+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)

North America 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

  • 123 Pages
  • December 2023
  • Region: North America
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5922480
The North America Virtual Reality in Gaming Market would witness market growth of 20.9% CAGR during the forecast period (2023-2030).

The convergence of cutting-edge technology and immersive entertainment experiences has propelled the virtual reality in gaming market into the forefront of the digital landscape. With the gaming industry experiencing a transformative revolution fueled by hardware and software capabilities advancements, virtual reality has emerged as a paradigm-shifting force, redefining how gamers engage with their favorite digital realms. Virtual reality (VR) in gaming is intricately intertwined with the relentless pursuit of delivering unparalleled immersive experiences. The adoption of VR in gaming has witnessed a gradual yet remarkable ascent, propelled by a confluence of factors that have progressively dismantled barriers and ignited a fervor among gaming enthusiasts.

Additionally, the evolution of VR hardware, marked by introducing sophisticated headsets, controllers, and sensory peripherals, has been pivotal in fostering adoption. Innovations such as increased display resolutions, enhanced motion tracking, and ergonomic designs have elevated the overall user experience, making VR hardware more accessible and enticing for gamers.

As the media and entertainment industry in the United States continues to cater to a large consumer base hungry for novel and immersive experiences, VR in gaming aligns seamlessly with this demand. VR's interactive and immersive nature enhances storytelling, gaming narratives, and overall engagement, providing consumers with a more captivating form of entertainment. gaming software in Canada are expected to help expand the regional virtual reality in gaming market.

The US market dominated the North America 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 $22,197.5 million by 2030. The Canada market is experiencing a CAGR of 23.7% during (2023 - 2030). Additionally, The Mexico market would experience a CAGR of 22.6% 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 U.S., Mexico, Canada, and Rest of North America.

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

  • US
  • Canada
  • Mexico
  • Rest of North America

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 North America Virtual Reality In Gaming Market, by Connecting Device
1.4.2 North America Virtual Reality In Gaming Market, by Component
1.4.3 North America Virtual Reality In Gaming Market, by User
1.4.4 North America 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. North America Virtual Reality In Gaming Market, By Connecting Device
5.1 North America Gaming Console Market, By Country
5.2 North America PC/Desktop Market, By Country
5.3 North America Smartphone Market, By Country
Chapter 6. North America Virtual Reality In Gaming Market, By Component
6.1 North America Hardware Market, By Country
6.2 North America Software Market, By Country
Chapter 7. North America Virtual Reality In Gaming Market, By User
7.1 North America Individual Market, By Country
7.2 North America Commercial Space Market, By Country
Chapter 8. North America Virtual Reality In Gaming Market, By Country
8.1 US Virtual Reality In Gaming Market
8.1.1 US Virtual Reality In Gaming Market, By Connecting Device
8.1.2 US Virtual Reality In Gaming Market, By Component
8.1.3 US Virtual Reality In Gaming Market, By User
8.2 Canada Virtual Reality In Gaming Market
8.2.1 Canada Virtual Reality In Gaming Market, By Connecting Device
8.2.2 Canada Virtual Reality In Gaming Market, By Component
8.2.3 Canada Virtual Reality In Gaming Market, By User
8.3 Mexico Virtual Reality In Gaming Market
8.3.1 Mexico Virtual Reality In Gaming Market, By Connecting Device
8.3.2 Mexico Virtual Reality In Gaming Market, By Component
8.3.3 Mexico Virtual Reality In Gaming Market, By User
8.4 Rest of North America Virtual Reality In Gaming Market
8.4.1 Rest of North America Virtual Reality In Gaming Market, By Connecting Device
8.4.2 Rest of North America Virtual Reality In Gaming Market, By Component
8.4.3 Rest of North America 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...