The report is titled ‘Virtual Reality in Gaming Market: Opportunity Analysis and Future Assessment 2020-2028’. An overview of conceptual frameworks, analytical approaches of the virtual reality in gaming market is the main objective of the report, which further consists of the market opportunity and insights of the data involved in the making of the respective market. The virtual reality in gaming market is expected to grow at a significant rate in the near future.
The virtual reality in gaming market is expected to reach US$ 325.9 Bn by 2028 from US$ 39.6 Bn in 2020, at a CAGR of 30.2% during the forecast period of 2020 to 2028.
Virtual reality gaming or VR gaming can be perceived as the new generation of computer games advanced with virtual reality (VR) technology that bestows players an absolutely captivating, first-person perspective of game action.
The virtual reality technology in the gaming market is all about fascinating and realistic simulation of a three-dimensional environment. As the digitization was drawn-out, Virtual Reality gained substantial ground in all spheres. The fresh virtual reality technology has the potential to drastically enhance the entire gaming industry by improving customer experience and maximizing business profits.
With each passing day, the innovation in the gaming industry is flourishing at a rapid pace. Likewise, the virtual reality in the gaming market is changing the whole picture of the computer games as it creates fresh VR content or modifies past content. Attributing to which, several massive and leading game development companies have leaped on the VR technology to revolutionize the user experience.
The refreshing virtual reality technology is expeditiously transforming the gaming industry in the modern-day world as it presents new VR content as well as modifies the past content. The virtual reality technology creates a virtual environment through VR software and presents it to users in such a way that they override the real-life environment, thus helping the user get the realistic and fascinating experience in the VR environment. Considering which, the global virtual reality in the gaming market is expected to grow exponentially in the years to come.
With the same token, advent of several innovative kinds of devices such as bodysuits, motion trackers, gloves, head-mounted display (HMD) devices in the global markets, including the unibody devices – Oculus Rift, and HTC Vive or the separated devices–VR headset plus smartphone solutions is also helping the global virtual reality in gaming market gain traction all around the world, which in turn is estimated to escalate the VR gaming market exponentially in the forthcoming future.
However, device compatibility constraints still pose a challenge that might hold back the growth of the global VR gaming industry’s growth over the coming years.
The global virtual reality in gaming is segmented on the basis of components, connecting devices, users, and regions. On the basis of components, the virtual reality in the gaming market is segmented into hardware and software. On the basis of connecting devices, the market is categorized into gaming console, PC/desktop, and smartphones. Furthermore, on the basis of users, the market is bifurcated into commercial space and individual.
Hardware
Software
Gaming Console
PC/Desktop
Smartphones
Commercial Space
Individual
North America
Latin America
Africa
Europe
Asia Pacific
Middle East
The global virtual reality in gaming market is dominated by bHaptics, Inc., Facebook Technologies, LLC./ Oculus, Google VR, HTC Corporation, SAMSUNG ELECTRONICS CO., LTD., Sony Interactive Entertainment LLC, TESLASUIT/VR Electronics Limited, among others.
The non-identical approach of Meridian Market Consultants stands with conceptual methods backed up with the data analysis. The novel market understanding approach makes up the standard of the assessment results that give a better opportunity for the customers to put their effort.
A research report on the virtual reality in gaming market by Meridian Market Consultants is an in-depth and extensive study of the market based on the necessary data crunching and statistical analysis. It provides a brief view of the dynamics flowing through the market, which includes the factors that support the market and the factors that are acting as impedance for the growth of the market.
Furthermore, the report includes the various trends and opportunities in the respective market in different regions for a better understanding of readers that helps to analyze the potential of the market.
Various factors that are benchmarked while estimating the market growth includes (but not restricted to):
New product designs and launches
Current product compliance
Reimbursement
Concerns for use of virtual reality in gaming
Advantages of virtual reality in gaming
Actions taken by the manufacturer and respective regulatory authorities also impact the market growth of the segment. These factors are understood at regional level and in major countries globally for providing regional insights of the product segment in the report. This helps our clients to make informed decisions.
A mix of top-down and bottom-up approach is followed to arrive and validate our market value estimations. For a product segment like wherein one/two manufacturer(s) dominates the market, it’s products sales, previous growth rates and market expansion plans are considered to generate market share in the global market.
