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The global virtual reality gaming market attained a value of USD 35.29 billion in 2023. The market is projected to further grow at a CAGR of 29.7% between 2024 and 2032 to reach a value of USD 365.75 billion by 2032.
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Based on the segments, the hardware segment is expected to hold a considerable market share in 2021 and represents the leading segment. Based on the devices, the personal computer dominated the device segment, on account of their advantages like availability of high-end displays and sound systems that offer enhanced experience to the user. On the basis of age group, the adult gamers hold the largest market share owing to the increasing internet penetration. Based on the types of games, the shooting games are expected to account for the major market share.
Regionally, North America is estimated to hold the largest market share in 2021. The regional growth is accredited to the increasing demand for interactive gaming, coupled with its higher availability in the region.
Virtual reality gaming refers to the application where a person can experience being in a three-dimensional (3-D) environment and interact with it while playing. To create a real-world environment such as images, sounds, and other vibrations that simulate a user's physical presence in an unreal world, virtual reality technology employs virtual reality headsets, motion capture methods, game controllers, or the multi-projected setup. The advanced and sophisticated versions of VR involve wrap-around displays, VR headsets, and VR rooms with wearable computers and other sensory components. Moreover, it delivers 360 degrees vision, full immersion, excellent sound, and increased naturalism to the gamer. The availability of controllers also aids in enhancing the interaction of users with virtual reality gaming environment, allowing them to control and adjust the game theme as per their requirements.
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The major segments in the global virtual reality gaming market are:
The market can be broadly segregated on the basis of device segment into:
Based on the age group, the market is fragmented into:
On the basis of the types of games, the industry is categorised into:
The EMR report looks into the regional markets for the product like North America, the Asia Pacific, Europe, Latin America, and the Middle East and Africa.
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Virtual reality gaming is gaining popularity in various developing regions such as Mexico, Brazil, and India, owing to the rising disposable incomes of the consumers as well as easy accessibility of VR-enabled games. The increasing popularity of 360-degree videos is anticipated to be the new trend that is contributing to the growing demand for VR gaming. These videos allow the viewers to rotate and pan every angle as per the requirement. Moreover, many start-ups are introducing new 3-D features in virtual reality gaming, which enable the user to move and interact with the objects in it. Additionally, the availability of virtual reality games at malls and business centres is likely to expand the consumer base. Higher acceptance from children and adults is estimated to witness strong growth over the forecast period. However, spatial discomfort, high initial investment, and the risk of physical and mental ailments are the major constraints faced by the market.
The report presents a detailed analysis of the following key players in the global virtual reality gaming market, looking into their capacity, market shares, and latest developments like capacity expansions, plant turnarounds, and mergers and acquisitions:
The comprehensive report looks into the macro and micro aspects of the industry. The EMR report gives an in-depth insight into the market by providing a SWOT analysis as well as an analysis of Porter's Five Forces model.
REPORT FEATURES | DETAILS |
---|---|
Base Year | 2023 |
Historical Period | 2018-2023 |
Forecast Period | 2024-2032 |
Scope of the Report | Historical and Forecast Trends, Industry Drivers and Constraints, Historical and Forecast Market Analysis by Segment- Segment, Device, Age Group, Types of Games, Region |
Breakup by Segment | Software, Hardware |
Breakup by Device | Personal Computers, Gaming Consoles, Mobile Devices |
Breakup by Age Group | Adults, Children |
Breakup by Types of Games | Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, Others |
Breakup by Region | North America, Europe, Asia Pacific, Latin America, Middle East and Africa |
Market Dynamics | SWOT, Porter's Five Forces, Key Indicators for Price and Demand |
Competitive Landscape | Market Structure, Company Profiles- Company Overview, Product Portfolio, Demographic Reach and Achievements, Certifications |
Companies Covered | Fove, Inc, Google, HTC Corporation, Razer Inc., Samsung Electronics Co., Ltd., Advanced Micro Devices, Inc, Others |
Report Price and Purchase Option | Explore our purchase options that are best suited to your resources and industry needs. |
Delivery Format | Delivered as an attached PDF and Excel through email, with an option of receiving an editable PPT, according to the purchase option. |
*At Expert Market Research, we strive to always give you current and accurate information. The numbers depicted in the description are indicative and may differ from the actual numbers in the final EMR report.
