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バーチャルリアリティゲーム市場:世界の産業動向、シェア、市場規模、成長機会、2023-2028年予測

Virtual Reality Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日: | 発行: IMARC | ページ情報: 英文 140 Pages | 納期: 2~3営業日

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バーチャルリアリティゲーム市場:世界の産業動向、シェア、市場規模、成長機会、2023-2028年予測
出版日: 2023年06月14日
発行: IMARC
ページ情報: 英文 140 Pages
納期: 2~3営業日
  • 全表示
  • 概要
  • 図表
  • 目次
概要

世界のバーチャルリアリティゲーム市場規模は2022年に289億米ドルに達しました。今後、IMARC Groupは、市場が2023年から2028年の間に29%の成長率(CAGR)を示し、2028年までに1,368億米ドルに達すると予測しています。プロゲーマーの増加、ゲームゾーンの増加、360度動画の人気の高まりが市場を牽引する主な要因となっています。

仮想現実(VR)ゲームとは、VRソフトウェアによって作り出される3次元(3D)環境を指し、ユーザーには仮想世界が現実に見えます。一般に、スタンドアロン・システム、専用ゲーム機、高機能ノートパソコン、パーソナル・コンピューター(PC)などでプレイされます。また、ヘッドセット、ハンドコントローラー、センサー付きグローブなどの周辺機器にも依存します。問題解決、空間推理、手と目の協応など、さまざまな能力の発達を助ける。現実的な映像、音、その他の感覚を提供し、架空の世界におけるユーザーの身体的存在をシミュレートします。また、仮想環境の中で他のプレーヤーと交流できるため、社会化の機会も提供します。

バーチャルリアリティゲーム市場の動向:

ゲーム産業の著しい成長、VRオンライン・ビデオゲームに対する需要の増加、カジュアルおよびプロフェッショナル・ゲーマーの増加などが、世界の市場成長を強める主な要因の1つです。また、スマートフォンやノートパソコンへの依存度がかなり高まっていることや、高速インターネット接続の普及が進んでいることも要因として挙げられます。さらに、VRゲームを提供する商業地域のゲームゾーンの数も増加しています。これに加え、eスポーツやプロとアマチュアの多人数参加型VRビデオゲーム競争の人気が高まっていることも、市場の成長を後押ししています。また、360度動画の人気が高まっており、視聴者はあらゆる角度から見ることができ、必要に応じて回転させたり、パンさせたりすることができます。これとは別に、リアルで芸術的、文化的なゲームを提供する新興企業の増加や、VRゲームに新しい3次元機能を導入することで、ユーザーが動き回り、その中のオブジェクトと相互作用できるようにすることが、市場の成長を促進しています。さらに、主要プレイヤーは、専用のマウスやポインティングデバイス、ステアリングホイールやアクセラレータ、速度や距離を感知して伝達するVRトレッドミルなどを導入しています。また、積極的なマーケティング・キャンペーンに投資し、製品の販売促進と既存消費者層の拡大を図っています。このほか、高画質グラフィックス、顔認識、ジェスチャーベースのゲームなど、革新的な機能をサポートするPCやノートPCの登場が、市場の成長に寄与しています。

目次

第1章 序文

第2章 調査範囲と調査手法

  • 調査目的
  • 利害関係者
  • データソース
    • 一次情報
    • 二次情報
  • 市場推定
    • ボトムアップアプローチ
    • トップダウンアプローチ
  • 調査手法

第3章 エグゼクティブサマリー

第4章 イントロダクション

  • 概要
  • 主要産業動向

第5章 バーチャルリアリティゲームの世界市場

  • 市場概要
  • 市場実績
  • COVID-19の影響
  • 市場内訳:セグメント別
  • 市場内訳:デバイス別
  • 市場内訳:年齢層別
  • 市場内訳:ゲームタイプ別
  • 市場内訳:地域別
  • 市場予測
  • SWOT分析
    • 概要
    • 強み
    • 弱み
    • 機会
    • 脅威
  • バリューチェーン分析
    • 概要
    • 研究開発
    • インプット
    • 製品とサービス
    • マーケティングと流通
    • エンドユーザー
    • 販売後のサービス
  • ポーターのファイブフォース分析
    • 概要
    • 買い手の交渉力
    • 供給企業の交渉力
    • 競合の程度
    • 新規参入業者の脅威
    • 代替品の脅威
  • 価格分析

