Global Virtual Reality In Gaming Market Size By Component, By Connecting Device, By User, By Geographic Scope And Forecast

Published Date: August - 2024 | Publisher: MIR | No of Pages: 320 | Industry: latest updates trending Report | Format: Report available in PDF / Excel Format

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Virtual Reality In Gaming Market Size And Forecast

Virtual Reality In Gaming Market size was valued at USD 17.36 Billion in 2022 and is projected to reach USD 143.93 Billion by 2030, growing at a CAGR of 26.74% from 2023 to 2030.

Owing to technological advancements like motion tracking, 3D effects, and interactive graphics for drawing players’ attention, this market is on track to deliver a progressive performance for the forecasted period. Growing disposable income among the users also contributes to the overall market growth for this segment. The Global Virtual Reality In Gaming Market report provides a holistic evaluation of the market. The report offers a comprehensive analysis of key segments, trends, drivers, restraints, competitive landscape, and factors that are playing a substantial role in the market.

Global Virtual Reality In Gaming Market Definition

Virtual reality is the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional visual or another sensory environment. These applications immerse the user in a computer-generated environment that stimulated reality through the use of interactive devices which send and receive information and are worn as goggles, headsets, or bodysuits.

In a virtual reality format, a user wearing a helmet with a stereoscopic screen visualizes animated images of a simulated environment. The motion sensors pick up the user’s movements and adjust the view on the screen accordingly, usually in real time. Thus, a user can tour a stimulated suite of rooms experiencing changing viewpoints and perspectives that are convincingly related to individuals’ own head-turning and steps.

Global Virtual Reality In Gaming Market Overview

Incessant upgrades in the prevailing technologies comprising motion tracking, 3D effects, and interactive graphics have been drawing players’ attention to possess a virtual reality setup. Such appealing factors of virtual reality setups propel the overall market demand for this segment during the forecasted period. The growing awareness of popular accessories of the virtual reality setup like headsets, bodysuits, and gloves is increasing which boosts the market growth as more products get identified with the interested consumers in the market.

The growing disposable income of the users enables them to initiate higher amounts of purchases for gadgets and technology including virtual reality equipment which escalates the overall market demand of this segment for the projected period. However, device compatibility limitations are a restraining factor for this market.

Global Virtual Reality In Gaming Market Segmentation Analysis

The Global Virtual Reality In Gaming Market is segmented on the basis of Component, Connecting Device, User, And Geography.

Virtual Reality In Gaming Market, By Component

  • Hardware
  • Software

Based on Component, The market is segmented into Hardware and Software. The hardware component refers to the tangible parts of the virtual reality in gaming setups like headsets, goggles, and bodysuits. This equipment is required to operate in a virtual reality environment. Software is the intangible deployment of a supportive system in the virtual reality setup which creates a 3-dimensional environment for the users.

Virtual Reality In Gaming Market, By Connecting Device

  • Smartphone
  • PC/Desktop
  • Gaming Console

Based on Connecting Device, the market is segmented into smartphones, PC/desktops, and gaming consoles as well headsets and bodysuits.

Virtual Reality In Gaming Market, By User

  • Individual
  • Commercial Space
  • Others

Based on User, the market is segmented into Individual, Commercial Space, and Others. Individual users are single-person users which possess a virtual reality setup for gaming personally and operate that equipment in person as well. Commercial space offers and invites users to engage in virtual reality in gaming experience for a tariff and have third-party operators.

Virtual Reality In Gaming Market, By Geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the world

On the basis of Geography, The Global Virtual Reality In Gaming Market is classified into North America, Europe, Asia Pacific, and the Rest of the world. The Asia Pacific accounted for the major share of the market and is expected to continue during the forecast period. China and Japan are holding the largest share in the region due to their vast user base and increasing adoption of VR games on smartphones.

Key Players

The “Global Virtual Reality In Gaming Market” study report will provide valuable insight with an emphasis on the global market. The major players in the market are Virtuix Omni, HTC Corporation, Google Inc, Samsung Electronics Co. Ltd, Facebook/Oculus VR, Electronic Arts, Liden Labs, Nintendo Co. Ltd, Microsoft Corporation, and Sony Corporation. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above-mentioned players globally.

Report Scope

REPORT ATTRIBUTESDETAILS
STUDY PERIOD

2019-2030

BASE YEAR

2022

FORECAST PERIOD

2023-2030

HISTORICAL PERIOD

2019-2021

UNIT

Value (USD Billion)

KEY COMPANIES PROFILED

Virtuix Omni, HTC Corporation, Google Inc, Samsung Electronics Co. Ltd, Facebook/Oculus VR, Electronic Arts, Liden Labs, Nintendo Co. Ltd.

SEGMENTS COVERED

By Component, By Connecting Device, By User, And By Geography

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