1. Global Virtual Reality in Gaming Market Report Overview
1.1. Introduction
1.2. Report Description
1.3. Methodology
2. Global Virtual Reality in Gaming Market Overview
2.1. Introduction
2.1.1. Market Definition
2.1.2. Market Taxonomy
2.2. Executive Summary
2.3. Global Virtual Reality in Gaming Market Snapshot
2.4. Global Virtual Reality in Gaming Market Size And Forecast, 2020–2028
2.4.1. Introduction
2.4.2. Market Value Forecast And Annual Growth Rate (AGR) Comparison (2020–2028)
2.5. Global Virtual Reality in Gaming Market Dynamics
2.5.1. Drivers
2.5.2. Restraints
2.5.3. Opportunity
2.5.4. Trends
2.6. Porter’s Five Forces Model
2.7. SWOT Analysis
3. Virtual Reality in Gaming Assessment and Analysis
3.1. Virtual Reality in Gaming Impact Analysis
3.2. Actions to encourage use of Virtual Reality in Gaming
3.3. Virtual Reality in Gaming Promotional Strategy Recommendation
3.4. Road Map Analysis
3.5. GAP Analysis
3.6. Potential Analysis
4. Covid-19 Impact on Virtual Reality in Gaming Market
5. Global Virtual Reality in Gaming Market, By Components
5.1. Introduction
5.1.1. Annual Growth Rate Comparison, By Components
5.1.2. BPS Analysis, By Components
5.2. Market Revenue (US$Mn) and Forecast, By Components
5.2.1. Hardware
5.2.2. Software
5.3. Global Virtual Reality in Gaming Market Attractiveness Index, By Components
6. Global Virtual Reality in Gaming Market, By Connecting Device
6.1. Introduction
6.1.1. Annual Growth Rate Comparison, By Connecting Device
6.1.2. BPS Analysis, By Connecting Device
6.2. Market Revenue (US$Mn) and Forecast, By Connecting Device
6.2.1. Gaming Console
6.2.2. PC/Desktop
6.2.3. Smartphones
6.3. Global Virtual Reality in Gaming Market Attractiveness Index, By Connecting Device
7. Global Virtual Reality in Gaming Market, By Users
7.1. Introduction
7.1.1. Annual Growth Rate Comparison, By Users
7.1.2. BPS Analysis, By Users
7.2. Market Revenue (US$Mn) and Forecast, By Users
7.2.1. Individual
7.2.2. Commercial Space
7.3. Global Virtual Reality in Gaming Market Attractiveness Index, By Users
8. Global Virtual Reality in Gaming Market, By Region
8.1. Introduction
8.1.1. Annual Growth Rate Comparison, By Region
8.1.2. BPS Analysis, By Region
8.2. Market Revenue (US$Mn) and Forecast, By Region
8.2.1. North America
8.2.2. Latin America
8.2.3. Europe
8.2.4. Asia Pacific
8.2.5. Middle East
8.2.6. Africa
8.3. Global Virtual Reality in Gaming Market Attractiveness Index, By Region
9. North America Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028
9.1. Introduction
9.1.1. Annual Growth Rate Comparison, By Country
9.1.2. BPS Analysis, By Country
9.2. Market Revenue (US$Mn) and Forecast, By Country
9.2.1. U.S. Virtual Reality in Gaming Market
9.2.2. Canada Virtual Reality in Gaming Market
9.3. North America Virtual Reality in Gaming Market, By Components
9.3.1. Hardware
9.3.2. Software
9.4. North America Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device
9.4.1. Gaming Console
9.4.2. PC/Desktop
9.4.3. Smartphones
9.5. North America Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users
9.5.1. Individual
9.5.2. Commercial Space
9.6. North America Virtual Reality in Gaming Market Attractiveness Index
9.6.1. By Country
9.6.2. By Components
9.6.3. By Connecting Device
9.6.4. By Users
10. Latin America Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028
10.1. Introduction
10.1.1. Annual Growth Rate Comparison, By Country
10.1.2. BPS Analysis, By Country
10.2. Market (US$Mn) Forecast, By Country
10.2.1. Brazil Virtual Reality in Gaming Market
10.2.2. Mexico Virtual Reality in Gaming Market
10.2.3. Rest Of Latin America Virtual Reality in Gaming Market
10.3. Latin America Virtual Reality in Gaming Market, By Components
10.3.1. Hardware
10.3.2. Software
10.4. Latin America Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device
10.4.1. Gaming Console
10.4.2. PC/Desktop
10.4.3. Smartphones
10.5. Latin America Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users
10.5.1. Individual
10.5.2. Commercial Space
10.6. Latin America Virtual Reality in Gaming Market Attractiveness Index
10.6.1. By Country
10.6.2. By Components
10.6.3. By Connecting Device
10.6.4. By Users
11. Europe Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028
11.1. Introduction
11.1.1. Annual Growth Rate Comparison, By Country
11.1.2. BPS Analysis, By Country