第6章 市場内訳:セグメント別

  • ソフトウェア
    • 市場動向
    • 市場予測
  • ハードウェア
    • 市場動向
    • 市場予測

第7章 市場内訳:デバイス別

  • パソコン
    • 市場動向
    • 市場予測
  • ゲーム機
    • 市場動向
    • 市場予測
  • モバイル機器
    • 市場動向
    • 市場予測

第8章 市場内訳:年齢層別

  • 大人
    • 市場動向
    • 市場予測
  • 子供
    • 市場動向
    • 市場予測

第9章 市場内訳:ゲームタイプ別

  • レース
    • 市場動向
    • 市場予測
  • アドベンチャー
    • 市場動向
    • 市場予測
  • 格闘
    • 市場動向
    • 市場予測
  • シューティング
    • 市場動向
    • 市場予測
  • ミステリー・スリラー
    • 市場動向
    • 市場予測
  • パズル
    • 市場動向
    • 市場予測
  • サイエンスフィクション
    • 市場動向
    • 市場予測
  • その他
    • 市場動向
    • 市場予測

第10章 市場内訳:地域別

  • 北米
    • 市場動向
    • 市場予測
  • 欧州
    • 市場動向
    • 市場予測
  • アジア太平洋
    • 市場動向
    • 市場予測
  • 中東・アフリカ地域
    • 市場動向
    • 市場予測
  • ラテンアメリカ
    • 市場動向
    • 市場予測

第11章 競合情勢

    競合
  • 構造
  • 主要企業
  • 主要企業のプロファイル
    • Fove
    • Google
    • HTC
    • Facebook
    • Razer
    • Samsung
    • Sony
    • Zeiss International
    • AMD
    • GoPro
    • Largan Precision
    • Nvidia
    • Qualcomm
図表

