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PUBLISHER: Acute Market Reports | PRODUCT CODE: 1542384

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PUBLISHER: Acute Market Reports | PRODUCT CODE: 1542384

Virtual Reality In Gaming Market - Growth, Future Prospects and Competitive Analysis, 2024 - 2032

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The virtual reality (VR) in gaming market is estimated to grow at a CAGR of 22% from 2024 to 2032. The virtual reality (VR) in gaming market encompasses the integration of virtual reality technology in video games, offering immersive and interactive experiences to users. This market has witnessed significant growth, propelled by technological advancements in VR hardware and software, including sophisticated VR headsets, motion tracking devices, and interactive controllers. The incorporation of VR in gaming transforms traditional gaming experiences, enabling players to experience a three-dimensional environment in a way that is much more realistic and engaging. The market is driven by increasing consumer demand for more immersive gaming experiences, the growing popularity of VR gaming in esports, and continuous innovation by game developers and hardware manufacturers. As VR technology becomes more accessible and affordable, the market is expected to expand further, attracting a broader audience and fostering new opportunities in both game development and hardware innovation. This trend is complemented by strategic collaborations between tech giants and gaming companies, aiming to enhance the VR gaming experience and expand its reach to mainstream consumers.

Driver: Technological Advancements in VR Hardware and Software

The primary driver of the virtual reality in gaming market is the rapid advancement in VR hardware and software. These advancements have significantly enhanced the quality and realism of VR gaming experiences. For instance, modern VR headsets offer higher resolution, better field of view, and reduced latency, greatly improving user immersion. The development of advanced motion tracking and haptic feedback technologies has also played a crucial role. These technologies allow for more precise and natural interactions within the virtual environment, further elevating the gaming experience. Moreover, the software development for VR games has become more sophisticated, with game developers creating more complex and engaging virtual worlds. This combination of hardware and software evolution continues to attract a growing number of gaming enthusiasts, driving the expansion of the VR gaming market.

Opportunity: Expansion into New Markets and Demographics

A significant opportunity within the VR Gaming Market lies in its expansion into new markets and demographics. With the increasing affordability and accessibility of VR technology, it's becoming possible to target a broader audience, including casual gamers and those previously uninterested in traditional gaming. Additionally, VR gaming has potential in educational and professional training contexts, offering immersive and interactive experiences that can enhance learning and skill development. The potential application of VR gaming in these new domains represents a considerable opportunity for market growth.

Restraint: High Cost of VR Technology

Despite the growing popularity of VR gaming, the high cost of VR technology remains a major restraint. High-quality VR headsets and the necessary computing hardware can be prohibitively expensive for the average consumer. This cost barrier limits the market to a more niche audience of enthusiasts and early adopters, slowing the rate of mainstream adoption. Furthermore, the ongoing need for hardware upgrades to keep pace with rapidly advancing VR technologies adds to the total cost of ownership, posing an additional challenge to market growth.

Challenge: Addressing Physical and Health Concerns

A key challenge facing the VR in gaming market is addressing the physical and health concerns associated with prolonged VR usage. Issues such as motion sickness, eye strain, and the potential for physical injury while immersed in a virtual environment are significant concerns. These factors can deter potential new users and limit the duration of gaming sessions for current users. Overcoming these challenges requires ongoing research and development to create more comfortable and safer VR experiences. This includes designing ergonomic hardware, developing software that minimizes motion sickness, and promoting safe gaming practices. Addressing these health and safety concerns is crucial for the long-term sustainability and growth of the VR gaming market.

Market Segmentation By Component

In the virtual reality in gaming market, segmentation by component includes Hardware and Software, both vital to the industry's ecosystem. Historically, the Hardware segment has held the highest revenue share, driven by sales of VR headsets, controllers, sensors, and other physical components essential for creating immersive VR experiences. The demand for high-quality VR hardware has been consistently strong, as it is the foundation upon which VR gaming experiences are built. The hardware's tangible nature and the need for periodic upgrades due to technological advancements contribute to its dominant revenue position. On the other hand, the Software segment is witnessing the highest Compound Annual Growth Rate (CAGR). This growth is spurred by the increasing development of VR games and applications, innovations in VR content, and the expanding user base seeking new and diverse VR gaming experiences. As software development tools become more accessible and user-friendly, a surge in independent and small-scale game development is further fueling this growth, indicating a shift towards a more software-centric VR gaming market in the near future.

