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Europe Virtual Reality Gaming Market: Industry Trends, Share, Size, Growth, Opportunity and Forecast 2022-2027

Market Overview:

The Europe virtual reality gaming market is expected to exhibit a CAGR of 19.2% during 2022-2027. Keeping in mind the uncertainties of COVID-19, we are continuously tracking and evaluating the direct as well as the indirect influence of the pandemic. These insights are included in the report as a major market contributor. 

Virtual reality (VR) gaming offers individuals a three-dimensional (3D) environment to experience during a game. It includes 3D images that can be explored interactively on computing devices using a touchscreen mouse and keys. Nowadays, more immersive and sophisticated versions of these games, which involve wraparound displays, VR headsets and VR rooms with wearable computers and other sensory components, are readily available in Europe.

360-degree videos that allow users to watch through every angle, along with an option to rotate and pan as per the requirement, are gaining traction among the young population. This, in confluence with the escalating demand for realistic gaming experiences, represents one of the key factors bolstering the VR gaming market growth in Europe. Apart from this, leading companies are investing in research and development (R&D) activities to launch advanced products and expand their existing consumer base in the region. For instance, VR Electronics Limited, a UK-based company, recently introduced a full-body VR suit and software suite to improve movement, reflexes and instincts of the mind and the body. 

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the Europe virtual reality gaming market, along with forecasts at the regional and country level from 2022-2027. Our report has categorized the market based on segment, device, age group and types of games.

Breakup by Segment:

  • 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:

  • Germany
  • France
  • United Kingdom
  • Italy
  • Spain
  • 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 2021
Historical Period 2016-2021
Forecast Period 2022-2027
Units US$ Million
Segment Coverage Segment, Device, Age Group, Types of Games, Country
Countries Covered Germany, France, United Kingdom, Italy, Spain, Others
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 2699
Five User License: US$ 3699
Corporate License: US$ 4699
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)

1   Preface
2   Scope and Methodology 

    2.1    Objectives of the Study
    2.2    Stakeholders
    2.3    Data Sources
        2.3.1    Primary Sources
        2.3.2    Secondary Sources
    2.4    Market Estimation
        2.4.1    Bottom-Up Approach
        2.4.2    Top-Down Approach
    2.5    Forecasting Methodology
3   Executive Summary
4   Introduction

    4.1    Overview
    4.2    Key Industry Trends
5   Europe Virtual Reality Gaming Market
    5.1    Market Overview
    5.2    Market Performance
    5.3    Impact of COVID-19
    5.4    Market Forecast
6   Market Breakup by Segment
    6.1    Software
        6.1.1 Market Trends
        6.1.2 Market Forecast
    6.2    Hardware
        6.2.1 Market Trends
        6.2.2 Market Forecast
7   Market Breakup by Device
    7.1    Personal Computers
        7.1.1 Market Trends
        7.1.2 Market Forecast
    7.2    Gaming Consoles
        7.2.1 Market Trends
        7.2.2 Market Forecast
    7.3    Mobile Devices
        7.3.1 Market Trends
        7.3.2 Market Forecast
8   Market Breakup by Age Group
    8.1    Adults
        8.1.1 Market Trends
        8.1.2 Market Forecast
    8.2    Children
        8.2.1 Market Trends
        8.2.2 Market Forecast
9   Market Breakup by Types of Games
    9.1    Racing
        9.1.1 Market Trends
        9.1.2 Market Forecast
    9.2    Adventure
        9.2.1 Market Trends
        9.2.2 Market Forecast
    9.3    Fighting
        9.3.1 Market Trends
        9.3.2 Market Forecast
    9.4    Shooting
        9.4.1 Market Trends
        9.4.2 Market Forecast
    9.5    Mystery Thriller
        9.5.1 Market Trends
        9.5.2 Market Forecast
    9.6    Puzzle
        9.6.1 Market Trends
        9.6.2 Market Forecast
    9.7    Science Fiction
        9.7.1 Market Trends
        9.7.2 Market Forecast
    9.8    Others
        9.8.1 Market Trends
        9.8.2 Market Forecast
10  Market Breakup by Country
    10.1    Germany
        10.1.1 Market Trends
        10.1.2 Market Breakup by Segment
        10.1.3 Market Breakup by Device 
        10.1.4 Market Breakup by Age Group
        10.1.5 Market Breakup by Types of Games
        10.1.6 Market Forecast
    10.2    France
        10.2.1 Market Trends
        10.2.2 Market Breakup by Segment
        10.2.3 Market Breakup by Device
        10.2.4 Market Breakup by Age Group
        10.2.5 Market Breakup by Types of Games
        10.2.6 Market Forecast
    10.3    United Kingdom
        10.3.1 Market Trends
        10.3.2 Market Breakup by Segment
        10.3.3 Market Breakup by Device
        10.3.4 Market Breakup by Age Group
        10.3.5 Market Breakup by Types of Games
        10.3.6 Market Forecast
    10.4    Italy
        10.4.1 Market Trends
        10.4.2 Market Breakup by Segment
        10.4.3 Market Breakup by Device
        10.4.4 Market Breakup by Age Group
        10.4.5 Market Breakup by Types of Games
        10.4.6 Market Forecast
    10.5    Spain
        10.5.1 Market Trends
        10.5.2 Market Breakup by Segment
        10.5.3 Market Breakup by Device
        10.5.4 Market Breakup by Age Group
        10.5.5 Market Breakup by Types of Games
        10.5.6 Market Forecast
    10.6    Others
        10.6.1 Market Trends
        10.6.2 Market Breakup by Segment
        10.6.3 Market Breakup by Device
        10.6.4 Market Breakup by Age Group
        10.6.5 Market Breakup by Types of Games
        10.6.6 Market Forecast
11  SWOT Analysis
    11.1    Overview
    11.2    Strengths
    11.3    Weaknesses
    11.4    Opportunities
    11.5    Threats
12  Value Chain Analysis
13  Porters Five Forces Analysis

