
VR SoC stands for Virtual Reality System-on-Chip. It refers to a specialized integrated circuit that combines various components required for processing and rendering VR (Virtual Reality) experiences into a single chip. These components typically include CPU (Central Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), memory controllers, I/O interfaces, and other specialized hardware accelerators tailored for VR applications.
The global Entertainment VR System on Chip (SoC) market size is projected to grow from US$ million in 2024 to US$ million in 2030; it is expected to grow at a CAGR of %from 2024 to 2030.
The “Entertainment VR System on Chip (SoC) Industry Forecast” looks at past sales and reviews total world Entertainment VR System on Chip (SoC) sales in 2023, providing a comprehensive analysis by region and market sector of projected Entertainment VR System on Chip (SoC) sales for 2024 through 2030. With Entertainment VR System on Chip (SoC) sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Entertainment VR System on Chip (SoC) industry.
This Insight Report provides a comprehensive analysis of the global Entertainment VR System on Chip (SoC) landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on Entertainment VR System on Chip (SoC) portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Entertainment VR System on Chip (SoC) market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Entertainment VR System on Chip (SoC) and breaks down the forecast by Type, by Application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Entertainment VR System on Chip (SoC).
Increasing Demand for Immersive Experiences: As AR and VR technologies become more mainstream, there's a growing demand for immersive experiences across various sectors including gaming, entertainment, education, healthcare, and enterprise applications. This demand is pushing the need for more powerful and efficient SoCs to support these experiences.
This report presents a comprehensive overview, market shares, and growth opportunities of Entertainment VR System on Chip (SoC) market by product type, application, key manufacturers and key regions and countries.
Segmentation by Type:
Standalone
Tethered
Segmentation by Application:
Game
Video
Others
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analysing the company's coverage, product portfolio, its market penetration.
Qualcomm
MediaTek
Rockchip
Allwinner Technology
Key Questions Addressed in this Report
What is the 10-year outlook for the global Entertainment VR System on Chip (SoC) market?
What factors are driving Entertainment VR System on Chip (SoC) market growth, globally and by region?
Which technologies are poised for the fastest growth by market and region?
How do Entertainment VR System on Chip (SoC) market opportunities vary by end market size?
How does Entertainment VR System on Chip (SoC) break out by Type, by Application?
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Scope of the Report
1.1 Market Introduction
1.2 Years Considered
1.3 Research Objectives
1.4 Market Research Methodology
1.5 Research Process and Data Source
1.6 Economic Indicators
1.7 Currency Considered
1.8 Market Estimation Caveats
2 Executive Summary
2.1 World Market Overview
2.1.1 Global Entertainment VR System on Chip (SoC) Annual Sales 2019-2030
2.1.2 World Current & Future Analysis for Entertainment VR System on Chip (SoC) by Geographic Region, 2019, 2023 & 2030
2.1.3 World Current & Future Analysis for Entertainment VR System on Chip (SoC) by Country/Region, 2019, 2023 & 2030
2.2 Entertainment VR System on Chip (SoC) Segment by Type
2.2.1 Standalone
2.2.2 Tethered
2.3 Entertainment VR System on Chip (SoC) Sales by Type
