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    Virtual Reality Gaming Market

    ID: MRFR/SEM/2181-HCR
    100 Pages
    Shubham Munde
    September 2025

    Virtual Reality in Gaming Market Research Report Information By Hardware (Headsets, Glasses, Devices, and Gloves), By Compatibility (MMOs, Smartphones, Casual Web Games, and Console), And By Region (North America, Europe, Asia-Pacific, And Rest Of The World) – Industry Size, Share and Forecast Till 2032

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    Virtual Reality in Gaming Market Research Report- Forecast 2032 Infographic
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    Table of Contents

    Virtual Reality Gaming Market Summary

    As per Market Research Future Analysis, the Global Virtual Reality in Gaming Market was valued at USD 11.31 billion in 2023 and is projected to grow to USD 17.1 billion by 2032, with a CAGR of 4.70% from 2024 to 2032. The market is driven by advancements in technology, including motion tracking and interactive visuals, enhancing user engagement. The integration of cloud technology is also a significant trend, allowing for improved gaming experiences and reducing the need for expensive hardware. The Asia-Pacific region holds the largest market share at 45.80%, with significant contributions from countries like China and India.

    Key Market Trends & Highlights

    Key trends driving the Virtual Reality in Gaming Market include technological advancements and increased accessibility.

    • Market Size in 2023: USD 11.31 billion
    • Projected Market Size by 2032: USD 17.1 billion
    • CAGR from 2024 to 2032: 4.70%
    • Asia-Pacific holds 45.80% of the market share

    Market Size & Forecast

    2023 Market Size USD 11.31 billion
    2024 Market Size USD 11.84 billion
    2032 Market Size USD 17.1 billion
    CAGR (2024-2032) 4.70%

    Major Players

    Key companies include Google (U.S.), Electronic Arts Inc (U.S.), HTC Corporation (Taiwan), Newzoo (Netherlands), and Sony Corporation (Japan).

    Virtual Reality Gaming Market Trends

    Increase in Cloud Technology Integration with Virtual Reality in Games to drive market growth

    The integration of virtual reality technology in gaming is poised to redefine user engagement, offering immersive experiences that could transform traditional gameplay dynamics.

    U.S. Department of Commerce

    Virtual Reality Gaming Market Drivers

    Increased Consumer Demand

    Consumer demand for immersive gaming experiences is a key driver in the Global Virtual Reality in Gaming Market Industry. Gamers are increasingly seeking more engaging and interactive experiences, which VR technology can provide. The rise of multiplayer VR games and social VR platforms has further fueled this demand, as players desire shared experiences in virtual environments. This trend is reflected in the market's anticipated growth, with a compound annual growth rate of 4.7% projected from 2025 to 2035. As more consumers embrace VR gaming, the industry is likely to expand, attracting both established and new players.

    Market Growth Projections

    The Global Virtual Reality in Gaming Market Industry is poised for substantial growth, with projections indicating a rise from 11.8 USD Billion in 2024 to 19.6 USD Billion by 2035. This growth trajectory reflects a compound annual growth rate of 4.7% from 2025 to 2035. The increasing integration of VR technology in gaming, coupled with rising consumer interest and investment in content development, suggests a robust market environment. As more players enter the VR gaming space and existing companies innovate, the industry is likely to evolve, presenting new opportunities for growth and expansion.

    Technological Advancements

    The Global Virtual Reality in Gaming Market Industry is experiencing rapid technological advancements that enhance user experiences. Innovations in hardware, such as improved headsets and motion tracking systems, are making VR gaming more immersive. For instance, the introduction of wireless headsets has eliminated the constraints of cables, allowing for greater freedom of movement. Additionally, advancements in graphics processing power enable more realistic environments and interactions. As these technologies evolve, they are expected to attract a broader audience, contributing to the market's projected growth from 11.8 USD Billion in 2024 to an estimated 19.6 USD Billion by 2035.

