Virtual Reality in Gaming Market is predicted to reach USD 17.1 billion at a CAGR of 4.70% during the forecast period

Market Research Future Published a Cooked Research Report on "Global Virtual Reality in Gaming Market "


MRFR recognizes the following companies as the key players in the global Virtual Reality in Gaming market— Google (U.S.), Electronic Arts Inc (U.S.), HTC Corporation (Taiwan), Newzoo (Netherlands), SAMSUNG (South Korea), Kaneva (U.S.), LEAP MOTION INC. (U.S.), Sony Corporation (Japan), Oculus VR LLC (U.S.), VirZOOM Inc (U.S.), ZEISS International (Germany)


Market Highlights


The global Virtual Reality in Gaming market is accounted to register a CAGR of 4.70% during the forecast period and is estimated to reach USD 17.1 billion by 2032.


Virtual Reality in gaming refers to a technology that immerses players in a simulated environment, using a combination of headsets, motion tracking, and interactive controllers. It allows players to experience a sense of presence and interact with virtual worlds, enhancing the gaming experience with a heightened level of realism and immersion.


Segment Analysis


The global Virtual Reality in Gaming market has been segmented based on Hardware and Compatibility


Based on hardware, the market is segmented into headsets, glasses, devices, and gloves. The headsets market is anticipated to grow at a quicker CAGR than the overall virtual reality gaming market. The key factors driving the growth of this category are the expanding use of virtual reality headsets and the increased investment by hardware manufacturers in developing new VR-compatible gaming devices.


Based on Compatibility, the global Virtual Reality in Gaming market has been segmented into MMOs, smartphones, casual web games, and consoles. It is expected that the gaming console market will grow at a CAGR of 9.6%. The two main factors propelling the growth of this business are the rising number of players and the accessibility of a wide variety of gaming consoles. The smartphone market is anticipated to grow at a CAGR of 33.3% in the virtual reality gaming sector over the course of the forecast timeframe.


Browse In-depth Details [Table of Content, List of Figures, List of Tables] of Virtual Reality in Gaming market Research Report


Regional Analysis


The global Virtual Reality in Gaming market, based on region, has been divided into the North America, Europe, Asia-Pacific, and Rest of the World. North America consists of US and Canada. The Europe Virtual Reality in Gaming market comprises of Germany, France, the UK, Italy, Spain, and the rest of Europe. The Virtual Reality in Gaming market in Asia-Pacific has been segmented into China, India, Japan, Australia, South Korea, and the rest of Asia-Pacific. The Rest of the World Virtual Reality in Gaming market comprises of Middle East, Africa, and Latin America.


Due to developing markets like India, Asia Pacific held the greatest market share with 45.80%. The increase of the regional market would benefit South Korea, China, and Indonesia.


Additionally, the second-largest market share for Virtual Reality in Gaming is held by North America. expansion in this industry is being fueled by the emergence of basic technologies like augmented reality (AR), virtual reality (VR), SG, 3D audio, improved graphics, and others.


Due to the rising demand for virtual reality devices in gaming competitions in countries like Germany, Italy, and Spain, Europe is expected to develop significantly.


The government and major game organisers are also organising other gaming events across Europe. The market share for the area is expected to rise as a result. Additionally, the Asia-Pacific region's virtual reality in gaming market saw the quickest growth in India, while China held the greatest market share.


Key Findings of the Study



  • The global Virtual Reality in Gaming market is expected to reach USD 17.1 billion by 2032, at a CAGR of 4.70% during the forecast period.

  • Due to developing markets like India, Asia Pacific held the greatest market share with 45.80%. The increase of the regional market would benefit South Korea, China, and Indonesia.

  • Based on hardware, The headsets market is anticipated to grow at a quicker CAGR than the overall virtual reality gaming market.

  • Google (U.S.), Electronic Arts Inc (U.S.), HTC Corporation (Taiwan), Newzoo (Netherlands), SAMSUNG (South Korea), Kaneva (U.S.), LEAP MOTION INC. (U.S.), Sony Corporation (Japan), Oculus VR LLC (U.S.), VirZOOM Inc (U.S.), ZEISS International (Germany)

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Companies Covered 15
Pages 100
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