List of Figures

  • Figure 1: Global: Virtual Reality Gaming Market: Major Drivers and Challenges
  • Figure 2: Global: Virtual Reality Gaming Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Virtual Reality Gaming Market: Breakup by Segment (in %), 2022
  • Figure 4: Global: Virtual Reality Gaming Market: Breakup by Device (in %), 2022
  • Figure 5: Global: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2022
  • Figure 6: Global: Virtual Reality Gaming Market: Breakup by Type of Games (in %), 2022
  • Figure 7: Global: Virtual Reality Gaming Market: Breakup by Region (in %), 2022
  • Figure 8: Global: Virtual Reality Gaming Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 9: Global: Virtual Reality Gaming Industry: SWOT Analysis
  • Figure 10: Global: Virtual Reality Gaming Industry: Value Chain Analysis
  • Figure 11: Global: Virtual Reality Gaming Industry: Porter's Five Forces Analysis
  • Figure 12: Global: Virtual Reality Gaming Market (Software): Sales Value (in Million US$), 2017 & 2022
  • Figure 13: Global: Virtual Reality Gaming Market Forecast (Software): Sales Value (in Million US$), 2023-2028
  • Figure 14: Global: Virtual Reality Gaming Market (Hardware): Sales Value (in Million US$), 2017 & 2022
  • Figure 15: Global: Virtual Reality Gaming Market Forecast (Hardware): Sales Value (in Million US$), 2023-2028
  • Figure 16: Global: Virtual Reality Gaming Market (Personal Computers): Sales Value (in Million US$), 2017 & 2022
  • Figure 17: Global: Virtual Reality Gaming Market Forecast (Personal Computers): Sales Value (in Million US$), 2023-2028
  • Figure 18: Global: Virtual Reality Gaming Market (Gaming Consoles): Sales Value (in Million US$), 2017 & 2022
  • Figure 19: Global: Virtual Reality Gaming Market Forecast (Gaming Consoles): Sales Value (in Million US$), 2023-2028
  • Figure 20: Global: Virtual Reality Gaming Market (Mobile Devices): Sales Value (in Million US$), 2017 & 2022
  • Figure 21: Global: Virtual Reality Gaming Market Forecast (Mobile Devices): Sales Value (in Million US$), 2023-2028
  • Figure 22: Global: Virtual Reality Gaming Market (Adults): Sales Value (in Million US$), 2017 & 2022
  • Figure 23: Global: Virtual Reality Gaming Market Forecast (Adults): Sales Value (in Million US$), 2023-2028
  • Figure 24: Global: Virtual Reality Gaming Market (Children): Sales Value (in Million US$), 2017 & 2022
  • Figure 25: Global: Virtual Reality Gaming Market Forecast (Children): Sales Value (in Million US$), 2023-2028
  • Figure 26: Global: Virtual Reality Gaming Market (Racing): Sales Value (in Million US$), 2017 & 2022
  • Figure 27: Global: Virtual Reality Gaming Market Forecast (Racing): Sales Value (in Million US$), 2023-2028
  • Figure 28: Global: Virtual Reality Gaming Market (Adventure): Sales Value (in Million US$), 2017 & 2022
  • Figure 29: Global: Virtual Reality Gaming Market Forecast (Adventure): Sales Value (in Million US$), 2023-2028
  • Figure 30: Global: Virtual Reality Gaming Market (Fighting): Sales Value (in Million US$), 2017 & 2022
  • Figure 31: Global: Virtual Reality Gaming Market Forecast (Fighting): Sales Value (in Million US$), 2023-2028
  • Figure 32: Global: Virtual Reality Gaming Market (Shooting): Sales Value (in Million US$), 2017 & 2022
  • Figure 33: Global: Virtual Reality Gaming Market Forecast (Shooting): Sales Value (in Million US$), 2023-2028
  • Figure 34: Global: Virtual Reality Gaming Market (Mystery Thriller): Sales Value (in Million US$), 2017 & 2022
  • Figure 35: Global: Virtual Reality Gaming Market Forecast (Mystery Thriller): Sales Value (in Million US$), 2023-2028
  • Figure 36: Global: Virtual Reality Gaming Market (Puzzle): Sales Value (in Million US$), 2017 & 2022
  • Figure 37: Global: Virtual Reality Gaming Market Forecast (Puzzle): Sales Value (in Million US$), 2023-2028
  • Figure 38: Global: Virtual Reality Gaming Market (Science Fiction): Sales Value (in Million US$), 2017 & 2022
  • Figure 39: Global: Virtual Reality Gaming Market Forecast (Science Fiction): Sales Value (in Million US$), 2023-2028
  • Figure 40: Global: Virtual Reality Gaming Market (Others): Sales Value (in Million US$), 2017 & 2022
  • Figure 41: Global: Virtual Reality Gaming Market Forecast (Others): Sales Value (in Million US$), 2023-2028
  • Figure 42: North America: Virtual Reality Gaming Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 43: North America: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 44: Asia Pacific: Virtual Reality Gaming Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 45: Asia Pacific: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 46: Europe: Virtual Reality Gaming Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 47: Europe: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 48: Latin America: Virtual Reality Gaming Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 49: Latin America: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 50: Middle East and Africa: Virtual Reality Gaming Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 51: Middle East and Africa: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2023-2028

List of Tables

  • Table 1: Global: Virtual Reality Gaming Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Virtual Reality Gaming Market Forecast: Breakup by Segment (in Million US$), 2023-2028
  • Table 3: Global: Virtual Reality Gaming Market Forecast: Breakup by Device (in Million US$), 2023-2028
  • Table 4: Global: Virtual Reality Gaming Market Forecast: Breakup by Age Group (in Million US$), 2023-2028
  • Table 5: Global: Virtual Reality Gaming Market Forecast: Breakup by Type of Games (in Million US$), 2023-2028
  • Table 6: Global: Virtual Reality Gaming Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 7: Global: Virtual Reality Gaming Market: Competitive Structure
  • Table 8: Global: Virtual Reality Gaming Market: Key Players
目次
Product Code: SR112023A1034

The global virtual reality gaming market size reached US$ 28.9 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 136.8 Billion by 2028, exhibiting a growth rate (CAGR) of 29% during 2023-2028. The increasing professional gamers, rising number of gaming zones, and the growing popularity of 360-degree videos represent some of the key factors driving the market.