    Expansion of Gaming Platforms

    The Global Virtual Reality in Gaming Market Industry is benefiting from the expansion of gaming platforms that support VR technology. Major gaming consoles and PC platforms are increasingly integrating VR capabilities, making it easier for developers to create and distribute VR games. This integration not only broadens the market reach but also encourages collaboration between hardware manufacturers and game developers. As a result, a diverse range of VR titles is becoming available, catering to various gaming preferences. This trend is expected to contribute to the market's growth trajectory, aligning with the projected increase in market value from 11.8 USD Billion in 2024.

    Growing Investment in VR Content

    Investment in VR content development is a significant driver for the Global Virtual Reality in Gaming Market Industry. As more companies recognize the potential of VR gaming, funding for innovative game development is increasing. This influx of capital allows for the creation of high-quality, engaging VR titles that can attract a wider audience. Furthermore, partnerships between technology firms and game developers are becoming more common, leading to the production of exclusive VR content. Such investments are likely to enhance the overall gaming experience, thereby driving market growth and supporting the industry's expansion towards a projected 19.6 USD Billion by 2035.

    Emerging Markets and Demographics

    Emerging markets and changing demographics are reshaping the Global Virtual Reality in Gaming Market Industry. As VR technology becomes more accessible, regions such as Asia-Pacific and Latin America are witnessing a surge in VR gaming adoption. Younger demographics, particularly millennials and Gen Z, are more inclined to embrace new technologies, driving demand for VR gaming experiences. This shift is expected to contribute to the market's growth, as these regions are projected to account for a larger share of global gaming revenue. The increasing interest in VR gaming among diverse demographics suggests a promising future for the industry.

    Market Segment Insights

    Virtual Reality in Gaming Device Type Insights

    Based on hardware, the global virtual reality in gaming segmentation includes headsets, glasses, devices, and gloves. Throughout the projection period, the headsets segment is predicted to increase at a faster CAGR of global virtual reality in gaming revenue. The rising usage of virtual reality headsets, as well as increased investment by hardware makers in creating new VR-compatible gaming devices, are the primary reasons driving the growth of this category. According to a global study of technology executives, startup founders, investors, and consultants, 59% predict gaming would dominate investment in the development of VR technology.

    The controller's sector is predicted to increase at the fastest CAGR throughout the projection period. The software segment is predicted to increase at a lower CAGR throughout the projection period. The main obstacle impeding this segment's growth is a lack of a substantial content library. This category includes middleware, engines, tools and applications.

    April 2022: Researchers at UTSA established the first global Accessibility VR Game Jam, open to gamers with impairments. Nevertheless, because of COVID-19, they pushed too hastily to transition the game jam to an online-only setting.

    Virtual Reality in Gaming Compatibility Insights

    Based on Compatibility, the global virtual reality in gaming segmentation has been segmented into MMOs, smartphones, casual web games, and consoles. Throughout the projection period, the Gaming Console segment is predicted to increase at a CAGR of 9.6%. The growing number of gamers and the availability of a wide range of gaming consoles are the primary drivers driving the expansion of this industry. The growing popularity of VR gaming among hardcore gamers and the increasing acceptance of VR gaming by PC or desktop gamers are the primary reasons driving the growth of this industry.

    Throughout the projected period, the smartphone market is estimated to develop at a CAGR of 33.3% in virtual reality in gaming industry. The expanding availability of VR-enabled smartphones and the growing popularity of mobile gaming are driving the expansion of this industry. Smartphones are the less expensive choice, and they are growing more powerful. Yet, because of their small size, they cannot deliver the same immersion as a PC/desktop.

    Source: Secondary Research, Primary Research, MRFR Database and Analyst Review

    Get more detailed insights about Virtual Reality in Gaming Market Research Report- Forecast 2032

    Regional Insights

    By Region, the study provides market insights into North America, Europe, Asia-Pacific and Rest of the World. Asia Pacific held the largest market share with 45.80% because of the Developing markets, such as India. South Korea, China, and Indonesia would all contribute to regional market expansion. According to ComScore MMX statistics, India, Indonesia, Japan, Australia, and other nations have the highest gaming audience and websites. This is fueling the region's market potential.

