Virtual Reality In Gaming Market Size, Share & Trends Analysis Report By Component, By Connecting Device (Gaming Console, PC/ Desktop, Smartphone), By User (Commercial Space, Individual), By Region, And Segment Forecasts, 2023 - 2030

Virtual Reality In Gaming Market Size, Share & Trends Analysis Report By Component, By Connecting Device (Gaming Console, PC/ Desktop, Smartphone), By User (Commercial Space, Individual), By Region, And Segment Forecasts, 2023 - 2030


Virtual Reality In Gaming Market Growth & Trends

The global virtual reality in gaming market size is expected to reach USD 109.59 billion by 2030, registering a CAGR of 22.7% from 2023 to 2030, according to a new report by Grand View Research, Inc. The intensifying demand for technologically progressive electronic games amongst millennials is anticipated to drive the market growth from 2020 to 2027.

There is a significant demand for recreation activities in a Three-Dimensional (3D) environment using compact virtual reality gaming devices in the younger generations. The preference for enhanced experience using immersive technology into VR simulation of 3D surroundings is expected to drive the market growth. Continual innovations in the VR space and development of wide-ranging virtual reality games have enticed the gaming enthusiasts worldwide. Enriched gaming involvement owing to the interactive video games, alluring VR accessories, and realistic 3D recreational environments is anticipated to encourage the market growth from 2020 to 2027.

Startups are making the most of crowdfunding in the virtual reality space to develop innovative wearables, accessories, and software for recreation. For instance, Cyan, Inc., a U.S. based gaming studio, launched a new crowdfunding campaign in March 2019 for their VR-enabled game named ‘Firmament.’ Moreover, the advent of fifth generation (5G) network technology is poised to further augment the VR in gaming experience due to the low latency, improved reliability, and high density offered by the 5G technology. The technology also enables the integration of virtual reality with cloud solutions. Telecom solution providers are partnering with the market players in the gaming industry to enhance the VR-based offerings. For instance, in April 2019, AT&, Inc. partnered with NVIDIA Corporation; HTC Corporation; PlayGiga; and Arvizio, Inc. to develop its 5G network apt for VR games. These technical advancements are expected to drive the industry growth.

