Virtual Reality (VR) in Gaming Market

Virtual Reality (VR) in Gaming Market



Growth Factors of Virtual Reality (VR) in Gaming Market

The Virtual Reality (VR) in gaming market size was valued at USD 17.96 billion in 2023, and the market is now projected to grow from USD 22.63 billion in 2024 to USD 189.17 billion by 2032, exhibiting a CAGR of 30.4% during the forecast period of 2023-2030.

The COVID-19 pandemic created significant opportunities on the Virtual Reality (VR) in gaming market growth as curbing coronavirus outbreak was prioritized. With human beings spending greater time interior and looking for new sorts of leisure, VR gaming supplied an immersive and tasty experience that enabled users to break out the confines of their homes. Additionally, the accelerated adoption of faraway paintings and online collaboration platforms for the duration of the pandemic aided in raising recognition.

The Virtual Reality (VR) in gaming share globally has been contributed due to the VR Gaming's Convergence with 5G, Cloud, and AI. The integration of the of the 5G era with VR in gaming is paving the wayway for exceptionally responsive and seamless digital reviews. 5G's extremely low latency and high bandwidth skills have enabled actual-time facts transfer, taking into account smoother rendering of complicated virtual environments and minimizing lag or jitter.

Furthermore, there’s been a notable trend of Wireless VR Headsets to Drive Seamless Gaming Experiences. The upward thrust of wi-fi digital fact headsets is developing the immersive gaming experience. Traditional VR setups frequently require a tangle of cables connecting the headset to a powerful gaming laptop or console, restricting the consumer's freedom of motion and doubtlessly breaking the experience of immersion.

Comprehensive Analysis of Virtual Reality (VR) in Gaming Market

The Virtual Reality (VR) in gaming market and media & entertainment industry is rising at an exponential rate due to its market segmentation. This market expansion effectively provides a detailed regional assessment considering the dominant supply and demand forces that impact the media & entertainment industry. These segmentations are methodically segregated by types of type, distribution channel, and platform. The types include, hardware, software and content; By distribution channel it includes online and offline; and by platform Tethered VR, Standalone VR, and Mobile VR.

The North American region is conducive to the global Virtual Reality (VR) in gaming market, leading to a recall of USD 6.72 billion owing to high disposable income. The location boasts a massive and affluent patron base with excessive disposable incomes, permitting extensive adoption of top-rate VR hardware and gaming structures. Additionally, North America is domestic to several most important generation businesses and recreation developers, which can be making an investment heavily in VR studies and improvement, driving innovation inside the area.

The top players in the market play a crucial role in the media & entertainment industry assuring industrial prospectus growth and setting market standards. These players include, Meta Platforms, Inc. (U.S.), Sony Corporation (Japan), Valve Corporation (U.S.), Unity Technologies (U.S.), PICO Immersive Pte.ltd (Bytedance) (China), Apple, Inc. (U.S.), Alphabet Inc. (Google LLC) (U.S.), NVIDIA Corporation (U.S.), Microsoft Corporation (U.S.), and Epic Games, Inc. (U.S.) these market players provide a level-playing competitive landscape.

In March 2024, Virtuix launched its 'Omni One' VR treadmill machine with a lineup of 35 well-suited video games. These games provided users with a whole amusement experience with a 360-degree treadmill and a custom-designed Pico 4 Enterprise headset for seamless and immersive gameplay.

Segmentation Table

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ATTRIBUTE DETAILS

Study Period 2019-2032

Base Year 2023

Estimated Year 2024

Forecast Period 2024-2032

Historical Period 2019-2022

Growth Rate CAGR of 30.4% from 2024 to 2032

Unit Value (USD Billion)

Segmentation By Type

- Hardware
  • Head Mounted Displays
  • Gaming Consoles
  • Accessories (Controllers)
- Software

- Content

By Distribution Channel

- Online

- Offline

By Platform

- Tethered VR

- Standalone VR

- Mobile VR

By Region

- North America (By Type, Distribution Channel, Platform and Country)
  • U.S.
  • Canada
  • Mexico
- South America (By Type, Distribution Channel, Platform and Country)
  • Brazil
  • Argentina
  • Rest of South America
- Europe (By Type, Distribution Channel, Platform and Country)
  • U.K.
  • Germany
  • France
  • Italy
  • Spain
  • Russia
  • Benelux
  • Nordics
  • Rest of Europe
- Middle East & Africa (By Type, Distribution Channel, Platform and Country)
  • Turkey
  • Israel
  • GCC
  • North Africa
  • South Africa
  • Rest of the Middle East & Africa
- Asia Pacific (By Type, Distribution Channel, Platform and Country)
  • China
  • Japan
  • India
  • South Korea
  • ASEAN
  • Oceania
  • Rest of Asia Pacific


