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Virtual Reality In Gaming Market Size, Share & Trends Analysis Report By Component, By Connecting Device (Gaming Console, PC/ Desktop, Smartphone), By User (Commercial Space, Individual), By Region, And Segment Forecasts, 2023 - 2030

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    Report

  • 145 Pages
  • December 2023
  • Region: Global
  • Grand View Research
  • ID: 4763827

Virtual Reality In Gaming Market Growth & Trends

The global virtual reality in gaming market size is expected to reach USD 109.59 billion by 2030, registering a CAGR of 22.7% from 2023 to 2030. The intensifying demand for technologically progressive electronic games amongst millennials is anticipated to drive the market growth from 2020 to 2027.

There is a significant demand for recreation activities in a Three-Dimensional (3D) environment using compact virtual reality gaming devices in the younger generations. The preference for enhanced experience using immersive technology into VR simulation of 3D surroundings is expected to drive the market growth. Continual innovations in the VR space and development of wide-ranging virtual reality games have enticed the gaming enthusiasts worldwide. Enriched gaming involvement owing to the interactive video games, alluring VR accessories, and realistic 3D recreational environments is anticipated to encourage the market growth from 2020 to 2027.

Startups are making the most of crowdfunding in the virtual reality space to develop innovative wearables, accessories, and software for recreation. For instance, Cyan, Inc., a U.S. based gaming studio, launched a new crowdfunding campaign in March 2019 for their VR-enabled game named ‘Firmament.’ Moreover, the advent of fifth generation (5G) network technology is poised to further augment the VR in gaming experience due to the low latency, improved reliability, and high density offered by the 5G technology. The technology also enables the integration of virtual reality with cloud solutions. Telecom solution providers are partnering with the market players in the gaming industry to enhance the VR-based offerings. For instance, in April 2019, AT&, Inc. partnered with NVIDIA Corporation; HTC Corporation; PlayGiga; and Arvizio, Inc. to develop its 5G network apt for VR games. These technical advancements are expected to drive the industry growth.

Virtual Reality In Gaming Market Report Highlights

  • Companies are profoundly investing in the research and development of commercial VR accessories that can be connected to smartphones, desktops, and gaming console
  • The hardware component segment is expected to expand at the highest CAGR over the forecast period, owing to the high procurement expenses and rapid advancements in wearables and accessories such as virtual reality bodysuit, gloves, input devices, and masks
  • The Brazilian, Mexican, and Indian markets are expected to observe a significant surge in the growth, due to a combination of factors including the number of millennials, rising disposable income of buyers, enthusiastic gamers, rapid smartphone penetration, and growing console sales that makes the regions a rewarding market for VR-based games

Why should you buy this report?

  • Comprehensive Market Analysis: Gain detailed insights into the global market across major regions and segments.
  • Competitive Landscape: Explore the market presence of key players worldwide.
  • Future Trends: Discover the pivotal trends and drivers shaping the future of the global market.
  • Actionable Recommendations: Utilize insights to uncover new revenue streams and guide strategic business decisions.

This report addresses:

  • Market intelligence to enable effective decision-making
  • Market estimates and forecasts from 2018 to 2030
  • Growth opportunities and trend analyses
  • Segment and regional revenue forecasts for market assessment
  • Competition strategy and market share analysis
  • Product innovation listing for you to stay ahead of the curve
  • COVID-19's impact and how to sustain in these fast-evolving markets


This product will be delivered within 1-3 business days.

