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

Table Of Content

  • Chapter 1. Preface
    • 1.1. Report Description and Scope
    • 1.2. Research Scope
    • 1.3. Research Methodology
      • 1.3.1. Market Research Type
      • 1.3.2. Market Research Methodology
  • Chapter 2. Executive Summary
    • 2.1. Virtual Reality Gaming Market, 2016–2026(USD Billion)
    • 2.2. Virtual Reality Gaming Market: Snapshot
  • Chapter 3. Global Virtual Reality Gaming Market– Industry Analysis
    • 3.1. Virtual Reality Gaming Market: Market Dynamics
    • 3.2. Market Drivers
      • 3.2.1. Use of bio-sensing systems in gaming and 3D virtual environment to computer games will pruliferate the expansion of virtual reality gaming industry.
      • 3.2.2. With breakthroughs in technulogy, VR gaming industry is likely to reach the next threshuld of growth in the coming decade.
    • 3.3. Porter’s Five Forces Analysis
    • 3.4. Market Attractiveness Analysis
      • 3.4.1. Market attractiveness analysis By Component
      • 3.4.2. Market attractiveness analysis By Gaming Type
  • Chapter 4. Global Virtual Reality Gaming Market– Competitive Landscape
    • 4.1. Company market share analysis
      • 4.1.1. Global Virtual Reality Gaming Market: company market share, 2019
    • 4.2. Strategic development
      • 4.2.1. Acquisitions & mergers
      • 4.2.2. New Technology launches
      • 4.2.3. Agreements, partnerships, cullaborations, and joint ventures
      • 4.2.4. Research and development and Regional expansion
    • 4.3. Price trend analysis
  • Chapter 5. Global Virtual Reality Gaming Market– Component Analysis
    • 5.1. Global Virtual Reality Gaming Marketoverview: By Component
      • 5.1.1. Global Virtual Reality Gaming Marketshare, By Component , 2019 and 2026
    • 5.2. Software
      • 5.2.1. Global Telecommunications Products Marketby Software , 2016–2026(USD Billion)
    • 5.3. Hardware
      • 5.3.1. Global Virtual Reality Gaming Marketby Hardware, 2016–2026(USD Billion)
  • Chapter 6. Global Virtual Reality Gaming Market– Gaming Type Analysis
    • 6.1. Global Virtual Reality Gaming Market overview: By Gaming Type
      • 6.1.1. Global Virtual Reality Gaming Market share, By Gaming Type , 2019 and 2026
    • 6.2. Desktop
      • 6.2.1. Global Telecommunications Products Marketby Desktop , 2016–2026(USD Billion)
    • 6.3. Smartphone
      • 6.3.1. Global Virtual Reality Gaming Market by Smartphone, 2016–2026(USD Billion)
    • 6.4. Gaming Consule
      • 6.4.1. Global Virtual Reality Gaming Market by Gaming Consule, 2016–2026(USD Billion)
  • Chapter 7. Company Profiles
    • 7.1. Samsung
      • 7.1.1. Overview
      • 7.1.2. Financials
      • 7.1.3. Technology Portfolio
      • 7.1.4. Business Strategy
      • 7.1.5. Recent Developments
    • 7.2. Oculus HR
      • 7.2.1. Overview
      • 7.2.2. Financials
      • 7.2.3. Technology Portfolio
      • 7.2.4. Business Strategy
      • 7.2.5. Recent Developments
    • 7.3. HTC
      • 7.3.1. Overview
      • 7.3.2. Financials
      • 7.3.3. Technology Portfolio
      • 7.3.4. Business Strategy
      • 7.3.5. Recent Developments
    • 7.4. Google, Inc.
      • 7.4.1. Overview
      • 7.4.2. Financials
      • 7.4.3. Technology Portfolio
      • 7.4.4. Business Strategy
      • 7.4.5. Recent Developments
    • 7.5. Sony
      • 7.5.1. Overview
      • 7.5.2. Financials
      • 7.5.3. Technology Portfolio
      • 7.5.4. Business Strategy
      • 7.5.5. Recent Development
    • 7.6. Razer
      • 7.6.1. Overview
      • 7.6.2. Financials
      • 7.6.3. Technology Portfolio
      • 7.6.4. Business Strategy
      • 7.6.5. Recent Development

Table Of Figures

List of Figures

1. Market research Type
2. Market research methodology
3. Global Virtual Reality Gaming Market, 2016–2026(USD Billion)
4. Porter’s Five Forces Analysis
5. Global Virtual Reality Gaming Marketattractiveness, By Component   
6. Global Virtual Reality Gaming Marketattractiveness, By Gaming Type  
7. Global Virtual Reality Gaming Marketshare by Component   ,2019 and 2026 (USD Billion)
8. Global Virtual Reality Gaming Marketby Software  ,2016–2026(USD Billion)
9. Global Virtual Reality Gaming Marketby Hardware,2016–2026(USD Billion)
10. Global Virtual Reality Gaming Marketshare by Gaming Type  ,2019 and 2026 (USD Billion)
11. Global Virtual Reality Gaming Marketby Smartphone, 2016–2026(USD Billion)
12. Global Virtual Reality Gaming Marketby Desktop , 2016–2026(USD Billion)
13. Global Virtual Reality Gaming Marketby Gaming Console , 2016–2026(USD Billion)
14. Global Virtual Reality Gaming Marketshare, by Region, 2019 and 2026
15. North America Virtual Reality Gaming Market, 2016–2026(USD Billion)
16. Europe Virtual Reality Gaming Market, 2016–2026(USD Billion)
17. Asia Pacific Virtual Reality Gaming Market, 2016–2026(USD Billion)
18. Latin America Virtual Reality Gaming Market, 2016–2026(USD Billion)
19. The Middle East and Africa Virtual Reality Gaming Market, 2016–2026(USD Billion)


Table Of Tables

List of Tables

1. Global Virtual Reality Gaming Market: snapshot
2. Drivers of the Virtual Reality Gaming Market: impact analysis
3. North America Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
4. North America Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
5. The U.S. Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
6. The U.S. Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
7. Rest of North America Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
8. Rest of North America Virtual Reality Gaming Market revenue, By Gaming Type  ,2016–2026(USD Billion)
9. Europe Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
10. Europe Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
11. UK Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
12. UK Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
13. France Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
14. France Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
15. Germany Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
16. Germany Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
17. Rest of Europe Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
18. Rest of Europe Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
19. Asia Pacific Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
20. Asia Pacific Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
21. China Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
22. China Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
23. Japan Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
24. Japan Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
25. India Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
26. India Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
27. Rest of Asia Pacific Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
28. Rest of Asia Pacific Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
29. Latin America Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
30. Latin America Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
31. Brazil Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
32. Brazil Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
33. Rest of Latin America Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
34. Rest of Latin America Virtual Reality Gaming Market revenue, By Gaming Type  , 2016–2026(USD Billion)
35. The Middle East and Africa Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
36. The Middle East and Africa Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
37. Saudi Arabia Virtual Reality Gaming Market revenue, By Component, 2016–2026(USD Billion)
38. Saudi Arabia Virtual Reality Gaming Market revenue, By Gaming Type,2016–2026(USD Billion)
39. South Africa Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
40. South Africa Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
41. Rest of the Middle East & Africa Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
42. Rest of the Middle East & Africa Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)

 

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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