Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Virtual Reality Games Market by Type (Single-player Game, Adventure Game, Shooter Game, Racing Game, Simulation Game, Other), By Application (Commercial, Private Entertainment) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Virtual Reality Games Market by Type (Single-player Game, Adventure Game, Shooter Game, Racing Game, Simulation Game, Other), By Application (Commercial, Private Entertainment) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 272872 4200 Service & Software 377 200 Pages 4.6 (33)
                                          

Industry Growth Insights published a new data on “Virtual Reality Games Market”. The research report is titled “Virtual Reality Games Market research by Types (Single-player Game, Adventure Game, Shooter Game, Racing Game, Simulation Game, Other), By Applications (Commercial, Private Entertainment), By Players/Companies Survios, Vertigo Games, CCP Games, MAD Virtual Reality Studio, Maxint, Spectral Illusions, Croteam, Beat Games, Epic Games, Bethesda Softworks, Orange Bridge Studios, Polyarc, Frontier Developments, Puzzle video game, Owlchemy Labs, Adult Swim, Capcom, Ubisoft, Ian Ball, Bossa Studios, Stress Level Zero, KUNOS-Simulazioni Srl, Sony, Playful Corp.”.

Scope Of The Report

Report Attributes

Report Details

Report Title

Virtual Reality Games Market Research Report

By Type

Single-player Game, Adventure Game, Shooter Game, Racing Game, Simulation Game, Other

By Application

Commercial, Private Entertainment

By Companies

Survios, Vertigo Games, CCP Games, MAD Virtual Reality Studio, Maxint, Spectral Illusions, Croteam, Beat Games, Epic Games, Bethesda Softworks, Orange Bridge Studios, Polyarc, Frontier Developments, Puzzle video game, Owlchemy Labs, Adult Swim, Capcom, Ubisoft, Ian Ball, Bossa Studios, Stress Level Zero, KUNOS-Simulazioni Srl, Sony, Playful Corp.

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

200

Number of Tables & Figures

140

Customization Available

Yes, the report can be customized as per your need.


Global Virtual Reality Games Industry Outlook


Global Virtual Reality Games Market Report Segments:

The global Virtual Reality Games market is segmented on the basis of:

Types

Single-player Game, Adventure Game, Shooter Game, Racing Game, Simulation Game, Other

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Commercial, Private Entertainment

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Survios
  2. Vertigo Games
  3. CCP Games
  4. MAD Virtual Reality Studio
  5. Maxint
  6. Spectral Illusions
  7. Croteam
  8. Beat Games
  9. Epic Games
  10. Bethesda Softworks
  11. Orange Bridge Studios
  12. Polyarc
  13. Frontier Developments
  14. Puzzle video game
  15. Owlchemy Labs
  16. Adult Swim
  17. Capcom
  18. Ubisoft
  19. Ian Ball
  20. Bossa Studios
  21. Stress Level Zero
  22. KUNOS-Simulazioni Srl
  23. Sony
  24. Playful Corp.

Global Virtual Reality Games Market Overview


Highlights of The Virtual Reality Games Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Single-player Game
    2. Adventure Game
    3. Shooter Game
    4. Racing Game
    5. Simulation Game
    6. Other
  1. By Application:

    1. Commercial
    2. Private Entertainment
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Virtual Reality Games Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Virtual Reality Games Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Virtual reality games are a type of video game that allow players to experience a 3D environment, often with the help of special head-mounted devices.

Some of the major players in the virtual reality games market are Survios, Vertigo Games, CCP Games, MAD Virtual Reality Studio, Maxint, Spectral Illusions, Croteam, Beat Games, Epic Games, Bethesda Softworks, Orange Bridge Studios, Polyarc, Frontier Developments, Puzzle video game, Owlchemy Labs, Adult Swim, Capcom, Ubisoft, Ian Ball, Bossa Studios, Stress Level Zero, KUNOS-Simulazioni Srl, Sony, Playful Corp..

