Virtual Reality in Gaming Market

Category : Information & Communication Technology Reports | Delivery Format : PDF,PPT | Publisher: Reports and Insights | Pages : 321

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Virtual Reality in Gaming Market Overview

The report is titled ‘Virtual Reality in Gaming Market: Opportunity Analysis and Future Assessment 2020-2028’. An overview of conceptual frameworks, analytical approaches of the virtual reality in gaming market is the main objective of the report, which further consists of the market opportunity and insights of the data involved in the making of the respective market. The virtual reality in gaming market is expected to grow at a significant rate in the near future.

The virtual reality in gaming market is expected to reach US$ 325.9 Bn by 2028 from US$ 39.6 Bn in 2020, at a CAGR of 30.2% during the forecast period of 2020 to 2028.

Virtual Reality in Gaming Introduction

Virtual reality gaming or VR gaming can be perceived as the new generation of computer games advanced with virtual reality (VR) technology that bestows players an absolutely captivating, first-person perspective of game action.

The virtual reality technology in the gaming market is all about fascinating and realistic simulation of a three-dimensional environment. As the digitization was drawn-out, Virtual Reality gained substantial ground in all spheres. The fresh virtual reality technology has the potential to drastically enhance the entire gaming industry by improving customer experience and maximizing business profits.

With each passing day, the innovation in the gaming industry is flourishing at a rapid pace. Likewise, the virtual reality in the gaming market is changing the whole picture of the computer games as it creates fresh VR content or modifies past content. Attributing to which, several massive and leading game development companies have leaped on the VR technology to revolutionize the user experience.

Virtual Reality in Gaming Market Dynamics

The refreshing virtual reality technology is expeditiously transforming the gaming industry in the modern-day world as it presents new VR content as well as modifies the past content. The virtual reality technology creates a virtual environment through VR software and presents it to users in such a way that they override the real-life environment, thus helping the user get the realistic and fascinating experience in the VR environment. Considering which, the global virtual reality in the gaming market is expected to grow exponentially in the years to come.

With the same token, advent of several innovative kinds of devices such as bodysuits, motion trackers, gloves, head-mounted display (HMD) devices in the global markets, including the unibody devices – Oculus Rift, and HTC Vive or the separated devices–VR headset plus smartphone solutions is also helping the global virtual reality in gaming market gain traction all around the world, which in turn is estimated to escalate the VR gaming market exponentially in the forthcoming future.

However, device compatibility constraints still pose a challenge that might hold back the growth of the global VR gaming industry’s growth over the coming years.

Virtual Reality in Gaming Market Segmentation

The global virtual reality in gaming is segmented on the basis of components, connecting devices, users, and regions. On the basis of components, the virtual reality in the gaming market is segmented into hardware and software. On the basis of connecting devices, the market is categorized into gaming console, PC/desktop, and smartphones. Furthermore, on the basis of users, the market is bifurcated into commercial space and individual.

By Components

Hardware

Software

By Connecting Device

Gaming Console

PC/Desktop

Smartphones

By Users

Commercial Space

Individual

By Region

North America

Latin America

Africa

Europe

Asia Pacific

Middle East

Virtual Reality in Gaming Market Key Players

The global virtual reality in gaming market is dominated by bHaptics, Inc., Facebook Technologies, LLC./ Oculus, Google VR, HTC Corporation, SAMSUNG ELECTRONICS CO., LTD., Sony Interactive Entertainment LLC, TESLASUIT/VR Electronics Limited, among others.

MMC Overview on Virtual Reality in Gaming Market Report

The non-identical approach of Reports and Insights stands with conceptual methods backed up with the data analysis. The novel market understanding approach makes up the standard of the assessment results that give a better opportunity for the customers to put their effort.

A research report on the virtual reality in gaming market by Reports and Insights is an in-depth and extensive study of the market based on the necessary data crunching and statistical analysis. It provides a brief view of the dynamics flowing through the market, which includes the factors that support the market and the factors that are acting as impedance for the growth of the market.