    Further, the major countries studied in the market report are: The U.S, Canada, Germany, France, UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil.

    Figure 2: VIRTUAL REALITY IN GAMING SHARE BY REGION 2022 (%)VIRTUAL REALITY IN GAMING SHARE BY REGION 2022

    Source: Secondary Research, Primary Research, MRFR Database and Analyst Review

    North America virtual reality in gaming market accounts for the second-largest market share due to the emergence of fundamental technologies such as augmented reality (AB) and virtual reality, SG, 3D audio, enhanced graphics, and others, driving growth in this sector. In addition, significant firms such as Electronic Arts, Inc., Google LLC, Leap Motion, Inc., Facebook Technologies, LLC, Microsoft Corporation, and others in the area drive market growth. This region's players are concentrating on developing superior hardware and software.

    Moreover, China virtual reality in gaming market held the largest market share, and India's virtual reality in gaming market was the fastest-growing market in the region

    The Asia Pacific Virtual Reality in Gaming Market is expected to grow at the highest CAGR from 2022 to 2030. Europe is predicted to develop considerably due to increased demand for virtual reality devices in gaming competitions in nations such as Germany, Italy, and Spain. These events are based on complex games with VR technology incorporated. Furthermore, in Europe, the authorities and large game organizers are working on launching various gaming events.

    This is anticipated to increase the region's market share. Moreover, China virtual reality in gaming market held the largest market share, and India's virtual reality in gaming market was the fastest-growing market in the Asia-Pacific region

    For instance, in January 2020, In collaboration with the HTC Viveport China team, Virtuleap launched the Enhance VR brain training software in China. Improve VR provides a daily workout of mini-games that measure and develop various cognitive skills such as memory, problem-solving, flexibility, speed, motor skills, spatial orientation, and spatial audio awareness.

    Key Players and Competitive Insights

    Major market players spend a lot of money on research and development to expand their product offerings, which will spur further growth in virtual reality in gaming. With significant market developments like introducing new products, contractual agreements, mergers and acquisitions, increased investments, and collaboration with other organizations, market participants are also undertaking various strategic initiatives to expand their global footprint. To grow and thrive in a market that is ever more competitive and growing, competitors in the biomarker testing industry must provide affordable products.

    One of the most common business methods firms use in the global virtual reality in gaming industry to benefit clients and expand the market sector is manufacturing locally to reduce operating costs. In recent years, virtual reality in gaming industry has provided medicine with some of the most significant benefits. Virtual reality in gaming major players such as Google (U.S.), Electronic Arts Inc (U.S.), HTC Corporation (Taiwan), Newzoo (Netherlands), and others are working on expanding the market demand by investing in research and development activities.

    HTC Corporation is a Taiwan-based electronics company best known for its virtual reality (VR) products, specifically the HTC Vive and Vive Pro VR headsets. These headsets are popular among gamers and offer a highly immersive gaming experience. The HTC Vive and Vive Pro VR headsets use room-scale tracking technology to provide an immersive gaming experience that allows players to move around and interact with their virtual environment. For Instance, in January 2023, HTC VIVE continued to push the frontiers of innovation, today introducing the VIVE XR Elite, its latest consumer flagship all-in-one.

    The headset combines Mixed Reality (MR) and Virtual Reality (VR) features into a compact, lightweight, powerful, and extremely adaptable device suitable for gaming, fitness, productivity, and other applications.

    Also, Electronic Arts Inc. (EA) is a major player in the gaming industry that has been incorporating virtual reality (VR) technology into its games. EA is known for developing popular game franchises like FIFA, Madden NFL, and Battlefield, which have all received VR adaptations. EA's VR games offer players an immersive and realistic experience by allowing them to enter and interact with virtual environments. For Instance, the highly anticipated Medal of Honor Above and Beyond was unveiled by Electronic Arts' EA unit, Respawn Entertainment, in collaboration with Facebook FB Reality Labs' Oculus Studios team.

