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Virtual Reality Gaming Market - Global Industry Analysis

Virtual Reality Gaming Market Size - By Component (Hardware and Software), By Gaming Type (Desktop, Smartphone, and Gaming Console), And By Region- Global Industry Perspective, Comprehensive Analysis, and Forecast, 2020 – 2026

Published Date: 21-Apr-2021 Category: Technology & Media Report Format : PDF Pages: 163 Report Code: ZMR-5309 Status : Published

The global Virtual Reality Gaming market accrued earnings worth approximately 12 (USD Billion) in 2019 and is predicted to gain revenue of about 23(USD Billion) by 2026, is set to record a CAGR of nearly 30% over the period from 2020 to 2026.

Description

The global Virtual Reality Gaming market accrued earnings worth approximately 12 (USD Billion) in 2019 and is predicted to gain revenue of about 23(USD Billion) by 2026, is set to record a CAGR of nearly 30% over the period from 2020 to 2026. The report offers assessment and analysis of the Virtual Reality Gaming market on a global and regional level. The study offers a comprehensive assessment of the market competition, constraints, revenue estimates, opportunities, evolving trends, and industry-validated data. The report provides historical data from 2017 to 2019 along with a forecast from 2020 to 2026 based on revenue (USD Billion).

Virtual Reality Gaming Industry: Synopsis

With cusp of a major paradigm shift from mobile to immersive computing technology, the virtual reality gaming market is set to gain traction in the years ahead. VR is one of the few spectrums of immersive systems that has the ability to substitute mobile computing. With VR and AR anticipated to expand over USD 90 billion by 2025, the virtual reality gaming business is likely to gain traction over the upcoming years. The robust demand for VR comes from gaming and this has embellished the expansion of virtual reality gaming industry landscape in the recent years. Today, high-end gaming makes optimum use of virtual reality, thereby bringing transformative & seamless experiences for the end-user.

Moreover, high definition 3D picture capture and mapping of devices have become a new trend and are prominently used in real world environments with VR technologies and gaming industry is no exception to this. Apart from this, gaming engines are creating simulations & virtual environments for VR interaction and this will further amplify the scope of virtual reality gaming activities across the globe in the upcoming years.

Virtual Reality Gaming Industry: Growth Drivers

With VR having the ability to improve gaming experience due to its real-time ability, the virtual reality gaming industry landscape is slated to garner huge growth in the prognostic period. Huge growth prospects of the market can be further attributed to its 3D effects and interactive graphics provided by VR in gaming activities. Swift growth in production of VR peripherals compatible with desktop & game consoles will offer new growth avenues for virtual reality gaming industry in the upcoming years. VR is used for improving the end-user experience in gaming and this will further drive market size.

Furthermore, use of bio-sensing systems in gaming and 3D virtual environment to computer games will proliferate the expansion of virtual reality gaming industry. With breakthroughs in technology, VR gaming industry is likely to reach the next threshold of growth in the coming decade. Apart from this, onset of VR technology along with its application in gaming equipment for viewing, moving around, and interacting with gaming objects will further prop up the market size in the ensuing years. Large-scale use of 3D in video games and rise in the purchase of VR handsets along with plethora of advantages offered by VR systems are some of the key factors driving the market value.

North America To Make Notable Contributions Towards Overall Market Share By 2026

The growth of the virtual reality gaming industry in North America over 2020-2026 is due to large number of young populace in the U.S. and Canada making use of head mounted displays equipped with VR equipment. Apart from this, large-scale use of computers, tablets, and smartphones will open new vistas of growth for VR gaming and this will increase the penetration of VR gaming industry in the region in the forthcoming years.

Report Scope

Report Attribute Details
Base Year 2020
Historic Years 2016 - 2020
Forecast Years 2021 - 2028
Segments Covered By Product Type, By Application, and By End Use
Forecast Units Value (USD Billion), and Volume (Units)
Quantitative Units Revenue in USD million/billion and CAGR from 2021 to 2028
Regions Covered North America, Europe, Asia Pacific, Latin America, and Middle East & Africa, and Rest of World
Countries Covered U.S., Canada, Mexico, U.K., Germany, France, Italy, Spain, China, India, Japan, South Korea, Brazil, Argentina, GCC Countries, and South Africa, among others
Number of Companies Covered 10 companies with scope for including additional 15 companies upon request
Report Coverage Market growth drivers, restraints, opportunities, Porter’s five forces analysis, PEST analysis, value chain analysis, regulatory landscape, market attractiveness analysis by segments and region, company market share analysis, and COVID-19 impact analysis.
Customization Scope Avail customized purchase options to meet your exact research needs.