Furthermore, the report includes the various trends and opportunities in the respective market in different regions for a better understanding of readers that helps to analyze the potential of the market.

Factors that are benchmarked while estimating the market

Various factors that are benchmarked while estimating the market growth includes (but not restricted to):

New product designs and launches

Current product compliance

Reimbursement

Concerns for use of virtual reality in gaming

Advantages of virtual reality in gaming

Actions taken by the manufacturer and respective regulatory authorities also impact the market growth of the segment. These factors are understood at regional level and in major countries globally for providing regional insights of the product segment in the report. This helps our clients to make informed decisions.

A mix of top-down and bottom-up approach is followed to arrive and validate our market value estimations. For a product segment like wherein one/two manufacturer(s) dominates the market, it’s products sales, previous growth rates and market expansion plans are considered to generate market share in the global market.


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1.    Global Virtual Reality in Gaming Market Report Overview

1.1.    Introduction

1.2.    Report Description

1.3.    Methodology

2.    Global Virtual Reality in Gaming Market Overview

2.1.    Introduction

2.1.1.    Introduction

2.1.2.    Market Taxonomy

2.2.    Executive Summary

2.3.    Global Virtual Reality in Gaming Market Snapshot

2.4.    Global Virtual Reality in Gaming Market Size And Forecast, 2020–2028

2.4.1.    Introduction

2.4.2.    Market Value Forecast And Annual Growth Rate (AGR) Comparison (2020–2028)

2.5.    Global Virtual Reality in Gaming Market Dynamics

2.5.1.    Drivers

2.5.2.    Restraints

2.5.3.    Opportunity

2.5.4.    Trends

2.6.    Porter’s Five Forces Model

2.7.    SWOT Analysis

3.    Virtual Reality in Gaming Assessment and Analysis

3.1.    Virtual Reality in Gaming Impact Analysis 

3.2.    Actions to encourage use of Virtual Reality in Gaming

3.3.    Virtual Reality in Gaming Promotional Strategy Recommendation

3.4.    Road Map Analysis

3.5.    GAP Analysis

3.6.    Potential Analysis

4.    Covid-19 Impact on Virtual Reality in Gaming Market

5.    Global Virtual Reality in Gaming Market, By Components

5.1.    Introduction

5.1.1.    Annual Growth Rate Comparison, By Components

5.1.2.    BPS Analysis, By Components

5.2.    Market Revenue (US$Mn) and Forecast, By Components

5.2.1.    Hardware

5.2.2.    Software

5.3.    Global Virtual Reality in Gaming Market Attractiveness Index, By Components

6.    Global Virtual Reality in Gaming Market, By Connecting Device

6.1.    Introduction

6.1.1.    Annual Growth Rate Comparison, By Connecting Device

6.1.2.    BPS Analysis, By Connecting Device

6.2.    Market Revenue (US$Mn) and Forecast, By Connecting Device

6.2.1.    Gaming Console

6.2.2.    PC/Desktop

6.2.3.    Smartphones

6.3.    Global Virtual Reality in Gaming Market Attractiveness Index, By Connecting Device

7.    Global Virtual Reality in Gaming Market, By Users

7.1.    Introduction

7.1.1.    Annual Growth Rate Comparison, By Users

7.1.2.    BPS Analysis, By Users

7.2.    Market Revenue (US$Mn) and Forecast, By Users

7.2.1.    Individual

7.2.2.    Commercial Space

7.3.    Global Virtual Reality in Gaming Market Attractiveness Index, By Users

8.    Global Virtual Reality in Gaming Market, By Region

8.1.    Introduction

8.1.1.    Annual Growth Rate Comparison, By Region

8.1.2.    BPS Analysis, By Region

8.2.    Market Revenue (US$Mn) and Forecast, By Region

8.2.1.    North America

8.2.2.    Latin America

8.2.3.    Europe

8.2.4.    Asia Pacific

8.2.5.    Middle East 

8.2.6.    Africa

8.3.    Global Virtual Reality in Gaming Market Attractiveness Index, By Region

