Virtual Reality in Gaming Market Size, Share, Analysis Report

Virtual Reality in Gaming Market Size By Component Outlook (Hardware, Software, Other Product), By Connecting Device Outlook (Gaming Console, PC/ Desktop, Smartphone), By User Outlook (Commercial Space, Individual), By Region (North America, Europe, Asia-Pacific, Rest of the World), Market Analysis Report, Forecast

The Virtual Reality in Gaming Market is expected to be around US$ 89.00 Billion by 2027 at a CAGR of 32.75% in the given forecast period.

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MARKET SNAPSHOT

Major Players

Study period:

2022-2027

Base Year:

2021

CAGR:

32

Fastest Growing Market:

APAC

Largest Market:

North America

REPORT DESCRIPTION

The Virtual Reality in Gaming Market is expected to be around US$ 89.00 Billion by 2027 at a CAGR of 32.75% in the given forecast period.

Virtual reality refers to an application form that is planned to deliver a three-dimensional gaming experience by using a three-dimensional virtual or artificial environment.  Using these systems improves the look and feel of the environment during a game. The virtual reality software controls and makes an artificial environment. The capability to deliver an extraordinary and advanced gaming experience has improved the demand for virtual reality in gaming industry.The most common and popular form of the AR/VR gaming industry is the way it discovers the three-dimensional image on the computer. So, virtual reality in gaming industry implies the utilization of graphics and sound technology in games. With this technology, gamers can wear head mount displays or HMDs, glasses andgloves to enjoy the top-level quality of gaming. The head-mounted displays, gloves, glasses, and sensors track every movement done by the user.Nonstop upgradations in the usual technologies comprising 3D effects, motion tracking, and interactive graphics for drawing players’ attention is expected to drive the industry development. Users are demanding new-fangledfoundations of entertainment due to the surge in their spending capacity and are hence, seen to be engaging in virtual reality games.

The global Virtual Reality in Gaming market is segregated on the basis of Component Outlook as Hardware, Software, and Other Product. Based on Connecting Device Outlook the global Virtual Reality in Gaming market is segmented in Gaming Console, PC/ Desktop, and Smartphone. Based on User Outlook the global Virtual Reality in Gaming market is segmented in Commercial Space and Individual.

The global Virtual Reality in Gaming market report provides geographic analysis covering regions, such as North America, Europe, Asia-Pacific, and Rest of the World. The Virtual Reality in Gaming market for each region is further segmented for major countries including the U.S., Canada, Germany, the U.K., France, Italy, China, India, Japan, Brazil, South Africa, and others.

Competitive Rivalry

Google (U.S.), Electronic Arts Inc (U.S.), HTC Corporation (Taiwan), Newzoo (Netherlands), SAMSUNG (South Korea), Kaneva (U.S.), LEAP MOTION, INC. (U.S.), Sony Corporation (Japan), Oculus VR, LLC (U.S.), VirZOOM, Inc (U.S.), ZEISS International (Germany), and others are among the major players in the global Virtual Reality in Gaming market. The companies are involved in several growth and expansion strategies to gain a competitive advantage. Industry participants also follow value chain integration with business operations in multiple stages of the value chain.

The Virtual Reality in Gaming Market has been segmented as below:

Virtual Reality in Gaming Market, By Component Outlook

  • Hardware
  • Software
  • Other Product

Virtual Reality in Gaming Market, By Connecting Device Outlook

  • Gaming Console
  • PC/ Desktop
  • Smartphone

Virtual Reality in Gaming Market, By User Outlook

  • Commercial Space
  • Individual

Virtual Reality in Gaming Market, By Region

  • North America
  • Europe
  • Asia-Pacific
  • Rest of the World

Virtual Reality in Gaming Market, By Company

  • Google
  • Electronic Arts Inc
  • HTC Corporation
  • Newzoo
  • SAMSUNG
  • Kaneva
  • LEAP MOTION, INC.
  • Sony Corporation
  • Oculus VR, LLC
  • VirZOOM, Inc
  • ZEISS International

The report covers:

  • Global Virtual Reality in Gaming market sizes from 2018 to 2027, along with CAGR for 2022-2027
  • Market size comparison for 2020 vs 2027, with actual data for 2021, estimates for 2022 and forecast from 2022 to 2027
  • Global Virtual Reality in Gaming market trends, covering comprehensive range of consumer trends & manufacturer trends
  • Value chain analysis covering participants from raw material suppliers to the downstream buyer in the global Virtual Reality in Gaming market
  • Major market opportunities and challenges in forecast timeframe to be focused
  • Competitive landscape with analysis on competition pattern, portfolio comparisons, development trends and strategic management
  • Comprehensive company profiles of the key industry players

Report Scope:

The global Virtual Reality in Gaming market report scope includes detailed study covering underlying factors influencing the industry trends. The report covers analysis on regional and country level market dynamics. The scope also covers competitive overview providing company market shares along with company profiles for major revenue contributing companies. The report scope includes detailed competitive outlook covering market shares and profiles key participants in the global Virtual Reality in Gaming market share. Major industry players with significant revenue share include Google (U.S.), Electronic Arts Inc (U.S.),, HTC Corporation (Taiwan), Newzoo (Netherlands), SAMSUNG (South Korea), Kaneva (U.S.), LEAP MOTION, INC. (U.S.), Sony Corporation (Japan), Oculus VR, LLC (U.S.), VirZOOM, Inc (U.S.), ZEISS International (Germany), and others.

Reasons to Buy this Report:

  • Gain detailed insights on the Virtual Reality in Gaming industry trends
  • Find complete analysis on the market status
  • Identify the Virtual Reality in Gaming market opportunities and growth segments
  • Analyse competitive dynamics by evaluating business segments & product portfolios
  • Facilitate strategy planning and industry dynamics to enhance decision making

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The Virtual Reality in Gaming Market has been segmented as below:

Virtual Reality in Gaming Market, By Component Outlook

  • Hardware
  • Software
  • Other Product

Virtual Reality in Gaming Market, By Connecting Device Outlook

  • Gaming Console
  • PC/ Desktop
  • Smartphone

Virtual Reality in Gaming Market, By User Outlook

  • Commercial Space
  • Individual

Virtual Reality in Gaming Market, By Region

  • North America
  • Europe
  • Asia-Pacific
  • Rest of the World

Virtual Reality in Gaming Market, By Company

  • Google
  • Electronic Arts Inc
  • HTC Corporation
  • Newzoo
  • SAMSUNG
  • Kaneva
  • LEAP MOTION, INC.
  • Sony Corporation
  • Oculus VR, LLC
  • VirZOOM, Inc
  • ZEISS International

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The market is expected to grow at a CAGR of 32.75% during the study period (2022-2027)
The Virtual Reality in Gaming Market is expected to be around US$ 89.00 Billion by 2027
The segment included in the Virtual Reality in Gaming Market is Component, Connecting Device, User and Region.
Some key players operating in the Virtual Reality in Gaming Market include Google (U.S.), Electronic Arts Inc (U.S.), HTC Corporation (Taiwan), Newzoo (Netherlands), SAMSUNG (South Korea), Kaneva (U.S.), LEAP MOTION, INC. (U.S.), Sony Corporation (Japan), Oculus VR, LLC (U.S.), VirZOOM, Inc (U.S.), ZEISS International (Germany),
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