Table of Contents

Chapter 1. Methodology and Scope
1.1. Market Segmentation & Scope
1.1.1. Component
1.1.2. Connecting device
1.1.3. User
1.1.4. Regional scope
1.1.5. Estimates and forecast timeline
1.2. Research Methodology
1.3. Information Procurement
1.3.1. Purchased database
1.3.2. internal database
1.3.3. Secondary sources
1.3.4. Primary research
1.3.5. Details of primary research
1.4. Information or Data Analysis
1.5. Market Formulation & Validation
1.6. Model Details
1.7. List of Secondary Sources
1.8. List of Primary Sources
1.9. Objectives
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.2.1. Component outlook
2.2.2. Connecting device outlook
2.2.3. Gaming user outlook
2.2.4. Regional outlook
2.3. Competitive Insights
Chapter 3. Virtual Reality in Gaming Market Variables, Trends & Scope
3.1. Market Lineage Outlook
3.2. Industry Value Chain Analysis
3.3. Market Dynamics
3.3.1. Market Driver Analysis
3.3.2. Market Restraint Analysis
3.3.3. Market Opportunity Analysis
3.4. Virtual Reality in Gaming Market Analysis Tools
3.4.1. Industry Analysis - Porter’s Five Forces
3.4.1.1. Supplier power
3.4.1.2. Buyer power
3.4.1.3. Substitution threat
3.4.1.4. Threat of new entrant
3.4.1.5. Competitive rivalry
3.4.2. PESTEL analysis
3.4.2.1. Political landscape
3.4.2.2. Technological landscape
3.4.2.3. Economic Landscape
Chapter 4. Virtual Reality in Gaming Market: Component Estimates & Trend Analysis
4.1. Virtual Reality in Gaming Market: Key Takeaways
4.2. Virtual Reality in Gaming Market: Movement & Market Share Analysis, 2022 & 2030
4.3. Hardware
4.3.1. Hardware market estimates and forecasts, 2018 to 2030 (USD Million)
4.4. Software
4.4.1. Software market estimates and forecasts, 2018 to 2030 (USD Million)
Chapter 5. Virtual Reality in Gaming Market: Connecting Device Estimates & Trend Analysis
5.1. Virtual Reality in Gaming Market: Key Takeaways
5.2. Virtual Reality in Gaming Market: Movement & Market Share Analysis, 2022 & 2030
5.3. Gaming Console
5.3.1. Gaming console market estimates and forecasts, 2018 to 2030 (USD Million)
5.4. PC/Desktop
5.4.1. PC/desktop market estimates and forecasts, 2018 to 2030 (USD Million)
5.5. Smartphone
5.5.1. Smartphone market estimates and forecasts, 2018 to 2030 (USD Million)
Chapter 6. Virtual Reality in Gaming Market: User Estimates & Trend Analysis
6.1. Virtual Reality in Gaming Market: Key Takeaways
6.2. Virtual Reality in Gaming Market: Movement & Market Share Analysis, 2022 & 2030
6.3. Commercial Space
6.3.1. Commercial space market estimates and forecasts, 2018 to 2030 (USD Million)
6.4. Individual
6.4.1. Individual market estimates and forecasts, 2018 to 2030 (USD Million)
Chapter 7. Virtual Reality in Gaming Market: Regional Estimates & Trend Analysis
7.1. Regional Outlook
7.2. Virtual Reality in Gaming Market by Region: Key Takeaway
7.3. North America
7.3.1. North America market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.3.2. U.S.
7.3.2.1. U.S. market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.3.3. Canada
7.3.3.1. Canada market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.4. Europe
7.4.1. Europe market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.4.2. UK
7.4.2.1. UK market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.4.3. Germany
7.4.3.1. Germany market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.4.4. France
7.4.4.1. France market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5. Asia Pacific
7.5.1. Asia Pacific market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5.2. China
7.5.2.1. China market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5.3. India
7.5.3.1. India market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5.4. Japan
7.5.4.1. Japan market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5.5. Australia
7.5.5.1. Australia market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5.6. South Korea
7.5.6.1. South Korea market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.6. Latin America
7.6.1. Latin America market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.6.2. Brazil
7.6.2.1. Brazil market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.6.3. Mexico
7.6.3.1. Mexico market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.7. MEA
7.7.1. MEA market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.7.2. United Arab Emirates (UAE)
7.7.2.1. United Arab Emirates (UAE) market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.7.3. Saudi Arabia
7.7.3.1. Saudi Arabia market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.7.4. South Africa
7.7.4.1. South Africa market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
Chapter 8. Competitive Landscape
8.1. Recent Developments & Impact Analysis, By Key Market Participants
8.2. Market Participant Categorization
8.2.1. Sony Corporation
8.2.1.1. Company overview
8.2.1.2. Financial performance
8.2.1.3. Product benchmarking
8.2.1.4. Strategic initiatives
8.2.2. Microsoft