9.    North America Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028

9.1.    Introduction

9.1.1.    Annual Growth Rate Comparison, By Country

9.1.2.    BPS Analysis, By Country

9.2.    Market Revenue (US$Mn) and Forecast, By Country

9.2.1.    U.S. Virtual Reality in Gaming Market

9.2.2.    Canada Virtual Reality in Gaming Market

9.3.    North America Virtual Reality in Gaming Market, By Components

9.3.1.    Hardware

9.3.2.    Software

9.4.    North America Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device

9.4.1.    Gaming Console

9.4.2.    PC/Desktop

9.4.3.    Smartphones

9.5.    North America Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users

9.5.1.    Individual

9.5.2.    Commercial Space

9.6.    North America Virtual Reality in Gaming Market Attractiveness Index

9.6.1.    By Country

9.6.2.    By Components

9.6.3.    By Connecting Device

9.6.4.    By Users

10.    Latin America Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028

10.1.    Introduction

10.1.1.    Annual Growth Rate Comparison, By Country

10.1.2.    BPS Analysis, By Country

10.2.    Market (US$Mn) Forecast, By Country

10.2.1.    Brazil Virtual Reality in Gaming Market

10.2.2.    Mexico Virtual Reality in Gaming Market

10.2.3.    Rest Of Latin America Virtual Reality in Gaming Market

10.3.    Latin America Virtual Reality in Gaming Market, By Components

10.3.1.    Hardware

10.3.2.    Software

10.4.    Latin America Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device

10.4.1.    Gaming Console

10.4.2.    PC/Desktop

10.4.3.    Smartphones

10.5.    Latin America Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users

10.5.1.    Individual

10.5.2.    Commercial Space

10.6.    Latin America Virtual Reality in Gaming Market Attractiveness Index

10.6.1.    By Country

10.6.2.    By Components

10.6.3.    By Connecting Device

10.6.4.    By Users

11.    Europe Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028

11.1.    Introduction

11.1.1.    Annual Growth Rate Comparison, By Country

11.1.2.    BPS Analysis, By Country

11.2.    Market (US$Mn) Forecast, By Country

11.2.1.    U.K. Virtual Reality in Gaming Market

11.2.2.    Germany Virtual Reality in Gaming Market

11.2.3.    Italy Virtual Reality in Gaming Market

11.2.4.    France Virtual Reality in Gaming Market

11.2.5.    Spain Virtual Reality in Gaming Market

11.2.6.    Russia Virtual Reality in Gaming Market

11.2.7.    Rest Of Europe Virtual Reality in Gaming Market

11.3.    Europe Virtual Reality in Gaming Market, By Components

11.3.1.    Hardware

11.3.2.    Software

11.4.    Europe Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device

11.4.1.    Gaming Console

11.4.2.    PC/Desktop

11.4.3.    Smartphones

11.5.    Europe Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users

11.5.1.    Individual

11.5.2.    Commercial Space

11.6.    Europe Virtual Reality in Gaming Market Attractiveness Index

11.6.1.    By Country

11.6.2.    By Components

11.6.3.    By Connecting Device

11.6.4.    By Users

12.    Asia Pacific Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028

12.1.    Introduction

12.1.1.    Annual Growth Rate Comparison, By Country

12.1.2.    BPS Analysis, By Country

12.2.    Market (US$Mn) Forecast, By Country

12.2.1.    China Virtual Reality in Gaming Market

12.2.2.    India Virtual Reality in Gaming Market

12.2.3.    Japan Virtual Reality in Gaming Market

12.2.4.    Australia and New Zealand Virtual Reality in Gaming Market

12.2.5.    South Korea Virtual Reality in Gaming Market

12.2.6.    Rest of Asia Pacific Virtual Reality in Gaming Market

12.3.    Asia Pacific Virtual Reality in Gaming Market, By Components

12.3.1.    Hardware

12.3.2.    Software

12.4.    Asia Pacific Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device

12.4.1.    Gaming Console

12.4.2.    PC/Desktop

12.4.3.    Smartphones

