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Global Virtual Reality Gaming Market: By Segment: Software, Hardware; By Device: Personal Computers, Gaming Consoles, Mobile Devices; By Age Group: Adults, Children; By Types of Games: Racing, Adventure, Others; Regional Analysis; Historical Market and Forecast (2015-2025); Competitive Landscape; Industry Events and Developments

Global Virtual Reality Gaming Market Outlook

The global virtual reality gaming market attained a value of USD 13.5 billion in 2019. The market is estimated to reach USD 51.7 billion by 2025, growing at a significant CAGR of 25.1% over the forecast period of 2020-2025.

Based on the segments, the hardware segment is expected to hold a considerable market share in 2019 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 racing games are expected to account for the major market share, as racing games are the most preferred type of game amongst all age groups.

Regionally, North America is estimated to hold the largest market share in 2019. The regional growth is accredited to the increasing demand for interactive gaming, coupled with its higher availability in the region.

 

Properties and Applications

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.

The major segments in the global virtual reality gaming market are:

  • Software
  • Hardware

The market can be broadly segregated on the basis of device segment into:

  • Personal Computers
  • Gaming Consoles
  • Mobile Devices

Based on the age group, the market is fragmented into:

  • Adults
  • Children

On the basis of the types of games, the industry is categorised into:

  • Racing
  • Adventure
  • Fighting
  • Shooting
  • Mystery Thriller
  • Puzzle
  • Science Fiction
  • Others

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.

 

Market Analysis

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.

 

Competitive Landscape

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:

  • Fove, Inc
  • Google
  • HTC Corporation
  • Razer Inc.
  • Samsung Electronics Co., Ltd.
  • Advanced Micro Devices, Inc
  • Others

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.

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    Industry Opportunities and Challenges
8    Global Virtual Reality Gaming Market Analysis

