Global Virtual Reality in Gaming Market Overview
Global Virtual Reality in the Gaming market was valued at USD 16.81 billion in 2021 and is expected to reach USD 113.15 billion by the year 2028, at a CAGR of 31.31%
Virtual Reality in Gaming involves the user to have an almost live experience in the game with a 3-D environment and sound effects. The application uses the bio-senses technology for the virtual experience. Various Virtual Reality in Gaming scenarios are created for the live-experience for a user using virtual reality software. In laymen's terms, Virtual Reality in Gaming is an application where the user believes he is having a live experience with the virtual environment.
According to the analyst, Virtual Reality in Gaming has become an on-going trend because of it enhanced features for the gaming experience. The Virtual Reality in Gaming market offers the gamers a real-time experience with the advanced technology and sound-effects that have been used in the application. The continuous up-gradation in Virtual Reality in Gaming has kept the customers engaged with Virtual Reality in Gaming market increasing the growth of the market. Interactive graphics, 3-D and 5-D effects used for the gaming experience are some of the factors that are driving the Virtual Reality in Gaming market.
By the end of 2027, the Virtual Reality in Gaming market size is estimated to be at USD 85.35 billion. The major factors that are driving the market are the new features and devices that are being the ad-ons for the market attracting the customers. The attachments like gloves, headsets, body-suits, etc. are a few of the features that are making Virtual Reality in Gaming market more attractive. In 2016, the virtual reality headsets were officially launched and after that, the market has been incessantly improving for Virtual Reality in Gaming.
The Virtual Reality in Gaming market is segmented by Gaming Devices, User type, Gaming type, Compatibility, and by End-user industries. The market is further analysed on the basis of regional analysis and divided into major regions like North-America, Latin America, Asia-Pacific, Europe, and MEA.
Impact of COVID-19 on Virtual Reality in Gaming Market
The pandemic Covid-19 has caused a lot of disruptions across the globe. In every line of business, industry, and even in government sectors, the businesses have been at a loss or delayed due to the world observing the pandemic. However, due to many countries facing lockdown and the world now being digitalized more people are inclined towards having those types of Virtual Reality in Gaming for their leisure time which increased the market. Also, the rapid advancement in technology and the change in lifestyle of people during the quarantine has affected the market positively.
Market Segmentation
Gaming Devices Insights:
The gaming console has accounted for the highest CAGR in Virtual Reality in Gaming market of 34.91% with a market share of 35.45% and a market size of USD 3.47 billion in the year 2019. The segment PC is the second largest segment with a CAGR of 34.82% and the market size to be expected at USD 16.92 billion in the year 2027.
User type Insights:
By the User type segment, Virtual Reality in Gaming market is bifurcated into Commercial Space and Individual users. The Individual segment is expected to lead the market with the highest market share of 63.68% and the CAGR of 31.66% and the market size of the individual segment was estimated to be USD 6.24 billion in the year 2019.
Regional Insights:
Virtual Reality in Gaming market is growing rapidly in the Asia-Pacific region. Asia-Pacific region is accounted for the largest Virtual Reality in Gaming market share of 41.23% across the globe with a CAGR of 31.56%. Due to the growing online virtual reality trend and the promotion of it in social media in developing countries like China, India, and Japan. The North-American region is estimated to be the second-highest in terms of CAGR with 31.19% and Virtual Reality in Gaming market share of 25.36% in the year 2019. Due to the high demand from the United States region from the younger generation, Virtual Reality in Gaming market size is expected to be USD 21.44 billion in the year 2025.
Major Key Players Considered in the Market
- Microsoft Corporation,
- Facebook Technologies LLC.,
- Nvidia Corporation,
- HTC Corporation,
- Unity Technologies,
- Oculus VR,
- Samsung Group,
- Magic Leap Inc.,
- NextVR Inc.,
- Firsthand Technology, and others
Salient Features of the Virtual Reality in Gaming Market
The approximate expected value for the Virtual Reality in Gaming was USD 9.75 billion in 2019, and it is expected to reach USD 48.91 billion by 2025.
- The increase in demand for more gaming devices and features is driving the market rapidly and will continue to grow in Virtual Reality in Gaming forecast period.
