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Virtual Reality in Gaming Market

Virtual Reality in Gaming Market

Virtual Reality in Gaming Market Global Industry Assessment & Forecast

Number Of Pages # Pages:

144

Base Year:

2021

Date

Nov - 2022

Format:

PDF XLS PPT

Report Code:

VMR-1899

Segments Covered
  • By Component Hardware, Software
  • By Connecting Device Gaming Console, PC/ Desktop, Smartphone
  • By User Commercial Space, Individual
  • By Region North America, Europe, Asia Pacific, Latin America, Middle East & Africa
Snapshot
Forecast YearsForecast Years: 2022 - 2028
Historical YearsHistorical Years: 2016 - 2021
Revenue 2021Revenue 2021: USD 7.5 Billion
Revenue 2028: USD 37 Billion
Revenue CAGR (2022 - 2028): 30.5%
Fastest Growing Region (2022 - 2028) Asia Pacific
Largest Region (2021): North America
Customization Offered
  • Cross-segment Market Size and Analysis for Mentioned Segments
  • Additional Company Profiles (Upto 5 With No Cost)
  • Additional Countries (Apart From Mentioned Countries)
  • Country/Region-specific Report
  • Go To Market Strategy
  • Region Specific Market Dynamics
  • Region Level Market Share
  • Import Export Analysis
  • Production Analysis
  • Others Request Customization Speak To Analyst
  1. Executive Dashboard
    1. Strategic Imperatives
  2. Premium Insights
    1. Top 3 Trends to Watch
    2. Demand and Supply Trends
    3. Top 3 Strategies Followed by Major Players
    4. Top 3 Predictions by Vantage Market Research
    5. Top Investment Pockets
    6. Insights from Primary Respondents
  3. Global Virtual Reality in Gaming Market - Segment Analysis
    1. Overview
    2. Global Virtual Reality in Gaming Market, 2016 - 2028 (USD Million)
    3. Global Virtual Reality in Gaming Market - by Component
      1. By Hardware
      2. By Software
    4. Global Virtual Reality in Gaming Market - by Connecting Device
      1. By Gaming Console
      2. By PC/ Desktop
      3. By Smartphone
    5. Global Virtual Reality in Gaming Market - by User
      1. By Commercial Space
      2. By Individual
    6. Global Virtual Reality in Gaming Market - by region
      1. North America
      2. Europe
      3. Asia Pacific
      4. Latin America
      5. Middle East & Africa
    7. Market comparative analysis
  4. North America Virtual Reality in Gaming Market - Segment Analysis
    1. Overview
    2. North America Virtual Reality in Gaming Market, 2016 - 2028 (USD Million)
    3. North America Virtual Reality in Gaming Market, by Component
      1. By Hardware
      2. By Software
    4. North America Virtual Reality in Gaming Market, by Connecting Device
      1. By Gaming Console
      2. By PC/ Desktop
      3. By Smartphone
    5. North America Virtual Reality in Gaming Market, by User
      1. By Commercial Space
      2. By Individual
    6. North America Virtual Reality in Gaming Market, by Country
      1. U.S.
        1. U.S. Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. U.S. Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. U.S. Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      2. Canada
        1. Canada Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Canada Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Canada Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      3. Mexico
        1. Mexico Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Mexico Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Mexico Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
  5. Europe Virtual Reality in Gaming Market - Segment Analysis
    1. Overview
    2. Europe Virtual Reality in Gaming Market, 2016 - 2028 (USD Million)
    3. Europe Virtual Reality in Gaming Market, by Component
      1. By Hardware
      2. By Software
    4. Europe Virtual Reality in Gaming Market, by Connecting Device
      1. By Gaming Console
      2. By PC/ Desktop
      3. By Smartphone
    5. Europe Virtual Reality in Gaming Market, by User
      1. By Commercial Space
      2. By Individual
    6. Europe Virtual Reality in Gaming Market, by Country
      1. Germany
        1. Germany Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Germany Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Germany Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      2. UK
        1. UK Market, By Component
          1. By Hardware
          2. By Software
        2. UK Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. UK Market, By User
          1. By Commercial Space
          2. By Individual
      3. France
        1. France Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. France Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. France Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      4. Spain
        1. Spain Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Spain Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Spain Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      5. Italy
        1. Italy Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Italy Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Italy Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      6. BENELUX
        1. BENELUX Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. BENELUX Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. BENELUX Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      7. Rest of Europe
        1. Rest Of Europe Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Rest Of Europe Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Rest Of Europe Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
  6. Asia Pacific Virtual Reality in Gaming Market - Segment Analysis
    1. Overview
    2. Asia Pacific Virtual Reality in Gaming Market, 2016 - 2028 (USD Million)
    3. Asia Pacific Virtual Reality in Gaming Market, by Component
      1. By Hardware
      2. By Software
    4. Asia Pacific Virtual Reality in Gaming Market, by Connecting Device
      1. By Gaming Console
      2. By PC/ Desktop
      3. By Smartphone
    5. Asia Pacific Virtual Reality in Gaming Market, by User
      1. By Commercial Space
      2. By Individual
    6. Asia Pacific Virtual Reality in Gaming Market, by Country
      1. China
