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The global virtual reality gaming market reached a value of US$ 18.3 Billion in 2020. Looking forward, IMARC Group expects the market to grow at a CAGR of around 28% during 2021-2026. 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 gaming refers to applications where a person can experience being in a three-dimensional (3-D) environment and interact with it during a game. Virtual reality (VR) environments help the user in experiencing the game as reality. To generate realistic images, sounds and other sensations that simulate a user's physical presence in an imaginary world, virtual reality technology uses virtual reality headsets, game controllers and motion capture methods or multi-projected setup.
Global Virtual Reality Gaming Market: Drivers
Key Market Segmentation:
IMARC Group provides an analysis of the key trends in each sub-segment of the global virtual reality gaming market report, along with forecasts for growth at the global and regional level from 2021-2026. Our report has categorized the market based on segment, device, age group and types of game.
Breakup by Segment:
Based on the segment, the report has divided the market into software and hardware. Software currently represents the larger segment.
Breakup by Device:
On the basis of device, personal computers represent the largest segment, followed by the gaming consoles and mobile devices.
Breakup by Age Group:
Based on the age group, the market has been segregated into adults and children.
Breakup by Types of Games:
On the basis of type of games, the market has been segregated into racing games, adventure games, fighting games, shooting games, mystery thriller games, puzzle games, science fiction games and others.
Breakup by Region:
Region-wise, the market has been categorised into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.
The competitive landscape of the market has also been examined with some of the key players being Fove, Google, HTC, Facebook, Razor, Samsung, Sony, Zeiss International, AMD, GoPro, Largan Precision, Nvidia and Qualcomm.
This report provides a deep insight into the global virtual reality gaming market covering all its essential aspects. This ranges from macro overview of the market to micro details of the industry performance, recent trends, key market drivers and challenges, SWOT analysis, Porter’s five forces analysis, value chain analysis, etc. This report is a must-read for entrepreneurs, investors, researchers, consultants, business strategists, and all those who have any kind of stake or are planning to foray into the virtual reality gaming market in any manner.
|Base Year of the Analysis||2020|
|Segment Coverage||Segment, Device, Age Group, Types of Game, Region|
|Region Covered||Asia Pacific, Europe, North America, Latin America, Middle East and Africa|
|Companies Covered||Fove, Google, HTC, Facebook, Razor, Samsung, Sony, Zeiss International, AMD, GoPro, Largan Precision, Nvidia and Qualcomm|
|Customization Scope||10% Free Customization|
|Report Price and Purchase Option||Single User License $ 2299
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|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:
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