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Global Virtual Reality Gaming Market Report and Forecast 2023-2028

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    Report

  • 127 Pages
  • April 2023
  • Region: Global
  • Expert Market Research
  • ID: 5775188
According to the report, the global virtual reality gaming market attained a value of USD 27.25 billion in 2022. Aided by the increasing adoption of innovative technologies in gaming and the growing demand for immersive gaming experiences, the market is projected to further grow at a CAGR of 29.5% between 2023 and 2028 to reach a value of USD 130.05 billion by 2028.

Virtual reality (VR) gaming refers to the use of computer technology to create a simulated environment that allows players to interact with the game in a more immersive and realistic way. VR gaming devices, such as headsets and controllers, enable users to experience the game world through a combination of visual, auditory, and haptic feedback. This provides a more engaging and lifelike gaming experience compared to traditional gaming platforms. The increasing adoption of innovative technologies in gaming is driving the growth of the virtual reality gaming market. Developers are continually exploring new ways to enhance the gaming experience and attract a broader audience, leading to the integration of VR technology in various gaming genres. The advancements in VR hardware and software, coupled with the increasing availability of VR gaming content, have made the technology more accessible and appealing to gamers, thereby fuelling the virtual reality gaming market growth.

The growing demand for immersive gaming experiences is another key factor propelling the growth of the virtual reality gaming market. Consumers are increasingly seeking out games that provide a high level of realism, interactivity, and engagement. As eSports gain mainstream recognition, the demand for cutting-edge gaming experiences and technology has increased. Virtual reality has the potential to elevate the competitive gaming landscape, offering unique gameplay experiences and fostering new forms of spectatorship. The growing investments in the eSports industry and the increasing focus on virtual reality as a key component of future gaming competitions are expected to drive the demand for VR gaming solutions.

The widespread availability of smartphones and the growing popularity of mobile gaming have contributed to the growth of the virtual reality gaming market. Many VR gaming developers are now focusing on creating mobile-compatible VR games, making it more convenient for users to experience virtual reality gaming on their smartphones. Companies in the gaming industry are increasingly investing in the development of virtual reality gaming infrastructure, such as VR gaming arcades and VR gaming lounges. These investments provide consumers with more opportunities to experience VR gaming, thereby driving the growth of the virtual reality gaming market.

Market Segmentation

The market can be divided on the basis of segment, device, age group, types of games, and region.

Market Bifurcation by Segment:

  • Software
  • Hardware

Market Segmentation by Device:

  • Personal Computers
  • Gaming Consoles
  • Mobile Devices

Market Bifurcation by Age Group:

  • Adults
  • Children

Market Division by Types of Games:

  • Racing
  • Adventure
  • Fighting
  • Shooting
  • Mystery Thriller
  • Puzzle
  • Science Fiction
  • Others

Market Segregation by Region:

  • North America
  • Europe
  • Asia Pacific
  • Latin America
  • Middle East and Africa

Competitive Landscape

The report looks into the market shares, plant turnarounds, capacities, investments, and acquisitions and mergers, among other major developments, of the global virtual reality gaming companies. Some of the major key players explored in the report are as follows:
  • Fove, Inc
  • Google
  • HTC Corporation
  • Razer Inc
  • Samsung Electronics Co., Ltd
  • Advanced Micro Devices, Inc
  • Others
*The publisher always strives to give you the latest information. The numbers in the article are only indicative and may be different from the actual report.