1 Preface
2 Report Coverage – Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Snapshot
6.1 Global
6.2 Regional
7 Opportunities and Challenges in the Market
8 Global Virtual Reality Gaming Market Analysis
8.1 Key Industry Highlights
8.2 Global Virtual Reality Gaming Historical Market (2018-2023)
8.3 Global Virtual Reality Gaming Market Forecast (2024-2032)
8.4 Global Virtual Reality Gaming Market by Segment
8.4.1 Software
8.4.1.1 Market Share
8.4.1.2 Historical Trend (2018-2023)
8.4.1.3 Forecast Trend (2024-2032)
8.4.2 Hardware
8.4.2.1 Market Share
8.4.2.2 Historical Trend (2018-2023)
8.4.2.3 Forecast Trend (2024-2032)
8.5 Global Virtual Reality Gaming Market by Device
8.5.1 Personal Computers
8.5.1.1 Market Share
8.5.1.2 Historical Trend (2018-2023)
8.5.1.3 Forecast Trend (2024-2032)
8.5.2 Gaming Consoles
8.5.2.1 Market Share
8.5.2.2 Historical Trend (2018-2023)
8.5.2.3 Forecast Trend (2024-2032)
8.5.3 Mobile Devices
8.5.3.1 Market Share
8.5.3.2 Historical Trend (2018-2023)
8.5.3.3 Forecast Trend (2024-2032)
8.6 Global Virtual Reality Gaming Market by Age Group
8.6.1 Adults
8.6.1.1 Market Share
8.6.1.2 Historical Trend (2018-2023)
8.6.1.3 Forecast Trend (2024-2032)
8.6.2 Children
8.6.2.1 Market Share
8.6.2.2 Historical Trend (2018-2023)
8.6.2.3 Forecast Trend (2024-2032)
8.7 Global Virtual Reality Gaming Market by Types of Games
8.7.1 Racing
8.7.1.1 Market Share
8.7.1.2 Historical Trend (2018-2023)
8.7.1.3 Forecast Trend (2024-2032)
8.7.2 Adventure
8.7.2.1 Market Share
8.7.2.2 Historical Trend (2018-2023)
8.7.2.3 Forecast Trend (2024-2032)
8.7.3 Fighting
8.7.3.1 Market Share
8.7.3.2 Historical Trend (2018-2023)
8.7.3.3 Forecast Trend (2024-2032)
8.7.4 Shooting
8.7.4.1 Market Share
8.7.4.2 Historical Trend (2018-2023)
8.7.4.3 Forecast Trend (2024-2032)
8.7.5 Mystery Thriller
8.7.5.1 Market Share
8.7.5.2 Historical Trend (2018-2023)
8.7.5.3 Forecast Trend (2024-2032)
8.7.6 Puzzle
8.7.6.1 Market Share
8.7.6.2 Historical Trend (2018-2023)
8.7.6.3 Forecast Trend (2024-2032)
8.7.7 Science Fiction
8.7.7.1 Market Share
8.7.7.2 Historical Trend (2018-2023)
8.7.7.3 Forecast Trend (2024-2032)
8.7.8 Others
8.8 Global Virtual Reality Gaming Market by Region
8.8.1 North America
8.8.1.1 Market Share
8.8.1.2 Historical Trend (2018-2023)
8.8.1.3 Forecast Trend (2024-2032)
8.8.2 Europe
8.8.2.1 Market Share
8.8.2.2 Historical Trend (2018-2023)
8.8.2.3 Forecast Trend (2024-2032)
8.8.3 Asia Pacific
8.8.3.1 Market Share
8.8.3.2 Historical Trend (2018-2023)
8.8.3.3 Forecast Trend (2024-2032)
8.8.4 Latin America
8.8.4.1 Market Share
8.8.4.2 Historical Trend (2018-2023)
8.8.4.3 Forecast Trend (2024-2032)
8.8.5 Middle East and Africa
8.8.5.1 Market Share
8.8.5.2 Historical Trend (2018-2023)
8.8.5.3 Forecast Trend (2024-2032)
9 North America Virtual Reality Gaming Market Analysis
9.1 United States of America
9.1.1 Market Share
9.1.2 Historical Trend (2018-2023)
9.1.3 Forecast Trend (2024-2032)
9.2 Canada
9.2.1 Market Share
9.2.2 Historical Trend (2018-2023)
9.2.3 Forecast Trend (2024-2032)
10 Europe Virtual Reality Gaming Market Analysis
10.1 United Kingdom
10.1.1 Market Share
10.1.2 Historical Trend (2018-2023)
10.1.3 Forecast Trend (2024-2032)
10.2 Germany
10.2.1 Market Share
10.2.2 Historical Trend (2018-2023)
10.2.3 Forecast Trend (2024-2032)
10.3 France
10.3.1 Market Share
10.3.2 Historical Trend (2018-2023)
10.3.3 Forecast Trend (2024-2032)
10.4 Italy
10.4.1 Market Share
10.4.2 Historical Trend (2018-2023)
10.4.3 Forecast Trend (2024-2032)
10.5 Others
11 Asia Pacific Virtual Reality Gaming Market Analysis
11.1 China
11.1.1 Market Share
11.1.2 Historical Trend (2018-2023)
11.1.3 Forecast Trend (2024-2032)
11.2 Japan
11.2.1 Market Share
11.2.2 Historical Trend (2018-2023)
11.2.3 Forecast Trend (2024-2032)
11.3 India
11.3.1 Market Share
11.3.2 Historical Trend (2018-2023)
11.3.3 Forecast Trend (2024-2032)
11.4 South Korea
11.4.1 Market Share
11.4.2 Historical Trend (2018-2023)
