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*As the coronavirus disease (COVID-19) crisis takes over the world, we are continuously tracking the changes in the markets, as well as the purchase behaviours of the consumers globally and our estimates about the latest market trends and forecasts are being done after considering the impact of this pandemic.

United States Virtual Reality Gaming Market: Industry Trends, Share, Size, Growth, Opportunity and Forecast 2021-2026

Market Overview:

The United States virtual reality gaming market is currently witnessing robust growth. Virtual reality (VR) gaming provides an immersive three-dimensional (3D) environment to users. These games are generally played on standalone systems, specialized game consoles and advanced laptops and personal computers (PCs). They rely on headsets, sensor-equipped gloves and hand controllers to offer realistic images, sounds and other sensations that simulate a user's physical presence in an imaginary world.

The escalating demand for interactive and realistic gaming experience among young people represents one of the major factors spurring the VR gaming market growth in the United States. Apart from this, the easy availability of high-tech VR headsets from brands, such as HTC and Oculus, is also bolstering the market growth. Furthermore, the launch of 5G technology is creating lucrative opportunities for market players to improve cloud gaming and offer more exciting and realistic gaming experiences to users. This, along with advancements in motion-capture technology and the introduction of haptic bodysuits, is anticipated to promote VR gaming adoption in the coming years. On account of these factors, the market is expected to continue its robust growth during the forecast period (2021-2026).

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the United States virtual reality gaming market report, along with forecasts for growth at the region level from 2021-2026. Our report has categorized the market based on region, 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 Region:

  • Northeast
  • Midwest
  • South
  • West
     

Competitive Landscape:

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

Key Questions Answered in This Report:

  • How has the United States 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 United States 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 United States virtual reality gaming market and who are the key players?
  • What is the degree of competition in the industry?

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    United States 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 Region
    10.1    Northeast
        10.1.1 Market Trends
        10.1.2 Market Forecast
    10.2    Midwest
        10.2.1 Market Trends
        10.2.2 Market Forecast
    10.3    South
        10.3.1 Market Trends
        10.3.2 Market Forecast
    10.4    West
        10.4.1 Market Trends
        10.4.2 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    Policy and Regulatory Landscape
15    Competitive Landscape

    15.1    Market Structure
    15.2    Key Players
    15.3    Profiles of Key Players

List of Figures

Figure 1: United States: Virtual Reality Gaming Market: Major Drivers and Challenges
Figure 2: United States: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015-2020
Figure 3: United States: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 4: United States: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
Figure 5: United States: Virtual Reality Gaming Market: Breakup by Device (in %), 2020
Figure 6: United States: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
Figure 7: United States: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
Figure 8: United States: Virtual Reality Gaming Market: Breakup by Region (in %), 2020
Figure 9: United States: Virtual Reality Gaming (Software) Market: Sales Value (in Million US$), 2015 & 2020
Figure 10: United States: Virtual Reality Gaming (Software) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 11: United States: Virtual Reality Gaming (Hardware) Market: Sales Value (in Million US$), 2015 & 2020
Figure 12: United States: Virtual Reality Gaming (Hardware) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 13: United States: Virtual Reality Gaming (Personal Computers) Market: Sales Value (in Million US$), 2015 & 2020
Figure 14: United States: Virtual Reality Gaming (Personal Computers) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 15: United States: Virtual Reality Gaming (Gaming Consoles) Market: Sales Value (in Million US$), 2015 & 2020
Figure 16: United States: Virtual Reality Gaming (Gaming Consoles) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 17: United States: Virtual Reality Gaming (Mobile Devices) Market: Sales Value (in Million US$), 2015 & 2020
Figure 18: United States: Virtual Reality Gaming (Mobile Devices) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 19: United States: Virtual Reality Gaming (Adults) Market: Sales Value (in Million US$), 2015 & 2020
Figure 20: United States: Virtual Reality Gaming (Adults) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 21: United States: Virtual Reality Gaming (Children) Market: Sales Value (in Million US$), 2015 & 2020
Figure 22: United States: Virtual Reality Gaming (Children) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 23: United States: Virtual Reality Gaming (Racing) Market: Sales Value (in Million US$), 2015 & 2020
Figure 24: United States: Virtual Reality Gaming Forecast (Racing) Market: Sales Value (in Million US$), 2021-2026
Figure 25: United States: Virtual Reality Gaming (Adventure) Market: Sales Value (in Million US$), 2015 & 2020
Figure 26: United States: Virtual Reality Gaming (Adventure) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 27: United States: Virtual Reality Gaming (Fighting) Market: Sales Value (in Million US$), 2015 & 2020
Figure 28: United States: Virtual Reality Gaming (Fighting) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 29: United States: Virtual Reality Gaming (Shooting) Market: Sales Value (in Million US$), 2015 & 2020
Figure 30: United States: Virtual Reality Gaming (Shooting) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 31: United States: Virtual Reality Gaming (Mystery Thriller) Market: Sales Value (in Million US$), 2015 & 2020
Figure 32: United States: Virtual Reality Gaming (Mystery Thriller) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 33: United States: Virtual Reality Gaming (Puzzle) Market: Sales Value (in Million US$), 2015 & 2020
Figure 34: United States: Virtual Reality Gaming (Puzzle) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 35: United States: Virtual Reality Gaming (Science Fiction) Market: Sales Value (in Million US$), 2015 & 2020
Figure 36: United States: Virtual Reality Gaming (Science Fiction) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 37: United States: Virtual Reality Gaming (Other Type of Games) Market: Sales Value (in Million US$), 2015 & 2020
Figure 38: United States: Virtual Reality Gaming (Other Type of Games) Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 39: Northeast: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 40: Northeast: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 41: Midwest: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 42: Midwest: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 43: South: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 44: South: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 45: West: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 46: West: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 47: United States: Virtual Reality Gaming Industry: SWOT Analysis
Figure 48: United States: Virtual Reality Gaming Industry: Value Chain Analysis
Figure 49: United States: Virtual Reality Gaming Industry: Porter’s Five Forces Analysis

List of Tables

Table 1: United States: Virtual Reality Gaming Market: Key Industry Highlights, 2020 and 2026
Table 2: United States: Virtual Reality Gaming Market Forecast: Breakup by Segment (in Million US$), 2021-2026
Table 3: United States: Virtual Reality Gaming Market Forecast: Breakup by Device (in Million US$), 2021-2026
Table 4: United States: Virtual Reality Gaming Market Forecast: Breakup by Age Group (in Million US$), 2021-2026
Table 5: United States: Virtual Reality Gaming Market Forecast: Breakup by Types of Games (in Million US$), 2021-2026
Table 6: United States: Virtual Reality Gaming Market Forecast: Breakup by Region (in Million US$), 2021-2026
Table 7: United States: Virtual Reality Gaming Market: Competitive Structure
Table 8: United States: Virtual Reality Gaming Market: Key Players

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