- Based on the Gaming segment, the Hardware segment dominates the segment with a Virtual Reality in Gaming market share of 59.99% and is expected to have a market size of USD 50.60 billion in the year 2027.
- In January 2020 one of the major key players Sony announced the launch of PlayStation 5 which boosted the Virtual Reality in Gaming market exponentially and is still boosting for the forecast period.
- The key industry players such as Sony, Asustek Corporation Inc., and many others have taken the initiative to invest in the sector of research and development for developing more personalized and enhanced virtual reality games with the adoption of bio-sensing technology, optical trackers, bio-sensors, etc
Global Virtual Reality in Gaming Market |
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Base Year: |
2021 |
Forecast Period: |
2022-2028 |
Historical Data: |
2016 to 2020 |
Market Size in 2021: |
USD 16.81 Bn. |
Forecast Period 2022-28 CAGR: |
31.31% |
Market Size in 2028: |
USD 113.15 Bn. |
Segments Covered: |
By Gaming Devices |
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By User Type Segment |
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By Region |
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Key Market Drivers: |
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Key Market Restraints: |
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Key Opportunities: |
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Companies Covered in the report: |
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Chapter 1: Introduction
1.1 Research Objectives
1.2 Research Methodology
1.3 Research Process
1.4 Scope and Coverage
1.4.1 Market Definition
1.4.2 Key Questions Answered
1.5 Market Segmentation
Chapter 2:Executive Summary
Chapter 3:Growth Opportunities By Segment
3.1 By Gaming Devices
3.2 By User Type Segment
Chapter 4: Market Landscape
4.1 Porter's Five Forces Analysis
4.1.1 Bargaining Power of Supplier
4.1.2 Threat of New Entrants
4.1.3 Threat of Substitutes
4.1.4 Competitive Rivalry
4.1.5 Bargaining Power Among Buyers
4.2 Industry Value Chain Analysis
4.3 Market Dynamics
4.3.1 Drivers
4.3.2 Restraints
4.3.3 Opportunities
4.5.4 Challenges
4.4 Pestle Analysis
4.5 Technological Roadmap
4.6 Regulatory Landscape
4.7 SWOT Analysis
4.8 Price Trend Analysis
4.9 Patent Analysis
4.10 Analysis of the Impact of Covid-19
4.10.1 Impact on the Overall Market
4.10.2 Impact on the Supply Chain
4.10.3 Impact on the Key Manufacturers
4.10.4 Impact on the Pricing
Chapter 5: Virtual Reality in Gaming Market by Gaming Devices
5.1 Virtual Reality in Gaming Market Overview Snapshot and Growth Engine
5.2 Virtual Reality in Gaming Market Overview
5.3 PC
5.3.1 Introduction and Market Overview
5.3.2 Historic and Forecasted Market Size (2016-2028F)
5.3.3 Key Market Trends, Growth Factors and Opportunities
5.3.4 PC: Grographic Segmentation
5.4 Stand-alone
5.4.1 Introduction and Market Overview
5.4.2 Historic and Forecasted Market Size (2016-2028F)
5.4.3 Key Market Trends, Growth Factors and Opportunities
5.4.4 Stand-alone: Grographic Segmentation
5.5 Console