Market Segmentation By Connecting Device

Regarding market segmentation by Connecting Device, which includes Gaming Consoles, PC/Desktops, and Smartphones, different trends are evident in terms of revenue generation and growth rate. The Gaming Console segment has traditionally generated the highest revenue within the VR gaming market. This is attributed to the popularity of console-based gaming and the integration of VR capabilities into mainstream gaming consoles, which have a large, established user base. These consoles offer a more straightforward setup for VR gaming, making them a popular choice among consumers. However, the Smartphone segment is expected to exhibit the highest CAGR. The growth in this segment is primarily due to the widespread availability and increasing capabilities of smartphones, coupled with the development of smartphone-compatible VR headsets and applications. The affordability and accessibility of smartphone-based VR solutions make them an attractive option for a broader audience, potentially leading to rapid market growth in this segment. This trend signifies a strategic shift in the market, with VR technology becoming more accessible to casual gamers and those outside the traditional gaming console or PC gamer demographics.

Regional Insights

In the geographic analysis of the virtual reality in gaming market, distinct trends have emerged across different regions. As of 2023, North America had the highest revenue percentage, a dominance attributed to its advanced technological infrastructure, high disposable incomes, and a strong gaming culture. The region's market leadership was further bolstered by the presence of major VR hardware and software companies, alongside widespread consumer acceptance of VR technology in gaming. However, looking forward from 2024 to 2032, the Asia-Pacific region is expected to experience the highest Compound Annual Growth Rate (CAGR). This anticipated growth can be linked to the increasing adoption of VR technologies in densely populated countries like China and India, along with rising technological investments and growing youth demographics with keen interest in gaming. The region's rapidly expanding digital infrastructure and increasing affordability of VR devices are also key factors driving this expected growth.

Competitive Trends

In terms of competitive trends and key players in the market, the landscape in 2023 was characterized by the presence of major companies like Sony Corporation, Microsoft, Nintendo.Games, Linden Research, Inc., Electronic Arts Inc., Meta, SAMSUNG, Google Inc., HTC Corporation, Virtuix, Ultraleap Limited, Tesla Studios, Qualcomm Technologies, Inc., Lucidcam.com. These companies dominated the market with their innovative VR products and strong distribution networks. Oculus VR, for instance, had a significant revenue contribution through its popular VR headsets and extensive content library. Sony leveraged its established presence in the gaming console market to promote its VR offerings. From 2024 to 2032, the market is expected to witness intensified competition with these players continuing to invest heavily in R&D, seeking strategic partnerships, and expanding into new geographical markets. The focus is likely to be on developing more user-friendly, affordable, and technologically advanced VR gaming solutions to attract a wider audience. Additionally, emerging companies and startups are expected to enter the market, potentially introducing disruptive innovations and further intensifying the competitive landscape. The period is also anticipated to see an increased emphasis on creating diverse and immersive VR gaming content, which is crucial for maintaining consumer engagement and driving the growth of the VR gaming market.

Historical & Forecast Period

This study report represents an analysis of each segment from 2022 to 2032 considering 2023 as the base year. Compounded Annual Growth Rate (CAGR) for each of the respective segments estimated for the forecast period of 2024 to 2032.

The current report comprises quantitative market estimations for each micro market for every geographical region and qualitative market analysis such as micro and macro environment analysis, market trends, competitive intelligence, segment analysis, porters five force model, top winning strategies, top investment markets, emerging trends & technological analysis, case studies, strategic conclusions and recommendations and other key market insights.

Research Methodology

The complete research study was conducted in three phases, namely: secondary research, primary research, and expert panel review. The key data points that enable the estimation of Virtual Reality In Gaming market are as follows:

Research and development budgets of manufacturers and government spending

Revenues of key companies in the market segment

Number of end users & consumption volume, price, and value.

Geographical revenues generated by countries considered in the report

Micro and macro environment factors that are currently influencing the Virtual Reality In Gaming market and their expected impact during the forecast period.

Market forecast was performed through proprietary software that analyzes various qualitative and quantitative factors. Growth rate and CAGR were estimated through intensive secondary and primary research. Data triangulation across various data points provides accuracy across various analyzed market segments in the report. Application of both top-down and bottom-up approach for validation of market estimation assures logical, methodical, and mathematical consistency of the quantitative data.

Market Segmentation

Component

    • Hardware
    • Software

Connecting Device

    • Gaming Consoles
    • PC/Desktops
    • Smartphones

Region Segment (2022-2032; US$ Million)

North America

U.S.