    8.1    Key Industry Highlights
    8.2    Global Virtual Reality Gaming Historical Market (2015-2019) 
    8.3    Global Virtual Reality Gaming Market Forecast (2020-2025)
    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 (2015-2019)
            8.4.1.3    Forecast Trend (2020-2025)
        8.4.2    Hardware
            8.4.2.1    Market Share
            8.4.2.2    Historical Trend (2015-2019)
            8.4.2.3    Forecast Trend (2020-2025)
    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 (2015-2019)
            8.5.1.3    Forecast Trend (2020-2025)
        8.5.2    Gaming Consoles
            8.5.2.1    Market Share
            8.5.2.2    Historical Trend (2015-2019)
            8.5.2.3    Forecast Trend (2020-2025)
        8.5.3    Mobile Devices
            8.5.3.1    Market Share
            8.5.3.2    Historical Trend (2015-2019)
            8.5.3.3    Forecast Trend (2020-2025)
    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 (2015-2019)
            8.6.1.3    Forecast Trend (2020-2025)
        8.6.2    Children
            8.6.2.1    Market Share
            8.6.2.2    Historical Trend (2015-2019)
            8.6.2.3    Forecast Trend (2020-2025)
    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 (2015-2019)
            8.7.1.3    Forecast Trend (2020-2025)
        8.7.2    Adventure 
            8.7.2.1    Market Share
            8.7.2.2    Historical Trend (2015-2019)
            8.7.2.3    Forecast Trend (2020-2025)
        8.7.3    Fighting 
            8.7.3.1    Market Share
            8.7.3.2    Historical Trend (2015-2019)
            8.7.3.3    Forecast Trend (2020-2025)
        8.7.4    Shooting 
            8.7.4.1    Market Share
            8.7.4.2    Historical Trend (2015-2019)
            8.7.4.3    Forecast Trend (2020-2025)
        8.7.5    Mystery Thriller 
            8.7.5.1    Market Share
            8.7.5.2    Historical Trend (2015-2019)
            8.7.5.3    Forecast Trend (2020-2025)
        8.7.6    Puzzle 
            8.7.6.1    Market Share
            8.7.6.2    Historical Trend (2015-2019)
            8.7.6.3    Forecast Trend (2020-2025)
        8.7.7    Science Fiction 
            8.7.7.1    Market Share
            8.7.7.2    Historical Trend (2015-2019)
            8.7.7.3    Forecast Trend (2020-2025)
        8.7.8    Others
    8.8    Global Virtual Reality Gaming Market by Region
        8.8.1    Market Share
            8.8.1.1    North America
            8.8.1.2    Europe
            8.8.1.3    Asia Pacific
            8.8.1.4    Latin America
            8.8.1.5    Middle East and Africa
9    Regional Analysis
    9.1    North America
        9.1.1    Historical Trend (2015-2019)
        9.1.2    Forecast Trend (2020-2025)
        9.1.3    Breakup by Country
            9.1.3.1    United States of America 
            9.1.3.2    Canada
    9.2    Europe
        9.2.1    Historical Trend (2015-2019)
        9.2.2    Forecast Trend (2020-2025)
        9.2.3    Breakup by Country
            9.2.3.1    United Kingdom
            9.2.3.2    Germany
            9.2.3.3    France
            9.2.3.4    Italy
            9.2.3.5    Others
    9.3    Asia Pacific
        9.3.1    Historical Market (2015-2019)
        9.3.2    Market Forecast (2020-2025)
        9.3.3    Breakup by Country
            9.3.3.1    China
            9.3.3.2    Japan
            9.3.3.3    India
            9.3.3.4    ASEAN
            9.3.3.5    Australia
            9.3.3.6    Others
    9.4    Latin America
        9.4.1    Historical Trend (2015-2019)
        9.4.2    Forecast Trend (2020-2025)
        9.4.3    Breakup by Country
            9.4.3.1    Brazil
            9.4.3.2    Argentina
            9.4.3.3    Mexico
            9.4.3.4    Others
    9.5    Middle East and Africa
        9.5.1    Historical Trend (2015-2019)
        9.5.2    Forecast Trend (2020-2025)
        9.5.3    Breakup by Country
            9.5.3.1    Saudi Arabia
            9.5.3.2    United Arab Emirates
            9.5.3.3    Nigeria
            9.5.3.4    South Africa
            9.5.3.5    Others
10    Market Dynamics
    10.1    SWOT Analysis
        10.1.1    Strengths
        10.1.2    Weaknesses
        10.1.3    Opportunities
        10.1.4    Threats
    10.2    Porter’s Five Forces Analysis
        10.2.1    Supplier’s Power
        10.2.2    Buyers Power
        10.2.3    Threat of New Entrants
        10.2.4    Degree of Rivalry
        10.2.5    Threat of Substitutes
    10.3    EMR’s Key Indicators for Demand
    10.4    EMR’s Key Indicators for Price
11    Value Chain Analysis
12    Price Analysis
13    Competitive Landscape

    13.1    Market Structure
    13.2    Key Players’ Market Share
    13.3    Company Profiles
        13.3.1    Fove, Inc
            13.3.1.1    Company Overview
            13.3.1.2    Product Portfolio
            13.3.1.3    Demographic Reach and Achievements
            13.3.1.4    Financial Summary
            13.3.1.5    Certifications
        13.3.2    Google
            13.3.2.1    Company Overview
            13.3.2.2    Product Portfolio
            13.3.2.3    Demographic Reach and Achievements
            13.3.2.4    Financial Summary
            13.3.2.5    Certifications
        13.3.3    HTC Corporation
            13.3.3.1    Company Overview
            13.3.3.2    Product Portfolio
            13.3.3.3    Demographic Reach and Achievements
            13.3.3.4    Financial Summary
            13.3.3.5    Certifications
        13.3.4    Razer Inc.
            13.3.4.1    Company Overview
            13.3.4.2    Product Portfolio
            13.3.4.3    Demographic Reach and Achievements
            13.3.4.4    Financial Summary
            13.3.4.5    Certifications
        13.3.5    Samsung Electronics Co., Ltd.
            13.3.5.1    Overview
            13.3.5.2    Product Portfolio
            13.3.5.3    Demographic Reach and Achievements
            13.3.5.4    Financial Summary
            13.3.5.5    Certifications
        13.3.6    Advanced Micro Devices, Inc
            13.3.6.1    Company Overview
            13.3.6.2    Product Portfolio
            13.3.6.3    Demographic Reach and Achievements
            13.3.6.4    Financial Summary
            13.3.6.5    Certifications
        13.3.7    Others
14    Industry Events and Developments

