Virtual Reality for Smartphone Comprehensive Study by Type (Regular VR, Cardboard), Application (Commercial Use, Personal Use), End User (Games & entertainment, Retail, Healthcare, Automobile, Education, Other) Players and Region - Global Market Outlook to 2026

Virtual Reality for Smartphone Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
Global Virtual Reality for Smartphone Market Overview:
Virtual Reality for Smartphone market is expected to grow in the future due to the rising smartphone users and increasing demand for VR gaming. Moreover, rising demand from the developing economies and technological advancement in the virtual reality and smartphones expected to drive the demand for the market over the forecasted period. Virtual Reality uses environments and scenes which are completely computer-generated based on realistic scenarios which are boosting the demand for the market.

Growth Drivers
  • Increasing Smartphone Adoption and Growing Technology Awareness
  • Surging Consumption of VR Games

Roadblocks
  • Lack of Skilled Technical Expertise

Opportunities
  • Increasing Demand for High Quality & Effective Picture
  • Rising Number of Gaming and Other VR based Content Creation

Challenges
  • Lack of Awareness


Competitive Landscape:
Leading global players are focusing on strategic partnerships to improve their products and services. In addition, companies are focusing on increasing their client base to strengthen market position and to enhance product & service offerings.
Some of the key players profiled in the report are Samsung Group (South Korea), Google LLC (United States), LG Electronics Inc (South Korea), Microsoft Corporation (United States), Razer Inc (United States), Lenovo Group Limited (China), Homido (France), iLive (France) and ReTrak (United States). Analyst at AMA Research see United States Players to retain maximum share of Global Virtual Reality for Smartphone market by 2026. Considering Market by End User, the sub-segment i.e. Games & entertainment will boost the Virtual Reality for Smartphone market.

What Can be Explored with the Virtual Reality for Smartphone Market Study
 Gain Market Understanding
 Identify Growth Opportunities
 Analyze and Measure the Global Virtual Reality for Smartphone Market by Identifying Investment across various Industry Verticals
 Understand the Trends that will drive Future Changes in Virtual Reality for Smartphone
 Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals

Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Virtual Reality for Smartphone market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Virtual Reality for Smartphone market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Virtual Reality Marketplace Software Developers, Virtual Reality Marketplace Software Industry Association, Research and Development Institutes, Potential Investors, Regulatory Bodies and Others.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.

Report Objectives / Segmentation Covered

By Type
  • Regular VR
  • Cardboard
By Application
  • Commercial Use
  • Personal Use
By End User
  • Games & entertainment
  • Retail
  • Healthcare
  • Automobile
  • Education
  • Other

