Asia Pacific Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Types of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Country 2024-2032

Asia Pacific Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Types of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Country 2024-2032

Report Format: PDF+Excel | Report ID: SR112024A3037
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Market Overview:

The Asia Pacific virtual reality gaming market size reached US$ 6.7 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 19.9 Billion by 2032, exhibiting a growth rate (CAGR) of 12.5% during 2024-2032.

Report Attribute
 Key Statistics
Base Year
2023
Forecast Years
2024-2032
Historical Years
2018-2023
Market Size in 2023 US$ 6.7 Billion
Market Forecast in 2032 US$ 19.9 Billion
Market Growth Rate (2024-2032) 12.5%


Virtual reality (VR) games rely on various devices and peripherals to provide an immersive and interactive gaming environment. These games can be played on standalone systems, specialized game consoles or advanced laptops and personal computers (PCs). Presently, different kinds of VR games are available depending on the type of computing devices used. For instance, games played on high-end computers provide detailed virtual environments and game options, while console-run games can only be played with game consoles from a specific manufacturer.

Smartphone-based VR games are cost-effective and offer high portability compared to VR gaming laptops and PCs set-ups. This, along with the increasing utilization of smartphones and the rising number of professional gamers, represents one of the key factors bolstering the VR gaming market growth in the Asia Pacific region. Apart from this, China has lifted a longtime ban on gaming consoles, allowing their manufacturing since 2015 in the Shanghai Free Trade Zone. This is creating lucrative opportunities for manufacturers to launch advanced VR gaming peripherals, such as headsets, sensor-equipped gloves and hand controllers, and expand their market reach.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the Asia Pacific virtual reality gaming market report, along with forecasts at the regional and country levels from 2024-2032. Our report has categorized the market based on segment, device, age group and types of games.

Breakup by Segment:

Asia Pacific Virtual Reality Gaming Market

  • Software
  • Hardware
     

Breakup by Device:

  • Personal Computers
  • Gaming Consoles
  • Mobile Devices
     

Breakup by Age Group:

  • Adults
  • Children
     

Breakup by Types of Games:

  • Racing
  • Adventure
  • Fighting
  • Shooting
  • Mystery Thriller
  • Puzzle
  • Science Fiction
  • Others
     

Breakup by Country:

Asia Pacific Virtual Reality Gaming Market By Country

  • China
  • Japan
  • India
  • South Korea
  • Australia
  • Indonesia
  • Others
     

Competitive Landscape:

The competitive landscape of the industry has also been examined along with the profiles of the key players.

Report Coverage:

Report Features Details
Base Year of the Analysis 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Units US$ Billion
Segment Coverage Segment, Device, Age Group, Types of Games, Country
Countries Covered China, Japan, India, South Korea, Australia, Indonesia, Others
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 3699
Five User License: US$ 4699
Corporate License: US$ 5699
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

Key Questions Answered in This Report:

  • How has the Asia Pacific virtual reality gaming market performed so far and how will it perform in the coming years?
  • What has been the impact of COVID-19 on the Asia Pacific virtual reality gaming market?
  • What are the key regional markets?
  • What is the breakup of the market based on the segment?
  • What is the breakup of the market based on the device?
  • What is the breakup of the market based on the age group?
  • What is the breakup of the market based on the types of games?
  • What are the various stages in the value chain of the industry?
  • What are the key driving factors and challenges in the industry?
  • What is the structure of the Asia Pacific virtual reality gaming market and who are the key players?
  • What is the degree of competition in the industry?

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Asia Pacific Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Types of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Country 2024-2032
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