The immersive technology in gaming industry market size is expected to see exponential growth in the next few years. It will grow to $66.59 billion in 2030 at a compound annual growth rate (CAGR) of 29.3%. The growth in the forecast period can be attributed to increasing investments in metaverse gaming environments, rising adoption of mixed reality platforms, expansion of immersive esports experiences, growing demand for emotionally engaging gameplay, increasing integration of ai-driven realism. Major trends in the forecast period include increasing adoption of vr and ar-based gaming experiences, rising integration of haptic feedback and motion tracking, growing use of advanced game engines for immersion, expansion of cross-platform immersive content, enhanced focus on realistic player interaction.
The growing deployment of 5G networks is anticipated to drive the immersive technology in gaming industry market in the coming years. As the latest generation of mobile connectivity, 5G networks offer high-speed data transmission, ultra-low latency, and greater capacity to support advanced technologies like immersive gaming and the Internet of Things. The increasing demand for high-speed, low-latency connections to support real-time digital applications is contributing to the expansion of 5G networks. These networks enhance immersive gaming experiences by enabling real-time interactions through fast data transfers and minimal latency. This facilitates smooth multiplayer gameplay and cloud-based XR streaming, greatly improving responsiveness and immersion. For example, in March 2025, Nokia Corporation, a Finland-based telecommunications company, reported that India’s 5G subscriptions reached 290 million in 2024 and are projected to grow 2.65 times to 770 million by 2028. As a result, the expansion of 5G networks is a key factor boosting the immersive technology in gaming industry market.
Leading companies in the immersive technology in gaming industry are prioritizing the development of innovative solutions such as virtual reality games to offer lifelike digital experiences. Virtual reality games immerse players in interactive 3D environments using VR headsets and motion sensors. For instance, in February 2023, Sony Interactive Entertainment, a US-based technology company, introduced PlayStation VR2, a next-generation virtual reality headset designed for the PlayStation 5 console. It delivers a deeply immersive gaming experience with features such as a 4K HDR OLED display, eye tracking, headset vibration, 3D audio, and PlayStation VR2 Sense controllers that include haptic feedback and adaptive triggers. The device offers a wide 110-degree field of view, uses inside-out tracking without external cameras, and connects via a single cable for ease of setup.
In February 2025, Harlan Capital Partners, a US-based investment firm, acquired Immersive Gamebox for an undisclosed sum. This acquisition aims to rejuvenate the company’s operations by offering strategic direction, financial support, and operational expertise to accelerate its global expansion and improve its lineup of immersive gaming offerings. Immersive Gamebox is a UK-based digital entertainment company that creates group gaming experiences using immersive technology.
Major companies operating in the immersive technology in gaming industry market are Apple Inc., Microsoft Corporation, Sony Interactive Entertainment LLC, NetEase Inc., Nintendo Co. Ltd., Electronic Arts Inc., Unity Technologies Inc., Epic Games Inc., Xreal Inc., nDreams Ltd., Survios Inc., Ready At Dawn Studios LLC, Schell Games LLC, Fast Travel Games AB, Cloudhead Games Ltd., Polyarc Inc., Resolution Games AB, Valve Corporation, Vertigo Games B.V., HTC Corporation, Kiksar VR, YORD Studio s.r.o.
North America was the largest region in the immersive technology in gaming industry market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the immersive technology in gaming industry market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the immersive technology in gaming industry market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The immersive technology in gaming industry market consists of revenues earned by entities by providing services such as 3D environment design, motion tracking solutions, haptic feedback systems, immersive audio engineering, and cloud-based extended reality (XR) content delivery. The market value includes the value of related goods sold by the service provider or included within the service offering. The immersive technology in gaming industry market also includes sales of motion-sensing controllers, haptic feedback equipment, immersive gaming chairs, 3D spatial audio systems, and extended reality (XR)-compatible gaming consoles and accessories. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
This product will be delivered within 1-3 business days.
Table of Contents
Executive Summary
Immersive Technology in Gaming Industry Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses immersive technology in gaming industry market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Reasons to Purchase::
- Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
- Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
- Create regional and country strategies on the basis of local data and analysis.
- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
- Understand customers based on end user analysis.
- Benchmark performance against key competitors based on market share, innovation, and brand strength.
- Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
- Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
- Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
- All data from the report will also be delivered in an excel dashboard format.
Description
Where is the largest and fastest growing market for immersive technology in gaming industry? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The immersive technology in gaming industry market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Component: Hardware; Software or Platform; Services2) By Technology: Mixed Reality; Virtual Reality; Augmented Reality
3) By Application: Console Gaming; PC Gaming; Mobile Gaming; Arcade and Location-Based Entertainment (LBE); Online and Multiplayer Gaming; Simulation and Role-Playing Games (RPGs)
Subsegments:
1) By Hardware: Virtual Reality Headsets; Augmented Reality Glasses; Motion Controllers; Haptic Suits; Gaming Consoles; Tracking Sensors2) By Software or Platform: Game Engines; Extended Reality (XR) Development Platforms; Simulation Software; Content Management Systems
3) By Services: Integration and Deployment; Support and Maintenance; Consulting Services
Companies Mentioned: Apple Inc.; Microsoft Corporation; Sony Interactive Entertainment LLC; NetEase Inc.; Nintendo Co. Ltd.; Electronic Arts Inc.; Unity Technologies Inc.; Epic Games Inc.; Xreal Inc.; nDreams Ltd.; Survios Inc.; Ready At Dawn Studios LLC; Schell Games LLC; Fast Travel Games AB; Cloudhead Games Ltd.; Polyarc Inc.; Resolution Games AB; Valve Corporation; Vertigo Games B.V.; HTC Corporation; Kiksar VR; YORD Studio s.r.o.
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Immersive Technology in Gaming Industry market report include:- Apple Inc.
- Microsoft Corporation
- Sony Interactive Entertainment LLC
- NetEase Inc.
- Nintendo Co. Ltd.
- Electronic Arts Inc.
- Unity Technologies Inc.
- Epic Games Inc.
- Xreal Inc.
- nDreams Ltd.
- Survios Inc.
- Ready At Dawn Studios LLC
- Schell Games LLC
- Fast Travel Games AB
- Cloudhead Games Ltd.
- Polyarc Inc.
- Resolution Games AB
- Valve Corporation
- Vertigo Games B.V.
- HTC Corporation
- Kiksar VR
- YORD Studio s.r.o.
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 23.82 Billion |
| Forecasted Market Value ( USD | $ 66.59 Billion |
| Compound Annual Growth Rate | 29.3% |
| Regions Covered | Global |
| No. of Companies Mentioned | 23 |


