USD 7.1 billion
Report ID:
SQMIG45D2048 |
Region:
Global |
Published Date: February, 2024
Pages:
242
|Tables:
88
|Figures:
76
Global Virtual Reality in Gaming Market size was valued at USD 7.1 billion in 2022 and is poised to grow from USD 10.41 billion in 2023 to USD 92.49 billion by 2031, growing at a CAGR of 31.4% in the forecast period (2024-2031).
The rapid breakthrough in the creation of virtual reality peripherals, which will be supported by compatible computers and game consoles, is expected to boost market growth. With multiple firms going into the virtual reality gaming area, the industry for wearable components such as Head-Mounted Displays (HMDs), bodysuits, motion trackers, gloves, and others is likely to see a surge in demand from gaming enthusiasts. The devices will be introduced gradually in a few nations at first. For example, HTC Vive was initially commercially available in only 24 countries.
Furthermore, investors and entrepreneurs have shown intense interest in the virtual reality field. Significant investments in immersive technology by tech-based organizations signal a new trend in the entertainment and computing industries. According to NASSCOM, content creation tools have garnered 43.5% of overall VR funding in the last five years. This highlights the increased importance of quality content production in order to maintain the interest, demand, and supply of immersive experiences through virtual reality.
US Virtual Reality in Gaming Market is poised to grow at a sustainable CAGR for the next forecast year.
Global Market Size
USD 7.1 billion
Largest Segment
Individual
Fastest Growth
Individual
Growth Rate
31.4% CAGR
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Global Virtual Reality Market is segmented by component, by Connecting Device, by End User and by Region. Based on component, the market is segmented into Hardware, Software. Based on Connecting Device, the market is segmented into Gaming Console, PC/ Desktop, Smartphone Based on End User, the market is segmented into Commercial Space, Individual. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & and Africa.
Virtual Reality in Gaming Market Analysis by user outlook
Individual user segmented dominated the virtual reality in gaming market in 2021 and is predicted to maintain its dominance throughout the forecast period. The easy accessibility and availability of VR games at users' homes, as well as falling hardware prices over time, is confirming the sector supremacy in the market. Industry firms are developing low-cost gadgets in order to enter the market and expand their client base. For example, Google, LLC's cardboard headset is an HMD that may be used with a smartphone to experience the simulated world of an electronic game.
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In 2021, North America dominated the worldwide virtual reality gaming market. During the forecast period, it is expected to maintain its dominance. The rise in demand for advanced VR gaming consoles equipped with technologies such as VR/AR, 8K and 4K resolutions, IoT, cloud streaming, and 3D graphics can be attributed to the region's market growth. The United States and Canada make important contributions to the North American market. During the projected period, the United States is expected to control more than half of the market in North America. The introduction of core technologies such as augmented reality (AR) and virtual reality, 5G, 3D audio, enhanced graphics, and others has fueled growth in this region. Furthermore, the presence of significant firms such as Electronic Arts, Inc., Google LLC, Leap Motion, Inc., Facebook Technologies, LLC, Microsoft Corporation, and others in the region drives market growth. This region's players are focused on investing in the development of innovative hardware and software. For example, in September 2018, Oculus unveiled Oculus Quest, an all-in-one gaming gadget based on virtual reality technology.
The Asia Pacific virtual reality in gaming market is expected to grow at the fastest rate during the forecast period as disposable income rises and the popularity of VR gaming and mixed reality in gaming grows in the area. The United Arab Emirates (UAE) is the regional leader in the Middle East and Africa virtual reality gaming business. Several firms are creating VR products in the UAE, making it an appealing option for the region's market.
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Virtual Reality in Gaming Market Drivers
New technologies and improved graphics performance are propelling the virtual reality in gaming market
Virtual Reality in Gaming Market Restraints
A negative health impact could stymie market growth
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The global virtual reality in gaming market is consolidated, with a few large-scale manufacturers holding the lion's share of the market. To increase their market share, most companies are investing heavily in research and development. Key players' primary strategies include product portfolio expansion and mergers and acquisitions. Key market companies are also investing in the development of enhanced virtual reality hardware based on cloud-based GPU-as-a-service capabilities.
