Virtual Reality in Gaming Market Size

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

Virtual Reality in Gaming Market Size

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. In the year 2025, the industry size of virtual reality in gaming is assessed at USD 16.81 billion.The growth of the market can primarily be attributed to the growing number of gamers worldwide. For instance, there were more than 2.5 billion gamers in the world in 2020.

VR gaming is used to describe a new generation of computer games with virtual reality (VR) technology that gives players a truly immersive, first-person perspective of game action. Participants both experience and influence the game environment through a variety of VR gaming devices and accessories, including VR headsets, sensor-equipped gloves, hand controllers, and more. At its simplest, a VR game might involve a 3-D image that can be explored interactively on a computing device by manipulating keys, mouse or touchscreen. With the recent advancements in gaming devices as well as VR systems the demand for VR systems is on the rise amongst the gamers, which in turn, is expected to create massive revenue generation opportunities for the key players operating in the global virtual reality in gaming market during the forecast period. It is estimated that around 29% gamers in the United States owned a VR system in 2020.


Virtual Reality in Gaming Market
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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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