11.4.3 Forecast Trend (2024-2032)
11.5 Australia
11.5.1 Market Share
11.5.2 Historical Trend (2018-2023)
11.5.3 Forecast Trend (2024-2032)
11.6 Others
12 Latin America Virtual Reality Gaming Market Analysis
12.1 Brazil
12.1.1 Market Share
12.1.2 Historical Trend (2018-2023)
12.1.3 Forecast Trend (2024-2032)
12.2 Argentina
12.2.1 Market Share
12.2.2 Historical Trend (2018-2023)
12.2.3 Forecast Trend (2024-2032)
12.3 Mexico
12.3.1 Market Share
12.3.2 Historical Trend (2018-2023)
12.3.3 Forecast Trend (2024-2032)
12.4 Others
13 Middle East and Africa Virtual Reality Gaming Market Analysis
13.1 Saudi Arabia
13.1.1 Market Share
13.1.2 Historical Trend (2018-2023)
13.1.3 Forecast Trend (2024-2032)
13.2 United Arab Emirates
13.2.1 Market Share
13.2.2 Historical Trend (2018-2023)
13.2.3 Forecast Trend (2024-2032)
13.3 Turkey
13.3.1 Market Share
13.3.2 Historical Trend (2018-2023)
13.3.3 Forecast Trend (2024-2032)
13.4 Iran
13.4.1 Market Share
13.4.2 Historical Trend (2018-2023)
13.4.3 Forecast Trend (2024-2032)
13.5 Others
14 Market Dynamics
14.1 SWOT Analysis
14.1.1 Strengths
14.1.2 Weaknesses
14.1.3 Opportunities
14.1.4 Threats
14.2 Porter’s Five Forces Analysis
14.2.1 Supplier’s Power
14.2.2 Buyer’s Power
14.2.3 Threat of New Entrants
14.2.4 Degree of Rivalry
14.2.5 Threat of Substitutes
14.3 Key Indicators for Demand
14.4 Key Indicators for Price
15 Value Chain Analysis
16 Competitive Landscape
16.1 Market Structure
16.2 Company Profiles
16.2.1 Fove, Inc
16.2.1.1 Company Overview
16.2.1.2 Product Portfolio
16.2.1.3 Demographic Reach and Achievements
16.2.1.4 Certifications
16.2.2 Google
16.2.2.1 Company Overview
16.2.2.2 Product Portfolio
16.2.2.3 Demographic Reach and Achievements
16.2.2.4 Certifications
16.2.3 HTC Corporation
16.2.3.1 Company Overview
16.2.3.2 Product Portfolio
16.2.3.3 Demographic Reach and Achievements
16.2.3.4 Certifications
16.2.4 Razer Inc.
16.2.4.1 Company Overview
16.2.4.2 Product Portfolio
16.2.4.3 Demographic Reach and Achievements
16.2.4.4 Certifications
16.2.5 Samsung Electronics Co., Ltd.
16.2.5.1 Company Overview
16.2.5.2 Product Portfolio
16.2.5.3 Demographic Reach and Achievements
16.2.5.4 Certifications
16.2.6 Advanced Micro Devices, Inc
16.2.6.1 Company Overview
16.2.6.2 Product Portfolio
16.2.6.3 Demographic Reach and Achievements
16.2.6.4 Certifications
16.2.7 Others
17 Key Trends and Developments in the Market
List of Key Figures and Tables
1. Global Virtual Reality Gaming Market: Key Industry Highlights, 2017 and 2027
2. Global Virtual Reality Gaming Historical Market: Breakup by Segment (USD Billion), 2018-2023
3. Global Virtual Reality Gaming Market Forecast: Breakup by Segment (USD Billion), 2024-2032
4. Global Virtual Reality Gaming Historical Market: Breakup by Device (USD Billion), 2018-2023
5. Global Virtual Reality Gaming Market Forecast: Breakup by Device (USD Billion), 2024-2032
6. Global Virtual Reality Gaming Historical Market: Breakup by Age Group (USD Billion), 2018-2023
7. Global Virtual Reality Gaming Market Forecast: Breakup by Age Group (USD Billion), 2024-2032
8. Global Virtual Reality Gaming Historical Market: Breakup by Types of Games (USD Billion), 2018-2023
9. Global Virtual Reality Gaming Market Forecast: Breakup by Types of Games (USD Billion), 2024-2032
10. Global Virtual Reality Gaming Historical Market: Breakup by Region (USD Billion), 2018-2023
11. Global Virtual Reality Gaming Market Forecast: Breakup by Region (USD Billion), 2024-2032
12. North America Virtual Reality in Gaming Historical Market: Breakup by Country (USD Billion), 2018-2023
13. North America Virtual Reality in Gaming Market Forecast: Breakup by Country (USD Billion), 2024-2032
14. Europe Virtual Reality in Gaming Historical Market: Breakup by Country (USD Billion), 2018-2023
15. Europe Virtual Reality in Gaming Market Forecast: Breakup by Country (USD Billion), 2024-2032
