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ゲーム用バーチャルリアリティ市場-成長、 動向、予測(2020年~2025年)

Global Virtual Reality In Gaming Market - Growth, Trends, and Forecast (2020 - 2025)

出版日: | 発行: Mordor Intelligence LLP | ページ情報: 英文 120 Pages | 納期: 2-3営業日

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ゲーム用バーチャルリアリティ市場-成長、 動向、予測(2020年~2025年)
出版日: 2020年08月01日
発行: Mordor Intelligence LLP
ページ情報: 英文 120 Pages
納期: 2-3営業日
  • 全表示
  • 概要
  • 目次

世界のゲーム用バーチャルリアリティ市場は予測期間中32.75%のCAGRで推移し、2019年の77億米ドルから、2027年には42億5000万米ドルの規模に成長すると予測されています。 VRテクノロジーは過去数年間における採用増加や技術進歩により広く認知されています。NewGenAppsによると、2025年までにAR・VRゲームのユーザーは2億1600万に成長すると予想されています。 VRゲームはマウスやタッチスクリーン、その他コンポーネントを使用してコンピューティングデバイス上の3D環境を体感することができます。ヘッドセットやラップアラウンドディスプレイ画面、ウェアラブル機器、感覚コンポーネントなどのアクセサリーにより、ゲーム上でのオブジェクト操作、表示、移動が可能となります。3Dinsiderによると、アクティブなVRユーザーの64%以上が、VR技術の進歩により最も利益を得る可能性が高いのはゲームだと考えています。 さらに、市場では、ゲームデザイナー、プロデューサー、プログラマー、アーティストなどの仕事やVRゲームに関する様々なビジネス、セールス、マーケティングの役割が生まれています。 VRヘッドセットは市場全体で勢いを増しており、2019年3月にはソニーが世界中で420万台を超えるPlayStation VRヘッドセットを販売したと発表しました。COVID-19の発生により、多くの国でロックダウンが実施され、人々がよりVRゲームに時間を費やす時間が増加しているため、市場が大幅に成長しています。HTC Viveportなどを始めとする多くのVRゲームプロバイダーは、外出する代わりに自宅で遊んでもらうためのサービスを提供しており、Viveport Infinityの年間サブスクリプションは75%オフとなり年間107.88米ドルから27米ドルに引き下げられました。



第1章 イントロダクション

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場力学

  • 市場概要
  • 市場成長要因
    • 臨場感のあるテーマベースのゲームの利用拡大
    • ミレニアル世代および高所得層による短期的・中期的な採用推進
  • 市場阻害要因
    • 視覚的・聴覚的刺激に関する閾値|モバイルARゲームに対する高い需要
  • ポーターのファイブフォース分析
    • 新規参入の脅威
    • バイヤー/消費者の交渉力
    • サプライヤーの交渉力
    • 代替製品の脅威
    • 競争の激化
  • COVID-19がVRゲーム業界に与える影響
  • VRゲームとトップパブリッシャーで人気のあるテーマの分析(アーケード、アドベンチャー、ホラーなど)
  • AR・VRベースのゲームの比較研究

第5章 市場細分化

  • タイプ別
    • パソコン
    • スタンドアロン
    • コンソール
    • カートリッジ
    • プレミアムモバイル
  • ゲーム別
    • ハードウェア
    • ソフトウェア
  • 地域別
    • 北米
    • 欧州
    • アジア太平洋地域
    • その他の地域

第6章 競合情勢

  • 主要ベンダープロファイル
    • Oculus VR (Facebook Technologies LLC)
    • HTC Vive
    • Valve Corporation
    • Intel Corporation
    • Virtuix Omni
    • Nintendo Co Limited
    • Microsoft Corporation
    • Samsung Corporation
    • Google LLC
    • *List not exhaustive

第7章 投資分析

第8章 市場の将来展望

Product Code: 70017

The virtual reality (VR) in the gaming market was valued at USD 7.7 billion in 2019, and it is projected to reach USD 42.50 billion by 2025, registering a CAGR of 32.75% during the forecast period (2020 - 2025). VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises. Numerous players are emerging in this market with the hopes of navigating it toward mainstream adoption in the gaming market space. According to NewGenApps, by 2025, the worldwide user base of AR and VR games is expected to increase to 216 million users.