By Regions
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Taiwan
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • Italy
    • United Kingdom
    • Netherlands
    • Rest of Europe
  • MEA
    • Middle East
    • Africa
  • North America
    • United States
    • Canada
    • Mexico
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Increasing Smartphone Adoption and Growing Technology Awareness
      • 3.2.2. Surging Consumption of VR Games
    • 3.3. Market Challenges
      • 3.3.1. Lack of Awareness
    • 3.4. Market Trends
      • 3.4.1. Developments in 3D technology
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Virtual Reality for Smartphone, by Type, Application, End User and Region (value) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Virtual Reality for Smartphone (Value)
      • 5.2.1. Global Virtual Reality for Smartphone by: Type (Value)
        • 5.2.1.1. Regular VR
        • 5.2.1.2. Cardboard
      • 5.2.2. Global Virtual Reality for Smartphone by: Application (Value)
        • 5.2.2.1. Commercial Use
        • 5.2.2.2. Personal Use
      • 5.2.3. Global Virtual Reality for Smartphone by: End User (Value)
        • 5.2.3.1. Games & entertainment
        • 5.2.3.2. Retail
        • 5.2.3.3. Healthcare
        • 5.2.3.4. Automobile
        • 5.2.3.5. Education
        • 5.2.3.6. Other
      • 5.2.4. Global Virtual Reality for Smartphone Region
        • 5.2.4.1. South America
          • 5.2.4.1.1. Brazil
          • 5.2.4.1.2. Argentina
          • 5.2.4.1.3. Rest of South America
        • 5.2.4.2. Asia Pacific
          • 5.2.4.2.1. China
          • 5.2.4.2.2. Japan
          • 5.2.4.2.3. India
          • 5.2.4.2.4. South Korea
          • 5.2.4.2.5. Taiwan
          • 5.2.4.2.6. Australia
          • 5.2.4.2.7. Rest of Asia-Pacific
        • 5.2.4.3. Europe
          • 5.2.4.3.1. Germany
          • 5.2.4.3.2. France
          • 5.2.4.3.3. Italy
          • 5.2.4.3.4. United Kingdom
          • 5.2.4.3.5. Netherlands
          • 5.2.4.3.6. Rest of Europe
        • 5.2.4.4. MEA
          • 5.2.4.4.1. Middle East
          • 5.2.4.4.2. Africa
        • 5.2.4.5. North America
          • 5.2.4.5.1. United States
          • 5.2.4.5.2. Canada
          • 5.2.4.5.3. Mexico
  • 6. Virtual Reality for Smartphone: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Samsung Group (South Korea)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Google LLC (United States)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. LG Electronics Inc (South Korea)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Microsoft Corporation (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Razer Inc (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Lenovo Group Limited (China)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Homido (France)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. ILive (France)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. ReTrak (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
  • 7. Global Virtual Reality for Smartphone Sale, by Type, Application, End User and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Virtual Reality for Smartphone (Value)
      • 7.2.1. Global Virtual Reality for Smartphone by: Type (Value)
        • 7.2.1.1. Regular VR
        • 7.2.1.2. Cardboard
      • 7.2.2. Global Virtual Reality for Smartphone by: Application (Value)
        • 7.2.2.1. Commercial Use
        • 7.2.2.2. Personal Use
      • 7.2.3. Global Virtual Reality for Smartphone by: End User (Value)
        • 7.2.3.1. Games & entertainment
        • 7.2.3.2. Retail
        • 7.2.3.3. Healthcare
        • 7.2.3.4. Automobile
        • 7.2.3.5. Education
        • 7.2.3.6. Other
      • 7.2.4. Global Virtual Reality for Smartphone Region
        • 7.2.4.1. South America
          • 7.2.4.1.1. Brazil
          • 7.2.4.1.2. Argentina
          • 7.2.4.1.3. Rest of South America
        • 7.2.4.2. Asia Pacific
          • 7.2.4.2.1. China
          • 7.2.4.2.2. Japan
          • 7.2.4.2.3. India
          • 7.2.4.2.4. South Korea
          • 7.2.4.2.5. Taiwan
          • 7.2.4.2.6. Australia
          • 7.2.4.2.7. Rest of Asia-Pacific
        • 7.2.4.3. Europe
          • 7.2.4.3.1. Germany
          • 7.2.4.3.2. France
          • 7.2.4.3.3. Italy
          • 7.2.4.3.4. United Kingdom
          • 7.2.4.3.5. Netherlands
          • 7.2.4.3.6. Rest of Europe
        • 7.2.4.4. MEA
          • 7.2.4.4.1. Middle East
          • 7.2.4.4.2. Africa
        • 7.2.4.5. North America
          • 7.2.4.5.1. United States
          • 7.2.4.5.2. Canada
          • 7.2.4.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Virtual Reality for Smartphone: by Type(USD Million)
  • Table 2. Virtual Reality for Smartphone Regular VR , by Region USD Million (2015-2020)
  • Table 3. Virtual Reality for Smartphone Cardboard , by Region USD Million (2015-2020)
  • Table 4. Virtual Reality for Smartphone: by Application(USD Million)
  • Table 5. Virtual Reality for Smartphone Commercial Use , by Region USD Million (2015-2020)
  • Table 6. Virtual Reality for Smartphone Personal Use , by Region USD Million (2015-2020)
  • Table 7. Virtual Reality for Smartphone: by End User(USD Million)
  • Table 8. Virtual Reality for Smartphone Games & entertainment , by Region USD Million (2015-2020)
  • Table 9. Virtual Reality for Smartphone Retail , by Region USD Million (2015-2020)
  • Table 10. Virtual Reality for Smartphone Healthcare , by Region USD Million (2015-2020)
  • Table 11. Virtual Reality for Smartphone Automobile , by Region USD Million (2015-2020)
  • Table 12. Virtual Reality for Smartphone Education , by Region USD Million (2015-2020)
  • Table 13. Virtual Reality for Smartphone Other , by Region USD Million (2015-2020)
  • Table 14. South America Virtual Reality for Smartphone, by Country USD Million (2015-2020)