16. Asia Pacific Virtual Reality in Gaming Historical Market: Breakup by Country (USD Billion), 2018-2023
17. Asia Pacific Virtual Reality in Gaming Market Forecast: Breakup by Country (USD Billion), 2024-2032
18. Latin America Virtual Reality in Gaming Historical Market: Breakup by Country (USD Billion), 2018-2023
19. Latin America Virtual Reality in Gaming Market Forecast: Breakup by Country (USD Billion), 2024-2032
20. Middle East and Africa Virtual Reality in Gaming Historical Market: Breakup by Country (USD Billion), 2018-2023
21. Middle East and Africa Virtual Reality in Gaming Market Forecast: Breakup by Country (USD Billion), 2024-2032
22. Global Virtual Reality Gaming Market Structure
In 2023, the global virtual reality gaming market attained a value of USD 35.29 billion.
The market is projected to grow at a CAGR of 29.7% between 2024 and 2032.
The market is estimated to witness a healthy growth in the forecast period of 2024-2032 to reach around USD 365.75 billion by 2032.
The major drivers of the market are rising disposable incomes, increasing population, growing focus towards recreational activities, and increasing accessibility of VR-enabled games.
The key trends guiding the growth of the market include the growing popularity of 360-degree videos, compatibility of virtual reality games with mobile devices, and rapid technological advancements.
The major regions in the market are North America, Latin America, the Middle East and Africa, Europe, and the Asia Pacific.
Software and hardware are the leading segments of virtual reality gaming in the market.
The leading devices in the market are personal computers, gaming consoles, and mobile devices.
Adults and children are the age groups in the market.
The leading types of games in the market are racing, adventure, fighting, shooting, mystery thriller, puzzle, and science fiction, among others.
The major players in the global virtual reality gaming market are Fove Inc., Google, HTC Corporation, Razer Inc., Samsung Electronics Co., Ltd., and Advanced Micro Devices, Inc, among others.
The global virtual reality gaming market attained a value of USD 35.29 billion in 2023 driven by rising disposable incomes, growing focus on recreational activities, and increased acceptance of the technology. Aided by the technological advancements and growing popularity of 360-degree videos, the market is expected to witness a further growth in the forecast period of 2024-2032, growing at a CAGR of over 29.7%. The virtual reality gaming market is projected to reach USD 365.75 billion by 2032.
EMR's meticulous research methodology delves deep into the market, covering the macro and micro aspects of the industry. Based on its segments, the industry can be divided into software and hardware, with the hardware segment accounting for the largest market share. On the basis of devices, the personal computer segment accounts for the leading share in the industry. On the basis of age group, the industry can be bifurcated into adult gamers and children, where adult gamers lead the overall market. Based on game-types, the industry has been categorised into racing, adventure, fighting, shooting, mystery thriller, puzzle, and science fiction, among others. The major regional markets for virtual reality gaming are North America, Europe, the Asia Pacific, Latin America, and the Middle East and Africa, with North America accounting for the largest share of the market. The key players in the above market include Fove Inc., Google, HTC Corporation, Razer Inc., Samsung Electronics Co., Ltd., and Advanced Micro Devices, Inc, among others.
EMR's research methodology uses a combination of cutting-edge analytical tools and the expertise of their highly accomplished team, thus, providing their customers with market insights that are accurate, actionable, and help them remain ahead of their competition.
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