  • VR gaming involves a 3D environment that enables the user on a computing device with the help of a mouse, touch screen, and other components to feel the physical presence in the game settings. The various accessories associated with the VR technology, such as virtual reality headsets, wrap-around display screens, virtual reality rooms equipped with wearable computers, and sensory components, enables gamers to interact, view, and move around the objects in the game setting. According to a worldwide survey of technology company executives, startup founders, investors, and consultants, 59% of respondents believe gaming will dominate the investment directed to the development of VR technology.
  • Moreover, VR gaming provides interaction and communication to gamers in the game environment, which is attracting more children's and gamers, thus driving the growth of the market. According to 3Dinsider, more than 64% of active VR users believe that gaming has the highest potential to benefit from advances in VR technology.
  • Further, the market is creating various jobs related to VR gaming, such as game designers, producers, programmers, artists, as well as business, sales, and marketing roles. According to 3Dinsider, between 2015 and 2018, job postings for designers, programmers, and artists for VR games have risen, accounting for 93%.
  • VR headset is gaining traction across the market due to its specific application for games, such as HTC Vive and the PlayStation VR. For instance, in March 2019, Sony announced that it had sold more than 4.2 million PlayStation VR headset worldwide.
  • With the recent outbreak of the COVID-19, the market for VR gaming is witnessing a significant increase in adoption as most of the countries have enforced lockdown, and people are spending their time on VR gaming amid this lockdown.
  • Many VR gaming providers, such as HTC Viveport, are giving many features to make people stay at home and play them instead of going out. For instance, Viveport Infinity's annual subscription is 75% off, taking it down from USD 107.88 per year to USD 27.
  • In April 2020, UTSA researchers launched the first worldwide Accessibility VR Game Jam, which is accessible to gamers with disabilities. But due to COVID-19, they worked to quickly to migrate the game jam to an online-only environment.

Key Market Trends

Premium Mobile Platform to Hold Significant Market Share

  • Mobile virtual reality (VR) gaming is the most affordable experience for consumers who want to explore VR gaming without spending a substantial amount of money. Also, the portability and massive install base of smartphone users, across the world, is leading to its widespread adoption. According to Plink, there are about 2.2 billion mobile gamers around the world.
  • With the increasing number of mobile gamers, the mobile VR gaming market is expected to gain significant traction as players are offering various accessories, such as a head-mounted display for smooth VR gaming experience for the mobile-based gamers.
  • The most widely known VR headsets for mobile phones are Samsung Gear and Google Daydream. The lower price as compared to console and PC headsets and mobile headsets are often bundled with premium phones are vital factors that are driving the market. According to the 3D insider, by 2020, it is estimated that the number of VR headsets sold will reach up to 82 million units.
  • Moreover, technologies, such as 5G, are also driving the mobile-based VR gaming market. For instance, in May 2020, Archiact announced a partnership with Migu, a subsidiary of telecom provider China Mobile, for Archiact's games that would be the first VR games o be playable via Migu's 5G cloud gaming platform, named as Migu Quick Gaming. Also, by partnering with Migu, Archiact states that it is able to work together to build the future of 5G VR cloud gaming, thus making VR even more accessible.
  • While VR for mobile gaming currently provides a less immersive experience than console and PC-based VR, its adoption is expected to increase during the forecast period, due to a range of technological advancements in the mobile VR environment. Also, with the growth of smartphones, there is massive potential for the VR gaming market during the forecast period.

