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)
- 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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