  • Table 15. South America Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 16. South America Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 17. South America Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 18. Brazil Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 19. Brazil Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 20. Brazil Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 21. Argentina Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 22. Argentina Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 23. Argentina Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 24. Rest of South America Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 25. Rest of South America Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 26. Rest of South America Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 27. Asia Pacific Virtual Reality for Smartphone, by Country USD Million (2015-2020)
  • Table 28. Asia Pacific Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 29. Asia Pacific Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 30. Asia Pacific Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 31. China Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 32. China Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 33. China Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 34. Japan Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 35. Japan Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 36. Japan Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 37. India Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 38. India Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 39. India Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 40. South Korea Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 41. South Korea Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 42. South Korea Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 43. Taiwan Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 44. Taiwan Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 45. Taiwan Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 46. Australia Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 47. Australia Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 48. Australia Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 49. Rest of Asia-Pacific Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 50. Rest of Asia-Pacific Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 51. Rest of Asia-Pacific Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 52. Europe Virtual Reality for Smartphone, by Country USD Million (2015-2020)
  • Table 53. Europe Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 54. Europe Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 55. Europe Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 56. Germany Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 57. Germany Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 58. Germany Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 59. France Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 60. France Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 61. France Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 62. Italy Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 63. Italy Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 64. Italy Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 65. United Kingdom Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 66. United Kingdom Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 67. United Kingdom Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 68. Netherlands Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 69. Netherlands Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 70. Netherlands Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 71. Rest of Europe Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 72. Rest of Europe Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 73. Rest of Europe Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 74. MEA Virtual Reality for Smartphone, by Country USD Million (2015-2020)
  • Table 75. MEA Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 76. MEA Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 77. MEA Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 78. Middle East Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 79. Middle East Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 80. Middle East Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 81. Africa Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 82. Africa Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 83. Africa Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 84. North America Virtual Reality for Smartphone, by Country USD Million (2015-2020)
  • Table 85. North America Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 86. North America Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 87. North America Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 88. United States Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 89. United States Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 90. United States Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 91. Canada Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 92. Canada Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 93. Canada Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 94. Mexico Virtual Reality for Smartphone, by Type USD Million (2015-2020)
  • Table 95. Mexico Virtual Reality for Smartphone, by Application USD Million (2015-2020)
  • Table 96. Mexico Virtual Reality for Smartphone, by End User USD Million (2015-2020)
  • Table 97. Company Basic Information, Sales Area and Its Competitors
  • Table 98. Company Basic Information, Sales Area and Its Competitors
  • Table 99. Company Basic Information, Sales Area and Its Competitors