8.2.2.1. Company overview
8.2.2.2. Financial performance
8.2.2.3. Product benchmarking
8.2.2.4. Strategic initiatives
8.2.3. Nintendo.Games
8.2.3.1. Company overview
8.2.3.2. Financial performance
8.2.3.3. Product benchmarking
8.2.3.4. Strategic initiatives
8.2.4. Linden Research, Inc.
8.2.4.1. Company overview
8.2.4.2. Financial performance
8.2.4.3. Product benchmarking
8.2.4.4. Strategic initiatives
8.2.5. Electronic Arts Inc.
8.2.5.1. Company overview
8.2.5.2. Financial performance
8.2.5.3. Product benchmarking
8.2.5.4. Strategic initiatives
8.2.6. Meta
8.2.6.1. Company overview
8.2.6.2. Financial performance
8.2.6.3. Product benchmarking
8.2.6.4. Strategic initiatives
8.2.7. SAMSUNG
8.2.7.1. Company overview
8.2.7.2. Financial performance
8.2.7.3. Product benchmarking
8.2.7.4. Strategic initiatives
8.2.8. Google Inc.
8.2.8.1. Company overview
8.2.8.2. Financial performance
8.2.8.3. Product benchmarking
8.2.8.4. Strategic initiatives
8.2.9. HTC Corporation
8.2.9.1. Company overview
8.2.9.2. Financial performance
8.2.9.3. Product benchmarking
8.2.9.4. Strategic initiatives
8.2.10. Virtuix
8.2.10.1. Company overview
8.2.10.2. Financial performance
8.2.10.3. Product benchmarking
8.2.10.4. Strategic initiatives
8.2.11. Ultraleap Limited
8.2.11.1. Company overview
8.2.11.2. Financial performance
8.2.11.3. Product benchmarking
8.2.11.4. Strategic initiatives
8.2.12. Tesla Studios
8.2.12.1. Company overview
8.2.12.2. Financial performance
8.2.12.3. Product benchmarking
8.2.12.4. Strategic initiatives
8.2.13. Qualcomm Technologies, Inc.
8.2.13.1. Company overview
8.2.13.2. Financial performance
8.2.13.3. Product benchmarking
8.2.13.4. Strategic initiatives
8.2.14. Lucidcam.com
8.2.14.1. Company overview
8.2.14.2. Financial performance
8.2.14.3. Product benchmarking
8.2.14.4. Strategic initiatives
List of Tables
Table 1 List of abbreviations
Table 2 North America virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 3 North America virtual reality in gaming market, by connecting devices, 2018 - 2030 (USD Million)
Table 4 North America virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 5 North America virtual reality in gaming market, by region, 2018 to 2030 (USD Million)
Table 6 U.S. virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 7 U.S. virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 8 U.S. virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 9 Canada virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 10 Canada virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 11 Canada virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 12 Europe virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 13 Europe virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 14 Europe virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 15 Europe virtual reality in gaming market, by region, 2018 to 2030 (USD Million)
Table 16 Germany virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 17 Germany virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 18 Germany virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 19 UK virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 20 UK virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 21 UK virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 22 France virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 23 France virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 24 France virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 25 Asia Pacific virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 26 Asia Pacific virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 27 Asia Pacific virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 28 Asia Pacific virtual reality in gaming market, by region, 2018 to 2030 (USD Million)
Table 29 China virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 30 China virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 31 China virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 32 Japan virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 33 Japan virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 34 Japan virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 35 India virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 36 India virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 37 India virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 38 Australia virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 39 Australia virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 40 Australia virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 41 South Korea virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 42 South Korea virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 43 South Korea virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 44 Latin America virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 45 Latin America virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 46 Latin America virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 47 Latin America virtual reality in gaming market, by region, 2018 to 2030 (USD Million)