Asia-Pacific Region to Witness Significant Growth

  • Asia-Pacific is expected to hold a significant share owing to the presence of large and several emerging economies, such as India and China, along with the rising acceptance of virtual reality devices in the region. This is, in turn, expected to encourage industry players to invest in VR gaming in the region.
  • Due to the rising adoption of VR technology in the country, China is expected to account for a prominent share in the region. Also, the Chinese market for VR is expected to increase due to increased policy support from the government as well as rolling out of technologies, such as 5G, in the country. According to the industry regulator, China's virtual reality (VR) market is forecast to expand to USD 7.9 billion by 2021.
  • Also, many players in the region are building new games with more realistic in-game features that are driving the market. For instance, in July 2019, Hong Kong's startup Sandbox VR created hyperrealistic virtual reality games. It has experimented with location-based VR gaming.
  • The region is witnessing many investment and development in the R gaming market space. For instance, in August 2019, Beijing-China's online and mobile game developer Yunyou Holdings, which is listed in Hong Kong, acquired the virtual reality startup Beijing Xigua Huyu Entertainment Technology to expand its product line.
  • Also, in January 2020, Virtuleap has launched the Enhance VR brain training app in China in partnership with the HTC Viveport China team. Enhance VR offers a daily workout of mini-games designed to assess and train different cognitive skills such as memory, problem-solving, flexibility, and speed, as well as motor skills, spatial orientation, and spatial audio awareness.

Competitive Landscape

The virtual reality in gaming market is a consolidated market, owing to the presence of many large players in the market. The market is consolidated with the key players adopting strategies, such as product innovation, to stay ahead of the competition. Some of the players in the market are Oculus VR (Facebook Technologies LLC), HTC Vive, Nintendo Co Limited, and Microsoft Corporation.

  • May 2020 - Apple Inc. acquired NextVR, a startup that provides sports and other content for virtual-reality headsets. The acquisition will help Apple's development of VR and AR headsets with accompanying software and content.
  • February 2020 - Facebook acquired Bay Area VR studio Sanzuru Games. The acquisition will help Facebook to explore the VR game studios, as Sanzuru Games has created a total of four titles for the Oculus Rift, including "Asgard's Wrath" and "Marvel Powers United VR. Also, it has made a number of titles on console and mobile systems, releasing games structured around their own IP alongside licensed titles for properties, like Sonic and Spyro.

Reasons to Purchase this report:

  • The market estimate (ME) sheet in Excel format
  • 3 months of analyst support



  • 1.1 Study Deliverables
  • 1.2 Study Assumptions
  • 1.3 Scope of the Study




  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Increasing availability of compelling and theme-based games in the VR format
    • 4.2.2 Millennials and high-income groups to drive adoption in the near and medium-term
  • 4.3 Market Restraints
    • 4.3.1 Threshold related to visual and auditory aspects| High demand for Mobile AR Gaming
  • 4.4 Porter's Five Forces Analysis
    • 4.4.1 Threat of New Entrants
    • 4.4.2 Bargaining Power of Buyers/Consumers
    • 4.4.3 Bargaining Power of Suppliers
    • 4.4.4 Threat of Substitute Products
    • 4.4.5 Intensity of Competitive Rivalry
  • 4.5 Impact of COVID-19 on the VR Gaming industry
  • 4.6 Analysis on the popular themes in VR Gaming and top publishers (Arcade, Adventure, Horror, etc.)
  • 4.7 Comparative study of AR and VR-based Gaming


  • 5.1 By VR Type
    • 5.1.1 PC
    • 5.1.2 Stand-alone
    • 5.1.3 Console
    • 5.1.4 Cartridges
    • 5.1.5 Premium Mobile
  • 5.2 By VR in Gaming
    • 5.2.1 Hardware
    • 5.2.2 Software
  • 5.3 Geography
    • 5.3.1 North America
    • 5.3.2 Europe
    • 5.3.3 Asia-Pacific
    • 5.3.4 Rest of The World


  • 6.1 Key Vendor Profiles
    • 6.1.1 Oculus VR (Facebook Technologies LLC)
    • 6.1.2 HTC Vive
    • 6.1.3 Valve Corporation
    • 6.1.4 Intel Corporation
    • 6.1.5 Virtuix Omni
    • 6.1.6 Nintendo Co Limited
    • 6.1.7 Microsoft Corporation
    • 6.1.8 Samsung Corporation
    • 6.1.9 Google LLC



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