Canada

Rest of North America

UK and European Union

UK

Germany

Spain

Italy

France

Rest of Europe

Asia Pacific

China

Japan

India

Australia

South Korea

Rest of Asia Pacific

Latin America

Brazil

Mexico

Rest of Latin America

Middle East and Africa

GCC

Africa

Rest of Middle East and Africa

Key questions answered in this report

What are the key micro and macro environmental factors that are impacting the growth of Virtual Reality In Gaming market?

What are the key investment pockets concerning product segments and geographies currently and during the forecast period?

Estimated forecast and market projections up to 2032.

Which segment accounts for the fastest CAGR during the forecast period?

Which market segment holds a larger market share and why?

Are low and middle-income economies investing in the Virtual Reality In Gaming market?

Which is the largest regional market for Virtual Reality In Gaming market?

What are the market trends and dynamics in emerging markets such as Asia Pacific, Latin America, and Middle East & Africa?

Which are the key trends driving Virtual Reality In Gaming market growth?

Who are the key competitors and what are their key strategies to enhance their market presence in the Virtual Reality In Gaming market worldwide?

Product Code: 473-07-24

Table of Contents

1. Preface

  • 1.1. Report Description
    • 1.1.1. Purpose of the Report
    • 1.1.2. Target Audience
    • 1.1.3. Key Offerings
  • 1.2. Market Segmentation
  • 1.3. Research Methodology
    • 1.3.1. Phase I - Secondary Research
    • 1.3.2. Phase II - Primary Research
    • 1.3.3. Phase III - Expert Panel Review
    • 1.3.4. Assumptions
    • 1.3.5. Approach Adopted

2. Executive Summary

  • 2.1. Market Snapshot: Global Virtual Reality In Gaming Market
  • 2.2. Global Virtual Reality In Gaming Market, By Component, 2023 (US$ Million)
  • 2.3. Global Virtual Reality In Gaming Market, By Connecting Device, 2023 (US$ Million)
  • 2.4. Global Virtual Reality In Gaming Market, By Geography, 2023 (US$ Million)
  • 2.5. Attractive Investment Proposition by Geography, 2023

3. Virtual Reality In Gaming Market: Competitive Analysis

  • 3.1. Market Positioning of Key Virtual Reality In Gaming Market Vendors
  • 3.2. Strategies Adopted by Virtual Reality In Gaming Market Vendors
  • 3.3. Key Industry Strategies
  • 3.4. Tier Analysis 2023 Versus 2032

4. Virtual Reality In Gaming Market: Macro Analysis & Market Dynamics

  • 4.1. Introduction
  • 4.2. Global Virtual Reality In Gaming Market Value, 2022 - 2032, (US$ Million)
  • 4.3. Market Dynamics
    • 4.3.1. Market Drivers
    • 4.3.2. Market Restraints
    • 4.3.3. Key Challenges
    • 4.3.4. Key Opportunities
  • 4.4. Impact Analysis of Drivers and Restraints
  • 4.5. See-Saw Analysis
  • 4.6. Porter's Five Force Model
    • 4.6.1. Supplier Power
    • 4.6.2. Buyer Power
    • 4.6.3. Threat Of Substitutes
    • 4.6.4. Threat Of New Entrants
    • 4.6.5. Competitive Rivalry
  • 4.7. PESTEL Analysis
    • 4.7.1. Political Landscape
    • 4.7.2. Economic Landscape
    • 4.7.3. Technology Landscape
    • 4.7.4. Legal Landscape
    • 4.7.5. Social Landscape

5. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)

  • 5.1. Market Overview
  • 5.2. Growth & Revenue Analysis: 2023 Versus 2032
  • 5.3. Market Segmentation
    • 5.3.1. Hardware
    • 5.3.2. Software

6. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)

  • 6.1. Market Overview
  • 6.2. Growth & Revenue Analysis: 2023 Versus 2032
  • 6.3. Market Segmentation
    • 6.3.1. Gaming Consoles
    • 6.3.2. PC/Desktops
    • 6.3.3. Smartphones

7. North America Virtual Reality In Gaming Market, 2022-2032, USD (Million)

  • 7.1. Market Overview
  • 7.2. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
  • 7.3. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
  • 7.4.Virtual Reality In Gaming Market: By Region, 2022-2032, USD (Million)
    • 7.4.1.North America
      • 7.4.1.1. U.S.
        • 7.4.1.1.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 7.4.1.1.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 7.4.1.2. Canada
        • 7.4.1.2.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 7.4.1.2.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 7.4.1.3. Rest of North America
        • 7.4.1.3.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 7.4.1.3.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)