Table of Contents

1 Preface2 Report Coverage - Key Segmentation and Scope
3 Report Description
3.1 Market Definition and Outlook
3.2 Properties and Applications
3.3 Market Analysis
3.4 Key Players
4 Key Assumptions
5 Executive Summary
5.1 Overview
5.2 Key Drivers
5.3 Key Developments
5.4 Competitive Structure
5.5 Key Industrial Trends
6 Snapshot
6.1 Global
6.2 Regional
7 Opportunities and Challenges in the Market
8 Global Virtual Reality Gaming Market Analysis
8.1 Key Industry Highlights
8.2 Global Virtual Reality Gaming Historical Market (2018-2022)
8.3 Global Virtual Reality Gaming Market Forecast (2023-2028)
8.4 Global Virtual Reality Gaming Market by Segment
8.4.1 Software
8.4.1.1 Market Share
8.4.1.2 Historical Trend (2018-2022)
8.4.1.3 Forecast Trend (2023-2028)
8.4.2 Hardware
8.4.2.1 Market Share
8.4.2.2 Historical Trend (2018-2022)
8.4.2.3 Forecast Trend (2023-2028)
8.5 Global Virtual Reality Gaming Market by Device
8.5.1 Personal Computers
8.5.1.1 Market Share
8.5.1.2 Historical Trend (2018-2022)
8.5.1.3 Forecast Trend (2023-2028)
8.5.2 Gaming Consoles
8.5.2.1 Market Share
8.5.2.2 Historical Trend (2018-2022)
8.5.2.3 Forecast Trend (2023-2028)
8.5.3 Mobile Devices
8.5.3.1 Market Share
8.5.3.2 Historical Trend (2018-2022)
8.5.3.3 Forecast Trend (2023-2028)
8.6 Global Virtual Reality Gaming Market by Age Group
8.6.1 Adults
8.6.1.1 Market Share
8.6.1.2 Historical Trend (2018-2022)
8.6.1.3 Forecast Trend (2023-2028)
8.6.2 Children
8.6.2.1 Market Share
8.6.2.2 Historical Trend (2018-2022)
8.6.2.3 Forecast Trend (2023-2028)
8.7 Global Virtual Reality Gaming Market by Types of Games
8.7.1 Racing
8.7.1.1 Market Share
8.7.1.2 Historical Trend (2018-2022)
8.7.1.3 Forecast Trend (2023-2028)
8.7.2 Adventure
8.7.2.1 Market Share
8.7.2.2 Historical Trend (2018-2022)
8.7.2.3 Forecast Trend (2023-2028)
8.7.3 Fighting
8.7.3.1 Market Share
8.7.3.2 Historical Trend (2018-2022)
8.7.3.3 Forecast Trend (2023-2028)
8.7.4 Shooting
8.7.4.1 Market Share
8.7.4.2 Historical Trend (2018-2022)
8.7.4.3 Forecast Trend (2023-2028)
8.7.5 Mystery Thriller
8.7.5.1 Market Share
8.7.5.2 Historical Trend (2018-2022)
8.7.5.3 Forecast Trend (2023-2028)
8.7.6 Puzzle
8.7.6.1 Market Share
8.7.6.2 Historical Trend (2018-2022)
8.7.6.3 Forecast Trend (2023-2028)
8.7.7 Science Fiction
8.7.7.1 Market Share
8.7.7.2 Historical Trend (2018-2022)
8.7.7.3 Forecast Trend (2023-2028)
8.7.8 Others
8.8 Global Virtual Reality Gaming Market by Region
8.8.1 North America
8.8.1.1 Market Share
8.8.1.2 Historical Trend (2018-2022)
8.8.1.3 Forecast Trend (2023-2028)
8.8.2 Europe
8.8.2.1 Market Share
8.8.2.2 Historical Trend (2018-2022)
8.8.2.3 Forecast Trend (2023-2028)
8.8.3 Asia Pacific
8.8.3.1 Market Share
8.8.3.2 Historical Trend (2018-2022)
8.8.3.3 Forecast Trend (2023-2028)
8.8.4 Latin America
8.8.4.1 Market Share
8.8.4.2 Historical Trend (2018-2022)
8.8.4.3 Forecast Trend (2023-2028)
8.8.5 Middle East and Africa
8.8.5.1 Market Share
8.8.5.2 Historical Trend (2018-2022)
8.8.5.3 Forecast Trend (2023-2028)
9 North America Virtual Reality Gaming Market Analysis
9.1 United States of America
9.1.1 Market Share
9.1.2 Historical Trend (2018-2022)
9.1.3 Forecast Trend (2023-2028)
9.2 Canada
9.2.1 Market Share
9.2.2 Historical Trend (2018-2022)
9.2.3 Forecast Trend (2023-2028)
10 Europe Virtual Reality Gaming Market Analysis
10.1 United Kingdom
10.1.1 Market Share
10.1.2 Historical Trend (2018-2022)