5.5.1 Introduction and Market Overview
5.5.2 Historic and Forecasted Market Size (2016-2028F)
5.5.3 Key Market Trends, Growth Factors and Opportunities
5.5.4 Console: Grographic Segmentation
5.6 Cartridges
5.6.1 Introduction and Market Overview
5.6.2 Historic and Forecasted Market Size (2016-2028F)
5.6.3 Key Market Trends, Growth Factors and Opportunities
5.6.4 Cartridges: Grographic Segmentation
5.7 Smartphones
5.7.1 Introduction and Market Overview
5.7.2 Historic and Forecasted Market Size (2016-2028F)
5.7.3 Key Market Trends, Growth Factors and Opportunities
5.7.4 Smartphones: Grographic Segmentation
Chapter 6: Virtual Reality in Gaming Market by User Type Segment
6.1 Virtual Reality in Gaming Market Overview Snapshot and Growth Engine
6.2 Virtual Reality in Gaming Market Overview
6.3 Commercial Space
6.3.1 Introduction and Market Overview
6.3.2 Historic and Forecasted Market Size (2016-2028F)
6.3.3 Key Market Trends, Growth Factors and Opportunities
6.3.4 Commercial Space: Grographic Segmentation
6.4 Individual User
6.4.1 Introduction and Market Overview
6.4.2 Historic and Forecasted Market Size (2016-2028F)
6.4.3 Key Market Trends, Growth Factors and Opportunities
6.4.4 Individual User: Grographic Segmentation
Chapter 7: Company Profiles and Competitive Analysis
7.1 Competitive Landscape
7.1.1 Competitive Positioning
7.1.2 Virtual Reality in Gaming Sales and Market Share By Players
7.1.3 Industry BCG Matrix
7.1.4 Ansoff Matrix
7.1.5 Virtual Reality in Gaming Industry Concentration Ratio (CR5 and HHI)
7.1.6 Top 5 Virtual Reality in Gaming Players Market Share
7.1.7 Mergers and Acquisitions
7.1.8 Business Strategies By Top Players
7.2 MICROSOFT CORPORATION
7.2.1 Company Overview
7.2.2 Key Executives
7.2.3 Company Snapshot
7.2.4 Operating Business Segments
7.2.5 Product Portfolio
7.2.6 Business Performance
7.2.7 Key Strategic Moves and Recent Developments
7.2.8 SWOT Analysis
7.3 FACEBOOK TECHNOLOGIES LLC.
7.4 NVIDIA CORPORATION
7.5 HTC CORPORATION
7.6 UNITY TECHNOLOGIES
7.7 OCULUS VR
7.8 SAMSUNG GROUP
7.9 MAGIC LEAP INC.
7.10 NEXTVR INC.
7.11 FIRSTHAND TECHNOLOGY
7.12 OTHER MAJOR PLAYERS
Chapter 8: Global Virtual Reality in Gaming Market Analysis, Insights and Forecast, 2016-2028
8.1 Market Overview
8.2 Historic and Forecasted Market Size By Gaming Devices
8.2.1 PC
8.2.2 Stand-alone
8.2.3 Console
8.2.4 Cartridges
8.2.5 Smartphones
8.3 Historic and Forecasted Market Size By User Type Segment
8.3.1 Commercial Space
8.3.2 Individual User
Chapter 9: North America Virtual Reality in Gaming Market Analysis, Insights and Forecast, 2016-2028
9.1 Key Market Trends, Growth Factors and Opportunities
9.2 Impact of Covid-19
9.3 Key Players
9.4 Key Market Trends, Growth Factors and Opportunities
9.4 Historic and Forecasted Market Size By Gaming Devices
9.4.1 PC
9.4.2 Stand-alone
9.4.3 Console
9.4.4 Cartridges
9.4.5 Smartphones
9.5 Historic and Forecasted Market Size By User Type Segment
9.5.1 Commercial Space
9.5.2 Individual User
9.6 Historic and Forecast Market Size by Country
9.6.1 U.S.
9.6.2 Canada
9.6.3 Mexico
Chapter 10: Europe Virtual Reality in Gaming Market Analysis, Insights and Forecast, 2016-2028
