The Market Reports

Call: +1-631-407-1315 / +91-750-729-1479
Email: sales@themarketreports.com

Virtual Reality (VR) in Gaming-Global Market Insights and Sales Trends 2025

Virtual Reality (VR) in Gaming-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1862185

No of Pages : 104

Synopsis
Virtual reality technology can enable gamers to indulge in an imaginary setting where the gamer's physical presence is simulated to be a part of the three-dimensional environment. With VR equipment and accessories, the user can view, move around, and even interact with the objects within the game.
The global Virtual Reality (VR) in Gaming market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of Virtual Reality (VR) in Gaming in various end use industries. The expanding demands from the Private, Commerce and Others,, are propelling Virtual Reality (VR) in Gaming market. Adventure Games, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Action Games segment is estimated at % CAGR for the next seven-year period.
Gaming consoles are expected to emerge as the most favored devices for playing games equipped with VR technology on account of the presence of efficient processors as compared to desktops and smartphones which may not match the immersive simulation experience provided by a console dedicated to playing games.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Virtual Reality (VR) in Gaming, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Virtual Reality (VR) in Gaming market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Virtual Reality (VR) in Gaming market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Virtual Reality (VR) in Gaming sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Virtual Reality (VR) in Gaming covered in this report include Sony, Microsoft, Nintendo, Linden Labs, Electronic Arts, Facebook, Samsung Electronics, Google and HTC, etc.
The global Virtual Reality (VR) in Gaming market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Sony
Microsoft
Nintendo
Linden Labs
Electronic Arts
Facebook
Samsung Electronics
Google
HTC
Virtuix Omni
Leap Motion
Telsa Studios
Qualcomm
Global Virtual Reality (VR) in Gaming market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Virtual Reality (VR) in Gaming market, Segment by Type:
Adventure Games
Action Games
Racing Games
Role-Playing Games
Others
Global Virtual Reality (VR) in Gaming market, by Application
Private
Commerce
Others
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Virtual Reality (VR) in Gaming companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Virtual Reality (VR) in Gaming
1.1 Virtual Reality (VR) in Gaming Market Overview
1.1.1 Virtual Reality (VR) in Gaming Product Scope
1.1.2 Virtual Reality (VR) in Gaming Market Status and Outlook
1.2 Global Virtual Reality (VR) in Gaming Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Virtual Reality (VR) in Gaming Market Size by Region (2018-2029)
1.4 Global Virtual Reality (VR) in Gaming Historic Market Size by Region (2018-2023)
1.5 Global Virtual Reality (VR) in Gaming Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Virtual Reality (VR) in Gaming Market Size (2018-2029)
1.6.1 North America Virtual Reality (VR) in Gaming Market Size (2018-2029)
1.6.2 Europe Virtual Reality (VR) in Gaming Market Size (2018-2029)
1.6.3 Asia-Pacific Virtual Reality (VR) in Gaming Market Size (2018-2029)
1.6.4 Latin America Virtual Reality (VR) in Gaming Market Size (2018-2029)
1.6.5 Middle East & Africa Virtual Reality (VR) in Gaming Market Size (2018-2029)
2 Virtual Reality (VR) in Gaming Market by Type
2.1 Introduction
2.1.1 Adventure Games
2.1.2 Action Games
2.1.3 Racing Games
2.1.4 Role-Playing Games
2.1.5 Others
2.2 Global Virtual Reality (VR) in Gaming Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Virtual Reality (VR) in Gaming Historic Market Size by Type (2018-2023)
2.2.2 Global Virtual Reality (VR) in Gaming Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Virtual Reality (VR) in Gaming Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Virtual Reality (VR) in Gaming Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Virtual Reality (VR) in Gaming Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Virtual Reality (VR) in Gaming Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Virtual Reality (VR) in Gaming Revenue Breakdown by Type (2018-2029)
3 Virtual Reality (VR) in Gaming Market Overview by Application
3.1 Introduction
3.1.1 Private
3.1.2 Commerce
3.1.3 Others
3.2 Global Virtual Reality (VR) in Gaming Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Virtual Reality (VR) in Gaming Historic Market Size by Application (2018-2023)