10.1.3 Forecast Trend (2023-2028)
10.2 Germany
10.2.1 Market Share
10.2.2 Historical Trend (2018-2022)
10.2.3 Forecast Trend (2023-2028)
10.3 France
10.3.1 Market Share
10.3.2 Historical Trend (2018-2022)
10.3.3 Forecast Trend (2023-2028)
10.4 Italy
10.4.1 Market Share
10.4.2 Historical Trend (2018-2022)
10.4.3 Forecast Trend (2023-2028)
10.5 Others
11 Asia Pacific Virtual Reality Gaming Market Analysis
11.1 China
11.1.1 Market Share
11.1.2 Historical Trend (2018-2022)
11.1.3 Forecast Trend (2023-2028)
11.2 Japan
11.2.1 Market Share
11.2.2 Historical Trend (2018-2022)
11.2.3 Forecast Trend (2023-2028)
11.3 India
11.3.1 Market Share
11.3.2 Historical Trend (2018-2022)
11.3.3 Forecast Trend (2023-2028)
11.4 South Korea
11.4.1 Market Share
11.4.2 Historical Trend (2018-2022)
11.4.3 Forecast Trend (2023-2028)
11.5 Australia
11.5.1 Market Share
11.5.2 Historical Trend (2018-2022)
11.5.3 Forecast Trend (2023-2028)
11.6 Others
12 Latin America Virtual Reality Gaming Market Analysis
12.1 Brazil
12.1.1 Market Share
12.1.2 Historical Trend (2018-2022)
12.1.3 Forecast Trend (2023-2028)
12.2 Argentina
12.2.1 Market Share
12.2.2 Historical Trend (2018-2022)
12.2.3 Forecast Trend (2023-2028)
12.3 Mexico
12.3.1 Market Share
12.3.2 Historical Trend (2018-2022)
12.3.3 Forecast Trend (2023-2028)
12.4 Others
13 Middle East and Africa Virtual Reality Gaming Market Analysis
13.1 Saudi Arabia
13.1.1 Market Share
13.1.2 Historical Trend (2018-2022)
13.1.3 Forecast Trend (2023-2028)
13.2 United Arab Emirates
13.2.1 Market Share
13.2.2 Historical Trend (2018-2022)
13.2.3 Forecast Trend (2023-2028)
13.3 Turkey
13.3.1 Market Share
13.3.2 Historical Trend (2018-2022)
13.3.3 Forecast Trend (2023-2028)
13.4 Iran
13.4.1 Market Share
13.4.2 Historical Trend (2018-2022)
13.4.3 Forecast Trend (2023-2028)
13.5 Others
14 Market Dynamics
14.1 SWOT Analysis
14.1.1 Strengths
14.1.2 Weaknesses
14.1.3 Opportunities
14.1.4 Threats
14.2 Porter’s Five Forces Analysis
14.2.1 Supplier’s Power
14.2.2 Buyer’s Power
14.2.3 Threat of New Entrants
14.2.4 Degree of Rivalry
14.2.5 Threat of Substitutes
14.3 Key Indicators for Demand
14.4 Key Indicators for Price
15 Value Chain Analysis
16 Competitive Landscape
16.1 Market Structure
16.2 Company Profiles
16.2.1 Fove, Inc
16.2.1.1 Company Overview
16.2.1.2 Product Portfolio
16.2.1.3 Demographic Reach and Achievements
16.2.1.4 Certifications
16.2.2 Google
16.2.2.1 Company Overview
16.2.2.2 Product Portfolio
16.2.2.3 Demographic Reach and Achievements
16.2.2.4 Certifications
16.2.3 HTC Corporation
16.2.3.1 Company Overview
16.2.3.2 Product Portfolio
16.2.3.3 Demographic Reach and Achievements
16.2.3.4 Certifications
16.2.4 Razer Inc.
16.2.4.1 Company Overview
16.2.4.2 Product Portfolio
16.2.4.3 Demographic Reach and Achievements
16.2.4.4 Certifications
16.2.5 Samsung Electronics Co., Ltd.
16.2.5.1 Company Overview
16.2.5.2 Product Portfolio
16.2.5.3 Demographic Reach and Achievements
16.2.5.4 Certifications
16.2.6 Advanced Micro Devices, Inc
16.2.6.1 Company Overview
16.2.6.2 Product Portfolio
16.2.6.3 Demographic Reach and Achievements
16.2.6.4 Certifications
16.2.7 Others
17 Key Trends and Developments in the Market

Companies Mentioned

  • Fove, Inc
  • Google
  • HTC Corporation
  • Razer Inc.
  • Samsung Electronics Co., Ltd.
  • Advanced Micro Devices, Inc

Methodology

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Table Information