8. UK and European Union Virtual Reality In Gaming Market, 2022-2032, USD (Million)

  • 8.1. Market Overview
  • 8.2. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
  • 8.3. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
  • 8.4.Virtual Reality In Gaming Market: By Region, 2022-2032, USD (Million)
    • 8.4.1.UK and European Union
      • 8.4.1.1. UK
        • 8.4.1.1.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 8.4.1.1.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 8.4.1.2. Germany
        • 8.4.1.2.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 8.4.1.2.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 8.4.1.3. Spain
        • 8.4.1.3.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 8.4.1.3.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 8.4.1.4. Italy
        • 8.4.1.4.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 8.4.1.4.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 8.4.1.5. France
        • 8.4.1.5.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 8.4.1.5.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 8.4.1.6. Rest of Europe
        • 8.4.1.6.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 8.4.1.6.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)

9. Asia Pacific Virtual Reality In Gaming Market, 2022-2032, USD (Million)

  • 9.1. Market Overview
  • 9.2. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
  • 9.3. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
  • 9.4.Virtual Reality In Gaming Market: By Region, 2022-2032, USD (Million)
    • 9.4.1.Asia Pacific
      • 9.4.1.1. China
        • 9.4.1.1.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 9.4.1.1.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 9.4.1.2. Japan
        • 9.4.1.2.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 9.4.1.2.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 9.4.1.3. India
        • 9.4.1.3.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 9.4.1.3.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 9.4.1.4. Australia
        • 9.4.1.4.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 9.4.1.4.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 9.4.1.5. South Korea
        • 9.4.1.5.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 9.4.1.5.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 9.4.1.6. Rest of Asia Pacific
        • 9.4.1.6.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 9.4.1.6.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)

10. Latin America Virtual Reality In Gaming Market, 2022-2032, USD (Million)

  • 10.1. Market Overview
  • 10.2. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
  • 10.3. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
  • 10.4.Virtual Reality In Gaming Market: By Region, 2022-2032, USD (Million)
    • 10.4.1.Latin America
      • 10.4.1.1. Brazil
        • 10.4.1.1.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 10.4.1.1.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 10.4.1.2. Mexico
        • 10.4.1.2.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 10.4.1.2.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 10.4.1.3. Rest of Latin America
        • 10.4.1.3.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 10.4.1.3.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)

11. Middle East and Africa Virtual Reality In Gaming Market, 2022-2032, USD (Million)

  • 11.1. Market Overview
  • 11.2. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
  • 11.3. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
  • 11.4.Virtual Reality In Gaming Market: By Region, 2022-2032, USD (Million)
    • 11.4.1.Middle East and Africa
      • 11.4.1.1. GCC
        • 11.4.1.1.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 11.4.1.1.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 11.4.1.2. Africa
        • 11.4.1.2.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 11.4.1.2.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)
      • 11.4.1.3. Rest of Middle East and Africa
        • 11.4.1.3.1. Virtual Reality In Gaming Market: By Component, 2022-2032, USD (Million)
        • 11.4.1.3.2. Virtual Reality In Gaming Market: By Connecting Device, 2022-2032, USD (Million)