10.1 Key Market Trends, Growth Factors and Opportunities
10.2 Impact of Covid-19
10.3 Key Players
10.4 Key Market Trends, Growth Factors and Opportunities
10.4 Historic and Forecasted Market Size By Gaming Devices
10.4.1 PC
10.4.2 Stand-alone
10.4.3 Console
10.4.4 Cartridges
10.4.5 Smartphones
10.5 Historic and Forecasted Market Size By User Type Segment
10.5.1 Commercial Space
10.5.2 Individual User
10.6 Historic and Forecast Market Size by Country
10.6.1 Germany
10.6.2 U.K.
10.6.3 France
10.6.4 Italy
10.6.5 Russia
10.6.6 Spain
10.6.7 Rest of Europe
Chapter 11: Asia-Pacific Virtual Reality in Gaming Market Analysis, Insights and Forecast, 2016-2028
11.1 Key Market Trends, Growth Factors and Opportunities
11.2 Impact of Covid-19
11.3 Key Players
11.4 Key Market Trends, Growth Factors and Opportunities
11.4 Historic and Forecasted Market Size By Gaming Devices
11.4.1 PC
11.4.2 Stand-alone
11.4.3 Console
11.4.4 Cartridges
11.4.5 Smartphones
11.5 Historic and Forecasted Market Size By User Type Segment
11.5.1 Commercial Space
11.5.2 Individual User
11.6 Historic and Forecast Market Size by Country
11.6.1 China
11.6.2 India
11.6.3 Japan
11.6.4 Singapore
11.6.5 Australia
11.6.6 New Zealand
11.6.7 Rest of APAC
Chapter 12: Middle East & Africa Virtual Reality in Gaming Market Analysis, Insights and Forecast, 2016-2028
12.1 Key Market Trends, Growth Factors and Opportunities
12.2 Impact of Covid-19
12.3 Key Players
12.4 Key Market Trends, Growth Factors and Opportunities
12.4 Historic and Forecasted Market Size By Gaming Devices
12.4.1 PC
12.4.2 Stand-alone
12.4.3 Console
12.4.4 Cartridges
12.4.5 Smartphones
12.5 Historic and Forecasted Market Size By User Type Segment
12.5.1 Commercial Space
12.5.2 Individual User
12.6 Historic and Forecast Market Size by Country
12.6.1 Turkey
12.6.2 Saudi Arabia
12.6.3 Iran
12.6.4 UAE
12.6.5 Africa
12.6.6 Rest of MEA
Chapter 13: South America Virtual Reality in Gaming Market Analysis, Insights and Forecast, 2016-2028
13.1 Key Market Trends, Growth Factors and Opportunities
13.2 Impact of Covid-19
13.3 Key Players
13.4 Key Market Trends, Growth Factors and Opportunities
13.4 Historic and Forecasted Market Size By Gaming Devices
13.4.1 PC
13.4.2 Stand-alone
13.4.3 Console
13.4.4 Cartridges
13.4.5 Smartphones
13.5 Historic and Forecasted Market Size By User Type Segment
13.5.1 Commercial Space
13.5.2 Individual User
13.6 Historic and Forecast Market Size by Country
13.6.1 Brazil
13.6.2 Argentina
13.6.3 Rest of SA
Chapter 14 Investment Analysis
Chapter 15 Analyst Viewpoint and Conclusion
Global Virtual Reality in Gaming Market |
|||
Base Year: |
2021 |
Forecast Period: |
2022-2028 |
Historical Data: |
2016 to 2020 |
Market Size in 2021: |
USD 16.81 Bn. |
Forecast Period 2022-28 CAGR: |
31.31% |
Market Size in 2028: |
USD 113.15 Bn. |
Segments Covered: |
By Gaming Devices |
|
|
By User Type Segment |
|
||
By Region |
|
||
Key Market Drivers: |
|
||
Key Market Restraints: |
|
||
Key Opportunities: |
|
||
Companies Covered in the report: |
|
LIST OF TABLES
TABLE 001. EXECUTIVE SUMMARY
TABLE 002. VIRTUAL REALITY IN GAMING MARKET BARGAINING POWER OF SUPPLIERS
TABLE 003. VIRTUAL REALITY IN GAMING MARKET BARGAINING POWER OF CUSTOMERS
TABLE 004. VIRTUAL REALITY IN GAMING MARKET COMPETITIVE RIVALRY
TABLE 005. VIRTUAL REALITY IN GAMING MARKET THREAT OF NEW ENTRANTS
TABLE 006. VIRTUAL REALITY IN GAMING MARKET THREAT OF SUBSTITUTES
TABLE 007. VIRTUAL REALITY IN GAMING MARKET BY GAMING DEVICES