12.5.    Asia Pacific Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users

12.5.1.    Individual

12.5.2.    Commercial Space

12.6.    Asia Pacific Virtual Reality in Gaming Market Attractiveness Index

12.6.1.    By Country

12.6.2.    By Components

12.6.3.    By Connecting Device

12.6.4.    By Users

13.    Middle East Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028

13.1.    Introduction

13.1.1.    Annual Growth Rate Comparison, By Country

13.1.2.    BPS Analysis, By Country

13.2.    Market (US$Mn) Forecast, By Country

13.2.1.    GCC Countries Virtual Reality in Gaming Market

13.2.2.    Israel Virtual Reality in Gaming Market

13.2.3.    Rest Of Middle East Virtual Reality in Gaming Market

13.3.    Middle East Virtual Reality in Gaming Market, By Components

13.3.1.    Hardware

13.3.2.    Software

13.4.    Middle East Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device

13.4.1.    Gaming Console

13.4.2.    PC/Desktop

13.4.3.    Smartphones

13.5.    Middle East Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users

13.5.1.    Individual

13.5.2.    Commercial Space

13.6.    Middle East Virtual Reality in Gaming Market Attractiveness Index

13.6.1.    By Country

13.6.2.    By Components

13.6.3.    By Connecting Device

13.6.4.    By Users

14.    Africa Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028

14.1.    Introduction

14.1.1.    Annual Growth Rate Comparison, By Country

14.1.2.    BPS Analysis, By Country

14.2.    Market (US$Mn) Forecast, By Country

14.2.1.    South Africa Countries Virtual Reality in Gaming Market

14.2.2.    Egypt Virtual Reality in Gaming Market

14.2.3.    North Africa Virtual Reality in Gaming Market

14.2.4.    Rest of Africa Virtual Reality in Gaming Market

14.3.    Africa Virtual Reality in Gaming Market, By Components

14.3.1.    Hardware

14.3.2.    Software

14.4.    Africa Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device

14.4.1.    Gaming Console

14.4.2.    PC/Desktop

14.4.3.    Smartphones

14.5.    Africa Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users

14.5.1.    Individual

14.5.2.    Commercial Space

14.6.    Africa Virtual Reality in Gaming Market Attractiveness Index

14.6.1.    By Country

14.6.2.    By Components

14.6.3.    By Connecting Device

14.6.4.    By Users

15.    Competitive Landscape

15.1.    Company Profiles

15.1.1.    bHaptics, Inc.

15.1.1.1.    Company Overview

15.1.1.2.    Financial Overview

15.1.1.3.    Key Developments

15.1.1.4.    Strategies

15.1.1.5.    Product Analysis

15.1.2.    Google (U.S.)

15.1.3.    Electronic Arts Inc (U.S.),

15.1.4.    HTC Corporation (Taiwan)

15.1.5.    Newzoo (Netherlands)

15.1.6.    SAMSUNG (South Korea)

15.1.7.    Kaneva (U.S.)

15.1.8.    LEAP MOTION, INC. (U.S.)

15.1.9.    Sony Corporation (Japan)

15.1.10.    Oculus VR, LLC (U.S.)

15.1.11.    VirZOOM, Inc (U.S.)

15.1.12.    ZEISS International (Germany)

16.    Acronyms

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Frequently Asked Questions

The virtual reality in gaming market is expected to reach US$ 325.9 Bn by 2028 from US$ 39.6 Bn in 2020, at a CAGR of 30.2% during the forecast period of 2020 to 2028

Advent of several innovative kinds of devices such as bodysuits, motion trackers, gloves, head-mounted display (HMD) devices in the global markets, including the unibody devices – Oculus Rift, and HTC Vive or the separated devices–VR headset plus smartphone solutions is also helping the global virtual reality in gaming market

The global virtual reality in gaming is segmented on the basis of components, connecting devices, users, and regions

bHaptics, Inc., Facebook Technologies LLC, Oculus, Google VR, HTC Corporation, SAMSUNG ELECTRONICS CO., LTD., Sony Interactive Entertainment LLC, TESLASUIT/VR Electronics Limited, among others are the key participating players in the market



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