    The latest virtual reality (VR) entry in the Medal of Honor franchise offers twelve levels and five multiplayer modes designed specifically for VR.

    Key Companies in the Virtual Reality Gaming Market market include

    Industry Developments

    • Q2 2024: Sony launches PlayStation VR2 in new markets, expanding global reach Sony announced the expansion of its PlayStation VR2 headset to additional countries in Asia and Europe, aiming to capture a larger share of the global VR gaming market with new regional launches and localized content.
    • Q2 2024: Meta unveils Quest 3 Lite, a lower-cost VR headset targeting mainstream gamers Meta introduced the Quest 3 Lite, a more affordable version of its flagship VR headset, designed to attract a broader audience and increase adoption of VR gaming among price-sensitive consumers.
    • Q2 2024: Valve appoints new head of VR hardware division to accelerate gaming innovation Valve announced the appointment of a new executive to lead its VR hardware division, signaling renewed investment in next-generation VR gaming devices and experiences.
    • Q3 2024: Ubisoft launches 'Assassin’s Creed Nexus VR' exclusively for Meta Quest Ubisoft released 'Assassin’s Creed Nexus VR,' its first major AAA franchise entry built exclusively for VR, available on Meta Quest platforms, marking a significant content milestone for VR gaming.
    • Q3 2024: Apple partners with Epic Games to bring Fortnite to Vision Pro VR headset Apple and Epic Games announced a partnership to launch a VR version of Fortnite for the Apple Vision Pro, expanding the device’s gaming library and signaling Apple’s commitment to premium VR gaming experiences.
    • Q3 2024: HTC opens new VR R&D center in Berlin to support European gaming developers HTC inaugurated a new research and development facility in Berlin focused on VR hardware and software innovation, aiming to foster collaboration with European gaming studios and accelerate content creation.
    • Q4 2024: Microsoft acquires VR game studio Polyarc to bolster Xbox VR content Microsoft completed the acquisition of Polyarc, a leading VR game developer, to expand its portfolio of exclusive VR titles for the Xbox ecosystem and strengthen its position in the VR gaming market.
    • Q4 2024: Sony announces $200 million investment in VR gaming content studios Sony revealed a $200 million investment initiative to fund independent and first-party studios developing VR-exclusive games for PlayStation VR2, aiming to accelerate content growth and user engagement.
    • Q1 2025: Meta and Capcom announce partnership to bring Resident Evil VR series to Quest platform Meta and Capcom entered a multi-title agreement to develop and release VR adaptations of the Resident Evil franchise for the Meta Quest platform, expanding high-profile content offerings for VR gamers.
    • Q1 2025: Nintendo unveils new VR gaming accessory for Switch 2 Nintendo announced a new VR accessory compatible with its upcoming Switch 2 console, marking the company’s renewed entry into the VR gaming space with dedicated hardware and software support.
    • Q2 2025: Tencent launches dedicated VR gaming studio in Shanghai Tencent established a new VR gaming studio in Shanghai, focusing on the development of original VR titles and partnerships with global hardware manufacturers to expand its presence in the virtual reality gaming sector.
    • Q2 2025: Unity Technologies announces strategic partnership with Samsung for VR gaming optimization Unity Technologies and Samsung entered a strategic partnership to optimize Unity’s game engine for Samsung’s next-generation VR headsets, aiming to improve performance and developer support for VR gaming applications.

    Future Outlook

    Virtual Reality Gaming Market Future Outlook

    The Global Virtual Reality in Gaming Market is projected to grow at a 4.7% CAGR from 2024 to 2035, driven by technological advancements, increasing consumer demand, and enhanced gaming experiences.

    New opportunities lie in:

    • Develop immersive VR gaming experiences leveraging AI for personalized gameplay.
    • Expand VR hardware offerings to include affordable, high-quality headsets targeting casual gamers.
    • Collaborate with educational institutions to create VR-based learning games, tapping into new demographics.