Virtual reality (VR) gaming refers to a three-dimensional (3D) environment created by VR software that makes the virtual world appear real to the users. It is generally played on standalone systems, specialized game consoles, advanced laptops, and personal computers (PCs). It also relies on peripherals, such as headsets, hand controllers, and sensor-equipped gloves. It assists in developing various skills, including problem solving, spatial reasoning, and hand eye coordination. It offers realistic images, sounds, and other sensations that simulate a user's physical presence in an imaginary world. It also provides opportunities for socialization as players can interact with other players in the virtual environment.

Virtual Reality Gaming Market Trends:

Significant growth in the gaming industry, increasing demand for VR online video games, and the rising number of casual and professional gamers are among the major factors strengthening the market growth around the world. It can also be attributed to the considerable reliance on smartphones and laptops and the growing penetration of high-speed internet connectivity. Moreover, there is an increase in the number of gaming zones in commercial areas that offer VR gaming. This, coupled with the rising traction of e-sports and multiplayer VR video game competition between professional and amateur players, is favoring the growth of the market. In addition, the growing popularity of 360-degree videos that enables viewers to watch through every angle with an option to rotate and pan them as per the requirement is influencing the market positively. Apart from this, the increasing number of startups offering realistic, artistic, and cultural games and introducing new three-dimensional features in VR gaming, which allows the user to move around and interact with the objects in it, is propelling the growth of the market. Furthermore, key players are introducing specialized mice and pointing devices, steering wheels and accelerators, and VR treadmills that sense and transmit speed and distance. They are also investing in aggressive marketing campaigns to promote their products and expand their existing consumer base. Besides this, the advent of PCs and laptops that support innovative features, such as high-quality graphics, facial recognition, and gesture-based gaming, is contributing to the market growth.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global virtual reality gaming market report, along with forecasts at the global and regional level from 2023-2028. Our report has categorized the market based on segment, device, age group and type of games.

Segment Insights:

Software

Hardware

The report has provided a detailed breakup and analysis of the virtual reality gaming market based on the segment. This includes software and hardware. According to the report, software represented the largest segment.

Device Insights:

Personal Computers

Gaming Consoles

Mobile Devices

A detailed breakup and analysis of the virtual reality gaming market based on the device has also been provided in the report. This includes personal computers, gaming consoles, and mobile devices. According to the report, personal computers accounted for the largest market share.

Age Group Insights:

Adults

Children

The report has provided a detailed breakup and analysis of the virtual reality gaming market based on the age group. This includes adults and children.

Types of Games Insights:

Racing

Adventure

Fighting

Shooting

Mystery Thriller

Puzzle

Science Fiction

Others

A detailed breakup and analysis of the virtual reality gaming market based on the types of games has also been provided in the report. This includes racing, adventure, fighting, shooting, mystery thriller, puzzle, science fiction, and others.

Regional Insights:

North America

Europe

Asia Pacific

Middle East and Africa

Latin America

The report has also provided a comprehensive analysis of all the major regional markets, which include North America; Europe; Asia Pacific; the Middle East and Africa; and Latin America.

Competitive Landscape:

The report has also provided a comprehensive analysis of the competitive landscape in the global virtual reality gaming market. Competitive analysis such as market structure, market share by key players, player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the companies covered include Fove, Google, HTC, Facebook, Razer, Samsung, Sony, Zeiss International, AMD, GoPro, Largan Precision, Nvidia, Qualcomm, etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.