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Virtual Reality Games Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Virtual Reality Games Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Virtual Reality Games Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Virtual Reality Games Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Virtual Reality Games Market Size & Forecast, 2018-2028       4.5.1 Virtual Reality Games Market Size and Y-o-Y Growth       4.5.2 Virtual Reality Games Market Absolute $ Opportunity

Chapter 5 Global Virtual Reality Games Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Virtual Reality Games Market Size Forecast by Type
      5.2.1 Single-player Game
      5.2.2 Adventure Game
      5.2.3 Shooter Game
      5.2.4 Racing Game
      5.2.5 Simulation Game
      5.2.6 Other
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Virtual Reality Games Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Virtual Reality Games Market Size Forecast by Applications
      6.2.1 Commercial
      6.2.2 Private Entertainment
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Virtual Reality Games Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Virtual Reality Games Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Virtual Reality Games Analysis and Forecast
   9.1 Introduction
   9.2 North America Virtual Reality Games Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Virtual Reality Games Market Size Forecast by Type
      9.6.1 Single-player Game
      9.6.2 Adventure Game
      9.6.3 Shooter Game
      9.6.4 Racing Game
      9.6.5 Simulation Game
      9.6.6 Other
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Virtual Reality Games Market Size Forecast by Applications
      9.10.1 Commercial
      9.10.2 Private Entertainment
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Virtual Reality Games Analysis and Forecast
   10.1 Introduction
   10.2 Europe Virtual Reality Games Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Virtual Reality Games Market Size Forecast by Type
      10.6.1 Single-player Game
      10.6.2 Adventure Game
      10.6.3 Shooter Game
      10.6.4 Racing Game
      10.6.5 Simulation Game
      10.6.6 Other
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Virtual Reality Games Market Size Forecast by Applications
      10.10.1 Commercial
      10.10.2 Private Entertainment
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Virtual Reality Games Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Virtual Reality Games Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Virtual Reality Games Market Size Forecast by Type
      11.6.1 Single-player Game
      11.6.2 Adventure Game
      11.6.3 Shooter Game
      11.6.4 Racing Game
      11.6.5 Simulation Game
      11.6.6 Other
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Virtual Reality Games Market Size Forecast by Applications
      11.10.1 Commercial
      11.10.2 Private Entertainment
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Virtual Reality Games Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Virtual Reality Games Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Virtual Reality Games Market Size Forecast by Type
      12.6.1 Single-player Game
      12.6.2 Adventure Game
      12.6.3 Shooter Game
      12.6.4 Racing Game
      12.6.5 Simulation Game
      12.6.6 Other
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Virtual Reality Games Market Size Forecast by Applications
      12.10.1 Commercial
      12.10.2 Private Entertainment
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Virtual Reality Games Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Virtual Reality Games Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Virtual Reality Games Market Size Forecast by Type
      13.6.1 Single-player Game
      13.6.2 Adventure Game
      13.6.3 Shooter Game
      13.6.4 Racing Game
      13.6.5 Simulation Game
      13.6.6 Other
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Virtual Reality Games Market Size Forecast by Applications
      13.10.1 Commercial
      13.10.2 Private Entertainment
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Virtual Reality Games Market: Competitive Dashboard
   14.2 Global Virtual Reality Games Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Survios
      14.3.2 Vertigo Games
      14.3.3 CCP Games
      14.3.4 MAD Virtual Reality Studio
      14.3.5 Maxint
      14.3.6 Spectral Illusions
      14.3.7 Croteam
      14.3.8 Beat Games
      14.3.9 Epic Games
      14.3.10 Bethesda Softworks
      14.3.11 Orange Bridge Studios
      14.3.12 Polyarc
      14.3.13 Frontier Developments
      14.3.14 Puzzle video game
      14.3.15 Owlchemy Labs
      14.3.16 Adult Swim
      14.3.17 Capcom
      14.3.18 Ubisoft
      14.3.19 Ian Ball
      14.3.20 Bossa Studios
      14.3.21 Stress Level Zero
      14.3.22 KUNOS-Simulazioni Srl
      14.3.23 Sony
      14.3.24 Playful Corp.

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