Virtual Reality in Gaming Market Top Player’s Company Profiles
Virtual Reality in Gaming Market Recent Developments
SkyQuest’s ABIRAW (Advanced Business Intelligence, Research & Analysis Wing) is our Business Information Services team that Collects, Collates, Co-relates and Analyses the Data collected by means of Primary Exploratory Research backed by the robust Secondary Desk research.
According to our global Virtual reality in gaming market analysis, The use of virtual reality in the gaming industry is being shaped by 5G-based VR cloud games. 5G VR is a gaming cloud that blends virtual reality, the cloud, and 5G connectivity. The largest virtual reality gaming firms are focusing on producing VR cloud games based on 5G in order to provide their clients with low latency and high bandwidth services. For example, in May 2020, Canadian VR games studio Archiact merged with Chinese consumer technology company Migu Co. Ltd. to deliver VR games to its 5G cloud gaming platform. Working with Migu, according to Archiact, will allow it to develop the 5G VR cloud gaming vision and expand the accessibility of VR.
Report Metric | Details |
---|---|
Market size value in Gaming | USD 7.1 billion |
Market size value in 2031 | USD 92.49 billion |
Growth Rate | 31.4% |
Base year | 2023 |
Forecast period | 2024-2031 |
Forecast Unit (Value) | USD Billion |
Segments covered |
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Regions covered | North America (US, Canada), Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe), Asia Pacific (China, India, Japan, Rest of Asia-Pacific), Latin America (Brazil, Rest of Latin America), Middle East & Africa (South Africa, GCC Countries, Rest of MEA) |
Companies covered |
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Customization scope | Free report customization with purchase. Customization includes:-
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Executive Summary
Market overview
Parent Market Analysis
Market overview
Market size
KEY MARKET INSIGHTS
COVID IMPACT
MARKET DYNAMICS & OUTLOOK
Market Size by Region
KEY COMPANY PROFILES
For the Virtual Reality in Gaming Market, our research methodology involved a mixture of primary and secondary data sources. Key steps involved in the research process are listed below:
1. Information Procurement: This stage involved the procurement of Market data or related information via primary and secondary sources. The various secondary sources used included various company websites, annual reports, trade databases, and paid databases such as Hoover's, Bloomberg Business, Factiva, and Avention. Our team did 45 primary interactions Globally which included several stakeholders such as manufacturers, customers, key opinion leaders, etc. Overall, information procurement was one of the most extensive stages in our research process.
2. Information Analysis: This step involved triangulation of data through bottom-up and top-down approaches to estimate and validate the total size and future estimate of the Virtual Reality in Gaming Market.
3. Report Formulation: The final step entailed the placement of data points in appropriate Market spaces in an attempt to deduce viable conclusions.
4. Validation & Publishing: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helped us finalize data points to be used for final calculations. The final Market estimates and forecasts were then aligned and sent to our panel of industry experts for validation of data. Once the validation was done the report was sent to our Quality Assurance team to ensure adherence to style guides, consistency & design.
Customization Options
With the given market data, our dedicated team of analysts can offer you the following customization options are available for the Virtual Reality in Gaming Market:
Product Analysis: Product matrix, which offers a detailed comparison of the product portfolio of companies.
Regional Analysis: Further analysis of the Virtual Reality in Gaming Market for additional countries.
Competitive Analysis: Detailed analysis and profiling of additional Market players & comparative analysis of competitive products.
Go to Market Strategy: Find the high-growth channels to invest your marketing efforts and increase your customer base.
Innovation Mapping: Identify racial solutions and innovation, connected to deep ecosystems of innovators, start-ups, academics, and strategic partners.
Category Intelligence: Customized intelligence that is relevant to their supply Markets will enable them to make smarter sourcing decisions and improve their category management.
Public Company Transcript Analysis: To improve the investment performance by generating new alpha and making better-informed decisions.
Social Media Listening: To analyze the conversations and trends happening not just around your brand, but around your industry as a whole, and use those insights to make better Marketing decisions.
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Report ID: SQMIG45D2048
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