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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1651858

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PUBLISHER: Bizwit Research & Consulting LLP | PRODUCT CODE: 1651858

Global Virtual Reality in Gaming Market Size Study, by Component (Hardware, Software), by Connecting Devices (Gaming Console, PC/Desktop, Smartphone), by User (Commercial Spaces, Individual), and Regional Forecasts 2022-2032

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The Global Virtual Reality (VR) in Gaming Market is valued at approximately USD 19,318.67 million in 2023 and is anticipated to expand at an impressive compound annual growth rate (CAGR) of 21.6% from 2024 to 2032. Virtual reality in gaming transforms the entertainment industry by immersing players in hyper-realistic environments, offering dynamic interactions and unparalleled gaming experiences. Leveraging cutting-edge hardware and software, VR technology enables users to engage with games on a multidimensional level, bridging the gap between reality and virtual immersion.

The surging demand for immersive entertainment, coupled with advancements in VR hardware such as motion-tracking devices and high-resolution headsets, drives market growth. With gaming consoles, PCs, and smartphones becoming more VR-compatible, users now enjoy diverse access points for VR experiences. However, high initial costs and technical challenges, including motion sickness and limited content availability, may restrict wider adoption. Nevertheless, the continuous evolution of VR software, enhanced graphics, and the integration of haptic feedback systems offer promising opportunities for stakeholders in the industry.

VR gaming is rapidly transforming entertainment across commercial spaces, such as gaming arcades and VR parks, while also gaining traction among individual users seeking immersive experiences from the comfort of their homes. Features like multiplayer VR gaming and cross-platform compatibility are enhancing user engagement. Furthermore, the integration of artificial intelligence within VR games elevates customization and interactivity, allowing gamers to enjoy personalized adventures.

Geographically, North America dominates the VR gaming market, supported by a robust gaming industry, high consumer spending on entertainment technologies, and early adoption of VR innovations. Europe follows closely, driven by the increasing popularity of eSports and VR-enhanced gaming events. Meanwhile, the Asia-Pacific region is expected to exhibit the fastest growth during the forecast period, underpinned by a massive gaming population, rapid urbanization, and government initiatives promoting digital transformation in countries such as China, Japan, and India.

Major market players included in this report are:

  • Sony Interactive Entertainment Inc.
  • Oculus VR (Meta Platforms Inc.)
  • HTC Corporation
  • Microsoft Corporation
  • Valve Corporation
  • Samsung Electronics Co., Ltd.
  • Nvidia Corporation
  • Unity Technologies
  • Magic Leap, Inc.
  • Google LLC
  • Tencent Holdings Limited
  • Qualcomm Technologies, Inc.
  • Epic Games, Inc.
  • Virtuix Holdings Inc.
  • Razer Inc.

The detailed segments and sub-segment of the market are explained below:

By Component:

  • Hardware
  • Software

By Connecting Devices:

  • Gaming Console
  • PC/Desktop
  • Smartphone

By User:

  • Commercial Spaces
  • Individual

By Region:

North America:

  • U.S.
  • Canada

Europe:

  • UK
  • Germany
  • France
  • Spain
  • Italy
  • Rest of Europe

Asia-Pacific:

  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia-Pacific

Latin America:

  • Brazil
  • Mexico

Middle East & Africa:

  • Saudi Arabia
  • South Africa
  • Rest of Middle East & Africa

Years considered for the study are as follows:

  • Historical Year: 2022
  • Base Year: 2023
  • Forecast Period: 2024 to 2032

Key Takeaways:

  • Market estimates & forecasts for 10 years from 2022 to 2032.
  • Annualized revenues and regional-level analysis for each market segment.
  • Detailed analysis of geographical landscape with country-level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand-side and supply-side analysis of the market.

Table of Contents

Chapter 1. Global Virtual Reality in Gaming Market Executive Summary

  • 1.1. Global Virtual Reality in Gaming Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Component
      • Hardware
      • Software
    • 1.3.2. By Connecting Devices
      • Gaming Console
      • PC/Desktop
      • Smartphone
    • 1.3.3. By User
      • Commercial Spaces
      • Individual
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Virtual Reality in Gaming Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • Availability
      • Infrastructure
      • Regulatory Environment
      • Market Competition
      • Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • Regulatory Frameworks
      • Technological Advancements
      • Environmental Considerations
      • Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Virtual Reality in Gaming Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Rising Demand for Immersive Gaming Experiences and Enhanced Interactivity
    • 3.1.2. Technological Advancements in VR Hardware and Software Solutions
    • 3.1.3. Expanding Gaming Ecosystem and Increasing Investment in Digital Entertainment
  • 3.2. Market Challenges
    • 3.2.1. High Initial Costs and Technical Barriers Including Motion Sickness
    • 3.2.2. Limited Content Availability and Compatibility Issues Across Devices
    • 3.2.3. Security Vulnerabilities and Data Privacy Concerns
  • 3.3. Market Opportunities
    • 3.3.1. Continuous Innovation in Graphics and Haptic Feedback Technologies
    • 3.3.2. Growth of Multiplayer and Cross-Platform Gaming Experiences
    • 3.3.3. Expansion in Emerging Economies and Government Initiatives Promoting Digital Transformation