Table 48 Brazil virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 49 Brazil virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 50 Brazil virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 51 Mexico virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 52 Mexico virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 53 Mexico virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 54 Middle East and Africa virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 55 Middle East and Africa virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 56 Middle East and Africa virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 57 Middle East and Africa virtual reality in gaming market, by region, 2018 to 2030 (USD Million)
Table 58 South Africa virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 59 South Africa virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 60 South Africa virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 61 Saudi Arabia virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 62 Saudi Arabia virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 63 Saudi Arabia virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
Table 64 UAE virtual reality in gaming market, by component, 2018 - 2030 (USD Million)
Table 65 UAE virtual reality in gaming market, by connecting device, 2018 - 2030 (USD Million)
Table 66 UAE virtual reality in gaming market, by user, 2018 - 2030 (USD Million)
List of Figures
Fig. 1 Market research process
Fig. 2 Data triangulation techniques
Fig. 3 Primary research pattern
Fig. 4 Market research approaches
Fig. 5 Value-chain-based sizing & forecasting
Fig. 6 QFD modeling for market share assessment
Fig. 7 Market formulation & validation
Fig. 8 Virtual reality in gaming: Market outlook
Fig. 9 Virtual reality in gaming: Competitive insights
Fig. 10 Parent market outlook
Fig. 11 Related/ancillary market outlook
Fig. 12 Penetration and growth prospect mapping
Fig. 13 Industry value chain analysis
Fig. 14 Virtual reality in gaming market driver impact
Fig. 15 Virtual reality in gaming market restraint impact
Fig. 16 Virtual reality in gaming market strategic initiatives analysis
Fig. 17 Virtual reality in gaming market: Component movement analysis
Fig. 18 Virtual reality in gaming market: Component outlook and key takeaways
Fig. 19 Hardware market estimates and forecasts, 2018 - 2030
Fig. 20 Software market estimates and forecasts, 2018 - 2030
Fig. 21 Virtual reality in gaming market: Connecting device movement analysis
Fig. 22 Virtual reality in gaming market: Connecting device outlook and key takeaways
Fig. 23 Gaming console market estimates and forecasts, 2018 - 2030
Fig. 24 PC/desktop market estimates and forecasts, 2018 - 2030
Fig. 25 Smartphone market estimates and forecasts, 2018 - 2030
Fig. 26 Virtual reality in gaming market: User movement analysis
Fig. 27 Virtual reality in gaming market: User outlook and key takeaways
Fig. 28 Commercial space market estimates and forecasts, 2018 - 2030
Fig. 29 Individual market estimates and forecasts, 2018 - 2030
Fig. 30 Global virtual reality in gaming market: Regional movement analysis
Fig. 31 Global virtual reality in gaming market: Regional outlook and key takeaways
Fig. 32 North America market estimates and forecasts, 2018 - 2030
Fig. 33 U.S. market estimates and forecasts, 2018 - 2030
Fig. 34 Canada market estimates and forecasts, 2018 - 2030
Fig. 35 Europe market estimates and forecasts, 2018 - 2030
Fig. 36 UK market estimates and forecasts, 2018 - 2030
Fig. 37 Germany market estimates and forecasts, 2018 - 2030
Fig. 38 France market estimates and forecasts, 2018 - 2030
Fig. 39 Asia Pacific market estimates and forecasts, 2018 - 2030
Fig. 40 Japan market estimates and forecasts, 2018 - 2030
Fig. 41 China market estimates and forecasts, 2018 - 2030
Fig. 42 India market estimates and forecasts, 2018 - 2030
Fig. 43 Australia market estimates and forecasts, 2018 - 2030
Fig. 44 South Korea market estimates and forecasts, 2018 - 2030
Fig. 45 Latin America market estimates and forecasts, 2018 - 2030
Fig. 46 Brazil market estimates and forecasts, 2018 - 2030
Fig. 47 Mexico market estimates and forecasts, 2018 - 2030
Fig. 48 Middle East and Africa market estimates and forecasts, 2018 - 2030
Fig. 49 Saudi Arabia market estimates and forecasts, 2018 - 2030
Fig. 50 South Africa market estimates and forecasts, 2018 - 2030
Fig. 51 UAE market estimates and forecasts, 2018 - 2030

Companies Mentioned

  • Sony Corporation
  • Microsoft
  • Nintendo.Games
  • Linden Research, Inc.
  • Electronic Arts Inc.
  • Meta
  • SAMSUNG
  • Google Inc.
  • HTC Corporation
  • Virtuix
  • Ultraleap Limited
  • Tesla Studios
  • Qualcomm Technologies, Inc.
  • Lucidcam.com

Methodology

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