    By 2035, the market is expected to reach a robust position, reflecting substantial growth and innovation.

    Market Segmentation

    Virtual Reality in Gaming Hardware Outlook

    • Headsets
    • Glasses
    • Devices
    • Gloves

    Virtual Reality in Gaming Regional Outlook

    North America
    • US
    • Canada

    Virtual Reality in Gaming Compatibility Outlook

    • MMOs
    • Smartphones
    • Casual Web Game
    • Console

    Report Scope

    Attribute/Metric Details
    Market Size 2023 USD 11.31 billion
    Market Size 2024 USD 11.84 billion
    Market Size 2032 USD 17.1 billion
    Compound Annual Growth Rate (CAGR) 4.70% (2024-2032)
    Base Year 2023
    Market Forecast Period 2024-2032
    Historical Data 2018 - 2022
    Market Forecast Units Value (USD Billion)
    Report Coverage Revenue Forecast, Market Competitive Landscape, Growth Factors, and Trends
    Segments Covered Hardware, Compatibility, and Region
    Geographies Covered North America, Europe, Asia Pacific, and Rest of the World
    Countries Covered The U.S, Canada, Germany, France, UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil
    Key Companies Profiled 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)
    Key Market Opportunities Virtual reality in gaming to optimum levels
    Key Market Dynamics Virtual gaming devices provide an excellent consumer experience The indefinite benefits of VR gaming

    Market Highlights

    Author
    Shubham Munde
    Research Analyst Level II

    With a technical background in information technology & semiconductors, Shubham has 4.5+ years of experience in market research and analytics with the tasks of data mining, analysis, and project execution. He is the POC for our clients, for their consulting projects running under the ICT/Semiconductor domain. Shubham holds a Bachelor’s in Information and Technology and a Master of Business Administration (MBA). Shubham has executed over 150 research projects for our clients under the brand name Market Research Future in the last 2 years. His core skill is building the research respondent relation for gathering the primary information from industry and market estimation for niche markets. He is having expertise in conducting secondary & primary research, market estimations, market projections, competitive analysis, analysing current market trends and market dynamics, deep-dive analysis on market scenarios, consumer behaviour, technological impact analysis, consulting, analytics, etc. He has worked on fortune 500 companies' syndicate and consulting projects along with several government projects. He has worked on the projects of top tech brands such as IBM, Google, Microsoft, AWS, Meta, Oracle, Cisco Systems, Samsung, Accenture, VMware, Schneider Electric, Dell, HP, Ericsson, and so many others. He has worked on Metaverse, Web 3.0, Zero-Trust security, cyber-security, blockchain, quantum computing, robotics, 5G technology, High-Performance computing, data centers, AI, automation, IT equipment, sensors, semiconductors, consumer electronics and so many tech domain projects.

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    FAQs

    How much is the virtual reality in gaming market?

    The global virtual reality in gaming size was valued at USD 11.31 Billion in 2023.

    What is the growth rate of the virtual reality in gaming market?

    The global market is projected to grow at a CAGR of 4.70% during the forecast period 2024-2032.

    Which region held the largest market share in the virtual reality in gaming market?

    Asia Pacific had the largest share of the global market

    Who are the key players in the virtual reality in gaming market?

    The key players in the market are Google (U.S.), Electronic Arts Inc (U.S.), HTC Corporation (Taiwan), Newzoo (Netherlands), SAMSUNG (South Korea), and others.

    Which hardware segment led the virtual reality in gaming market?

    The Headsets segment of virtual reality in gaming dominated the market in 2023.

    Which compatibility segment had the largest market share in the virtual reality in gaming market?

    The Console segment had the largest share of the global market.

