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Global Virtual Reality Gaming Market Report and Forecast 2022-2027

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    Report

  • 180 Pages
  • August 2022
  • Region: Global
  • Expert Market Research
  • ID: 5656234
According to the report, the global virtual reality gaming market attained a value of USD 20.60 billion in 2021. Aided by rapid technological advancements, the market is projected to further grow at a CAGR of 29.8% between 2022 and 2027 to reach a value of USD 100.23 billion by 2027.

Virtual reality gaming refers to a new generation of computer games with VR technology that provides players a very immersive, first-person perspective of game action. Participants simultaneously influence and experience the game set across a variety of virtual reality gaming accessories and devices incorporating VR headsets, sensor-equipped gloves, and hand controllers, among others. As digitalisation increased, virtual reality achieved substantial ground in every sphere.

Virtual reality can augment business drastically and improve the consumer experience. Several large-scale game development companies have bounced on the VR movement to change the user experience as the innovation in the game industry is thriving at great speed. To produce a real-world environment including sounds, images, and other vibrations that simulate a consumer's real existence in an unreal world, virtual reality technology employs virtual reality headsets, motion capture methods, game controllers, or a multi-projected setup. The availability of controllers improves the interaction of consumers with the virtual reality gaming environment, accepting them to control as well as adjust the game theme as per their needs.

The global virtual reality gaming market is driven by rapid advancement in the development of virtual reality peripherals that is expected to be bolstered by compatible desktops as well as game consoles. Further, virtual gaming devices offer an excellent consumer experience as over time more and more developers have started taking interest in virtual reality games which has changed the perception of the games by changing past content or creating new VR content. VR is aiding the vendors to overcome monotonous challenges in the industry while launching VR game products which is further expected to fuel the market demand for virtual reality games in the forecast period.

The market is gaining popularity in several developing regions like Brazil, India, and Mexico, because of the increasing disposable incomes among consumers coupled with the easy accessibility of VR-enabled games. VR devices utilised in the game industry are aided with interactive hardware and software. These games are likely to be controlled or experienced by body movement. Thus, the consumer, with a VR headset gets to move across the artificial world which is further gaining consumer traction in the virtual reality gaming market globally. Constant upgrades in the existing technologies including 3D effects, motion tracking, and interactive graphics for drawing players’ attention are anticipated to bolster the market growth over the coming years.

Market Segmentation

The market can be divided on the basis of segments, devices, age groups, types of games, and regions.

Market Breakup by Segment

  • Software
  • Hardware

Market Segmentation by Device

  • Personal Computers
  • Gaming Consoles
  • Mobile Devices

Market Breakup by Age Group

  • Adults
  • Children

Market Segmentation by Types of Games

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

Market Breakup by Region

  • North America
  • Latin America
  • Asia Pacific
  • Europe
  • 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 market. 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
Frequently Asked Questions about the Global Virtual Reality Gaming Market

What is the estimated value of the Global Virtual Reality Gaming Market?

The Global Virtual Reality Gaming Market was estimated to be valued at $27.25 Billion in 2022.

What is the growth rate of the Global Virtual Reality Gaming Market?

The growth rate of the Global Virtual Reality Gaming Market is 29.8%, with an estimated value of $100.23 Billion by 2027.

What is the forecasted size of the Global Virtual Reality Gaming Market?

The Global Virtual Reality Gaming Market is estimated to be worth $100.23 Billion by 2027.

Who are the key companies in the Global Virtual Reality Gaming Market?

Key companies in the Global Virtual Reality Gaming Market include Fove, Inc, Google, HTC Corporation, Razer Inc. and Advanced Micro Devices, Inc.

