Market Overview:
The global virtual reality (VR) in gaming market is expected to grow at a CAGR of 27.5% during the forecast period from 2018 to 2030. The VR in gaming market is segmented on the basis of type, application, and region. On the basis of type, the VR in gaming market is segmented into adventure games, action games, racing games, role-playing games (RPGs), and others. The action games segment is expected to hold the largest share of the VR in gaming market by 2030 owing to its growing popularity among gamers across all age groups. On the basis of application, private users are expected to account for a larger share of the VR in gaming market by 2030 as compared to commerce and other applications owing to their growing demand for immersive experiences while playing video games.
Product Definition:
Virtual Reality (VR) is a technology that allows users to experience and interact with a simulated environment. VR in gaming can be used to create more immersive and realistic gaming experiences. It can also be used to provide feedback on player performance.
Adventure Games:
The global adventure games, it's usage and growth factor in the virtual reality (VR) gaming market is expected to witness significant growth over the forecast period. The major factors that are driving the market include increasing adoption of smartphones & tablets, rise in online gaming along with growing trend of social networking sites. These factors have led to a substantial increase in demand for adventure games on mobile & web platforms which is further accelerating industry growth.
Action Games:
The global action games and it's usage in virtual reality (VR) in gaming market size was valued at USD 4.5 billion in 2016. The increasing demand for interactive entertainment is expected to drive the growth of this industry over the forecast period. Growing penetration of high-end smartphones & tablets coupled with rising internet bandwidth has resulted in increased popularity of online games among players across the globe, which is further anticipated to fuel growth over the next eight years.
Application Insights:
The others segment dominated the global virtual reality (VR) in gaming market, accounting for more than 50.0% share of the overall revenue in 2017. The other applications include entertainment and education. Increasing adoption of VR technology across various industries including film, architecture, automotive, etc., is expected to drive growth over the coming years. Furthermore, many companies are investing heavily in R&D activities for developing VR games and applications that can transform learning experiences into real life situations or vice versa by providing users with realistic scenarios. This factor would boost demand over the forecast period as several educational institutions have started adopting this technology owing to its benefits such as improved student engagement and performance enhancement among others which is likely to propel growth further driving it higher than estimated above during the forecast period from 2018 to 2030 ¢â‚¬Ëœ2030¢â‚¬â„¢s guesswork!.
Regional Analysis:
North America dominated the global market in 2017 owing to the presence of a large number of technology providers and gaming companies. The region is expected to maintain its dominance over the forecast period, with U.S. at the forefront. Europe is also estimated to witness significant growth due to increasing investments by VR headset manufacturers such as HTC Corporation; Samsung Electronics Co., Ltd.; and Facebook Inc. Asia Pacific is projected to register considerable growth during the forecast period owing to increasing adoption of consumer electronics, growing popularity for video games among youth population, rising disposable income levels coupled with growing penetration of western entertainment culture in countries like China and Japan. Furthermore, some Asian countries are emerging as potential destinations for game developers seeking resources for virtual worlds or platforms that can be used across different devices (PC/Console).
Growth Factors:
- Increasing demand for VR gaming content from gamers
- Growing popularity of VR headsets among gamers
- Proliferation of affordable VR hardware and software platforms
- Emergence of new genres of VR games
- Rising investment in VR gaming by game developers and publishers
Scope Of The Report
Report Attributes
Report Details
Report Title
Virtual Reality (VR) in Gaming Market Research Report
By Type
Adventure Games, Action Games, Racing Games, Role-Playing Games, Others
By Application
Private, Commerce, Others
By Companies
Sony, Microsoft, Nintendo, Linden Labs, Electronic Arts, Facebook, Samsung Electronics, Google, HTC, Virtuix Omni, Leap Motion, Telsa Studios, Qualcomm
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
187
Number of Tables & Figures
131
Customization Available
Yes, the report can be customized as per your need.