Key Questions Answered in This Report

1. What was the size of the global virtual reality gaming market in 2022?

2. What is the expected growth rate of the global virtual reality gaming market during 2023-2028?

3. What are the key factors driving the global virtual reality gaming market?

4. What has been the impact of COVID-19 on the global virtual reality gaming market?

5. What is the breakup of the global virtual reality gaming market based on the segment?

6. What is the breakup of the global virtual reality gaming market based on the device?

7. What is the breakup of the global virtual reality gaming market based on the age group?

8. What is the breakup of the global virtual reality gaming market based on the type of games?

9. What are the key regions in the global virtual reality gaming market?

10. Who are the key players/companies in the global virtual reality gaming market?

Table of Contents

1   Preface

2   Scope and Methodology

  • 2.1  Objectives of the Study
  • 2.2  Stakeholders
  • 2.3  Data Sources
    • 2.3.1  Primary Sources
    • 2.3.2  Secondary Sources
  • 2.4  Market Estimation
    • 2.4.1  Bottom-Up Approach
    • 2.4.2  Top-Down Approach
  • 2.5  Forecasting Methodology

3   Executive Summary

4   Introduction

  • 4.1  Overview
  • 4.2  Key Industry Trends

5   Global Virtual Reality Gaming Market

  • 5.1  Market Overview
  • 5.2  Market Performance
  • 5.3  Impact of COVID-19
  • 5.4  Market Breakup by Segment
  • 5.5  Market Breakup by Device
  • 5.6  Market Breakup by Age Group
  • 5.7  Market Breakup by Type of Games
  • 5.8  Market Breakup by Region
  • 5.9  Market Forecast
  • 5.10  SWOT Analysis
    • 5.10.1  Overview
    • 5.10.2  Strengths
    • 5.10.3  Weaknesses
    • 5.10.4  Opportunities
    • 5.10.5  Threats
  • 5.11  Value Chain Analysis
    • 5.11.1  Overview
    • 5.11.2  Research and Development
    • 5.11.3  Inputs
    • 5.11.4  Products and Services
    • 5.11.5  Marketing and Distribution
    • 5.11.6  End-Users
    • 5.11.7  Post Sales Service
  • 5.12  Porter's Five Forces Analysis
    • 5.12.1  Overview
    • 5.12.2  Bargaining Power of Buyers
    • 5.12.3  Bargaining Power of Suppliers
    • 5.12.4  Degree of Competition
    • 5.12.5  Threat of New Entrants
    • 5.12.6  Threat of Substitutes
  • 5.13  Price Analysis

6   Market Breakup by Segment

  • 6.1  Software
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2  Hardware
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7   Market Breakup by Device

  • 7.1  Personal Computers
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2  Gaming Consoles
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3  Mobile Devices
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8   Market Breakup by Age Group

  • 8.1  Adults
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2  Children
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9   Market Breakup by Type of Games

  • 9.1  Racing
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2  Adventure 
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3  Fighting 
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4  Shooting 
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5  Mystery Thriller 
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6  Puzzle 
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast
  • 9.7  Science Fiction 
    • 9.7.1 Market Trends
    • 9.7.2 Market Forecast
  • 9.8  Others
    • 9.8.1 Market Trends
    • 9.8.2 Market Forecast

10  Market Breakup by Region

  • 10.1  North America
    • 10.1.1 Market Trends
    • 10.1.2 Market Forecast
  • 10.2  Europe
    • 10.2.1 Market Trends
    • 10.2.2 Market Forecast
  • 10.3  Asia Pacific
    • 10.3.1 Market Trends
    • 10.3.2 Market Forecast
  • 10.4  Middle East and Africa
    • 10.4.1 Market Trends
    • 10.4.2 Market Forecast
  • 10.5  Latin America
    • 10.5.1 Market Trends
    • 10.5.2 Market Forecast

11  Competitive Landscape

  • 11.1  Competitive Structure
  • 11.2  Key Players
  • 11.3  Profiles of Key Players
    • 11.3.1  Fove
    • 11.3.2  Google
    • 11.3.3  HTC
    • 11.3.4  Facebook
    • 11.3.5  Razer
    • 11.3.6  Samsung
    • 11.3.7  Sony
    • 11.3.8  Zeiss International
    • 11.3.9  AMD
    • 11.3.10  GoPro
    • 11.3.11  Largan Precision
    • 11.3.12  Nvidia
    • 11.3.13  Qualcomm