Chapter 4. Global Virtual Reality in Gaming Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunity
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Virtual Reality in Gaming Market Size & Forecasts by Component 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Virtual Reality in Gaming Market: Component Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 5.2.1. Hardware
    • 5.2.2. Software

Chapter 6. Global Virtual Reality in Gaming Market Size & Forecasts by Connecting Devices 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Virtual Reality in Gaming Market: Connecting Devices Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 6.2.1. Gaming Console
    • 6.2.2. PC/Desktop
    • 6.2.3. Smartphone

Chapter 7. Global Virtual Reality in Gaming Market Size & Forecasts by User 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global Virtual Reality in Gaming Market: User Revenue Trend Analysis, 2022 & 2032 (USD Million/Billion)
    • 7.2.1. Commercial Spaces
    • 7.2.2. Individual

Chapter 8. Global Virtual Reality in Gaming Market Size & Forecasts by Region 2022-2032

  • 8.1. North America VR Gaming Market
    • 8.1.1. U.S. VR Gaming Market
      • 8.1.1.1. Component breakdown size & forecasts, 2022-2032
      • 8.1.1.2. Connecting Devices breakdown size & forecasts, 2022-2032
      • 8.1.1.3. User breakdown size & forecasts, 2022-2032
    • 8.1.2. Canada VR Gaming Market
  • 8.2. Europe VR Gaming Market
    • 8.2.1. UK VR Gaming Market
    • 8.2.2. Germany VR Gaming Market
    • 8.2.3. France VR Gaming Market
    • 8.2.4. Spain VR Gaming Market
    • 8.2.5. Italy VR Gaming Market
    • 8.2.6. Rest of Europe VR Gaming Market
  • 8.3. Asia-Pacific VR Gaming Market
    • 8.3.1. China VR Gaming Market
    • 8.3.2. India VR Gaming Market
    • 8.3.3. Japan VR Gaming Market
    • 8.3.4. Australia VR Gaming Market
    • 8.3.5. South Korea VR Gaming Market
    • 8.3.6. Rest of Asia-Pacific VR Gaming Market
  • 8.4. Latin America VR Gaming Market
    • 8.4.1. Brazil VR Gaming Market
    • 8.4.2. Mexico VR Gaming Market
    • 8.4.3. Rest of Latin America VR Gaming Market
  • 8.5. Middle East & Africa VR Gaming Market
    • 8.5.1. Saudi Arabia VR Gaming Market
    • 8.5.2. South Africa VR Gaming Market
    • 8.5.3. Rest of Middle East & Africa VR Gaming Market

Chapter 9. Competitive Intelligence

  • 9.1. Key Company SWOT Analysis
    • 9.1.1. Sony Interactive Entertainment Inc.
    • 9.1.2. Oculus VR (Meta Platforms Inc.)
    • 9.1.3. HTC Corporation
  • 9.2. Top Market Strategies
  • 9.3. Company Profiles
    • 9.3.1. Sony Interactive Entertainment Inc.
      • 9.3.1.1. Key Information
      • 9.3.1.2. Overview
      • 9.3.1.3. Financial (Subject to Data Availability)
      • 9.3.1.4. Product Summary
      • 9.3.1.5. Market Strategies
    • 9.3.2. Oculus VR (Meta Platforms Inc.)
    • 9.3.3. HTC Corporation
    • 9.3.4. Microsoft Corporation
    • 9.3.5. Valve Corporation
    • 9.3.6. Samsung Electronics Co., Ltd.
    • 9.3.7. Nvidia Corporation
    • 9.3.8. Unity Technologies
    • 9.3.9. Magic Leap, Inc.
    • 9.3.10. Google LLC
    • 9.3.11. Tencent Holdings Limited
    • 9.3.12. Qualcomm Technologies, Inc.
    • 9.3.13. Epic Games, Inc.
    • 9.3.14. Virtuix Holdings Inc.
    • 9.3.15. Razer Inc.

Chapter 10. Research Process

  • 10.1. Research Process
    • 10.1.1. Data Mining
    • 10.1.2. Analysis
    • 10.1.3. Market Estimation
    • 10.1.4. Validation
    • 10.1.5. Publishing
  • 10.2. Research Attributes
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