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Virtual Reality (VR) in Gaming Market 2021-2027

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  • August 2021
  • Region: Global
  • Orion Market Research Private Limited
  • ID: 5509775
UP TO OFF until Dec 31st 2022

Global VR Market Research By Components (Hardware and Software), By Systems (Non-immersive VR, Semi-immersive VR, and Fully immersive VR), By Application (Entertainment, Gaming, Tourism, Automotive, Training and education, Defense, and Healthcare), By Device (Head-Mounted Display, Gesture-Tracking Device, and Projectors & Display Wall ) Forecast, 2021-2027 

The global virtual reality (VR) market is growing at a significant CAGR of around 18.0% during the forecast period. The market is mainly driven due to various factors including rising demand for VR in various industries such as consumer electronics, gaming, increasing demand for interactive video platforms in the retail sector, rising penetration of smartphones and other smart devices. 

The COVID-19 pandemic has a positive impact on the global VR market since December 2019. The pandemic has increased the digital transformation of companies, The industries are focusing more on the digital platform to interact with their customers. as well Persons working from home are more consistent on digital sources. The e-commerce market is growing faster in this pandemic and virtual reality can be taken benefit of by creating an artificial vision of the clothes that people like, also superimpose the image of furniture on the place it needs to be placed, the growing adoption of virtual events is driving the growth of the market in COVID-19 pandemic.

The is global VR market segmented based on components, system, application, device, based on components, global VR market is segmented into hardware and software. Based on system, the global VR market is segmented into non-immersive VR, semi-immersive VR, fully immersive VR. based on the application, the global VR market is segmented into entertainment, gaming, tourism, automotive, training, and education, defense, healthcare. based on the device, the global VR market is segmented into the head-mounted display (HMD), gesture-tracking device (GTD), projectors & display wall (PDW).

The global VR market is analyzed based on the geographical regions that are contributing considerably towards the growth of the market. Based on the geography, the market is segmented into North America, Europe, Asia-Pacific, and the Rest of the World. North America held the largest share in the VR market. The factors that drive the market in the region included rising research activities in the field of VR, and the presence of key market players in the region such as  Apple, Inc., Google LLC, Microsoft Corp. Invention by the US government by deploying virtual training sessions on public health veterinary, and speedy internet penetration and advancement in immersive technology. Moreover, South America is projected to witness steady growth due to rapid internet penetration and developments in immersive technology.

Research Methodology

The market study of the global VR market is incorporated by extensive primary and secondary research conducted by the research team. Secondary research has been conducted to refine the available data to break down the market into various segments, derive total market size, market forecast, and growth rate. Different approaches have been worked on to derive the market value and market growth rate. The team collects facts and data related to the market from different geography to provide a better regional outlook. In the report, the country-level analysis is provided by analyzing various regional players, regional tax laws and policies, consumer behavior, and macro-economic factors. Numbers extracted from secondary research have been authenticated by conducting proper primary research. It includes tracking down key people from the industry and interviewing them to validate the data. This enables our analyst to derive the closest possible figures without any major deviations in the actual number. Our analysts try to contact as many executives, managers, key opinion leaders, and industry experts. Primary research brings authenticity to our reports.

Secondary Sources Include

  • Financial reports of companies involved in the market.
  • Whitepapers, research papers, and news blogs.
  • Company websites and their product catalog.

The report provides an in-depth analysis of market size, intended quality of the service preferred by consumers. The report will serve as a source for a 360-degree analysis of the market thoroughly integrating different models.

Market Segmentation

  1. Global VR Market Research and Analysis by Components
  2. Global VR Market Research and Analysis by System
  3. Global VR Market Research and Analysis by Application
  4. Global VR Market Research and Analysis by Device

The Report Covers

  • Comprehensive research methodology of the Global VR market.
  • This report also includes a detailed and extensive market overview with key analyst insights.
  • An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations.
  • Analysis of regional regulations and other government policies impacting the Global VR market.
  • Insights about market determinants that are stimulating the Global VR market.
  • Detailed and extensive market segments with the regional distribution of forecasted revenues.
  • Extensive profiles and recent developments of market players.

Table of Contents

1. Report Summary
  • Current Industry Analysis and Growth Potential Outlook
  • Impact of COVID-19 on the Global VR in Gaming Industry
  • Recovery Scenario of Global VR in Gaming Industry
1.1. Research Methods and Tools
1.2. Market Breakdown
1.2.1. By Segments
1.2.2. By Geography
2. Market Overview and Insights
2.1. Scope of the Report
2.2. Analyst Insight & Current Market Trends
2.2.1. Key Findings
2.2.2. Recommendations
2.2.3. Conclusion
3. Competitive Landscape
3.1. Key Company Analysis
3.1.1. Overview
3.1.2. Financial Analysis
3.1.3. SWOT Analysis
3.1.4. Recent Developments
3.2. Key Strategy Analysis
3.3. Impact of COVID-19on key players
4. Market Determinants
4.1. Motivators
4.2. Restraints
4.3. Opportunities
5. Market Segmentation
5.1. Global Virtual Gaming Market by Device Type
5.1.1. Gaming Console
5.1.2. Desktop
5.1.3. Smartphones
5.2. Global Virtual Gaming Market by Game Type
5.2.1. Racing games
5.2.2. Adventurous games
5.2.3. Fighting games
5.2.4. Shooting games
5.2.5. Mystery thriller games
5.2.6. Science fiction games
5.2.7. Simulation Games
5.2.8. Other games
6. Regional Analysis
6.1. North America
6.1.1. United States
6.1.2. Canada
6.2. Europe
6.2.1. UK
6.2.2. Germany
6.2.3. Italy
6.2.4. Spain
6.2.5. France
6.2.6. Rest of Europe
6.3. Asia-Pacific
6.3.1. China
6.3.2. India
6.3.3. Japan
6.3.4. South Korea
6.3.5. Rest of Asia-Pacific
6.4. Rest of the World
7. Company Profiles
7.1. Advanced Micro Devices, Inc.
7.2. Arctic Sun VRVR
7.3. bHaptics, Inc.
7.4. Cloudhead Games Ltd.
7.5. Firsthand Technology Inc.
7.6. GoogleLLC
7.7. HTC Corp.
7.8. Microsoft, Inc.
7.9. nDreams Ltd.
7.10. Niantic, Inc.
7.11. Nintendo Co., Ltd.
7.12. NVIDIA Corp.
7.13. Oculus (Facebook Technologies, LLC.)
7.14. Samsung Corp.
7.15. Sony Interactive Entertainment LLC
7.16. Surreal VR Studios
7.18. Unity Technologies, Inc.

Companies Mentioned

A selection of companies mentioned in this report includes:

  • Advanced Micro Devices, Inc.
  • Arctic Sun VRVR
  • bHaptics, Inc.
  • Cloudhead Games Ltd.
  • Firsthand Technology Inc.
  • GoogleLLC
  • HTC Corp.
  • Microsoft, Inc.
  • nDreams Ltd.
  • Niantic, Inc.
  • Nintendo Co., Ltd.
  • NVIDIA Corp.
  • Oculus (Facebook Technologies, LLC.)
  • Samsung Corp.
  • Sony Interactive Entertainment LLC
  • Surreal VR Studios
  • Unity Technologies, Inc.