Virtual Reality in Gaming Market
Virtual Reality in Gaming Market - Global Industry Assessment & Forecast
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
Base Year: | 2023 |
Forecast Years: | 2024 - 2032 |
Historical Years: | 2018 - 2022 |
Revenue 2023: | USD 9.12 Billion |
Revenue 2032: | USD 73.1 Billion |
Revenue CAGR (2024 - 2032): | 26.02 % |
Fastest Growing Region (2024 - 2032) | Asia Pacific |
Largest Region (2023): | 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
Sr. No. | Offering | Report Coverage |
1. | Market Size | In terms of Revenue (USD Million) |
2. | Historic Data | 2018 to 2022 |
3. | Forecast Data | 2024 to 2032 |
4. | Market Drivers, Restraints, Opportunities, & Regional Market Trends | Yes |
5. | Market Attractiveness Analysis | Yes |
6. | Segment Analysis | Maximum Segments |
7. | Regional Coverage | 5 Regions |
8. | Country Coverage | Top 22 Countries |
9. | Competitive Landscape and Company Market Share Analysis | Yes. Exhaustive information will be provided in two separate chapters of Competitive Landscape and Company Profiles. |
10. | Porter’s Five Forces Analysis | Yes. |
11. | Value Chain Analysis | Yes |
12. | PEST Analysis | Yes |
13. | Regulatory Landscape | Yes |
14. | Technology Landscape | Yes |
15. | COVID-19 Impact Analysis | Yes. Exhaustive information for Key Strategies Undertaken by Companies, Impact Assessment of the COVID-19 Pandemic by Region, along with Short-term and Long-term dynamics. |
16. | Top startups to watch out for | Yes |
17. | Top 3 Trends to Watch | Yes |
18. | Top 3 Strategies Followed by Major Players | Yes |
19. | Top 3 Predictions by Vantage Market Research | Yes |
20. | Discussion Guide | Yes |
21. | Key Primary Respondents - VERBATIM | Yes |
22. | Transcripts from the Primary Respondents | Additional Cost USD 1,000 |
23. | Others/Miscellaneous |
FAQ
Frequently Asked Question
What is the global demand for Virtual Reality in Gaming in terms of revenue?
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The global Virtual Reality in Gaming valued at USD 9.12 Billion in 2023 and is expected to reach USD 73.1 Billion in 2032 growing at a CAGR of 26.02 % .
Which are the prominent players in the market?
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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.
At what CAGR is the market projected to grow within the forecast period?
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The market is project to grow at a CAGR of 26.02 % between 2024 and 2032.
What are the driving factors fueling the growth of the market.
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The driving factors of the Virtual Reality in Gaming include
- Rising demand of gaming by youth population
Which region accounted for the largest share in the market?
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North America was the leading regional segment of the Virtual Reality in Gaming in 2023.