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1. Introduction
1.1. Definition, By Segment
1.2. Research Methodology/Approach
1.3. Data Sources
2. Executive Summary
3. Market Dynamics
3.1. Macro and Micro Economic Indicators
3.2. Drivers, Restraints, Opportunities and Trends
3.3. Impact of Generative AI
4. Competition Landscape
4.1. Business Strategies Adopted by Key Players
4.2. Consolidated SWOT Analysis of Key Players
4.3. Global Virtual Reality (VR) in Gaming Key Players Market Share Insights and Analysis, 2023
5. Global Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
5.1. Key Findings
5.2. By Type (USD)
5.2.1. Hardware
5.2.1.1. Head Mounted Displays
5.2.1.2. Gaming Consoles
5.2.1.3. Accessories (Controllers, etc.)
5.2.2. Software
5.2.3. Content
5.3. By Distribution Channel (USD)
5.3.1. Online
5.3.2. Offline
5.4. By Platform (USD)
5.4.1. Tethered VR
5.4.2. Standalone VR
5.4.3. Mobile VR
5.5. By Region (USD)
5.5.1. North America
5.5.2. South America
5.5.3. Europe
5.5.4. Middle East & Africa
5.5.5. Asia Pacific
6. North America Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
6.1. Key Findings
6.2. By Type (USD)
6.2.1. Hardware
6.2.1.1. Head Mounted Displays
6.2.1.2. Gaming Consoles
6.2.1.3. Accessories (Controllers, etc.)
6.2.2. Software
6.2.3. Content
6.3. By Distribution Channel (USD)
6.3.1. Online
6.3.2. Offline
6.4. By Platform (USD)
6.4.1. Tethered VR
6.4.2. Standalone VR
6.4.3. Mobile VR
6.5. By Country (USD)
6.5.1. U.S.
6.5.2. Canada
6.5.3. Mexico
7. South America Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
7.1. Key Findings
7.2. By Type (USD)
7.2.1. Hardware
7.2.1.1. Head Mounted Displays
7.2.1.2. Gaming Consoles
7.2.1.3. Accessories (Controllers, etc.)
7.2.2. Software
7.2.3. Content
7.3. By Distribution Channel (USD)
7.3.1. Online
7.3.2. Offline
7.4. By Platform (USD)
7.4.1. Tethered VR
7.4.2. Standalone VR
7.4.3. Mobile VR
7.5. By Country (USD)
7.5.1. Brazil
7.5.2. Argentina
7.5.3. Rest of South America
8. Europe Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
8.1. Key Findings
8.2. By Type (USD)
8.2.1. Hardware
8.2.1.1. Head Mounted Displays
8.2.1.2. Gaming Consoles
8.2.1.3. Accessories (Controllers, etc.)
8.2.2. Software
8.2.3. Content
8.3. By Distribution Channel (USD)
8.3.1. Online
8.3.2. Offline
8.4. By Platform (USD)
8.4.1. Tethered VR
8.4.2. Standalone VR
8.4.3. Mobile VR
8.5. By Country (USD)
8.5.1. U.K.
8.5.2. Germany
8.5.3. France
8.5.4. Italy
8.5.5. Spain
8.5.6. Russia
8.5.7. Benelux
8.5.8. Nordics
8.5.9. Rest of Europe
9. Middle East & Africa Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
9.1. Key Findings
9.2. By Type (USD)
9.2.1. Hardware
9.2.1.1. Head Mounted Displays
9.2.1.2. Gaming Consoles
9.2.1.3. Accessories (Controllers, etc.)
9.2.2. Software
9.2.3. Content
9.3. By Distribution Channel (USD)
9.3.1. Online
9.3.2. Offline
9.4. By Platform (USD)
9.4.1. Tethered VR
9.4.2. Standalone VR
9.4.3. Mobile VR
9.5. By Country (USD)
9.5.1. Turkey
9.5.2. Israel
9.5.3. GCC
9.5.4. North Africa
9.5.5. South Africa
9.5.6. Rest of Middle East & Africa
10. Asia Pacific Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
10.1. Key Findings
10.2. By Type (USD)
10.2.1. Hardware
10.2.1.1. Head Mounted Displays
10.2.1.2. Gaming Consoles
10.2.1.3. Accessories (Controllers, etc.)
10.2.2. Software
10.2.3. Content
10.3. By Distribution Channel (USD)
10.3.1. Online
10.3.2. Offline
10.4. By Platform (USD)
10.4.1. Tethered VR
10.4.2. Standalone VR
10.4.3. Mobile VR
10.5. By Country (USD)
10.5.1. China
10.5.2. Japan
10.5.3. India
10.5.4. South Korea
10.5.5. ASEAN
10.5.6. Oceania
10.5.7. Rest of Asia Pacific
11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)
11.1. Meta Platforms, Inc.
11.1.1. Overview