2.3.1 Global Entertainment VR System on Chip (SoC) Sales Market Share by Type (2019-2024)
2.3.2 Global Entertainment VR System on Chip (SoC) Revenue and Market Share by Type (2019-2024)
2.3.3 Global Entertainment VR System on Chip (SoC) Sale Price by Type (2019-2024)
2.4 Entertainment VR System on Chip (SoC) Segment by Application
2.4.1 Game
2.4.2 Video
2.4.3 Others
2.5 Entertainment VR System on Chip (SoC) Sales by Application
2.5.1 Global Entertainment VR System on Chip (SoC) Sale Market Share by Application (2019-2024)
2.5.2 Global Entertainment VR System on Chip (SoC) Revenue and Market Share by Application (2019-2024)
2.5.3 Global Entertainment VR System on Chip (SoC) Sale Price by Application (2019-2024)
3 Global by Company
3.1 Global Entertainment VR System on Chip (SoC) Breakdown Data by Company
3.1.1 Global Entertainment VR System on Chip (SoC) Annual Sales by Company (2019-2024)
3.1.2 Global Entertainment VR System on Chip (SoC) Sales Market Share by Company (2019-2024)
3.2 Global Entertainment VR System on Chip (SoC) Annual Revenue by Company (2019-2024)
3.2.1 Global Entertainment VR System on Chip (SoC) Revenue by Company (2019-2024)
3.2.2 Global Entertainment VR System on Chip (SoC) Revenue Market Share by Company (2019-2024)
3.3 Global Entertainment VR System on Chip (SoC) Sale Price by Company
3.4 Key Manufacturers Entertainment VR System on Chip (SoC) Producing Area Distribution, Sales Area, Product Type
3.4.1 Key Manufacturers Entertainment VR System on Chip (SoC) Product Location Distribution
3.4.2 Players Entertainment VR System on Chip (SoC) Products Offered
3.5 Market Concentration Rate Analysis
3.5.1 Competition Landscape Analysis
3.5.2 Concentration Ratio (CR3, CR5 and CR10) & (2019-2024)
3.6 New Products and Potential Entrants
3.7 Market M&A Activity & Strategy
4 World Historic Review for Entertainment VR System on Chip (SoC) by Geographic Region
4.1 World Historic Entertainment VR System on Chip (SoC) Market Size by Geographic Region (2019-2024)
4.1.1 Global Entertainment VR System on Chip (SoC) Annual Sales by Geographic Region (2019-2024)
4.1.2 Global Entertainment VR System on Chip (SoC) Annual Revenue by Geographic Region (2019-2024)
4.2 World Historic Entertainment VR System on Chip (SoC) Market Size by Country/Region (2019-2024)
4.2.1 Global Entertainment VR System on Chip (SoC) Annual Sales by Country/Region (2019-2024)
4.2.2 Global Entertainment VR System on Chip (SoC) Annual Revenue by Country/Region (2019-2024)
4.3 Americas Entertainment VR System on Chip (SoC) Sales Growth
4.4 APAC Entertainment VR System on Chip (SoC) Sales Growth
4.5 Europe Entertainment VR System on Chip (SoC) Sales Growth
4.6 Middle East & Africa Entertainment VR System on Chip (SoC) Sales Growth
5 Americas
5.1 Americas Entertainment VR System on Chip (SoC) Sales by Country
5.1.1 Americas Entertainment VR System on Chip (SoC) Sales by Country (2019-2024)
5.1.2 Americas Entertainment VR System on Chip (SoC) Revenue by Country (2019-2024)
5.2 Americas Entertainment VR System on Chip (SoC) Sales by Type (2019-2024)
5.3 Americas Entertainment VR System on Chip (SoC) Sales by Application (2019-2024)
5.4 United States
5.5 Canada
5.6 Mexico
5.7 Brazil
6 APAC
6.1 APAC Entertainment VR System on Chip (SoC) Sales by Region
6.1.1 APAC Entertainment VR System on Chip (SoC) Sales by Region (2019-2024)
6.1.2 APAC Entertainment VR System on Chip (SoC) Revenue by Region (2019-2024)
6.2 APAC Entertainment VR System on Chip (SoC) Sales by Type (2019-2024)
6.3 APAC Entertainment VR System on Chip (SoC) Sales by Application (2019-2024)
6.4 China
6.5 Japan
6.6 South Korea
6.7 Southeast Asia
6.8 India
6.9 Australia
6.10 China Taiwan
7 Europe
7.1 Europe Entertainment VR System on Chip (SoC) by Country
