Virtual Reality In Gaming Market Size, Share, Growth, Trends, and Forecast, 2030

Virtual Reality In Gaming Market

Virtual Reality In Gaming Market Size - By Component (Hardware and Software), By Gaming Type (Desktop, Smartphone, and Gaming Console), And By Region- Global Industry Perspective, Comprehensive Analysis, and Forecast, 2020 – 2026

Category: Technology & Media Report Format : PDF Pages: 163 Report Code: ZMR-5309 Published Date: Feb-2023 Status : Published

Global Virtual Reality In Gaming Market Size Was Worth $12 Billion in 2019 and Is Predicted to Gain revenue of about $23 Billion by 2026, CAGR of nearly 30%.

Virtual Reality In Gaming Market

Virtual Reality In Gaming Market Size

The Global Virtual Reality In Gaming Market Size accrued earnings worth approximately 12 (USD Billion) in 2019 and is predicted to gain revenue of about 23(USD Billion) by 2026, is set to record a CAGR of nearly 30% over the period from 2020 to 2026. The report offers an assessment and analysis of the Virtual Reality In Gaming market on a global and regional level. The study offers a comprehensive assessment of the market competition, constraints, revenue estimates, opportunities, evolving trends, and industry-validated data. The report provides historical data from 2017 to 2019 along with a forecast from 2020 to 2026 based on revenue (USD Billion).

Virtual Reality In the Gaming Industry: Synopsis

With the cusp of a major paradigm shift from mobile to immersive computing technology, the virtual reality gaming market is set to gain traction in the years ahead. VR is one of the few spectrums of immersive systems that has the ability to substitute mobile computing. With VR and AR anticipated to expand by over USD 90 billion by 2025, the virtual reality gaming business is likely to gain traction over the upcoming years. The robust demand for VR comes from gaming and this has embellished the expansion of the Virtual Reality In Gaming Industry landscape in recent years. Today, high-end gaming makes optimum use of virtual reality, thereby bringing transformative & seamless experiences for the end-user.

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Moreover, high-definition 3D picture capture and mapping of devices have become a new trend and are prominently used in real-world environments with VR technologies and the gaming industry is no exception to this. Apart from this, gaming engines are creating simulations & virtual environments for VR interaction and this will further amplify the scope of virtual reality gaming activities across the globe in the upcoming years.

Virtual Reality In Gaming Market: Growth Drivers

With VR having the ability to improve the gaming experience due to its real-time ability, the Virtual Reality In Gaming Industry landscape is slated to garner huge growth in the prognostic period. The huge growth prospects of the market can be further attributed to its 3D effects and interactive graphics provided by VR in gaming activities. Swift growth in the production of VR peripherals compatible with desktop & game consoles will offer new growth avenues for the Virtual Reality In Gaming Industry in the upcoming years. VR is used for improving the end-user experience in gaming and this will further drive market size.

Furthermore, the use of bio-sensing systems in gaming and 3D virtual environment in computer games will proliferate the expansion of Virtual Reality In Gaming Market. With breakthroughs in technology, the VR gaming industry is likely to reach the next threshold of growth in the coming decade. Apart from this, the onset of VR technology along with its application in gaming equipment for viewing, moving around, and interacting with gaming objects will further prop up the market size in the ensuing years. The large-scale use of 3D in video games and the rise in the purchase of VR handsets along with a plethora of advantages offered by VR systems are some of the key factors driving the market value.

North America To Make Notable Contributions Toward Overall Market Share By 2026

The growth of the Virtual Reality In Gaming Market in North America over 2020-2026 is due to a large number of the young populace in the U.S. and Canada making use of head-mounted displays equipped with VR equipment. Apart from this, large-scale use of computers, tablets, and smartphones will open new vistas of growth for VR gaming and this will increase the penetration of the VR gaming industry in the region in the forthcoming years.

Virtual Reality In Gaming Market Report Scope:

Report Attributes Report Details
Report Name Virtual Reality in Gaming Market Research Report
Market Size in 2019 USD 13.4 Billion
Market Forecast in 2026 USD 90.7 Billion
Compound Annual Growth Rate CAGR of 31.4%
Number of Pages 110
Forecast Units Value (USD Billion), and Volume (Units)
Key Companies Covered Google, Samsung Electronics, Sony, Electronic Arts (EA), HTC, Oculus VR, Leap Motion, VirZOOM and ZEISS International among others.
Segments Covered By Component, By Device, And By Region
Regions Covered North America, Europe, Asia Pacific (APAC), Latin America, Middle East and Africa (MEA)
Countries Covered North America: U.S and Canada
Europe: Germany, Italy, Russia, U.K, Spain, France, Rest of Europe
APAC: China, Australia, Japan, India, South Korea, South East Asia, Rest of Asia Pacific
Latin America: Brazil, Argentina, Chile
The Middle East And Africa: South Africa, GCC, Rest of MEA
Base Year 2021
Historical Year 2016 to 2020
Forecast Year 2022 - 2030
Customization Scope Avail customized purchase options to meet your exact research needs. Request For Customization

 

Key Market Players & Competitive Landscape

A few of the major industry participants profiled in the study are

  • Samsung
  • Oculus HR
  • HTC
  • Google, Inc.,
  • Sony, and Razer.

The global Virtual Reality In Gaming Market is segmented as follows:

By Component

  • Software
  • Hardware

By Gaming Type

  • Desktop
  • Smartphone
  • Gaming Console

By Region

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

Table Of Content

Methodology

FrequentlyAsked Questions

With VR having the ability to improve gaming experience due to its real-time ability, the virtual reality gaming industry landscape is slated to garner huge growth in the prognostic period. Huge growth prospects of the market can be further attributed to its 3D effects and interactive graphics provided by VR in gaming activities. Swift growth in production of VR peripherals compatible with desktop & game consoles will offer new growth avenues for virtual reality gaming industry in the upcoming years. VR is used for improving the end-user experience in gaming and this will further drive market size.

Furthermore, use of bio-sensing systems in gaming and 3D virtual environment to computer games will proliferate the expansion of virtual reality gaming industry. With breakthroughs in technology, VR gaming industry is likely to reach the next threshold of growth in the coming decade.

According to Zion market research report, the global Virtual Reality Gaming market accrued earnings worth approximately 12 (USD Billion) in 2019 and is predicted to gain revenue of about 23(USD Billion) by 2026, is set to record a CAGR of nearly 30% over the period from 2020 to 2026.

North America will contribute lucratively towards the global market value over the estimated timeline. The regional market growth is due to large number of young populace in the U.S. and Canada making use of head mounted displays equipped with VR equipment. Apart from this, large-scale use of computers, tablets, and smartphones will open new vistas of growth for VR gaming and this will increase the penetration of VR gaming industry in the region in the forthcoming years.

 

The key market participants include Samsung, Oculus HR, HTC, Google, Inc., Sony, and Razer.

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