11.1.1.1. Key Management
11.1.1.2. Headquarters
11.1.1.3. Offerings/Business Segments
11.1.2. Key Details (Key details are consolidated data and not product/service specific)
11.1.2.1. Employee Size
11.1.2.2. Past and Current Revenue
11.1.2.3. Geographical Share
11.1.2.4. Business Segment Share
11.1.2.5. Recent Developments
11.2. Sony Corporation
11.2.1. Overview
11.2.1.1. Key Management
11.2.1.2. Headquarters
11.2.1.3. Offerings/Business Segments
11.2.2. Key Details (Key details are consolidated data and not product/service specific)
11.2.2.1. Employee Size
11.2.2.2. Past and Current Revenue
11.2.2.3. Geographical Share
11.2.2.4. Business Segment Share
11.2.2.5. Recent Developments
11.3. Valve Corporation
11.3.1. Overview
11.3.1.1. Key Management
11.3.1.2. Headquarters
11.3.1.3. Offerings/Business Segments
11.3.2. Key Details (Key details are consolidated data and not product/service specific)
11.3.2.1. Employee Size
11.3.2.2. Past and Current Revenue
11.3.2.3. Geographical Share
11.3.2.4. Business Segment Share
11.3.2.5. Recent Developments
11.4. Unity Technologies
11.4.1. Overview
11.4.1.1. Key Management
11.4.1.2. Headquarters
11.4.1.3. Offerings/Business Segments
11.4.2. Key Details (Key details are consolidated data and not product/service specific)
11.4.2.1. Employee Size
11.4.2.2. Past and Current Revenue
11.4.2.3. Geographical Share
11.4.2.4. Business Segment Share
11.4.2.5. Recent Developments
11.5. PICO Immersive Pte.ltd (Bytedance)
11.5.1. Overview
11.5.1.1. Key Management
11.5.1.2. Headquarters
11.5.1.3. Offerings/Business Segments
11.5.2. Key Details (Key details are consolidated data and not product/service specific)
11.5.2.1. Employee Size
11.5.2.2. Past and Current Revenue
11.5.2.3. Geographical Share
11.5.2.4. Business Segment Share
11.5.2.5. Recent Developments
11.6. Apple, Inc.
11.6.1. Overview
11.6.1.1. Key Management
11.6.1.2. Headquarters
11.6.1.3. Offerings/Business Segments
11.6.2. Key Details (Key details are consolidated data and not product/service specific)
11.6.2.1. Employee Size
11.6.2.2. Past and Current Revenue
11.6.2.3. Geographical Share
11.6.2.4. Business Segment Share
11.6.2.5. Recent Developments
11.7. Alphabet, Inc.
11.7.1. Overview
11.7.1.1. Key Management
11.7.1.2. Headquarters
11.7.1.3. Offerings/Business Segments
11.7.2. Key Details (Key details are consolidated data and not product/service specific)
11.7.2.1. Employee Size
11.7.2.2. Past and Current Revenue
11.7.2.3. Geographical Share
11.7.2.4. Business Segment Share
11.7.2.5. Recent Developments
11.8. NVIDIA Corporation
11.8.1. Overview
11.8.1.1. Key Management
11.8.1.2. Headquarters
11.8.1.3. Offerings/Business Segments
11.8.2. Key Details (Key details are consolidated data and not product/service specific)
11.8.2.1. Employee Size
11.8.2.2. Past and Current Revenue
11.8.2.3. Geographical Share
11.8.2.4. Business Segment Share
11.8.2.5. Recent Developments
11.9. Microsoft Corporation
11.9.1. Overview
11.9.1.1. Key Management
11.9.1.2. Headquarters
11.9.1.3. Offerings/Business Segments
11.9.2. Key Details (Key details are consolidated data and not product/service specific)
11.9.2.1. Employee Size
11.9.2.2. Past and Current Revenue
11.9.2.3. Geographical Share
11.9.2.4. Business Segment Share
11.9.2.5. Recent Developments
11.10. Epic Games, Inc.
11.10.1. Overview
11.10.1.1. Key Management
11.10.1.2. Headquarters
11.10.1.3. Offerings/Business Segments
11.10.2. Key Details (Key details are consolidated data and not product/service specific)
11.10.2.1. Employee Size
11.10.2.2. Past and Current Revenue
11.10.2.3. Geographical Share
11.10.2.4. Business Segment Share
11.10.2.5. Recent Developments
12. Key Takeaways

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