Global Virtual Reality (VR) in Gaming Market Report Segments:
The global Virtual Reality (VR) in Gaming market is segmented on the basis of:
Types
Adventure Games, Action Games, Racing Games, Role-Playing Games, Others
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
Private, Commerce, Others
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:
- Sony
- Microsoft
- Nintendo
- Linden Labs
- Electronic Arts
- Samsung Electronics
- HTC
- Virtuix Omni
- Leap Motion
- Telsa Studios
- Qualcomm
Highlights of The Virtual Reality (VR) in Gaming Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Adventure Games
- Action Games
- Racing Games
- Role-Playing Games
- Others
- By Application:
- Private
- Commerce
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Virtual Reality (VR) in Gaming 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.
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Virtual Reality (VR) is a technology that allows users to experience a simulated environment, typically through the use of head-mounted displays and motion controllers. VR can be used for gaming, entertainment, education, and other applications.
Some of the major companies in the virtual reality (vr) in gaming market are Sony, Microsoft, Nintendo, Linden Labs, Electronic Arts, Facebook, Samsung Electronics, Google, HTC, Virtuix Omni, Leap Motion, Telsa Studios, Qualcomm.
The virtual reality (vr) in gaming market is expected to grow at a compound annual growth rate of 27.5%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Virtual Reality (VR) in Gaming 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 (VR) in Gaming Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Virtual Reality (VR) in Gaming 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 (VR) in Gaming 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 (VR) in Gaming Market Size & Forecast, 2020-2028 4.5.1 Virtual Reality (VR) in Gaming Market Size and Y-o-Y Growth 4.5.2 Virtual Reality (VR) in Gaming Market Absolute $ Opportunity
Chapter 5 Global 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 Market Size Forecast by Type
5.2.1 Adventure Games
5.2.2 Action Games
5.2.3 Racing Games
5.2.4 Role-Playing Games
5.2.5 Others
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global 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 Market Size Forecast by Applications
6.2.1 Private
6.2.2 Commerce
6.2.3 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Virtual Reality (VR) in Gaming 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 (VR) in Gaming 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 Analysis and Forecast
9.1 Introduction
9.2 North America 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 Market Size Forecast by Type
9.6.1 Adventure Games
9.6.2 Action Games
9.6.3 Racing Games
9.6.4 Role-Playing Games
9.6.5 Others
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 Market Size Forecast by Applications
9.10.1 Private
9.10.2 Commerce
9.10.3 Others
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 Analysis and Forecast
10.1 Introduction
10.2 Europe 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 Market Size Forecast by Type
10.6.1 Adventure Games
10.6.2 Action Games
10.6.3 Racing Games
10.6.4 Role-Playing Games
10.6.5 Others
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 Market Size Forecast by Applications
10.10.1 Private
10.10.2 Commerce
10.10.3 Others
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 Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific 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 Market Size Forecast by Type
11.6.1 Adventure Games
11.6.2 Action Games
11.6.3 Racing Games
11.6.4 Role-Playing Games
11.6.5 Others
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 Market Size Forecast by Applications
11.10.1 Private
11.10.2 Commerce
11.10.3 Others
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 Analysis and Forecast
12.1 Introduction
12.2 Latin America 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 Market Size Forecast by Type
12.6.1 Adventure Games
12.6.2 Action Games
12.6.3 Racing Games
12.6.4 Role-Playing Games
12.6.5 Others
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 Market Size Forecast by Applications
12.10.1 Private
12.10.2 Commerce
12.10.3 Others
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) Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) 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) Market Size Forecast by Type
13.6.1 Adventure Games
13.6.2 Action Games
13.6.3 Racing Games
13.6.4 Role-Playing Games
13.6.5 Others
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) Market Size Forecast by Applications
13.10.1 Private
13.10.2 Commerce
13.10.3 Others
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 (VR) in Gaming Market: Competitive Dashboard
14.2 Global Virtual Reality (VR) in Gaming Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Sony
14.3.2 Microsoft
14.3.3 Nintendo
14.3.4 Linden Labs
14.3.5 Electronic Arts
14.3.6 Facebook
14.3.7 Samsung Electronics
14.3.8 Google
14.3.9 HTC
14.3.10 Virtuix Omni
14.3.11 Leap Motion
14.3.12 Telsa Studios
14.3.13 Qualcomm