Product Code: 978-1-68038-585-4
Virtual Reality In Gaming Market Growth & Trends:
The global virtual reality in gaming market size is anticipated to reach USD 109,589.8 million by 2030, according to a new report by Grand View Research, Inc. The market is projected to grow at a CAGR of 21.6% from 2025 to 2030. The intensifying demand for technologically progressive electronic games amongst millennials is anticipated to drive the market growth from 2020 to 2027.
There is a significant demand for recreation activities in a Three-Dimensional (3D) environment using compact virtual reality gaming devices in the younger generations. The preference for enhanced experience using immersive technology into VR simulation of 3D surroundings is expected to drive the market growth. Continual innovations in the VR space and development of wide-ranging virtual reality games have enticed the gaming enthusiasts worldwide. Enriched gaming involvement owing to the interactive video games, alluring VR accessories, and realistic 3D recreational environments is anticipated to encourage the market growth from 2020 to 2027.
Startups are making the most of crowdfunding in the virtual reality space to develop innovative wearables, accessories, and software for recreation. For instance, Cyan, Inc., a U.S. based gaming studio, launched a new crowdfunding campaign in March 2019 for their VR-enabled game named 'Firmament.' Moreover, the advent of fifth generation (5G) network technology is poised to further augment the VR in gaming experience due to the low latency, improved reliability, and high density offered by the 5G technology. The technology also enables the integration of virtual reality with cloud solutions. Telecom solution providers are partnering with the market players in the gaming industry to enhance the VR-based offerings. For instance, in April 2019, AT&, Inc. partnered with NVIDIA Corporation; HTC Corporation; PlayGiga; and Arvizio, Inc. to develop its 5G network apt for VR games. These technical advancements are expected to drive the industry growth.
Virtual Reality In Gaming Market Report Highlights:
- Companies are profoundly investing in the research and development of commercial VR accessories that can be connected to smartphones, desktops, and gaming console.
- The hardware component segment is expected to expand at the highest CAGR over the forecast period, owing to the high procurement expenses and rapid advancements in wearables and accessories such as virtual reality bodysuit, gloves, input devices, and masks.
- The Brazilian, Mexican, and Indian markets are expected to observe a significant surge in the growth, due to a combination of factors including the number of millennials, rising disposable income of buyers, enthusiastic gamers, rapid smartphone penetration, and growing console sales that makes the regions a rewarding market for VR-based games.
Table of Contents
Chapter 1. Methodology and Scope
- 1.1. Market Segmentation & Scope
- 1.2. Market Definitions
- 1.3. Information Procurement
- 1.3.1. Information analysis
- 1.3.2. Market formulation & data visualization
- 1.3.3. Data validation & publishing
- 1.4. Research Scope and Assumptions
- 1.4.1. List of Data Sources
Chapter 2. Executive Summary
- 2.1. Virtual Reality in Gaming Market Snapshot
- 2.2. Virtual Reality in Gaming Market - Segment Snapshot (1/2)
- 2.3. Virtual Reality in Gaming Market - Segment Snapshot (2/2)
- 2.4. Virtual Reality in Gaming Market - Competitive Landscape Snapshot
Chapter 3. Virtual Reality in Gaming Market - Industry Outlook
- 3.1. Market Lineage Outlook
- 3.2. Industry Value Chain Analysis
- 3.3. Market Dynamics
- 3.3.1. Market Driver Analysis
- 3.3.2. Market Restraint Analysis
- 3.3.3. Industry Challenges
- 3.3.4. Industry Opportunities
- 3.4. Industry Analysis Tools
- 3.4.1. Porter's five forces analysis
- 3.4.2. Macroeconomic analysis
Chapter 4. Virtual Reality in Gaming Market: Component Estimates & Trend Analysis
- 4.1. Segment Dashboard
- 4.2. Virtual Reality in Gaming Market: Component Movement Analysis, 2024 & 2030 (USD Million)
- 4.3. Hardware
- 4.3.1. Hardware Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)
- 4.4. Software
- 4.4.1. Software Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)
Chapter 5. Virtual Reality in Gaming Market: Connecting Device Estimates & Trend Analysis
- 5.1. Segment Dashboard
- 5.2. Virtual Reality in Gaming Market: Connecting Device Movement Analysis, 2024 & 2030 (USD Million)
- 5.3. Gaming Console
- 5.3.1. Gaming Console Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)
- 5.4. PC/Desktop
- 5.4.1. PC/Desktop Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)
- 5.5. Smartphone
- 5.5.1. Smartphone Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)
Chapter 6. Virtual Reality in Gaming Market: User Estimates & Trend Analysis
- 6.1. Segment Dashboard
- 6.2. Virtual Reality in Gaming Market: End Use Movement Analysis, 2024 & 2030 (USD Million)
- 6.3. Commercial Spaces
- 6.3.1. Commercial Spaces Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)
- 6.4. Individual
- 6.4.1. Individual Market Revenue Estimates and Forecasts, 2018 - 2030 (USD million)
Chapter 7. Regional Estimates & Trend Analysis
- 7.1. Virtual Reality in Gaming Market by Region, 2024 & 2030
- 7.2. North America
- 7.2.1. North America Virtual Reality in Gaming Market Estimates & Forecasts, 2018 - 2030 (USD Million)
- 7.2.2. U.S.
