A, Samsung Electronics Co Ltd, Alphabet Inc Class A, HTC Corp DR, Tesla Inc, Qualcomm Inc |
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The databook is designed to serve as a comprehensive guide to navigating this sector. The databook focuses on market statistics denoted in the form of revenue and y-o-y growth and CAGR across the globe and regions. A detailed competitive and opportunity analyses related to virtual reality in gaming market will help companies and investors design strategic landscapes.
Hardware was the largest segment with a revenue share of 61.57% in 2020. Horizon Databook has segmented the Brazil virtual reality in gaming market based on software, hardware covering the revenue growth of each sub-segment from 2014 to 2027.
Brazil is expected to be the target market for international medical device companies, thereby contributing to the demand for regulatory services during the forecast period.
Brazil’s National Health Surveillance Agency has included regulatory requirements that manufacturing services companies must attain a license as a medical manufacturing unit to maintain quality, safety, and performance parameters.
In addition, the growing demand for medical device outsourcing and presence of a stable regulatory system are expected to boost the growth of the region. Brazil follows a four-tier and risk-based classification system.
Horizon Databook provides a detailed overview of country-level data and insights on the Brazil virtual reality in gaming market , including forecasts for subscribers. This country databook contains high-level insights into Brazil virtual reality in gaming market from 2014 to 2027, including revenue numbers, major trends, and company profiles.
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