+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

Asia Pacific Virtual Reality In Gaming Market Size, Share & Industry Trends Analysis Report By Connecting Device (Gaming Console, PC/Desktop, and Smartphone), By Component, By User (Individual, and Commercial Space), By Country and Growth Forecast, 2023 - 2030

  • PDF Icon

    Report

  • 134 Pages
  • December 2023
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5922323
The Asia Pacific Virtual Reality in Gaming Market would witness market growth of 22.7% CAGR during the forecast period (2023-2030).

Virtual reality has extended its influence on health and wellness games, combining entertainment with physical activity. VR fitness games, meditation experiences, and interactive wellness applications leverage the immersive nature of the technology to promote holistic well-being, turning gaming into a tool for personal betterment. VR in gaming has permeated architectural visualization, enabling users to explore virtual representations of architectural designs. This application is particularly valuable for architects, designers, and urban planners, offering a dynamic and interactive platform to visualize and refine spatial concepts.

The dynamic landscape of virtual reality in gaming is shaped by an array of trends that reflect the evolving preferences of gamers, technological advancements, and the industry's commitment to pushing boundaries. Several trends influence the present and future of VR gaming, from gameplay mechanics to hardware advancements. Gesture-based interaction is redefining how players engage with virtual environments. Advanced motion tracking technologies enable users to interact with the virtual world using natural hand gestures, adding a layer of intuitive and immersive gameplay mechanics.

China boasts the largest gaming sector, with a massive player base that includes a diverse demographic of gamers. Numerous gaming segments, including virtual reality, stand to gain substantially from the sector's phenomenal magnitude. As per the data provided by the Government of China in 2023, in the first half, Chinese gaming industry revenue came in at 144.3 billion yuan (US$20.0 billion). increased demand for virtual reality in gaming due to expanding gaming industries in the region.

The China market dominated the Asia Pacific 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 $7,688.3 million by 2030. The Japan market is registering a CAGR of 21.8% during (2023 - 2030). Additionally, The India market would experience a CAGR of 23.4% 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 China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.