TABLE 008. PC MARKET OVERVIEW (2016-2028)
TABLE 009. STAND-ALONE MARKET OVERVIEW (2016-2028)
TABLE 010. CONSOLE MARKET OVERVIEW (2016-2028)
TABLE 011. CARTRIDGES MARKET OVERVIEW (2016-2028)
TABLE 012. SMARTPHONES MARKET OVERVIEW (2016-2028)
TABLE 013. VIRTUAL REALITY IN GAMING MARKET BY USER TYPE SEGMENT
TABLE 014. COMMERCIAL SPACE MARKET OVERVIEW (2016-2028)
TABLE 015. INDIVIDUAL USER MARKET OVERVIEW (2016-2028)
TABLE 016. NORTH AMERICA VIRTUAL REALITY IN GAMING MARKET, BY GAMING DEVICES (2016-2028)
TABLE 017. NORTH AMERICA VIRTUAL REALITY IN GAMING MARKET, BY USER TYPE SEGMENT (2016-2028)
TABLE 018. N VIRTUAL REALITY IN GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 019. EUROPE VIRTUAL REALITY IN GAMING MARKET, BY GAMING DEVICES (2016-2028)
TABLE 020. EUROPE VIRTUAL REALITY IN GAMING MARKET, BY USER TYPE SEGMENT (2016-2028)
TABLE 021. VIRTUAL REALITY IN GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 022. ASIA PACIFIC VIRTUAL REALITY IN GAMING MARKET, BY GAMING DEVICES (2016-2028)
TABLE 023. ASIA PACIFIC VIRTUAL REALITY IN GAMING MARKET, BY USER TYPE SEGMENT (2016-2028)
TABLE 024. VIRTUAL REALITY IN GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 025. MIDDLE EAST & AFRICA VIRTUAL REALITY IN GAMING MARKET, BY GAMING DEVICES (2016-2028)
TABLE 026. MIDDLE EAST & AFRICA VIRTUAL REALITY IN GAMING MARKET, BY USER TYPE SEGMENT (2016-2028)
TABLE 027. VIRTUAL REALITY IN GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 028. SOUTH AMERICA VIRTUAL REALITY IN GAMING MARKET, BY GAMING DEVICES (2016-2028)
TABLE 029. SOUTH AMERICA VIRTUAL REALITY IN GAMING MARKET, BY USER TYPE SEGMENT (2016-2028)
TABLE 030. VIRTUAL REALITY IN GAMING MARKET, BY COUNTRY (2016-2028)
TABLE 031. MICROSOFT CORPORATION: SNAPSHOT
TABLE 032. MICROSOFT CORPORATION: BUSINESS PERFORMANCE
TABLE 033. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 034. MICROSOFT CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 034. FACEBOOK TECHNOLOGIES LLC.: SNAPSHOT
TABLE 035. FACEBOOK TECHNOLOGIES LLC.: BUSINESS PERFORMANCE
TABLE 036. FACEBOOK TECHNOLOGIES LLC.: PRODUCT PORTFOLIO
TABLE 037. FACEBOOK TECHNOLOGIES LLC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 037. NVIDIA CORPORATION: SNAPSHOT
TABLE 038. NVIDIA CORPORATION: BUSINESS PERFORMANCE
TABLE 039. NVIDIA CORPORATION: PRODUCT PORTFOLIO
TABLE 040. NVIDIA CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 040. HTC CORPORATION: SNAPSHOT
TABLE 041. HTC CORPORATION: BUSINESS PERFORMANCE
TABLE 042. HTC CORPORATION: PRODUCT PORTFOLIO
TABLE 043. HTC CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 043. UNITY TECHNOLOGIES: SNAPSHOT
TABLE 044. UNITY TECHNOLOGIES: BUSINESS PERFORMANCE
TABLE 045. UNITY TECHNOLOGIES: PRODUCT PORTFOLIO
TABLE 046. UNITY TECHNOLOGIES: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 046. OCULUS VR: SNAPSHOT
TABLE 047. OCULUS VR: BUSINESS PERFORMANCE
TABLE 048. OCULUS VR: PRODUCT PORTFOLIO
TABLE 049. OCULUS VR: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 049. SAMSUNG GROUP: SNAPSHOT
TABLE 050. SAMSUNG GROUP: BUSINESS PERFORMANCE
TABLE 051. SAMSUNG GROUP: PRODUCT PORTFOLIO
TABLE 052. SAMSUNG GROUP: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 052. MAGIC LEAP INC.: SNAPSHOT
TABLE 053. MAGIC LEAP INC.: BUSINESS PERFORMANCE
TABLE 054. MAGIC LEAP INC.: PRODUCT PORTFOLIO
TABLE 055. MAGIC LEAP INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 055. NEXTVR INC.: SNAPSHOT