12. Company Profile

  • 12.1. Sony Corporation
    • 12.1.1. Company Overview
    • 12.1.2. Financial Performance
    • 12.1.3. Product Portfolio
    • 12.1.4. Strategic Initiatives
  • 12.2. Microsoft
    • 12.2.1. Company Overview
    • 12.2.2. Financial Performance
    • 12.2.3. Product Portfolio
    • 12.2.4. Strategic Initiatives
  • 12.3. Nintendo.Games
    • 12.3.1. Company Overview
    • 12.3.2. Financial Performance
    • 12.3.3. Product Portfolio
    • 12.3.4. Strategic Initiatives
  • 12.4. Linden Research, Inc.
    • 12.4.1. Company Overview
    • 12.4.2. Financial Performance
    • 12.4.3. Product Portfolio
    • 12.4.4. Strategic Initiatives
  • 12.5. Electronic Arts Inc.
    • 12.5.1. Company Overview
    • 12.5.2. Financial Performance
    • 12.5.3. Product Portfolio
    • 12.5.4. Strategic Initiatives
  • 12.6. Meta
    • 12.6.1. Company Overview
    • 12.6.2. Financial Performance
    • 12.6.3. Product Portfolio
    • 12.6.4. Strategic Initiatives
  • 12.7. SAMSUNG
    • 12.7.1. Company Overview
    • 12.7.2. Financial Performance
    • 12.7.3. Product Portfolio
    • 12.7.4. Strategic Initiatives
  • 12.8. Google Inc.
    • 12.8.1. Company Overview
    • 12.8.2. Financial Performance
    • 12.8.3. Product Portfolio
    • 12.8.4. Strategic Initiatives
  • 12.9. HTC Corporation
    • 12.9.1. Company Overview
    • 12.9.2. Financial Performance
    • 12.9.3. Product Portfolio
    • 12.9.4. Strategic Initiatives
  • 12.10. Virtuix
    • 12.10.1. Company Overview
    • 12.10.2. Financial Performance
    • 12.10.3. Product Portfolio
    • 12.10.4. Strategic Initiatives
  • 12.11. Ultraleap Limited
    • 12.11.1. Company Overview
    • 12.11.2. Financial Performance
    • 12.11.3. Product Portfolio
    • 12.11.4. Strategic Initiatives
  • 12.12. Tesla Studios
    • 12.12.1. Company Overview
    • 12.12.2. Financial Performance
    • 12.12.3. Product Portfolio
    • 12.12.4. Strategic Initiatives
  • 12.13. Qualcomm Technologies, Inc.
    • 12.13.1. Company Overview
    • 12.13.2. Financial Performance
    • 12.13.3. Product Portfolio
    • 12.13.4. Strategic Initiatives
  • 12.14. Lucidcam.com.
    • 12.14.1. Company Overview
    • 12.14.2. Financial Performance
    • 12.14.3. Product Portfolio
    • 12.14.4. Strategic Initiatives
  • 12.15. Other Notable Players
    • 12.15.1. Company Overview
    • 12.15.2. Financial Performance
    • 12.15.3. Product Portfolio
    • 12.15.4. Strategic Initiatives
Product Code: 473-07-24

List of Tables

  • TABLE 1 Global Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 2 Global Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 3 North America Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 4 North America Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 5 U.S. Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 6 U.S. Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 7 Canada Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 8 Canada Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 9 Rest of North America Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 10 Rest of North America Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 11 UK and European Union Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 12 UK and European Union Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 13 UK Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 14 UK Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 15 Germany Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 16 Germany Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 17 Spain Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 18 Spain Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 19 Italy Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 20 Italy Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 21 France Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 22 France Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 23 Rest of Europe Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 24 Rest of Europe Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 25 Asia Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 26 Asia Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 27 China Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 28 China Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 29 Japan Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 30 Japan Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 31 India Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 32 India Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 33 Australia Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 34 Australia Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 35 South Korea Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 36 South Korea Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 37 Latin America Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 38 Latin America Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 39 Brazil Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 40 Brazil Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 41 Mexico Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 42 Mexico Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 43 Rest of Latin America Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 44 Rest of Latin America Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 45 Middle East and Africa Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 46 Middle East and Africa Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 47 GCC Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 48 GCC Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 49 Africa Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 50 Africa Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)
  • TABLE 51 Rest of Middle East and Africa Virtual Reality In Gaming Market By Component, 2022-2032, USD (Million)
  • TABLE 52 Rest of Middle East and Africa Virtual Reality In Gaming Market By Connecting Device, 2022-2032, USD (Million)

List of Figures

  • FIG. 1 Global Virtual Reality In Gaming Market: Market Coverage
  • FIG. 2 Research Methodology and Data Sources
  • FIG. 3 Market Size Estimation - Top Down & Bottom-Up Approach
  • FIG. 4 Global Virtual Reality In Gaming Market: Quality Assurance
  • FIG. 5 Global Virtual Reality In Gaming Market, By Component, 2023
  • FIG. 6 Global Virtual Reality In Gaming Market, By Connecting Device, 2023
  • FIG. 7 Global Virtual Reality In Gaming Market, By Geography, 2023
  • FIG. 8 Market Geographical Opportunity Matrix - Global Virtual Reality In Gaming Market, 2023

FIG. 9Market Positioning of Key Virtual Reality In Gaming Market Players, 2023

FIG. 10Global Virtual Reality In Gaming Market - Tier Analysis - Percentage of Revenues by Tier Level, 2023 Versus 2032

  • FIG. 11 Global Virtual Reality In Gaming Market, By Component, 2023 Vs 2032, %
  • FIG. 12 Global Virtual Reality In Gaming Market, By Connecting Device, 2023 Vs 2032, %
  • FIG. 13 U.S. Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 14 Canada Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 15 Rest of North America Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 16 UK Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 17 Germany Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 18 Spain Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 19 Italy Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 20 France Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 21 Rest of Europe Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 22 China Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 23 Japan Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 24 India Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 25 Australia Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 26 South Korea Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 27 Rest of Asia Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 28 Brazil Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 29 Mexico Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 30 Rest of Latin America Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 31 GCC Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 32 Africa Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
  • FIG. 33 Rest of Middle East and Africa Virtual Reality In Gaming Market (US$ Million), 2022 - 2032
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