    13.1    Overview
    13.2    Bargaining Power of Buyers
    13.3    Bargaining Power of Suppliers
    13.4    Degree of Competition
    13.5    Threat of New Entrants
    13.6    Threat of Substitutes
14  Price Analysis
15  Policy and Regulatory Landscape
16  Competitive Landscape

    16.1    Market Structure
    16.2    Key Players
    16.3    Profiles of Key Players

List of Figures

Figure 1: Europe: Virtual Reality Gaming Market: Major Drivers and Challenges
Figure 2: Europe: Virtual Reality Gaming Market: Sales Value (in Million US$), 2016-2021
Figure 3: Europe: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 4: Europe: Virtual Reality Gaming Market: Breakup by Segment (in %), 2021
Figure 5: Europe: Virtual Reality Gaming Market: Breakup by Device (in %), 2021
Figure 6: Europe: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2021
Figure 7: Europe: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2021
Figure 8: Europe: Virtual Reality Gaming Market: Breakup by Country (in %), 2021
Figure 9: Europe: Virtual Reality Gaming (Software) Market: Sales Value (in Million US$), 2016 & 2021
Figure 10: Europe: Virtual Reality Gaming (Software) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 11: Europe: Virtual Reality Gaming (Hardware) Market: Sales Value (in Million US$), 2016 & 2021
Figure 12: Europe: Virtual Reality Gaming (Hardware) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 13: Europe: Virtual Reality Gaming (Personal Computers) Market: Sales Value (in Million US$), 2016 & 2021
Figure 14: Europe: Virtual Reality Gaming (Personal Computers) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 15: Europe: Virtual Reality Gaming (Gaming Consoles) Market: Sales Value (in Million US$), 2016 & 2021
Figure 16: Europe: Virtual Reality Gaming (Gaming Consoles) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 17: Europe: Virtual Reality Gaming (Mobile Devices) Market: Sales Value (in Million US$), 2016 & 2021
Figure 18: Europe: Virtual Reality Gaming (Mobile Devices) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 19: Europe: Virtual Reality Gaming (Adults) Market: Sales Value (in Million US$), 2016 & 2021
Figure 20: Europe: Virtual Reality Gaming (Adults) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 21: Europe: Virtual Reality Gaming (Children) Market: Sales Value (in Million US$), 2016 & 2021
Figure 22: Europe: Virtual Reality Gaming (Children) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 23: Europe: Virtual Reality Gaming (Racing) Market: Sales Value (in Million US$), 2016 & 2021
Figure 24: Europe: Virtual Reality Gaming (Racing) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 25: Europe: Virtual Reality Gaming (Adventure) Market: Sales Value (in Million US$), 2016 & 2021
Figure 26: Europe: Virtual Reality Gaming (Adventure) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 27: Europe: Virtual Reality Gaming (Fighting) Market: Sales Value (in Million US$), 2016 & 2021
Figure 28: Europe: Virtual Reality Gaming (Fighting) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 29: Europe: Virtual Reality Gaming (Shooting) Market: Sales Value (in Million US$), 2016 & 2021
Figure 30: Europe: Virtual Reality Gaming (Shooting) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 31: Europe: Virtual Reality Gaming (Mystery Thriller) Market: Sales Value (in Million US$), 2016 & 2021
Figure 32: Europe: Virtual Reality Gaming (Mystery Thriller) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 33: Europe: Virtual Reality Gaming (Puzzle) Market: Sales Value (in Million US$), 2016 & 2021
Figure 34: Europe: Virtual Reality Gaming (Puzzle) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 35: Europe: Virtual Reality Gaming (Science Fiction) Market: Sales Value (in Million US$), 2016 & 2021
Figure 36: Europe: Virtual Reality Gaming (Science Fiction) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 37: Europe: Virtual Reality Gaming (Other Type of Games) Market: Sales Value (in Million US$), 2016 & 2021
Figure 38: Europe: Virtual Reality Gaming (Other Type of Games) Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 39: Germany: Virtual Reality Gaming Market: Sales Value (in Million US$), 2016 & 2021
Figure 40: Germany: Virtual Reality Gaming Market: Breakup by Segment (in %), 2021
Figure 41: Germany: Virtual Reality Gaming Market: Breakup by Device (in %), 2021 
Figure 42: Germany: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2021
Figure 43: Germany: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2021
Figure 44: Germany: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 45: France: Virtual Reality Gaming Market: Sales Value (in Million US$), 2016 & 2021
Figure 46: France: Virtual Reality Gaming Market: Breakup by Segment (in %), 2021
Figure 47: France: Virtual Reality Gaming Market: Breakup by Device (in %), 2021 
Figure 48: France: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2021
Figure 49: France: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2021
Figure 50: France: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 51: United Kingdom: Virtual Reality Gaming Market: Sales Value (in Million US$), 2016 & 2021
Figure 52: United Kingdom: Virtual Reality Gaming Market: Breakup by Segment (in %), 2021
Figure 53: United Kingdom: Virtual Reality Gaming Market: Breakup by Device (in %), 2021 
Figure 54: United Kingdom: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2021
Figure 55: United Kingdom: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2021
Figure 56: United Kingdom: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 57: Italy: Virtual Reality Gaming Market: Sales Value (in Million US$), 2016 & 2021
Figure 58: Italy: Virtual Reality Gaming Market: Breakup by Segment (in %), 2021
Figure 59: Italy: Virtual Reality Gaming Market: Breakup by Device (in %), 2021 
Figure 60: Italy: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2021
Figure 61: Italy: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2021
Figure 62: Italy: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027 
Figure 63: Spain: Virtual Reality Gaming Market: Sales Value (in Million US$), 2016 & 2021
Figure 64: Spain: Virtual Reality Gaming Market: Breakup by Segment (in %), 2021
Figure 65: Spain: Virtual Reality Gaming Market: Breakup by Device (in %), 2021 
Figure 66: Spain: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2021
Figure 67: Spain: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2021
Figure 68: Spain: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 69: Others: Virtual Reality Gaming Market: Sales Value (in Million US$), 2016 & 2021
Figure 70: Others: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2022-2027
Figure 71: Europe: Virtual Reality Gaming Industry: SWOT Analysis
Figure 72: Europe: Virtual Reality Gaming Industry: Value Chain Analysis
Figure 73: Europe: Virtual Reality Gaming Industry: Porter’s Five Forces Analysis

