The emergence of standalone VR devices has further expanded the reach of virtual reality. Devices that operate independently, without tethering to external computers or consoles, have simplified the VR experience, making it more appealing to users seeking hassle-free immersion. Robust developer support and a flourishing ecosystem of VR games and experiences have played a pivotal role in encouraging adoption. The commitment of developers to create engaging and diverse content has addressed the content gap, fostered sustained interest and driving the uptake of VR among gamers. As the virtual reality in gaming market matures, the synergy between evolving hardware capabilities and widespread adoption creates a fertile ground for exploring the myriad applications that redefine the gaming experience.
Over time, strides in manufacturing efficiencies and market competition have led to more accessible price points for VR hardware. The democratization of VR technology, once confined to niche enthusiasts, has paved the way for a broader demographic to enter the virtual realm, catalyzing increased adoption. Integrating VR capabilities into mainstream gaming consoles, such as PlayStation VR, has catalyzed mass adoption. Console manufacturers recognizing the potential of VR have created synergies between hardware ecosystems, making virtual reality experiences seamlessly accessible to console gamers.
Europe has a strong and growing gaming community, with millions of individuals engaging in various forms of video gaming. The increasing acceptance and normalization of gaming as a mainstream form of entertainment create a favorable environment for adopting innovative technologies like virtual reality. Thus, the growing video games sector in Europe will drive the demand in regional virtual reality in gaming market.
The Germany market dominated the Europe Virtual Reality In Gaming Market, By Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $5,861.9 million by 2030. The UK market is exhibiting a CAGR of 20.3% during (2023 - 2030). Additionally, The France market would experience a CAGR of 22.3% during (2023 - 2030).
Based on Connecting Device, the market is segmented into Gaming Console, PC/Desktop, and Smartphone. Based on Component, the market is segmented into Hardware, and Software. Based on User, the market is segmented into Individual, and Commercial Space. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
The market research report covers the analysis of key stakeholders of the market. Key companies profiled in the report include Sony Corporation, Microsoft Corporation, Nintendo Co., Ltd., Electronic Arts, Inc., Meta Platforms, Inc. (Meta), Samsung Electronics Co., Ltd. (Samsung Group), Ultraleap Limited (Leap Motion, Inc.), HTC Corporation, Qualcomm Incorporated (Qualcomm Technologies, Inc.), Linden Research, Inc.
Scope of the Study
Market Segments Covered in the Report:
By Connecting Device
- Gaming Console
- PC/Desktop
- Smartphone
By Component
- Hardware
- Software
By User
- Individual
- Commercial Space
By Country
- Germany
- UK
- France
- Russia
- Spain
- Italy
- Rest of Europe
Key Market Players
List of Companies Profiled in the Report:
- Sony Corporation
- Microsoft Corporation
- Nintendo Co., Ltd.
- Electronic Arts, Inc.
- Meta Platforms, Inc. (Meta)
- Samsung Electronics Co., Ltd. (Samsung Group)
- Ultraleap Limited (Leap Motion, Inc.)
- HTC Corporation
- Qualcomm Incorporated (Qualcomm Technologies, Inc.)
- Linden Research, Inc.
Unique Offerings
- Exhaustive coverage
- The highest number of Market tables and figures
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Table of Contents
Companies Mentioned
- Sony Corporation
- Microsoft Corporation
- Nintendo Co., Ltd.
- Electronic Arts, Inc.
- Meta Platforms, Inc. (Meta)
- Samsung Electronics Co., Ltd. (Samsung Group)
- Ultraleap Limited (Leap Motion, Inc.)
- HTC Corporation
- Qualcomm Incorporated (Qualcomm Technologies, Inc.)
- Linden Research, Inc.
Methodology
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