  • Table 100. Company Basic Information, Sales Area and Its Competitors
  • Table 101. Company Basic Information, Sales Area and Its Competitors
  • Table 102. Company Basic Information, Sales Area and Its Competitors
  • Table 103. Company Basic Information, Sales Area and Its Competitors
  • Table 104. Company Basic Information, Sales Area and Its Competitors
  • Table 105. Company Basic Information, Sales Area and Its Competitors
  • Table 106. Virtual Reality for Smartphone: by Type(USD Million)
  • Table 107. Virtual Reality for Smartphone Regular VR , by Region USD Million (2021-2026)
  • Table 108. Virtual Reality for Smartphone Cardboard , by Region USD Million (2021-2026)
  • Table 109. Virtual Reality for Smartphone: by Application(USD Million)
  • Table 110. Virtual Reality for Smartphone Commercial Use , by Region USD Million (2021-2026)
  • Table 111. Virtual Reality for Smartphone Personal Use , by Region USD Million (2021-2026)
  • Table 112. Virtual Reality for Smartphone: by End User(USD Million)
  • Table 113. Virtual Reality for Smartphone Games & entertainment , by Region USD Million (2021-2026)
  • Table 114. Virtual Reality for Smartphone Retail , by Region USD Million (2021-2026)
  • Table 115. Virtual Reality for Smartphone Healthcare , by Region USD Million (2021-2026)
  • Table 116. Virtual Reality for Smartphone Automobile , by Region USD Million (2021-2026)
  • Table 117. Virtual Reality for Smartphone Education , by Region USD Million (2021-2026)
  • Table 118. Virtual Reality for Smartphone Other , by Region USD Million (2021-2026)
  • Table 119. South America Virtual Reality for Smartphone, by Country USD Million (2021-2026)
  • Table 120. South America Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 121. South America Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 122. South America Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 123. Brazil Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 124. Brazil Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 125. Brazil Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 126. Argentina Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 127. Argentina Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 128. Argentina Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 129. Rest of South America Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 130. Rest of South America Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 131. Rest of South America Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 132. Asia Pacific Virtual Reality for Smartphone, by Country USD Million (2021-2026)
  • Table 133. Asia Pacific Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 134. Asia Pacific Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 135. Asia Pacific Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 136. China Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 137. China Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 138. China Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 139. Japan Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 140. Japan Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 141. Japan Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 142. India Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 143. India Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 144. India Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 145. South Korea Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 146. South Korea Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 147. South Korea Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 148. Taiwan Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 149. Taiwan Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 150. Taiwan Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 151. Australia Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 152. Australia Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 153. Australia Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 154. Rest of Asia-Pacific Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 155. Rest of Asia-Pacific Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 156. Rest of Asia-Pacific Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 157. Europe Virtual Reality for Smartphone, by Country USD Million (2021-2026)
  • Table 158. Europe Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 159. Europe Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 160. Europe Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 161. Germany Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 162. Germany Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 163. Germany Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 164. France Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 165. France Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 166. France Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 167. Italy Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 168. Italy Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 169. Italy Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 170. United Kingdom Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 171. United Kingdom Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 172. United Kingdom Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 173. Netherlands Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 174. Netherlands Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 175. Netherlands Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 176. Rest of Europe Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 177. Rest of Europe Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 178. Rest of Europe Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 179. MEA Virtual Reality for Smartphone, by Country USD Million (2021-2026)