Few of the major industry participants profiled in the study are Samsung, Oculus HR, HTC, Google, Inc., Sony, and Razer.

The global Virtual Reality Gaming Market is segmented as follows:

 By Component   

  • Software
  • Hardware

By Gaming Type

  • Desktop
  • Smartphone
  • Gaming Console

By Region

  • 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

Table Of Content

  • Chapter 1. Preface
    • 1.1. Report Description and Scope
    • 1.2. Research Scope
    • 1.3. Research Methodology
      • 1.3.1. Market Research Type
      • 1.3.2. Market Research Methodology
  • Chapter 2. Executive Summary
    • 2.1. Virtual Reality Gaming Market, 2016–2026(USD Billion)
    • 2.2. Virtual Reality Gaming Market: Snapshot
  • Chapter 3. Global Virtual Reality Gaming Market– Industry Analysis
    • 3.1. Virtual Reality Gaming Market: Market Dynamics
    • 3.2. Market Drivers
      • 3.2.1. Use of bio-sensing systems in gaming and 3D virtual environment to computer games will pruliferate the expansion of virtual reality gaming industry.
      • 3.2.2. With breakthroughs in technulogy, VR gaming industry is likely to reach the next threshuld of growth in the coming decade.
    • 3.3. Porter’s Five Forces Analysis
    • 3.4. Market Attractiveness Analysis
      • 3.4.1. Market attractiveness analysis By Component
      • 3.4.2. Market attractiveness analysis By Gaming Type
  • Chapter 4. Global Virtual Reality Gaming Market– Competitive Landscape
    • 4.1. Company market share analysis
      • 4.1.1. Global Virtual Reality Gaming Market: company market share, 2019
    • 4.2. Strategic development
      • 4.2.1. Acquisitions & mergers
      • 4.2.2. New Technology launches
      • 4.2.3. Agreements, partnerships, cullaborations, and joint ventures
      • 4.2.4. Research and development and Regional expansion
    • 4.3. Price trend analysis
  • Chapter 5. Global Virtual Reality Gaming Market– Component Analysis
    • 5.1. Global Virtual Reality Gaming Marketoverview: By Component
      • 5.1.1. Global Virtual Reality Gaming Marketshare, By Component , 2019 and 2026
    • 5.2. Software
      • 5.2.1. Global Telecommunications Products Marketby Software , 2016–2026(USD Billion)
    • 5.3. Hardware
      • 5.3.1. Global Virtual Reality Gaming Marketby Hardware, 2016–2026(USD Billion)
  • Chapter 6. Global Virtual Reality Gaming Market– Gaming Type Analysis
    • 6.1. Global Virtual Reality Gaming Market overview: By Gaming Type
      • 6.1.1. Global Virtual Reality Gaming Market share, By Gaming Type , 2019 and 2026
    • 6.2. Desktop
      • 6.2.1. Global Telecommunications Products Marketby Desktop , 2016–2026(USD Billion)
    • 6.3. Smartphone
      • 6.3.1. Global Virtual Reality Gaming Market by Smartphone, 2016–2026(USD Billion)
    • 6.4. Gaming Consule
      • 6.4.1. Global Virtual Reality Gaming Market by Gaming Consule, 2016–2026(USD Billion)
  • Chapter 7. Company Profiles
    • 7.1. Samsung
      • 7.1.1. Overview
      • 7.1.2. Financials
      • 7.1.3. Technology Portfolio
      • 7.1.4. Business Strategy
      • 7.1.5. Recent Developments
    • 7.2. Oculus HR
      • 7.2.1. Overview
      • 7.2.2. Financials
      • 7.2.3. Technology Portfolio
      • 7.2.4. Business Strategy
      • 7.2.5. Recent Developments
    • 7.3. HTC
      • 7.3.1. Overview
      • 7.3.2. Financials
      • 7.3.3. Technology Portfolio
      • 7.3.4. Business Strategy
      • 7.3.5. Recent Developments
    • 7.4. Google, Inc.
      • 7.4.1. Overview
      • 7.4.2. Financials
      • 7.4.3. Technology Portfolio
      • 7.4.4. Business Strategy
      • 7.4.5. Recent Developments
    • 7.5. Sony
      • 7.5.1. Overview
      • 7.5.2. Financials
      • 7.5.3. Technology Portfolio
      • 7.5.4. Business Strategy
      • 7.5.5. Recent Development
    • 7.6. Razer
      • 7.6.1. Overview
      • 7.6.2. Financials
      • 7.6.3. Technology Portfolio
      • 7.6.4. Business Strategy
      • 7.6.5. Recent Development