- 7.2.2.1. U.S. Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.2.3. Canada
- 7.2.3.1. Canada Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.2.4. Mexico
- 7.2.4.1. Mexico Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.3. Europe
- 7.3.1. Europe Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.3.2. U.K.
- 7.3.2.1. U.K. Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.3.3. Germany
- 7.3.3.1. Germany Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.3.4. France
- 7.3.4.1. France Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.4. Asia Pacific
- 7.4.1. Asia Pacific Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.4.2. China
- 7.4.2.1. China Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.4.3. Japan
- 7.4.3.1. Japan Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.4.4. India
- 7.4.4.1. India Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.4.5. South Korea
- 7.4.5.1. South Korea Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.4.6. Australia
- 7.4.6.1. Australia Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.5. Latin America
- 7.5.1. Latin America Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.5.2. Brazil
- 7.5.2.1. Brazil Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.6. Middle East and Africa
- 7.6.1. Middle East and Africa Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.6.2. UAE
- 7.6.2.1. UAE Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.6.3. Saudi Arabia
- 7.6.3.1. Saudi Arabia Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
- 7.6.4. South Africa
- 7.6.4.1. South Africa Virtual Reality in Gaming Market Estimates and Forecasts, 2018 - 2030 (USD million)
Chapter 8. Virtual Reality in Gaming Market - Competitive Landscape
- 8.1. Company Categorization
- 8.2. Company Market Positioning
- 8.3. Company Heat Map Analysis
- 8.4. Company Profiles/Listing
- 8.4.1. Sony Corporation
- 8.4.1.1. Participant's Overview
- 8.4.1.2. Financial Performance
- 8.4.1.3. Product Benchmarking
- 8.4.1.4. Recent Developments
- 8.4.2. Microsoft Corporation
- 8.4.2.1. Participant's Overview
- 8.4.2.2. Financial Performance
- 8.4.2.3. Product Benchmarking
- 8.4.2.4. Recent Developments
- 8.4.3. Nintendo Co. Ltd.
- 8.4.3.1. Participant's Overview
- 8.4.3.2. Financial Performance
- 8.4.3.3. Product Benchmarking
- 8.4.3.4. Recent Developments
- 8.4.4. Linden Research, Inc.
- 8.4.4.1. Participant's Overview
- 8.4.4.2. Financial Performance
- 8.4.4.3. Product Benchmarking
- 8.4.4.4. Recent Developments
- 8.4.5. Electronic Arts Inc.
- 8.4.5.1. Participant's Overview
- 8.4.5.2. Financial Performance
- 8.4.5.3. Product Benchmarking
- 8.4.5.4. Recent Developments
- 8.4.6. Meta Platforms, Inc.
- 8.4.6.1. Participant's Overview
- 8.4.6.2. Financial Performance
- 8.4.6.3. Product Benchmarking
- 8.4.6.4. Recent Developments
- 8.4.7. Samsung Electronics Co. Ltd.
- 8.4.7.1. Participant's Overview
- 8.4.7.2. Financial Performance
- 8.4.7.3. Product Benchmarking
- 8.4.7.4. Recent Developments
- 8.4.8. Google LLC (Alphabet, Inc.)
- 8.4.8.1. Participant's Overview
- 8.4.8.2. Financial Performance
- 8.4.8.3. Product Benchmarking
- 8.4.8.4. Recent Developments
- 8.4.9. HTC Corporation
- 8.4.9.1. Participant's Overview
- 8.4.9.2. Financial Performance
- 8.4.9.3. Product Benchmarking
- 8.4.9.4. Recent Developments
- 8.4.10. Virtuix
- 8.4.10.1. Participant's Overview
- 8.4.10.2. Financial Performance
- 8.4.10.3. Product Benchmarking
- 8.4.10.4. Recent Developments
- 8.4.11. Ultraleap Limited
- 8.4.11.1. Participant's Overview
- 8.4.11.2. Financial Performance
- 8.4.11.3. Product Benchmarking
- 8.4.11.4. Recent Developments
- 8.4.12. Tesla Studios
- 8.4.12.1. Participant's Overview
- 8.4.12.2. Financial Performance
- 8.4.12.3. Product Benchmarking
- 8.4.12.4. Recent Developments
- 8.4.13. Qualcomm Technologies, Inc.
- 8.4.13.1. Participant's Overview
- 8.4.13.2. Financial Performance
- 8.4.13.3. Product Benchmarking
- 8.4.13.4. Recent Developments
- 8.4.14. Lucidcam.com
- 8.4.14.1. Participant's Overview
- 8.4.14.2. Financial Performance
- 8.4.14.3. Product Benchmarking
- 8.4.14.4. Recent Developments