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

Market Overview:

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

  • Virtual reality in gaming delivers 360 degrees vision, excellent sound, full immersion and increased realism to the gamer. The availability of controllers has also enhanced the interaction of users with virtual reality surroundings allowing gamers to control and modify the game environment according to their requirements.
  • Virtual reality headsets still remain expensive for a common user. In order to overcome this challenge, companies have established gaming clubs or special areas at malls and business centers for children and adults to get familiar and try out these games. As a result, the consumer base of virtual reality games has been witnessing a strong growth.
  • Driven by technological advancements, it is now possible to transform most of the computer games into a virtual reality format allowing users to experience new and better interaction. With the large variety of virtual reality headsets now available, companies are continuously launching new games and content.  
     

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:

  • Software
  • Hardware
     

Based on the segment, the report has divided the market into software and hardware. Software currently represents the larger segment.

Breakup by Device:

  • Personal Computers
  • Gaming Consoles
  • Mobile Devices
     

On the basis of device, personal computers represent the largest segment, followed by the gaming consoles and mobile devices.

Breakup by Age Group:

  • Adults
  • Children
     

Based on the age group, the market has been segregated into adults and children.

Breakup by Types of Games:

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

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:

  • North America
  • Europe
  • Asia Pacific
  • Middle East and Africa
  • Latin America
     

Region-wise, the market has been categorised into North America, Europe, Asia Pacific, Middle East and Africa, and Latin America.

Competitive Landscape:

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.

Report Coverage:

Report Features Details
Base Year of the Analysis 2020
Historical Period 2015-2020
Forecast Period 2021-2026
Units US$ Billion
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
Five User License $ 3399
Corporate License $ 4499
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 global virtual reality gaming market performed so far and how will it perform in the coming years?
  • What are the key regions in the global virtual reality gaming market?
  • What has been the impact of COVID-19 on the global virtual reality gaming market?
  • Which are the popular segments in the global virtual reality gaming market?
  • What are the key devices in the global virtual reality gaming market?
  • What is the share of adults and children in the global virtual reality gaming market?
  • What are the major types of games in the global virtual reality gaming market?
  • What are the various stages in the value chain of the global virtual reality gaming market?
  • What are the key driving factors and challenges in the global virtual reality gaming market?
  • What is the structure of the global virtual reality gaming market and who are the key players?
  • What is the degree of competition in the global virtual reality gaming market?

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   Global Virtual Reality Gaming Market
    5.1    Market Overview
    5.2    Market Performance
    5.3    Impact of COVID-19
    5.4    Market Breakup by Segment
    5.5    Market Breakup by Device
    5.6    Market Breakup by Age Group
    5.7    Market Breakup by Types of Game
    5.8    Market Breakup by Region
    5.9    Market Forecast
    5.10    SWOT Analysis
        5.10.1    Overview
        5.10.2    Strengths
        5.10.3    Weaknesses
        5.10.4    Opportunities
        5.10.5    Threats
    5.11    Value Chain Analysis
        5.11.1    Overview
        5.11.2    Research and Development
        5.11.3    Inputs
        5.11.4    Products and Services
        5.11.5    Marketing and Distribution
        5.11.6    End-Users
        5.11.7    Post Sales Service
    5.12    Porter’s Five Forces Analysis
        5.12.1    Overview
        5.12.2    Bargaining Power of Buyers
        5.12.3    Bargaining Power of Suppliers
        5.12.4    Degree of Competition
        5.12.5    Threat of New Entrants
        5.12.6    Threat of Substitutes
    5.13    Price Analysis
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    North America
        10.1.1 Market Trends
        10.1.2 Market Forecast
    10.2    Europe
        10.2.1 Market Trends
        10.2.2 Market Forecast
    10.3    Asia Pacific
        10.3.1 Market Trends
        10.3.2 Market Forecast
    10.4    Middle East and Africa
        10.4.1 Market Trends
        10.4.2 Market Forecast
    10.5    Latin America
        10.5.1 Market Trends
        10.5.2 Market Forecast
11  Competitive Landscape
    11.1    Competitive Structure
    11.2    Key Players
    11.3    Profiles of Key Players
        11.3.1    Fove
        11.3.2    Google
        11.3.3    HTC
        11.3.4    Facebook
        11.3.5    Razer
        11.3.6    Samsung
        11.3.7    Sony
        11.3.8    Zeiss International
        11.3.9    AMD
        11.3.10    GoPro
        11.3.11    Largan Precision
        11.3.12    Nvidia
        11.3.13    Qualcomm