7.1.1 Europe Entertainment VR System on Chip (SoC) Sales by Country (2019-2024)
7.1.2 Europe Entertainment VR System on Chip (SoC) Revenue by Country (2019-2024)
7.2 Europe Entertainment VR System on Chip (SoC) Sales by Type (2019-2024)
7.3 Europe Entertainment VR System on Chip (SoC) Sales by Application (2019-2024)
7.4 Germany
7.5 France
7.6 UK
7.7 Italy
7.8 Russia
8 Middle East & Africa
8.1 Middle East & Africa Entertainment VR System on Chip (SoC) by Country
8.1.1 Middle East & Africa Entertainment VR System on Chip (SoC) Sales by Country (2019-2024)
8.1.2 Middle East & Africa Entertainment VR System on Chip (SoC) Revenue by Country (2019-2024)
8.2 Middle East & Africa Entertainment VR System on Chip (SoC) Sales by Type (2019-2024)
8.3 Middle East & Africa Entertainment VR System on Chip (SoC) Sales by Application (2019-2024)
8.4 Egypt
8.5 South Africa
8.6 Israel
8.7 Turkey
8.8 GCC Countries
9 Market Drivers, Challenges and Trends
9.1 Market Drivers & Growth Opportunities
9.2 Market Challenges & Risks
9.3 Industry Trends
10 Manufacturing Cost Structure Analysis
10.1 Raw Material and Suppliers
10.2 Manufacturing Cost Structure Analysis of Entertainment VR System on Chip (SoC)
10.3 Manufacturing Process Analysis of Entertainment VR System on Chip (SoC)
10.4 Industry Chain Structure of Entertainment VR System on Chip (SoC)
11 Marketing, Distributors and Customer
11.1 Sales Channel
11.1.1 Direct Channels
11.1.2 Indirect Channels
11.2 Entertainment VR System on Chip (SoC) Distributors
11.3 Entertainment VR System on Chip (SoC) Customer
12 World Forecast Review for Entertainment VR System on Chip (SoC) by Geographic Region
12.1 Global Entertainment VR System on Chip (SoC) Market Size Forecast by Region
12.1.1 Global Entertainment VR System on Chip (SoC) Forecast by Region (2025-2030)
12.1.2 Global Entertainment VR System on Chip (SoC) Annual Revenue Forecast by Region (2025-2030)
12.2 Americas Forecast by Country (2025-2030)
12.3 APAC Forecast by Region (2025-2030)
12.4 Europe Forecast by Country (2025-2030)
12.5 Middle East & Africa Forecast by Country (2025-2030)
12.6 Global Entertainment VR System on Chip (SoC) Forecast by Type (2025-2030)
12.7 Global Entertainment VR System on Chip (SoC) Forecast by Application (2025-2030)
13 Key Players Analysis
13.1 Qualcomm
13.1.1 Qualcomm Company Information
13.1.2 Qualcomm Entertainment VR System on Chip (SoC) Product Portfolios and Specifications
13.1.3 Qualcomm Entertainment VR System on Chip (SoC) Sales, Revenue, Price and Gross Margin (2019-2024)
13.1.4 Qualcomm Main Business Overview
13.1.5 Qualcomm Latest Developments
13.2 MediaTek
13.2.1 MediaTek Company Information
13.2.2 MediaTek Entertainment VR System on Chip (SoC) Product Portfolios and Specifications
13.2.3 MediaTek Entertainment VR System on Chip (SoC) Sales, Revenue, Price and Gross Margin (2019-2024)
13.2.4 MediaTek Main Business Overview
13.2.5 MediaTek Latest Developments
13.3 Rockchip
13.3.1 Rockchip Company Information
13.3.2 Rockchip Entertainment VR System on Chip (SoC) Product Portfolios and Specifications
13.3.3 Rockchip Entertainment VR System on Chip (SoC) Sales, Revenue, Price and Gross Margin (2019-2024)
13.3.4 Rockchip Main Business Overview
13.3.5 Rockchip Latest Developments
13.4 Allwinner Technology
13.4.1 Allwinner Technology Company Information
13.4.2 Allwinner Technology Entertainment VR System on Chip (SoC) Product Portfolios and Specifications
13.4.3 Allwinner Technology Entertainment VR System on Chip (SoC) Sales, Revenue, Price and Gross Margin (2019-2024)
13.4.4 Allwinner Technology Main Business Overview
13.4.5 Allwinner Technology Latest Developments
14 Research Findings and Conclusion
*If Applicable.