  • Table 180. MEA Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 181. MEA Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 182. MEA Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 183. Middle East Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 184. Middle East Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 185. Middle East Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 186. Africa Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 187. Africa Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 188. Africa Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 189. North America Virtual Reality for Smartphone, by Country USD Million (2021-2026)
  • Table 190. North America Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 191. North America Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 192. North America Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 193. United States Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 194. United States Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 195. United States Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 196. Canada Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 197. Canada Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 198. Canada Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 199. Mexico Virtual Reality for Smartphone, by Type USD Million (2021-2026)
  • Table 200. Mexico Virtual Reality for Smartphone, by Application USD Million (2021-2026)
  • Table 201. Mexico Virtual Reality for Smartphone, by End User USD Million (2021-2026)
  • Table 202. Research Programs/Design for This Report
  • Table 203. Key Data Information from Secondary Sources
  • Table 204. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Virtual Reality for Smartphone: by Type USD Million (2015-2020)
  • Figure 5. Global Virtual Reality for Smartphone: by Application USD Million (2015-2020)
  • Figure 6. Global Virtual Reality for Smartphone: by End User USD Million (2015-2020)
  • Figure 7. South America Virtual Reality for Smartphone Share (%), by Country
  • Figure 8. Asia Pacific Virtual Reality for Smartphone Share (%), by Country
  • Figure 9. Europe Virtual Reality for Smartphone Share (%), by Country
  • Figure 10. MEA Virtual Reality for Smartphone Share (%), by Country
  • Figure 11. North America Virtual Reality for Smartphone Share (%), by Country
  • Figure 12. Global Virtual Reality for Smartphone share by Players 2020 (%)
  • Figure 13. Global Virtual Reality for Smartphone share by Players (Top 3) 2020(%)
  • Figure 14. Global Virtual Reality for Smartphone share by Players (Top 5) 2020(%)
  • Figure 15. BCG Matrix for key Companies
  • Figure 16. Samsung Group (South Korea) Revenue, Net Income and Gross profit
  • Figure 17. Samsung Group (South Korea) Revenue: by Geography 2020
  • Figure 18. Google LLC (United States) Revenue, Net Income and Gross profit
  • Figure 19. Google LLC (United States) Revenue: by Geography 2020
  • Figure 20. LG Electronics Inc (South Korea) Revenue, Net Income and Gross profit
  • Figure 21. LG Electronics Inc (South Korea) Revenue: by Geography 2020
  • Figure 22. Microsoft Corporation (United States) Revenue, Net Income and Gross profit
  • Figure 23. Microsoft Corporation (United States) Revenue: by Geography 2020
  • Figure 24. Razer Inc (United States) Revenue, Net Income and Gross profit
  • Figure 25. Razer Inc (United States) Revenue: by Geography 2020
  • Figure 26. Lenovo Group Limited (China) Revenue, Net Income and Gross profit
  • Figure 27. Lenovo Group Limited (China) Revenue: by Geography 2020
  • Figure 28. Homido (France) Revenue, Net Income and Gross profit
  • Figure 29. Homido (France) Revenue: by Geography 2020
  • Figure 30. ILive (France) Revenue, Net Income and Gross profit
  • Figure 31. ILive (France) Revenue: by Geography 2020
  • Figure 32. ReTrak (United States) Revenue, Net Income and Gross profit
  • Figure 33. ReTrak (United States) Revenue: by Geography 2020
  • Figure 34. Global Virtual Reality for Smartphone: by Type USD Million (2021-2026)
  • Figure 35. Global Virtual Reality for Smartphone: by Application USD Million (2021-2026)
  • Figure 36. Global Virtual Reality for Smartphone: by End User USD Million (2021-2026)
  • Figure 37. South America Virtual Reality for Smartphone Share (%), by Country
  • Figure 38. Asia Pacific Virtual Reality for Smartphone Share (%), by Country
  • Figure 39. Europe Virtual Reality for Smartphone Share (%), by Country
  • Figure 40. MEA Virtual Reality for Smartphone Share (%), by Country
  • Figure 41. North America Virtual Reality for Smartphone Share (%), by Country
List of companies from research coverage that are profiled in the study
  • Samsung Group (South Korea)
  • Google LLC (United States)
  • LG Electronics Inc (South Korea)
  • Microsoft Corporation (United States)
  • Razer Inc (United States)
  • Lenovo Group Limited (China)
  • Homido (France)
  • iLive (France)
  • ReTrak (United States)
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Jul 2021 209 Pages 84 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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Frequently Asked Questions (FAQ):

The Virtual Reality for Smartphone market is expected to see a CAGR of % during projected year 2020 to 2026.
Top performing companies in the Global Virtual Reality for Smartphone market are Samsung Group (South Korea), Google LLC (United States), LG Electronics Inc (South Korea), Microsoft Corporation (United States), Razer Inc (United States), Lenovo Group Limited (China), Homido (France), iLive (France) and ReTrak (United States), to name a few.
"Developments in 3D technology" is seen as one of major influencing trends for Virtual Reality for Smartphone Market during projected period 2020-2026.

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