        1. China Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. China Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. China Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      2. Japan
        1. Japan Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Japan Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Japan Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      3. India
        1. India Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. India Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. India Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      4. South Korea
        1. South Korea Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. South Korea Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. South Korea Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      5. South East Asia
        1. South East Asia Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. South East Asia Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. South East Asia Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      6. Rest of Asia Pacific
        1. Rest of Asia Pacific Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Rest of Asia Pacific Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Rest of Asia Pacific Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
  7. Latin America Virtual Reality in Gaming Market - Segment Analysis
    1. Overview
    2. Latin America Virtual Reality in Gaming Market, 2016 - 2028 (USD Million)
    3. Latin America Virtual Reality in Gaming Market, by Component
      1. By Hardware
      2. By Software
    4. Latin America Virtual Reality in Gaming Market, by Connecting Device
      1. By Gaming Console
      2. By PC/ Desktop
      3. By Smartphone
    5. Latin America Virtual Reality in Gaming Market, by User
      1. By Commercial Space
      2. By Individual
    6. Latin America Virtual Reality in Gaming Market, by Country
      1. Brazil
        1. Brazil Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Brazil Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Brazil Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      2. Argentina
        1. Argentina Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Argentina Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Argentina Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      3. Rest of Latin America
        1. Rest of Latin America Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Rest of Latin America Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Rest of Latin America Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
  8. Middle East & Africa Virtual Reality in Gaming Market - Segment Analysis
    1. Overview
    2. Middle East & Africa Virtual Reality in Gaming Market, 2016 - 2028 (USD Million)
    3. Middle East & Africa Virtual Reality in Gaming Market, by Component
      1. By Hardware
      2. By Software
    4. Middle East & Africa Virtual Reality in Gaming Market, by Connecting Device
      1. By Gaming Console
      2. By PC/ Desktop
      3. By Smartphone
    5. Middle East & Africa Virtual Reality in Gaming Market, by User
      1. By Commercial Space
      2. By Individual
    6. Middle East & Africa Virtual Reality in Gaming Market, by Country
      1. GCC Countries
        1. GCC Countries Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. GCC Countries Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. GCC Countries Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      2. South Africa
        1. South Africa Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. South Africa Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. South Africa Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
      3. Rest of Middle East & Africa
        1. Rest of Middle East & Africa Virtual Reality in Gaming Market, By Component
          1. By Hardware
          2. By Software
        2. Rest of Middle East & Africa Virtual Reality in Gaming Market, By Connecting Device
          1. By Gaming Console
          2. By PC/ Desktop
          3. By Smartphone
        3. Rest of Middle East & Africa Virtual Reality in Gaming Market, By User
          1. By Commercial Space
          2. By Individual
  9. Key Market Dynamics
    1. Introduction
    2. Market Drivers
    3. Market Restraints
    4. Market Opportunities
    5. Porter's Five Forces Analysis
    6. PEST Analysis
    7. Regulatory Landscape
    8. Technology Landscape
    9. Regional Market Trends
  10. COVID 19 Impact Analysis
    1. Key strategies undertaken by companies to tackle COVID-19
    2. Short term dynamics
    3. Long term dynamics
  11. Marketing Stratagy Analysis
    1. Marketing Channel
    2. Direct Marketing
    3. Indirect Marketing
    4. Marketing Channel Development Trends
  12. Competative Landscape
    1. Competition Matrix - 2021
    2. Company Market Share Analysis - 2021
    3. Key Company Activities, 2018 - 2021
    4. Strategic Developments - Heat Map Analysis
    5. Company Offering Evaluation
    6. Company Regional Presence Evaluation
  13. Company Profiles
    1. bHaptics Inc. (South Korea)
    2. Facebook Technologies
    3. LLC./Oculus (US)
    4. Google VR (US)
    5. HTC Corporation (Taiwan)
    6. SAMSUNG Electronics Co. Ltd. (South Korea)
    7. Sony Interactive Entertainment LLC (US)
    8. TESLASUIT/ VR Electronics Limited
  14. Key Primary Respondents - VERBATIM
  15. Discussion Guide
  16. Customization Offered
  17. Annexure
  18. List of Figures
  19. List of Tables
  20. List of Abbreviations
FAQ
Frequently Asked Question
  • The global Virtual Reality in Gaming valued at USD 7.5 Billion in 2020 and is expected to reach USD 37 Billion in 2028 growing at a CAGR of 30.5%.

  • The prominent players in the market are bHaptics Inc. (South Korea), Facebook Technologies, LLC./Oculus (US), Google VR (US), HTC Corporation (Taiwan), SAMSUNG Electronics Co. Ltd. (South Korea), Sony Interactive Entertainment LLC (US), TESLASUIT/ VR Electronics Limited.

  • The market is project to grow at a CAGR of 30.5% between 2021 and 2028.

  • The driving factors of the Virtual Reality in Gaming include

    • Rising demand of gaming by youth population

  • North America was the leading regional segment of the Virtual Reality in Gaming in 2020.