Market revenue in 2020 | USD 3,459.2 million |
Market revenue in 2027 | USD 20,247.2 million |
Growth rate | 28.7% (CAGR from 2020 to 2027) |
Largest segment | Hardware |
Fastest growing segment | Hardware |
Historical data covered | 2014 - 2019 |
Base year for estimation | 2020 |
Forecast period covered | 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 64.38% in 2020. Horizon Databook has segmented the Europe virtual reality in gaming market based on software, hardware covering the revenue growth of each sub-segment from 2014 to 2027.
Europe is one of the most advanced regions globally with advanced technologies and infrastructure, resulting in better healthcare facilities and patient care.
Small and midsized medical device companies without a regulatory affairs department usually hire a regulatory consultant or a legal representative to assist them through the various stages of the regulatory approval processes required for commercializing their products in Europe.
Medical device manufacturers in the EU are anticipated to face major changes in the old regulatory framework, which would affect market access or entry.
Horizon Databook provides a detailed overview of continent-level data and insights on the Europe virtual reality in gaming market , including forecasts for subscribers. This continent databook contains high-level insights into Europe virtual reality in gaming market from 2014 to 2027, including revenue numbers, major trends, and company profiles.
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