Europe Virtual Reality In Gaming Market Size, Share & Industry Trends Analysis Report By Connecting Device (Gaming Console, PC/Desktop, and Smartphone), By Component, By User (Individual, and Commercial Space), By Country and Growth Forecast, 2023 - 2030

Europe Virtual Reality In Gaming Market Size, Share & Industry Trends Analysis Report By Connecting Device (Gaming Console, PC/Desktop, and Smartphone), By Component, By User (Individual, and Commercial Space), By Country and Growth Forecast, 2023 - 2030


The Europe Virtual Reality in Gaming Market would witness market growth of 21.4% CAGR during the forecast period (2023-2030).

The emergence of standalone VR devices has further expanded the reach of virtual reality. Devices that operate independently, without tethering to external computers or consoles, have simplified the VR experience, making it more appealing to users seeking hassle-free immersion. Robust developer support and a flourishing ecosystem of VR games and experiences have played a pivotal role in encouraging adoption. The commitment of developers to create engaging and diverse content has addressed the content gap, fostered sustained interest and driving the uptake of VR among gamers. As the virtual reality in gaming market matures, the synergy between evolving hardware capabilities and widespread adoption creates a fertile ground for exploring the myriad applications that redefine the gaming experience.

Over time, strides in manufacturing efficiencies and market competition have led to more accessible price points for VR hardware. The democratization of VR technology, once confined to niche enthusiasts, has paved the way for a broader demographic to enter the virtual realm, catalyzing increased adoption. Integrating VR capabilities into mainstream gaming consoles, such as PlayStation VR, has catalyzed mass adoption. Console manufacturers recognizing the potential of VR have created synergies between hardware ecosystems, making virtual reality experiences seamlessly accessible to console gamers.

Europe has a strong and growing gaming community, with millions of individuals engaging in various forms of video gaming. The increasing acceptance and normalization of gaming as a mainstream form of entertainment create a favorable environment for adopting innovative technologies like virtual reality. Thus, the growing video games sector in Europe will drive the demand in regional virtual reality in gaming market.

The Germany market dominated the Europe Virtual Reality In Gaming Market, By Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $5,861.9 million by 2030. The UK market is exhibiting a CAGR of 20.3% during (2023 - 2030). Additionally, The France market would experience a CAGR of 22.3% during (2023 - 2030).

Based on Connecting Device, the market is segmented into Gaming Console, PC/Desktop, and Smartphone. Based on Component, the market is segmented into Hardware, and Software. Based on User, the market is segmented into Individual, and Commercial Space. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

The market research report covers the analysis of key stakeholders of the market. Key companies profiled in the report include Sony Corporation, Microsoft Corporation, Nintendo Co., Ltd., Electronic Arts, Inc., Meta Platforms, Inc. (Meta), Samsung Electronics Co., Ltd. (Samsung Group), Ultraleap Limited (Leap Motion, Inc.), HTC Corporation, Qualcomm Incorporated (Qualcomm Technologies, Inc.), Linden Research, Inc.

Scope of the Study

Market Segments covered in the Report:

By Connecting Device
  • Gaming Console
  • PC/Desktop
  • Smartphone
By Component
  • Hardware
  • Software
By User
  • Individual
  • Commercial Space
By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
Companies Profiled
  • Sony Corporation
  • Microsoft Corporation
  • Nintendo Co., Ltd.
  • Electronic Arts, Inc.
  • Meta Platforms, Inc. (Meta)
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Ultraleap Limited (Leap Motion, Inc.)
  • HTC Corporation
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Linden Research, Inc.
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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Virtual Reality In Gaming Market, by Connecting Device
1.4.2 Europe Virtual Reality In Gaming Market, by Component
1.4.3 Europe Virtual Reality In Gaming Market, by User
1.4.4 Europe Virtual Reality In Gaming Market, by Country
1.5 Methodology for the research
Chapter 2. Market At a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Top Winning Strategies
4.3.1 Key Leading Strategies: Percentage Distribution (2019-2023)
4.3.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2020, Jul – 2023, Nov) Leading Players
4.4 Porter’s Five Forces Analysis
Chapter 5. Europe Virtual Reality In Gaming Market, By Connecting Device
5.1 Europe Gaming Console Market, By Country
5.2 Europe PC/Desktop Market, By Country
5.3 Europe Smartphone Market, By Country
Chapter 6. Europe Virtual Reality In Gaming Market, By Component
6.1 Europe Hardware Market, By Country
6.2 Europe Software Market, By Country
Chapter 7. Europe Virtual Reality In Gaming Market, By User
7.1 Europe Individual Market, By Country
7.2 Europe Commercial Space Market, By Country
Chapter 8. Europe Virtual Reality In Gaming Market, By Country
8.1 Germany Virtual Reality In Gaming Market
8.1.1 Germany Virtual Reality In Gaming Market, By Connecting Device
8.1.2 Germany Virtual Reality In Gaming Market, By Component
8.1.3 Germany Virtual Reality In Gaming Market, By User
8.2 UK Virtual Reality In Gaming Market
8.2.1 UK Virtual Reality In Gaming Market, By Connecting Device
8.2.2 UK Virtual Reality In Gaming Market, By Component
8.2.3 UK Virtual Reality In Gaming Market, By User
8.3 France Virtual Reality In Gaming Market
8.3.1 France Virtual Reality In Gaming Market, By Connecting Device
8.3.2 France Virtual Reality In Gaming Market, By Component
8.3.3 France Virtual Reality In Gaming Market, By User
8.4 Russia Virtual Reality In Gaming Market
8.4.1 Russia Virtual Reality In Gaming Market, By Connecting Device
8.4.2 Russia Virtual Reality In Gaming Market, By Component
8.4.3 Russia Virtual Reality In Gaming Market, By User
8.5 Spain Virtual Reality In Gaming Market
8.5.1 Spain Virtual Reality In Gaming Market, By Connecting Device
8.5.2 Spain Virtual Reality In Gaming Market, By Component
8.5.3 Spain Virtual Reality In Gaming Market, By User
8.6 Italy Virtual Reality In Gaming Market
8.6.1 Italy Virtual Reality In Gaming Market, By Connecting Device
8.6.2 Italy Virtual Reality In Gaming Market, By Component
8.6.3 Italy Virtual Reality In Gaming Market, By User
8.7 Rest of Europe Virtual Reality In Gaming Market
8.7.1 Rest of Europe Virtual Reality In Gaming Market, By Connecting Device
8.7.2 Rest of Europe Virtual Reality In Gaming Market, By Component
8.7.3 Rest of Europe Virtual Reality In Gaming Market, By User
Chapter 9. Company Profiles
9.1 Linden Research, Inc.
9.1.1 Company Overview
9.1.2 SWOT Analysis
9.2 Sony Corporation
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expenses
9.2.5 Recent strategies and developments:
9.2.5.1 Partnerships, Collaborations, and Agreements:
9.2.5.2 Product Launches and Product Expansions:
9.2.6 SWOT Analysis
9.3 Microsoft Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental and Regional Analysis
9.3.4 Research & Development Expenses
9.3.5 Recent strategies and developments:
9.3.5.1 Partnerships, Collaborations, and Agreements:
9.3.5.2 Acquisition and Mergers:
9.3.6 SWOT Analysis
9.4 Nintendo Co., Ltd.
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 SWOT Analysis
9.5 Electronic Arts, Inc.
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Research & Development Expenses
9.5.4 Recent strategies and developments:
9.5.4.1 Partnerships, Collaborations, and Agreements:
9.5.5 SWOT Analysis
9.6 Meta Platforms, Inc. (Meta)
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segment and Regional Analysis
9.6.4 Research & Development Expense
9.6.5 Recent strategies and developments:
9.6.5.1 Partnerships, Collaborations, and Agreements:
9.6.5.2 Product Launches and Product Expansions:
9.6.6 SWOT Analysis
9.7 Samsung Electronics Co., Ltd. (Samsung Group)
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Segmental and Regional Analysis
9.7.4 Recent strategies and developments:
9.7.4.1 Product Launches and Product Expansions:
9.7.5 SWOT Analysis
9.8 Ultraleap Limited (Leap Motion, Inc.)
9.8.1 Company Overview
9.8.2 SWOT Analysis
9.9 HTC Corporation
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Regional Analysis
9.9.4 Research & Development Expense
9.9.5 Recent strategies and developments:
9.9.5.1 Partnerships, Collaborations, and Agreements:
9.9.5.2 Product Launches and Product Expansions:
9.9.6 SWOT Analysis
9.10. Qualcomm Incorporated (Qualcomm Technologies, Inc.)
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Segmental and Regional Analysis
9.10.4 Research & Development Expense
9.10.5 Recent strategies and developments:
9.10.5.1 Product Launches and Product Expansions:
9.10.6 SWOT Analysis

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