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

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

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
  • Subscription-based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Virtual Reality In Gaming Market, by Connecting Device
1.4.2 Asia Pacific Virtual Reality In Gaming Market, by Component
1.4.3 Asia Pacific Virtual Reality In Gaming Market, by User
1.4.4 Asia Pacific Virtual Reality In Gaming Market, by Country
1.5 Methodology for the research
Chapter 2. Market At a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
Chapter 4. Competition Analysis - Global
4.1 Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Top Winning Strategies
4.3.1 Key Leading Strategies: Percentage Distribution (2019-2023)
4.3.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2020, Jul - 2023, Nov) Leading Players
4.4 Porter’s Five Forces Analysis
Chapter 5. Asia Pacific Virtual Reality In Gaming Market, By Connecting Device
5.1 Asia Pacific Gaming Console Market, By Country
5.2 Asia Pacific PC/Desktop Market, By Country
5.3 Asia Pacific Smartphone Market, By Country
Chapter 6. Asia Pacific Virtual Reality In Gaming Market, By Component
6.1 Asia Pacific Hardware Market, By Country
6.2 Asia Pacific Software Market, By Country
Chapter 7. Asia Pacific Virtual Reality In Gaming Market, By User
7.1 Asia Pacific Individual Market, By Country
7.2 Asia Pacific Commercial Space Market, By Country
Chapter 8. Asia Pacific Virtual Reality In Gaming Market, By Country
8.1 China Virtual Reality In Gaming Market
8.1.1 China Virtual Reality In Gaming Market, By Connecting Device
8.1.2 China Virtual Reality In Gaming Market, By Component
8.1.3 China Virtual Reality In Gaming Market, By User
8.2 Japan Virtual Reality In Gaming Market
8.2.1 Japan Virtual Reality In Gaming Market, By Connecting Device
8.2.2 Japan Virtual Reality In Gaming Market, By Component
8.2.3 Japan Virtual Reality In Gaming Market, By User
8.3 India Virtual Reality In Gaming Market
8.3.1 India Virtual Reality In Gaming Market, By Connecting Device
8.3.2 India Virtual Reality In Gaming Market, By Component
8.3.3 India Virtual Reality In Gaming Market, By User
8.4 South Korea Virtual Reality In Gaming Market
8.4.1 South Korea Virtual Reality In Gaming Market, By Connecting Device
8.4.2 South Korea Virtual Reality In Gaming Market, By Component
8.4.3 South Korea Virtual Reality In Gaming Market, By User
8.5 Singapore Virtual Reality In Gaming Market
8.5.1 Singapore Virtual Reality In Gaming Market, By Connecting Device
8.5.2 Singapore Virtual Reality In Gaming Market, By Component
8.5.3 Singapore Virtual Reality In Gaming Market, By User
8.6 Malaysia Virtual Reality In Gaming Market
8.6.1 Malaysia Virtual Reality In Gaming Market, By Connecting Device
8.6.2 Malaysia Virtual Reality In Gaming Market, By Component
8.6.3 Malaysia Virtual Reality In Gaming Market, By User
8.7 Rest of Asia Pacific Virtual Reality In Gaming Market
8.7.1 Rest of Asia Pacific Virtual Reality In Gaming Market, By Connecting Device
8.7.2 Rest of Asia Pacific Virtual Reality In Gaming Market, By Component
8.7.3 Rest of Asia Pacific Virtual Reality In Gaming Market, By User
Chapter 9. Company Profiles
9.1 Linden Research, Inc.
9.1.1 Company Overview
9.1.2 SWOT Analysis
9.2 Sony Corporation
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expenses
9.2.5 Recent strategies and developments:
9.2.5.1 Partnerships, Collaborations, and Agreements:
9.2.5.2 Product Launches and Product Expansions:
9.2.6 SWOT Analysis
9.3 Microsoft Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental and Regional Analysis
9.3.4 Research & Development Expenses
9.3.5 Recent strategies and developments:
9.3.5.1 Partnerships, Collaborations, and Agreements:
9.3.5.2 Acquisition and Mergers:
9.3.6 SWOT Analysis
9.4 Nintendo Co., Ltd.
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 SWOT Analysis
9.5 Electronic Arts, Inc.
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Research & Development Expenses
9.5.4 Recent strategies and developments:
9.5.4.1 Partnerships, Collaborations, and Agreements:
9.5.5 SWOT Analysis
9.6 Meta Platforms, Inc. (Meta)
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segment and Regional Analysis
9.6.4 Research & Development Expense
9.6.5 Recent strategies and developments:
9.6.5.1 Partnerships, Collaborations, and Agreements:
9.6.5.2 Product Launches and Product Expansions:
9.6.6 SWOT Analysis
9.7 Samsung Electronics Co., Ltd. (Samsung Group)
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Segmental and Regional Analysis
9.7.4 Recent strategies and developments:
9.7.4.1 Product Launches and Product Expansions:
9.7.5 SWOT Analysis
9.8 Ultraleap Limited (Leap Motion, Inc.)
9.8.1 Company Overview
9.8.2 SWOT Analysis
9.9 HTC Corporation
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Regional Analysis
9.9.4 Research & Development Expense
9.9.5 Recent strategies and developments:
9.9.5.1 Partnerships, Collaborations, and Agreements:
9.9.5.2 Product Launches and Product Expansions:
9.9.6 SWOT Analysis
9.10. Qualcomm Incorporated (Qualcomm Technologies, Inc.)
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Segmental and Regional Analysis
9.10.4 Research & Development Expense
9.10.5 Recent strategies and developments:
9.10.5.1 Product Launches and Product Expansions:
9.10.6 SWOT Analysis

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

Loading
LOADING...