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LAMEA 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

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    Report

  • 132 Pages
  • December 2023
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5922556
The Latin America, Middle East and Africa Virtual Reality in Gaming Market would witness market growth of 24% CAGR during the forecast period (2023-2030).

Haptic feedback innovations enhance sensory immersion by providing tactile feedback in response to in-game actions. From realistic weapon recoil to the sensation of virtual objects, haptic feedback technologies contribute to a more visceral and engaging gaming experience. Integrating augmented reality (AR) elements into virtual reality experiences is gaining traction. This hybrid approach blends digital elements with the real-world environment, expanding the possibilities for interactive storytelling and gameplay that seamlessly merge with the player's surroundings.

Moreover, cross-platform compatibility is becoming a key trend, enabling users to access VR experiences across different hardware ecosystems. This trend fosters inclusivity and addresses fragmentation challenges, allowing developers to create content that reaches a broader audience. The exploration of neurogaming and brain-computer interfaces represents a frontier in VR innovation. Technologies that interpret neural signals allow users to control in-game actions using their thoughts, paving the way for a new era of immersive and responsive gameplay.

LAMEA has a sizable and youthful population, with a considerable percentage falling within the age group that avidly engages in online gaming. The appeal of immersive and interactive experiences offered by VR aligns with the preferences of the youth demographic, contributing to the growth of VR gaming in the region. Thus, the growing online gamers and gaming industry in the LAMEA region will boost the expansion of the regional virtual reality in gaming market.

The Brazil market dominated the LAMEA 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 $2,236.3 million by 2030. The Argentina market is showcasing a CAGR of 24.7% during (2023 - 2030). Additionally, The UAE market would register a CAGR of 23.6% 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 Brazil, Argentina, UAE, Saudi Arabia, South Africa, Nigeria, and Rest of LAMEA.

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

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 LAMEA Virtual Reality In Gaming Market, by Connecting Device
1.4.2 LAMEA Virtual Reality In Gaming Market, by Component
1.4.3 LAMEA Virtual Reality In Gaming Market, by User
1.4.4 LAMEA 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. LAMEA Virtual Reality In Gaming Market, By Connecting Device
5.1 LAMEA Gaming Console Market, By Country
5.2 LAMEA PC/Desktop Market, By Country
5.3 LAMEA Smartphone Market, By Country
Chapter 6. LAMEA Virtual Reality In Gaming Market, By Component
6.1 LAMEA Hardware Market, By Country
6.2 LAMEA Software Market, By Country
Chapter 7. LAMEA Virtual Reality In Gaming Market, By User
7.1 LAMEA Individual Market, By Country
7.2 LAMEA Commercial Space Market, By Country
Chapter 8. LAMEA Virtual Reality In Gaming Market, By Country
8.1 Brazil Virtual Reality In Gaming Market
8.1.1 Brazil Virtual Reality In Gaming Market, By Connecting Device
8.1.2 Brazil Virtual Reality In Gaming Market, By Component
8.1.3 Brazil Virtual Reality In Gaming Market, By User
8.2 Argentina Virtual Reality In Gaming Market
8.2.1 Argentina Virtual Reality In Gaming Market, By Connecting Device
8.2.2 Argentina Virtual Reality In Gaming Market, By Component
8.2.3 Argentina Virtual Reality In Gaming Market, By User
8.3 UAE Virtual Reality In Gaming Market
8.3.1 UAE Virtual Reality In Gaming Market, By Connecting Device
8.3.2 UAE Virtual Reality In Gaming Market, By Component
8.3.3 UAE Virtual Reality In Gaming Market, By User
8.4 Saudi Arabia Virtual Reality In Gaming Market
8.4.1 Saudi Arabia Virtual Reality In Gaming Market, By Connecting Device
8.4.2 Saudi Arabia Virtual Reality In Gaming Market, By Component
8.4.3 Saudi Arabia Virtual Reality In Gaming Market, By User
8.5 South Africa Virtual Reality In Gaming Market
8.5.1 South Africa Virtual Reality In Gaming Market, By Connecting Device
8.5.2 South Africa Virtual Reality In Gaming Market, By Component
8.5.3 South Africa Virtual Reality In Gaming Market, By User
8.6 Nigeria Virtual Reality In Gaming Market
8.6.1 Nigeria Virtual Reality In Gaming Market, By Connecting Device
8.6.2 Nigeria Virtual Reality In Gaming Market, By Component
8.6.3 Nigeria Virtual Reality In Gaming Market, By User
8.7 Rest of LAMEA Virtual Reality In Gaming Market
8.7.1 Rest of LAMEA Virtual Reality In Gaming Market, By Connecting Device
8.7.2 Rest of LAMEA Virtual Reality In Gaming Market, By Component
8.7.3 Rest of LAMEA 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

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