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 Industry Opportunities and Challenges
8 Global Virtual Reality Gaming Market Analysis
8.1 Key Industry Highlights
8.2 Global Virtual Reality Gaming Historical Market (2017-2021)
8.3 Global Virtual Reality Gaming Market Forecast (2022-2027)
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 (2017-2021)
8.4.1.3 Forecast Trend (2022-2027)
8.4.2 Hardware
8.4.2.1 Market Share
8.4.2.2 Historical Trend (2017-2021)
8.4.2.3 Forecast Trend (2022-2027)
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 (2017-2021)
8.5.1.3 Forecast Trend (2022-2027)
8.5.2 Gaming Consoles
8.5.2.1 Market Share
8.5.2.2 Historical Trend (2017-2021)
8.5.2.3 Forecast Trend (2022-2027)
8.5.3 Mobile Devices
8.5.3.1 Market Share
8.5.3.2 Historical Trend (2017-2021)
8.5.3.3 Forecast Trend (2022-2027)
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 (2017-2021)
8.6.1.3 Forecast Trend (2022-2027)
8.6.2 Children
8.6.2.1 Market Share
8.6.2.2 Historical Trend (2017-2021)
8.6.2.3 Forecast Trend (2022-2027)
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 (2017-2021)
8.7.1.3 Forecast Trend (2022-2027)
8.7.2 Adventure
8.7.2.1 Market Share
8.7.2.2 Historical Trend (2017-2021)
8.7.2.3 Forecast Trend (2022-2027)
8.7.3 Fighting
8.7.3.1 Market Share
8.7.3.2 Historical Trend (2017-2021)
8.7.3.3 Forecast Trend (2022-2027)
8.7.4 Shooting
8.7.4.1 Market Share
8.7.4.2 Historical Trend (2017-2021)
8.7.4.3 Forecast Trend (2022-2027)
8.7.5 Mystery Thriller
8.7.5.1 Market Share
8.7.5.2 Historical Trend (2017-2021)
8.7.5.3 Forecast Trend (2022-2027)
8.7.6 Puzzle
8.7.6.1 Market Share
8.7.6.2 Historical Trend (2017-2021)
8.7.6.3 Forecast Trend (2022-2027)
8.7.7 Science Fiction
8.7.7.1 Market Share
8.7.7.2 Historical Trend (2017-2021)
8.7.7.3 Forecast Trend (2022-2027)
8.7.8 Others
8.8 Global Virtual Reality Gaming Market by Region
8.8.1 Market Share
8.8.1.1 North America
8.8.1.2 Europe
8.8.1.3 Asia Pacific
8.8.1.4 Latin America
8.8.1.5 Middle East and Africa
9 Regional Analysis
9.1 North America
9.1.1 Historical Trend (2017-2021)
9.1.2 Forecast Trend (2022-2027)
9.1.3 Breakup by Country
9.1.3.1 United States of America
9.1.3.2 Canada
9.2 Europe
9.2.1 Historical Trend (2017-2021)
9.2.2 Forecast Trend (2022-2027)
9.2.3 Breakup by Country
9.2.3.1 United Kingdom
9.2.3.2 Germany
9.2.3.3 France
9.2.3.4 Italy
9.2.3.5 Others
9.3 Asia Pacific
9.3.1 Historical Market (2017-2021)
9.3.2 Market Forecast (2022-2027)
9.3.3 Breakup by Country
9.3.3.1 China
9.3.3.2 Japan
9.3.3.3 India
9.3.3.4 South Korea
9.3.3.5 Australia
9.3.3.6 Others
9.4 Latin America
9.4.1 Historical Trend (2017-2021)
9.4.2 Forecast Trend (2022-2027)
9.4.3 Breakup by Country
9.4.3.1 Brazil
9.4.3.2 Argentina
9.4.3.3 Mexico
9.4.3.4 Others
9.5 Middle East and Africa
9.5.1 Historical Trend (2017-2021)
9.5.2 Forecast Trend (2022-2027)
9.5.3 Breakup by Country
9.5.3.1 Saudi Arabia
9.5.3.2 United Arab Emirates
9.5.3.3 Turkey
9.5.3.4 Iran
9.5.3.5 Others
10 Market Dynamics
10.1 SWOT Analysis
10.1.1 Strengths
10.1.2 Weaknesses
10.1.3 Opportunities
10.1.4 Threats
10.2 Porter’s Five Forces Analysis
10.2.1 Supplier’s Power
10.2.2 Buyers Power
10.2.3 Threat of New Entrants
10.2.4 Degree of Rivalry
10.2.5 Threat of Substitutes
10.3 Key Indicators for Demand
10.4 Key Indicators for Price
11 Value Chain Analysis
12 Competitive Landscape
12.1 Market Structure
12.2 Key Players’ Market Share
12.3 Company Profiles
12.3.1 Fove, Inc
12.3.1.1 Company Overview
12.3.1.2 Product Portfolio
12.3.1.3 Demographic Reach and Achievements
12.3.1.4 Financial Summary
12.3.1.5 Certifications
12.3.2 Google
12.3.2.1 Company Overview
12.3.2.2 Product Portfolio
12.3.2.3 Demographic Reach and Achievements
12.3.2.4 Financial Summary
12.3.2.5 Certifications
12.3.3 HTC Corporation
12.3.3.1 Company Overview
12.3.3.2 Product Portfolio
12.3.3.3 Demographic Reach and Achievements
12.3.3.4 Financial Summary
12.3.3.5 Certifications
12.3.4 Razer Inc.
12.3.4.1 Company Overview
12.3.4.2 Product Portfolio
12.3.4.3 Demographic Reach and Achievements
12.3.4.4 Financial Summary
12.3.4.5 Certifications
12.3.5 Samsung Electronics Co., Ltd.
12.3.5.1 Overview
12.3.5.2 Product Portfolio
12.3.5.3 Demographic Reach and Achievements
12.3.5.4 Financial Summary
12.3.5.5 Certifications
12.3.6 Advanced Micro Devices, Inc
12.3.6.1 Company Overview
12.3.6.2 Product Portfolio
12.3.6.3 Demographic Reach and Achievements
12.3.6.4 Financial Summary
12.3.6.5 Certifications
12.3.7 Others
13 Industry Events and Developments

Companies Mentioned

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

Methodology

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