TABLE 056. NEXTVR INC.: BUSINESS PERFORMANCE
TABLE 057. NEXTVR INC.: PRODUCT PORTFOLIO
TABLE 058. NEXTVR INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 058. FIRSTHAND TECHNOLOGY: SNAPSHOT
TABLE 059. FIRSTHAND TECHNOLOGY: BUSINESS PERFORMANCE
TABLE 060. FIRSTHAND TECHNOLOGY: PRODUCT PORTFOLIO
TABLE 061. FIRSTHAND TECHNOLOGY: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 061. OTHER MAJOR PLAYERS: SNAPSHOT
TABLE 062. OTHER MAJOR PLAYERS: BUSINESS PERFORMANCE
TABLE 063. OTHER MAJOR PLAYERS: PRODUCT PORTFOLIO
TABLE 064. OTHER MAJOR PLAYERS: KEY STRATEGIC MOVES AND DEVELOPMENTS
LIST OF FIGURES
FIGURE 001. YEARS CONSIDERED FOR ANALYSIS
FIGURE 002. SCOPE OF THE STUDY
FIGURE 003. VIRTUAL REALITY IN GAMING MARKET OVERVIEW BY REGIONS
FIGURE 004. PORTER'S FIVE FORCES ANALYSIS
FIGURE 005. BARGAINING POWER OF SUPPLIERS
FIGURE 006. COMPETITIVE RIVALRYFIGURE 007. THREAT OF NEW ENTRANTS
FIGURE 008. THREAT OF SUBSTITUTES
FIGURE 009. VALUE CHAIN ANALYSIS
FIGURE 010. PESTLE ANALYSIS
FIGURE 011. VIRTUAL REALITY IN GAMING MARKET OVERVIEW BY GAMING DEVICES
FIGURE 012. PC MARKET OVERVIEW (2016-2028)
FIGURE 013. STAND-ALONE MARKET OVERVIEW (2016-2028)
FIGURE 014. CONSOLE MARKET OVERVIEW (2016-2028)
FIGURE 015. CARTRIDGES MARKET OVERVIEW (2016-2028)
FIGURE 016. SMARTPHONES MARKET OVERVIEW (2016-2028)
FIGURE 017. VIRTUAL REALITY IN GAMING MARKET OVERVIEW BY USER TYPE SEGMENT
FIGURE 018. COMMERCIAL SPACE MARKET OVERVIEW (2016-2028)
FIGURE 019. INDIVIDUAL USER MARKET OVERVIEW (2016-2028)
FIGURE 020. NORTH AMERICA VIRTUAL REALITY IN GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 021. EUROPE VIRTUAL REALITY IN GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 022. ASIA PACIFIC VIRTUAL REALITY IN GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 023. MIDDLE EAST & AFRICA VIRTUAL REALITY IN GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 024. SOUTH AMERICA VIRTUAL REALITY IN GAMING MARKET OVERVIEW BY COUNTRY (2016-2028)
Frequently Asked Questions :
The forecast period in the Virtual Reality in Gaming Market research report is 2022-2028.
Microsoft Corporation, Facebook Technologies LLC., Nvidia Corporation, HTC Corporation, Unity Technologies, and other major players.
The Virtual Reality in Gaming Market is segmented into Gaming Devices, User Type Segment, and region. By Gaming Devices, the market is categorized into PC, Stand-alone, Console, Cartridges, and Smartphones. By User Type Segment the market is categorized into Commercial Space, Individual users. By region, it is analyzed across North America (U.S.; Canada; Mexico), Europe (Germany; U.K.; France; Italy; Russia; Spain, etc.), Asia-Pacific (China; India; Japan; Southeast Asia, etc.), South America (Brazil; Argentina, etc.), Middle East & Africa (Saudi Arabia; South Africa, etc.).
Virtual Reality in Gaming involves the user having an almost live experience in the game with a 3-D environment and sound effects. The application uses bio-senses technology for the virtual experience. Various Virtual Reality in Gaming scenarios is created for the live experience of a user using virtual reality software. In laymen's terms, Virtual Reality in Gaming is an application where the user believes he is having a live experience with the virtual environment.
Global Virtual Reality in the Gaming market was valued at USD 16.81 billion in 2021 and is expected to reach USD 113.15 billion by the year 2028, at a CAGR of 31.31%