    1.               Market Introduction      
      1.           Introduction      
      2.           Scope Of Study
        1.       Research Objective
        2.       Assumptions
        3.       Limitations
      3.           Market Structure
    2.               Research Methodology
      1.           Research Network
      2.           Primary Research
      3.           Secondary Research
      4.           Forecast Model
        1.       Market Data Collection, Analysis & Forecast
        2.       Market Size Estimation
    3.               Market Dynamics
      1.           Introduction
      2.           Market Drivers
      3.           Market Challenges
      4.           Market Opportunities
      5.          Market Restraints
    4.               Executive Summary
    5.             Market Factor Analysis
      1.           Porter’s Five Forces Analysis
      2.           Supply Chain Analysis
    6.               Virtual Reality In Gaming Market, By Segments
      1.           Introduction
      2.           Market Statistics
        1.       By Hardware
    7.          6.2.1.1         Devices
    8.          6.2.1.2         Glasses
    9.                                       6.2.1.3        Gloves
    10.          6.2.1.4         Headsets
    11.          6.2.1.5         Others
    12.             6.2.2         By Software
    13.             6.2.3         By Compatibility
      1.    Mmos
        1.    Smartphones
    14.                 6.2.4      By Geography
      1.    North America
        1.    Europe
    15.               Competitive Analysis
      1.           Market Share Analysis
      2.           Company Profiles
        1.       Electronic Arts Inc (U.S.)
        2.       Google (U.S.)
        3.       Htc Corporation (Taiwan)
        4.       Oculus Vr, Llc (U.S.)
        5.       Newzoo (Netheralnds)
        6.       Samsung (South Korea)
        7.       Sony Corporation (Japan)
        8.       Zeiss International (Germany)
        9.       Leap Motion, Inc. (U.S.)
        10.     Virzoom, Inc (U.S.)
        11.     Kaneva (U.S.)
        12.     Others

    Virtual Reality in Gaming Market Segmentation

    Virtual Reality in Gaming Hardware Outlook (USD Billion, 2019-2032)

    • Headsets
    • Glasses
    • Devices
    • Gloves
    • Others

    Virtual Reality in Gaming Compatibility Outlook (USD Billion, 2019-2032)

    • MMOs
    • Smartphones
    • Casual Web Game
    • Console

    Virtual Reality in Gaming Regional Outlook (USD Billion, 2019-2032)

    • North America Outlook (USD Billion, 2019-2032)

      • North America Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • North America Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • US Outlook (USD Billion, 2019-2032)

      • US Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • US Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • CANADA Outlook (USD Billion, 2019-2032)

      • CANADA Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • CANADA Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
    • Europe Outlook (USD Billion, 2019-2032)

      • Europe Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Europe Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Germany Outlook (USD Billion, 2019-2032)

      • Germany Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Germany Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • France Outlook (USD Billion, 2019-2032)

      • France Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Other
      • France Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • UK Outlook (USD Billion, 2019-2032)

      • UK Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • UK Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • ITALY Outlook (USD Billion, 2019-2032)

      • ITALY Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • ITALY Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Spain Outlook (USD Billion, 2019-2032)

      • Spain Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Spain Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Rest of Europe Outlook (USD Billion, 2019-2032)

      • Rest of Europe Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Rest of Europe Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
    • Asia Pacific Outlook (USD Billion, 2019-2032)

      • Asia Pacific Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Asia Pacific Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • China Outlook (USD Billion, 2019-2032)

      • China Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • China Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Japan Outlook (USD Billion, 2019-2032)

      • Japan Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Japan Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • India Outlook (USD Billion, 2019-2032)

      • India Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • India Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Australia Outlook (USD Billion, 2019-2032)

      • Australia Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Australia Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Rest of Asia Pacific Outlook (USD Billion, 2019-2032)

      • Rest of Asia Pacific Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Rest of Asia Pacific Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
    • Rest of World Outlook (USD Billion, 2019-2032)

      • Rest of World Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Rest of World Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Middle East Outlook (USD Billion, 2019-2032)

      • Middle East Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Middle East Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Africa Outlook (USD Billion, 2019-2032)

      • Africa Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Africa Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Latin America Outlook (USD Billion, 2019-2032)

      • Latin America Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Latin America Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
    Virtual Reality in Gaming Market Research Report- Forecast 2032 Infographic
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