List of Figures

1. Market research Type
2. Market research methodology
3. Global Virtual Reality Gaming Market, 2016–2026(USD Billion)
4. Porter’s Five Forces Analysis
5. Global Virtual Reality Gaming Marketattractiveness, By Component   
6. Global Virtual Reality Gaming Marketattractiveness, By Gaming Type  
7. Global Virtual Reality Gaming Marketshare by Component   ,2019 and 2026 (USD Billion)
8. Global Virtual Reality Gaming Marketby Software  ,2016–2026(USD Billion)
9. Global Virtual Reality Gaming Marketby Hardware,2016–2026(USD Billion)
10. Global Virtual Reality Gaming Marketshare by Gaming Type  ,2019 and 2026 (USD Billion)
11. Global Virtual Reality Gaming Marketby Smartphone, 2016–2026(USD Billion)
12. Global Virtual Reality Gaming Marketby Desktop , 2016–2026(USD Billion)
13. Global Virtual Reality Gaming Marketby Gaming Console , 2016–2026(USD Billion)
14. Global Virtual Reality Gaming Marketshare, by Region, 2019 and 2026
15. North America Virtual Reality Gaming Market, 2016–2026(USD Billion)
16. Europe Virtual Reality Gaming Market, 2016–2026(USD Billion)
17. Asia Pacific Virtual Reality Gaming Market, 2016–2026(USD Billion)
18. Latin America Virtual Reality Gaming Market, 2016–2026(USD Billion)
19. The Middle East and Africa Virtual Reality Gaming Market, 2016–2026(USD Billion)


List of Tables

1. Global Virtual Reality Gaming Market: snapshot
2. Drivers of the Virtual Reality Gaming Market: impact analysis
3. North America Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
4. North America Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
5. The U.S. Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
6. The U.S. Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
7. Rest of North America Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
8. Rest of North America Virtual Reality Gaming Market revenue, By Gaming Type  ,2016–2026(USD Billion)
9. Europe Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
10. Europe Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
11. UK Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
12. UK Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
13. France Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
14. France Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
15. Germany Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
16. Germany Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
17. Rest of Europe Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
18. Rest of Europe Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
19. Asia Pacific Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
20. Asia Pacific Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
21. China Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
22. China Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
23. Japan Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
24. Japan Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
25. India Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
26. India Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
27. Rest of Asia Pacific Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
28. Rest of Asia Pacific Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
29. Latin America Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
30. Latin America Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
31. Brazil Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
32. Brazil Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
33. Rest of Latin America Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
34. Rest of Latin America Virtual Reality Gaming Market revenue, By Gaming Type  , 2016–2026(USD Billion)
35. The Middle East and Africa Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
36. The Middle East and Africa Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
37. Saudi Arabia Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
38. Saudi Arabia Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
39. South Africa Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
40. South Africa Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)
41. Rest of the Middle East & Africa Virtual Reality Gaming Market revenue, By Component   , 2016–2026(USD Billion)
42. Rest of the Middle East & Africa Virtual Reality Gaming Market revenue, By Gaming Type   ,2016–2026(USD Billion)

 

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FrequentlyAsked Questions

With VR having the ability to improve gaming experience due to its real-time ability, the virtual reality gaming industry landscape is slated to garner huge growth in the prognostic period. Huge growth prospects of the market can be further attributed to its 3D effects and interactive graphics provided by VR in gaming activities. Swift growth in production of VR peripherals compatible with desktop & game consoles will offer new growth avenues for virtual reality gaming industry in the upcoming years. VR is used for improving the end-user experience in gaming and this will further drive market size.

Furthermore, use of bio-sensing systems in gaming and 3D virtual environment to computer games will proliferate the expansion of virtual reality gaming industry. With breakthroughs in technology, VR gaming industry is likely to reach the next threshold of growth in the coming decade.

According to Zion market research report, the global Virtual Reality Gaming market accrued earnings worth approximately 12 (USD Billion) in 2019 and is predicted to gain revenue of about 23(USD Billion) by 2026, is set to record a CAGR of nearly 30% over the period from 2020 to 2026.

North America will contribute lucratively towards the global market value over the estimated timeline. The regional market growth is due to large number of young populace in the U.S. and Canada making use of head mounted displays equipped with VR equipment. Apart from this, large-scale use of computers, tablets, and smartphones will open new vistas of growth for VR gaming and this will increase the penetration of VR gaming industry in the region in the forthcoming years.

 

The key market participants include Samsung, Oculus HR, HTC, Google, Inc., Sony, and Razer.

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