 

List of Figures and Tables

1.    Global Virtual Reality Gaming Market: Key Industry Highlights, 2015 and 2025
2.    Global Virtual Reality Gaming Historical Market: Breakup by Segment (USD Billion), 2015-2019
3.    Global Virtual Reality Gaming Market Forecast: Breakup by Segment (USD Billion), 2020-2025
4.    Global Virtual Reality Gaming Historical Market: Breakup by Device (USD Billion), 2015-2019
5.    Global Virtual Reality Gaming Market Forecast: Breakup by Device (USD Billion), 2020-2025
6.    Global Virtual Reality Gaming Historical Market: Breakup by Age Group (USD Billion), 2015-2019
7.    Global Virtual Reality Gaming Market Forecast: Breakup by Age Group (USD Billion), 2020-2025
8.    Global Virtual Reality Gaming Historical Market: Breakup by Types of Games (USD Billion), 2015-2019
9.    Global Virtual Reality Gaming Market Forecast: Breakup by Types of Games (USD Billion), 2020-2025
10.    Global Virtual Reality Gaming Historical Market: Breakup by Region (USD Billion), 2015-2019
11.    Global Virtual Reality Gaming Market Forecast: Breakup by Region (USD Billion), 2020-2025
12.    North America Virtual Reality in Gaming Historical Market: Breakup by Country (USD Billion), 2015-2019
13.    North America Virtual Reality in Gaming Market Forecast: Breakup by Country (USD Billion), 2020-2025
14.    Europe Virtual Reality in Gaming Historical Market: Breakup by Country (USD Billion), 2015-2019
15.    Europe Virtual Reality in Gaming Market Forecast: Breakup by Country (USD Billion), 2020-2025
16.    Asia Pacific Virtual Reality in Gaming Historical Market: Breakup by Country (USD Billion), 2015-2019
17.    Asia Pacific Virtual Reality in Gaming Market Forecast: Breakup by Country (USD Billion), 2020-2025
18.    Latin America Virtual Reality in Gaming Historical Market: Breakup by Country (USD Billion), 2015-2019
19.    Latin America Virtual Reality in Gaming Market Forecast: Breakup by Country (USD Billion), 2020-2025
20.    Middle East and Africa Virtual Reality in Gaming Historical Market: Breakup by Country (USD Billion), 2015-2019
21.    Middle East and Africa Virtual Reality in Gaming Market Forecast: Breakup by Country (USD Billion), 2020-2025
22.    Global Virtual Reality Gaming Market Structure

Key Questions Answered in the Report

In 2019, the global virtual reality gaming market attained a value of nearly USD 13.5 billion.

The market is projected to grow at a CAGR of 25.1% between 2020 and 2025.

The market is estimated to witness a healthy growth in the forecast period of 2020-2025 to reach about USD 51.7 billion by 2025.

The major drivers of the industry, such as rising disposable incomes, increasing population, growing focus towards recreational activities, and increased accessibility of VR-enabled games, are expected to aid the market growth.

The key market trend guiding the growth of the virtual reality gaming market include the growing popularity of 360-degree videos, development of virtual reality games complex at malls and business centres, and rapid technological advancements.

The major regions in the industry are North America, Latin America, the Middle East and Africa, Europe, and the Asia Pacific, with North America accounting for the largest share in the market.

The hardware is the leading segment in the virtual reality gaming industry.

The device segment is led by personal computers.

Adult gamers represent the dominant age group in the industry.

The racing game is the most preferred type of game among the users in the industry.

The major players in the industry are Fove Inc., Google, HTC Corporation, Razer Inc., Samsung Electronics Co., Ltd., and Advanced Micro Devices, Inc, among others.

Analyst Review

The global virtual reality gaming market attained a value of USD 13.5 billion in 2019 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 2020-2025, growing at a CAGR of 25.1%. The virtual reality gaming market is projected to reach USD 51.7 billion by 2025.

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, where racing games segment dominates the industry. 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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