3.2.2 Global Virtual Reality (VR) in Gaming Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Virtual Reality (VR) in Gaming Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Virtual Reality (VR) in Gaming Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Virtual Reality (VR) in Gaming Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Virtual Reality (VR) in Gaming Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Virtual Reality (VR) in Gaming Revenue Breakdown by Application (2018-2029)
4 Virtual Reality (VR) in Gaming Competition Analysis by Players
4.1 Global Virtual Reality (VR) in Gaming Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Virtual Reality (VR) in Gaming as of 2022)
4.3 Date of Key Players Enter into Virtual Reality (VR) in Gaming Market
4.4 Global Top Players Virtual Reality (VR) in Gaming Headquarters and Area Served
4.5 Key Players Virtual Reality (VR) in Gaming Product Solution and Service
4.6 Competitive Status
4.6.1 Virtual Reality (VR) in Gaming Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Sony
5.1.1 Sony Profile
5.1.2 Sony Main Business
5.1.3 Sony Virtual Reality (VR) in Gaming Products, Services and Solutions
5.1.4 Sony Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.1.5 Sony Recent Developments
5.2 Microsoft
5.2.1 Microsoft Profile
5.2.2 Microsoft Main Business
5.2.3 Microsoft Virtual Reality (VR) in Gaming Products, Services and Solutions
5.2.4 Microsoft Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.2.5 Microsoft Recent Developments
5.3 Nintendo
5.3.1 Nintendo Profile
5.3.2 Nintendo Main Business
5.3.3 Nintendo Virtual Reality (VR) in Gaming Products, Services and Solutions
5.3.4 Nintendo Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.3.5 Linden Labs Recent Developments
5.4 Linden Labs
5.4.1 Linden Labs Profile
5.4.2 Linden Labs Main Business
5.4.3 Linden Labs Virtual Reality (VR) in Gaming Products, Services and Solutions
5.4.4 Linden Labs Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.4.5 Linden Labs Recent Developments
5.5 Electronic Arts
5.5.1 Electronic Arts Profile
5.5.2 Electronic Arts Main Business
5.5.3 Electronic Arts Virtual Reality (VR) in Gaming Products, Services and Solutions
5.5.4 Electronic Arts Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.5.5 Electronic Arts Recent Developments
5.6 Facebook
5.6.1 Facebook Profile
5.6.2 Facebook Main Business
5.6.3 Facebook Virtual Reality (VR) in Gaming Products, Services and Solutions
5.6.4 Facebook Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.6.5 Facebook Recent Developments
5.7 Samsung Electronics
5.7.1 Samsung Electronics Profile
5.7.2 Samsung Electronics Main Business
5.7.3 Samsung Electronics Virtual Reality (VR) in Gaming Products, Services and Solutions
5.7.4 Samsung Electronics Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.7.5 Samsung Electronics Recent Developments
5.8 Google
5.8.1 Google Profile
5.8.2 Google Main Business
5.8.3 Google Virtual Reality (VR) in Gaming Products, Services and Solutions
5.8.4 Google Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.8.5 Google Recent Developments
5.9 HTC
5.9.1 HTC Profile
5.9.2 HTC Main Business
5.9.3 HTC Virtual Reality (VR) in Gaming Products, Services and Solutions
5.9.4 HTC Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.9.5 HTC Recent Developments
5.10 Virtuix Omni
5.10.1 Virtuix Omni Profile
5.10.2 Virtuix Omni Main Business
5.10.3 Virtuix Omni Virtual Reality (VR) in Gaming Products, Services and Solutions
5.10.4 Virtuix Omni Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.10.5 Virtuix Omni Recent Developments
5.11 Leap Motion
5.11.1 Leap Motion Profile
5.11.2 Leap Motion Main Business
5.11.3 Leap Motion Virtual Reality (VR) in Gaming Products, Services and Solutions
5.11.4 Leap Motion Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.11.5 Leap Motion Recent Developments
5.12 Telsa Studios
5.12.1 Telsa Studios Profile
5.12.2 Telsa Studios Main Business
5.12.3 Telsa Studios Virtual Reality (VR) in Gaming Products, Services and Solutions
5.12.4 Telsa Studios Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.12.5 Telsa Studios Recent Developments
5.13 Qualcomm
5.13.1 Qualcomm Profile
5.13.2 Qualcomm Main Business
5.13.3 Qualcomm Virtual Reality (VR) in Gaming Products, Services and Solutions
5.13.4 Qualcomm Virtual Reality (VR) in Gaming Revenue (US$ Million) & (2018-2023)
5.13.5 Qualcomm Recent Developments
6 North America
6.1 North America Virtual Reality (VR) in Gaming Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Virtual Reality (VR) in Gaming Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Virtual Reality (VR) in Gaming Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Virtual Reality (VR) in Gaming Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Virtual Reality (VR) in Gaming Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Virtual Reality (VR) in Gaming Market Dynamics
11.1 Virtual Reality (VR) in Gaming Industry Trends
11.2 Virtual Reality (VR) in Gaming Market Drivers
11.3 Virtual Reality (VR) in Gaming Market Challenges
11.4 Virtual Reality (VR) in Gaming Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

Why ‘The Market Reports’