List of Tables

Table 1: Europe: Virtual Reality Gaming Market: Key Industry Highlights, 2021 and 2027
Table 2: Europe: Virtual Reality Gaming Market Forecast: Breakup by Segment (in Million US$), 2022-2027
Table 3: Europe: Virtual Reality Gaming Market Forecast: Breakup by Device (in Million US$), 2022-2027
Table 4: Europe: Virtual Reality Gaming Market Forecast: Breakup by Age Group (in Million US$), 2022-2027
Table 5: Europe: Virtual Reality Gaming Market Forecast: Breakup by Types of Games (in Million US$), 2022-2027
Table 6: Europe: Virtual Reality Gaming Market Forecast: Breakup by Country (in Million US$), 2022-2027
Table 7: Europe: Virtual Reality Gaming Market: Competitive Structure
Table 8: Europe: Virtual Reality Gaming Market: Key Players

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Key Questions Answered in This Report

The Europe virtual reality gaming market was valued at US$ 5.2 Billion in 2021.

We expect the Europe virtual reality gaming market to exhibit a CAGR of 19.20% during 2022-2027.

The increasing popularity of location-based entertainment, along with the rising adoption of advanced
laptops and PCs, that provide detailed virtual environments and game options, is primarily driving the
Europe virtual reality gaming market.

The sudden outbreak of the COVID-19 pandemic has led to the implementation of stringent lockdown
regulations across Europe resulting in the rising demand for virtual reality gaming systems as a means of
indoor entertainment.

Based on the segment, the Europe virtual reality gaming market has been segmented into software and
hardware. Currently, hardware holds the majority of the total market share.

Based on the device, the Europe virtual reality gaming market can be divided into personal computers,
gaming consoles, and mobile devices. Among these, personal computers currently exhibit a clear
dominance in the market.

Based on the age group, the Europe virtual reality gaming market has been categorized into adults and
children. Currently, adults account for the largest market share.

Based on the types of games, the Europe virtual reality gaming market can be segregated into racing,
adventure, fighting, shooting, mystery thriller, puzzle, science fiction, and others. Among these, shooting
exhibits a clear dominance in the market.

On a regional level, the market has been classified into Germany, France, United Kingdom, Italy, Spain,
and others, where Germany currently dominates the market.

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