List of Figures

Figure 1: Global: Virtual Reality Gaming Market: Major Drivers and Challenges
Figure 2: Global: Virtual Reality Gaming Market: Sales Value (in Billion US$), 2015-2020
Figure 3: Global: Virtual Reality Gaming Market: Breakup by Segment (in %), 2020
Figure 4: Global: Virtual Reality Gaming Market: Breakup by Device (in %), 2020
Figure 5: Global: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2020
Figure 6: Global: Virtual Reality Gaming Market: Breakup by Types of Games (in %), 2020
Figure 7: Global: Virtual Reality Gaming Market: Breakup by Region (in %), 2020
Figure 8: Global: Virtual Reality Gaming Market Forecast: Sales Value (in Billion US$), 2021-2026
Figure 9: Global: Virtual Reality Gaming Industry: SWOT Analysis
Figure 10: Global: Virtual Reality Gaming Industry: Value Chain Analysis
Figure 11: Global: Virtual Reality Gaming Industry: Porter’s Five Forces Analysis
Figure 12: Global: Virtual Reality Gaming Market (Software): Sales Value (in Million US$), 2015 & 2020
Figure 13: Global: Virtual Reality Gaming Market Forecast (Software): Sales Value (in Million US$), 2021-2026
Figure 14: Global: Virtual Reality Gaming Market (Hardware): Sales Value (in Million US$), 2015 & 2020
Figure 15: Global: Virtual Reality Gaming Market Forecast (Hardware): Sales Value (in Million US$), 2021-2026
Figure 16: Global: Virtual Reality Gaming Market (Personal Computers): Sales Value (in Million US$), 2015 & 2020
Figure 17: Global: Virtual Reality Gaming Market Forecast (Personal Computers): Sales Value (in Million US$), 2021-2026
Figure 18: Global: Virtual Reality Gaming Market (Gaming Consoles): Sales Value (in Million US$), 2015 & 2020
Figure 19: Global: Virtual Reality Gaming Market Forecast (Gaming Consoles): Sales Value (in Million US$), 2021-2026
Figure 20: Global: Virtual Reality Gaming Market (Mobile Devices): Sales Value (in Million US$), 2015 & 2020
Figure 21: Global: Virtual Reality Gaming Market Forecast (Mobile Devices): Sales Value (in Million US$), 2021-2026
Figure 22: Global: Virtual Reality Gaming Market (Adults): Sales Value (in Million US$), 2015 & 2020
Figure 23: Global: Virtual Reality Gaming Market Forecast (Adults): Sales Value (in Million US$), 2021-2026
Figure 24: Global: Virtual Reality Gaming Market (Children): Sales Value (in Million US$), 2015 & 2020
Figure 25: Global: Virtual Reality Gaming Market Forecast (Children): Sales Value (in Million US$), 2021-2026
Figure 26: Global: Virtual Reality Gaming Market (Racing): Sales Value (in Million US$), 2015 & 2020
Figure 27: Global: Virtual Reality Gaming Market Forecast (Racing): Sales Value (in Million US$), 2021-2026
Figure 28: Global: Virtual Reality Gaming Market (Adventure): Sales Value (in Million US$), 2015 & 2020
Figure 29: Global: Virtual Reality Gaming Market Forecast (Adventure): Sales Value (in Million US$), 2021-2026
Figure 30: Global: Virtual Reality Gaming Market (Fighting): Sales Value (in Million US$), 2015 & 2020
Figure 31: Global: Virtual Reality Gaming Market Forecast (Fighting): Sales Value (in Million US$), 2021-2026
Figure 32: Global: Virtual Reality Gaming Market (Shooting): Sales Value (in Million US$), 2015 & 2020
Figure 33: Global: Virtual Reality Gaming Market Forecast (Shooting): Sales Value (in Million US$), 2021-2026
Figure 34: Global: Virtual Reality Gaming Market (Mystery Thriller): Sales Value (in Million US$), 2015 & 2020
Figure 35: Global: Virtual Reality Gaming Market Forecast (Mystery Thriller): Sales Value (in Million US$), 2021-2026
Figure 36: Global: Virtual Reality Gaming Market (Puzzle): Sales Value (in Million US$), 2015 & 2020
Figure 37: Global: Virtual Reality Gaming Market Forecast (Puzzle): Sales Value (in Million US$), 2021-2026
Figure 38: Global: Virtual Reality Gaming Market (Science Fiction): Sales Value (in Million US$), 2015 & 2020
Figure 39: Global: Virtual Reality Gaming Market Forecast (Science Fiction): Sales Value (in Million US$), 2021-2026
Figure 40: Global: Virtual Reality Gaming Market (Others): Sales Value (in Million US$), 2015 & 2020
Figure 41: Global: Virtual Reality Gaming Market Forecast (Others): Sales Value (in Million US$), 2021-2026
Figure 42: North America: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 43: North America: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 44: Asia Pacific: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 45: Asia Pacific: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 46: Europe: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 47: Europe: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 48: Latin America: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 49: Latin America: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026
Figure 50: Middle East and Africa: Virtual Reality Gaming Market: Sales Value (in Million US$), 2015 & 2020
Figure 51: Middle East and Africa: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2021-2026

List of Tables

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

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