11.2. Market (US$Mn) Forecast, By Country
11.2.1. U.K. Virtual Reality in Gaming Market
11.2.2. Germany Virtual Reality in Gaming Market
11.2.3. Italy Virtual Reality in Gaming Market
11.2.4. France Virtual Reality in Gaming Market
11.2.5. Spain Virtual Reality in Gaming Market
11.2.6. Russia Virtual Reality in Gaming Market
11.2.7. Rest Of Europe Virtual Reality in Gaming Market
11.3. Europe Virtual Reality in Gaming Market, By Components
11.3.1. Hardware
11.3.2. Software
11.4. Europe Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device
11.4.1. Gaming Console
11.4.2. PC/Desktop
11.4.3. Smartphones
11.5. Europe Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users
11.5.1. Individual
11.5.2. Commercial Space
11.6. Europe Virtual Reality in Gaming Market Attractiveness Index
11.6.1. By Country
11.6.2. By Components
11.6.3. By Connecting Device
11.6.4. By Users
12. Asia Pacific Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028
12.1. Introduction
12.1.1. Annual Growth Rate Comparison, By Country
12.1.2. BPS Analysis, By Country
12.2. Market (US$Mn) Forecast, By Country
12.2.1. China Virtual Reality in Gaming Market
12.2.2. India Virtual Reality in Gaming Market
12.2.3. Japan Virtual Reality in Gaming Market
12.2.4. Australia and New Zealand Virtual Reality in Gaming Market
12.2.5. South Korea Virtual Reality in Gaming Market
12.2.6. Rest of Asia Pacific Virtual Reality in Gaming Market
12.3. Asia Pacific Virtual Reality in Gaming Market, By Components
12.3.1. Hardware
12.3.2. Software
12.4. Asia Pacific Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device
12.4.1. Gaming Console
12.4.2. PC/Desktop
12.4.3. Smartphones
12.5. Asia Pacific Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users
12.5.1. Individual
12.5.2. Commercial Space
12.6. Asia Pacific Virtual Reality in Gaming Market Attractiveness Index
12.6.1. By Country
12.6.2. By Components
12.6.3. By Connecting Device
12.6.4. By Users
13. Middle East Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028
13.1. Introduction
13.1.1. Annual Growth Rate Comparison, By Country
13.1.2. BPS Analysis, By Country
13.2. Market (US$Mn) Forecast, By Country
13.2.1. GCC Countries Virtual Reality in Gaming Market
13.2.2. Israel Virtual Reality in Gaming Market
13.2.3. Rest Of Middle East Virtual Reality in Gaming Market
13.3. Middle East Virtual Reality in Gaming Market, By Components
13.3.1. Hardware
13.3.2. Software
13.4. Middle East Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device
13.4.1. Gaming Console
13.4.2. PC/Desktop
13.4.3. Smartphones
13.5. Middle East Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users
13.5.1. Individual
13.5.2. Commercial Space
13.6. Middle East Virtual Reality in Gaming Market Attractiveness Index
13.6.1. By Country
13.6.2. By Components
13.6.3. By Connecting Device
13.6.4. By Users
14. Africa Virtual Reality in Gaming Market Analysis and Forecast, 2020–2028
14.1. Introduction
14.1.1. Annual Growth Rate Comparison, By Country
14.1.2. BPS Analysis, By Country
14.2. Market (US$Mn) Forecast, By Country
14.2.1. South Africa Countries Virtual Reality in Gaming Market
14.2.2. Egypt Virtual Reality in Gaming Market
14.2.3. North Africa Virtual Reality in Gaming Market
14.2.4. Rest of Africa Virtual Reality in Gaming Market
14.3. Africa Virtual Reality in Gaming Market, By Components
14.3.1. Hardware
14.3.2. Software
14.4. Africa Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Connecting Device
14.4.1. Gaming Console
14.4.2. PC/Desktop
14.4.3. Smartphones
14.5. Africa Virtual Reality in Gaming Market Revenue (US$Mn) and Forecast, By Users
14.5.1. Individual
14.5.2. Commercial Space
14.6. Africa Virtual Reality in Gaming Market Attractiveness Index
14.6.1. By Country
14.6.2. By Components
14.6.3. By Connecting Device
14.6.4. By Users
15. Competitive Landscape
15.1. Company Profiles
15.1.1. bHaptics, Inc.
15.1.1.1. Company Overview
15.1.1.2. Financial Overview
15.1.1.3. Key Developments
15.1.1.4. Strategies
15.1.1.5. Product Analysis
15.1.2. Google (U.S.)
15.1.3. Electronic Arts Inc (U.S.),
15.1.4. HTC Corporation (Taiwan)
15.1.5. Newzoo (Netherlands)
15.1.6. SAMSUNG (South Korea)
15.1.7. Kaneva (U.S.)
15.1.8. LEAP MOTION, INC. (U.S.)
15.1.9. Sony Corporation (Japan)
15.1.10. Oculus VR, LLC (U.S.)
15.1.11. VirZOOM, Inc (U.S.)
15.1.12. ZEISS International (Germany)
16. Acronyms