Market revenue in 2020 | USD 557.0 million |
Market revenue in 2027 | USD 3,092.5 million |
Growth rate | 27.7% (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 63.45% in 2020. Horizon Databook has segmented the Canada virtual reality in gaming market based on software, hardware covering the revenue growth of each sub-segment from 2014 to 2027.
The medical device outsourcing market in Canada is highly competitive, with several key players operating in the country. Some major players are Global Regulatory Partners, Sterigenics U.S., LLC (GTCR, LLC), and Celestica, Inc. These players compete on factors such as product quality, reliability, capacity, and cost-effectiveness to attract and retain clients.
Moreover, increasing government funding for developing new medical devices. For instance, in October 2023, the federal government disclosed an investment of nearly USD 3 million in six medical & technology companies in Nova Scotia.
Horizon Databook provides a detailed overview of country-level data and insights on the Canada virtual reality in gaming market , including forecasts for subscribers. This country databook contains high-level insights into Canada virtual reality in gaming market from 2014 to 2027, including revenue numbers, major trends, and company profiles.
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