Virtual Reality In Gaming Market Report Highlights
  • Companies are profoundly investing in the research and development of commercial VR accessories that can be connected to smartphones, desktops, and gaming console
  • The hardware component segment is expected to expand at the highest CAGR over the forecast period, owing to the high procurement expenses and rapid advancements in wearables and accessories such as virtual reality bodysuit, gloves, input devices, and masks
  • The Brazilian, Mexican, and Indian markets are expected to observe a significant surge in the growth, due to a combination of factors including the number of millennials, rising disposable income of buyers, enthusiastic gamers, rapid smartphone penetration, and growing console sales that makes the regions a rewarding market for VR-based games
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Chapter 1. Methodology and Scope
1.1. Market Segmentation & Scope
1.1.1. Component
1.1.2. Connecting device
1.1.3. User
1.1.4. Regional scope
1.1.5. Estimates and forecast timeline
1.2. Research Methodology
1.3. Information Procurement
1.3.1. Purchased database
1.3.2. GVR’s internal database
1.3.3. Secondary sources
1.3.4. Primary research
1.3.5. Details of primary research
1.4. Information or Data Analysis
1.5. Market Formulation & Validation
1.6. Model Details
1.7. List of Secondary Sources
1.8. List of Primary Sources
1.9. Objectives
Chapter 2. Executive Summary
2.1. Market Outlook
2.2. Segment Outlook
2.2.1. Component outlook
2.2.2. Connecting device outlook
2.2.3. Gaming user outlook
2.2.4. Regional outlook
2.3. Competitive Insights
Chapter 3. Virtual Reality in Gaming Market Variables, Trends & Scope
3.1. Market Lineage Outlook
3.2. Industry Value Chain Analysis
3.3. Market Dynamics
3.3.1. Market Driver Analysis
3.3.2. Market Restraint Analysis
3.3.3. Market Opportunity Analysis
3.4. Virtual Reality in Gaming Market Analysis Tools
3.4.1. Industry Analysis - Porter’s Five Forces
3.4.1.1. Supplier power
3.4.1.2. Buyer power
3.4.1.3. Substitution threat
3.4.1.4. Threat of new entrant
3.4.1.5. Competitive rivalry
3.4.2. PESTEL analysis
3.4.2.1. Political landscape
3.4.2.2. Technological landscape
3.4.2.3. Economic Landscape
Chapter 4. Virtual Reality in Gaming Market: Component Estimates & Trend Analysis
4.1. Virtual Reality in Gaming Market: Key Takeaways
4.2. Virtual Reality in Gaming Market: Movement & Market Share Analysis, 2022 & 2030
4.3. Hardware
4.3.1. Hardware market estimates and forecasts, 2018 to 2030 (USD Million)
4.4. Software
4.4.1. Software market estimates and forecasts, 2018 to 2030 (USD Million)
Chapter 5. Virtual Reality in Gaming Market: Connecting Device Estimates & Trend Analysis
5.1. Virtual Reality in Gaming Market: Key Takeaways
5.2. Virtual Reality in Gaming Market: Movement & Market Share Analysis, 2022 & 2030
5.3. Gaming Console
5.3.1. Gaming console market estimates and forecasts, 2018 to 2030 (USD Million)
5.4. PC/Desktop
5.4.1. PC/desktop market estimates and forecasts, 2018 to 2030 (USD Million)
5.5. Smartphone
5.5.1. Smartphone market estimates and forecasts, 2018 to 2030 (USD Million)
Chapter 6. Virtual Reality in Gaming Market: User Estimates & Trend Analysis
6.1. Virtual Reality in Gaming Market: Key Takeaways
6.2. Virtual Reality in Gaming Market: Movement & Market Share Analysis, 2022 & 2030
6.3. Commercial Space
6.3.1. Commercial space market estimates and forecasts, 2018 to 2030 (USD Million)
6.4. Individual
6.4.1. Individual market estimates and forecasts, 2018 to 2030 (USD Million)
Chapter 7. Virtual Reality in Gaming Market: Regional Estimates & Trend Analysis
7.1. Regional Outlook
7.2. Virtual Reality in Gaming Market by Region: Key Takeaway
7.3. North America
7.3.1. North America market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.3.2. U.S.
7.3.2.1. U.S. market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.3.3. Canada
7.3.3.1. Canada market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.4. Europe
7.4.1. Europe market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.4.2. UK
7.4.2.1. UK market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.4.3. Germany
7.4.3.1. Germany market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.4.4. France
7.4.4.1. France market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5. Asia Pacific
7.5.1. Asia Pacific market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5.2. China
7.5.2.1. China market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5.3. India
7.5.3.1. India market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5.4. Japan
7.5.4.1. Japan market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5.5. Australia
7.5.5.1. Australia market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.5.6. South Korea
7.5.6.1. South Korea market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.6. Latin America
7.6.1. Latin America market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.6.2. Brazil
7.6.2.1. Brazil market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.6.3. Mexico
7.6.3.1. Mexico market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.7. MEA
7.7.1. MEA market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.7.2. United Arab Emirates (UAE)
7.7.2.1. United Arab Emirates (UAE) market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.7.3. Saudi Arabia
7.7.3.1. Saudi Arabia market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
7.7.4. South Africa
7.7.4.1. South Africa market estimates and forecasts, 2018 to 2030 (Revenue, USD Million)
Chapter 8. Competitive Landscape
8.1. Recent Developments & Impact Analysis, By Key Market Participants
8.2. Market Participant Categorization
8.2.1. Sony Corporation
8.2.1.1. Company overview
8.2.1.2. Financial performance
8.2.1.3. Product benchmarking
8.2.1.4. Strategic initiatives
8.2.2. Microsoft
8.2.2.1. Company overview
8.2.2.2. Financial performance
8.2.2.3. Product benchmarking
8.2.2.4. Strategic initiatives
8.2.3. Nintendo.Games
8.2.3.1. Company overview
8.2.3.2. Financial performance
8.2.3.3. Product benchmarking
8.2.3.4. Strategic initiatives
8.2.4. Linden Research, Inc.
8.2.4.1. Company overview
8.2.4.2. Financial performance
8.2.4.3. Product benchmarking
8.2.4.4. Strategic initiatives
8.2.5. Electronic Arts Inc.
8.2.5.1. Company overview
8.2.5.2. Financial performance
8.2.5.3. Product benchmarking
8.2.5.4. Strategic initiatives
8.2.6. Meta
8.2.6.1. Company overview
8.2.6.2. Financial performance
8.2.6.3. Product benchmarking
8.2.6.4. Strategic initiatives
8.2.7. SAMSUNG
8.2.7.1. Company overview
8.2.7.2. Financial performance
8.2.7.3. Product benchmarking
8.2.7.4. Strategic initiatives
8.2.8. Google Inc.
8.2.8.1. Company overview
8.2.8.2. Financial performance
8.2.8.3. Product benchmarking
8.2.8.4. Strategic initiatives
8.2.9. HTC Corporation
8.2.9.1. Company overview
8.2.9.2. Financial performance
8.2.9.3. Product benchmarking
8.2.9.4. Strategic initiatives
8.2.10. Virtuix
8.2.10.1. Company overview
8.2.10.2. Financial performance
8.2.10.3. Product benchmarking
8.2.10.4. Strategic initiatives
8.2.11. Ultraleap Limited
8.2.11.1. Company overview
8.2.11.2. Financial performance
8.2.11.3. Product benchmarking
8.2.11.4. Strategic initiatives
8.2.12. Tesla Studios
8.2.12.1. Company overview
8.2.12.2. Financial performance
8.2.12.3. Product benchmarking
8.2.12.4. Strategic initiatives
8.2.13. Qualcomm Technologies, Inc.
8.2.13.1. Company overview
8.2.13.2. Financial performance
8.2.13.3. Product benchmarking
8.2.13.4. Strategic initiatives
8.2.14. Lucidcam.com
8.2.14.1. Company overview
8.2.14.2. Financial performance
8.2.14.3. Product benchmarking
8.2.14.4. Strategic initiatives

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