Virtual Reality in Gaming Market Analysis

  • Report ID: 4405
  • Published Date: Oct 11, 2024
  • Report Format: PDF, PPT

Virtual Reality in Gaming Market Analysis

Device (Console/ Personal Computer (PC), Mobile, Standalone)

The global virtual reality in gaming market is segmented and analyzed for demand and supply by devices segment into console/PC, mobile, and standalone. Amongst these segments, the console/PC segment is anticipated to garner the largest revenue by the end of 2037, backed by the growing number of gamers playing VR games along with the surge in the players using console/PC for gaming worldwide. For instance, more than 70% of gamers in the United States who played video games were owning a console in 2020.

Major Macro-Economic Indicators Impacting the Market Growth

The never-ending growth in internet accessibility around the world along with numerous technological advancements comprising 5G, blockchain, cloud services, Internet of Things (IoT), and Artificial Intelligence (AI) among others have significantly boosted the economic growth in the last two decades. As of April 2021, there were more than 4.5 billion users that were actively using the internet globally. Moreover, the growth in ICT sector has significantly contributed towards GDP growth, labor productivity, and R&D spending among other transformations of economies in different nations of the globe. Furthermore, the production of goods and services in the ICT sector is also contributing to the economic growth and development. As per the statistics in the United Nations Conference on Trade and Development’s database, the ICT good exports (% of total good exports) globally grew from 10.816 in 2015 to 11.536 in 2019. In 2019, these exports in Hong Kong SAR, China amounted to 56.65%, 25.23% in East Asia & Pacific, 26.50% in China, 25.77% in Korea, Rep., 8.74% in the United States, and 35.01% in Vietnam. These are some of the important factors that are boosting the growth of the market.

Our in-depth analysis of the global market includes the following segments:

        By Device

  • Console/PC
  • Mobile
  • Standalone

       By Component

  • Hardware
  • Software
  • Content

       By End-User

  • Individual
  • Commercial Space
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Browse Key Market Insights with Data Illustration:


Author Credits:  Abhishek Verma


  • Report ID: 4405
  • Published Date: Oct 11, 2024
  • Report Format: PDF, PPT

Frequently Asked Questions (FAQ)

In the year 2025, the industry size of virtual reality in gaming is assessed at USD 16.81 billion.

The virtual reality in gaming market size was valued at USD 13.49 billion in 2024 and is poised to reach USD 448.27 billion by the end of 2037, expanding at around 30.6% CAGR during the forecast period i.e., between 2025-2037. Increasing number of gamers as well as rising use of VR along with increasing number of female gamers will propel the market growth.

Asia Pacific industry is likely to account for majority revenue share by 2037, backed by increasing game revenue along with largest gamers population in the region.

The major players in the market include HTC Corporation, Nintendo Co., Ltd., Google Inc., Samsung Electronics Co. Ltd., Fove Inc., Sony Interactive Entertainment LLC, Razer Inc., Microsoft Corporation, Sega Corporation, Electronic Arts Inc., VR World Limited.
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