Global Virtual Reality in Gaming Market is Set For a Rapid Growth and is Anticipated to Reach Around USD 90.7 Billion Globally By 2026

26-Feb-2020 | Zion Market Research

Zion Market Research has published a new report titled “Virtual Reality in Gaming Market by Component (Hardware, Software, and Content), By Device (Mobile, Console/PC, and Standalone) -Global Industry Perspective, Comprehensive Analysis and Forecast, 2020 – 2026.” According to the report, the market for virtual reality in gaming was valued USD 13.4 Billion in 2019 and is expected to reach around USD 90.7 Billion by 2026, at a CAGR approximately 31.4% for the forecast period from 2020 to 2026.

Browse the full “Virtual Reality in Gaming Market by Component (Hardware, Software, and Content), By Device (Mobile, Console/PC, and Standalone) - Global Industry Perspective, Comprehensive Analysis and Forecast, 2020 – 2026..” Report at

Virtual Reality in Gaming Market

Virtual reality (VR) gaming is an application of a 3-D realistic simulation environment to computer games. Earlier to the arrival of compact technology, the VR gaming used multiple screens or projector rooms screens. VR gaming could involve a standard mouse & a keyboard, motion sensors or gaming consoles.

The virtual reality gaming market is expected to have notable growth in the anticipated timeframe, due to the rising use of three-dimension environment, along with the rising demand for the latest technology in the gaming industry and emerging comfortable and compact virtual reality gaming devices are anticipated to drive market growth in the forecast period. Virtual Reality is about Immersion into virtual reality simulation of a 3D environment. With the implementation of digitalization in almost every sector, it has also helped Virtual Reality expand its significant ground in every sphere. VR can also increase business profits and considerably enhance the customer experience.

Similarly, virtual reality is also trending in the gaming industries, which has benefited from the immersive technology. Many big players in the market have jumped in the VR technology to transform the user gaming experience.

The virtual reality will act as a game-changer in the gaming sector and will also enhance the gaming experience. VR is considered one of the traction-gaining topic in the gaming trends and has also grabbed the attention of the gamers.

Along with the rising VR market, there are certain benefits associated with the virtual reality which is driving the growth of the gaming industry. The VR provides gamers with appealing virtual objects, cutting-edge technology that enriches the gaming, attraction, and retention among players. All these factors are expected to boost market growth for virtual reality in the gaming industry.

The market for virtual reality in gaming is segmented on the basis of component and devices. Mobile devices segment is expected to have substantial growth in the anticipated period. The surge is due to the increasing use of mobile devices for communication and gaming. India has become one of the world's fastest-growing gaming markets, compelled by the growth of smartphones and low-cost data. The above-mentioned factors are expected to propel market growth in the anticipated timeframe.

On the basis of region, North America is anticipated to have a significant share in the virtual reality in gaming during the projected period. The surge in the region is due to the presence of developed countries such as the U.S and Canada. Owing to the boost in the gaming industry and along with high demand of VR game is expected to drive growth for virtual reality in gaming market  across the region.

Major market players of virtual reality in gaming are Google, Samsung Electronics, Sony, Electronic Arts (EA), HTC, Oculus VR, Leap Motion, VirZOOM and ZEISS International among others.

The report segments the virtual reality in gaming market as follows:

Global Virtual Reality in Gaming Market: Component Segment Analysis

  • Hardware
  • Software
  • Content

Global Virtual Reality in Gaming Market: Device Segment Analysis

  • Mobile
  • Console/PC
  • Standalone

Global Analytics as a Service Market: Regional Segment Analysis

  • North America
    • The U.S.
    • Canada
  • Europe
    • France
    • The UK
    • Spain
    • Germany
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Southeast Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Middle East & Africa
    • GCC
    • South Africa
    • Rest of Middle East & Africa

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