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Virtual Reality (VR) In Gaming Market Size, 2025 | Industry Report

Virtual Reality In Gaming Market Size & Forecast Report, 2014 - 2025

Report ID: MN17619423  |  Published: March 2017  |  No of Pages: 155
Format: Electronic (PDF)  |  Industry: Technology  |  Publisher: Grand View Research

Synopsis:

With reference to the report published the experts the global Virtual Reality in Gaming Market estimated to grow at a higher CAGR by the completion of the prediction period. The issues like increasing demand for modern technologies in electronic games by way of the younger age group, increasing per head earnings of customers in the developing nations, and growing competition for evolving the technology of virtual reality (VR) in computer games have boosted up the development of the business.

The usage of crowdfunding by start-ups in the virtual reality (VR) for the development of inventive accessories, wearables and software is one of the latest inclinations in the business of electronic games. Maximum input devices of the virtual reality are prototypes. The companies are capitalizing seriously for the activities of Research & Development (R&D) to shape the type for consumer that can be attached to smartphones, desktops, and consoles. By way of the companies increasing manufacture, and consumers becoming additionally familiar with the new-fangled technology, the demand for such type of games is expected to remarkably propagate during the approaching years.

Smartphones are estimated to appear as the speedily increasing devices for the implementation of the technology of virtual reality in gaming. The smart phones offer gamers the maximum price operative and transportable solution as related to the desktops and consoles, which are dedicated for gaming. The Google cardboard headset is a display which is based on head that can be utilized with a smartphone for feeling the virtual world of the on-screen game. Usage of the smartphones for playing the games, those are empowered by virtual reality, is estimated to appear such as an important inclination during the upcoming years.

Classification:

The global Virtual Reality (VR) in Gaming market can be classified by Device, Component and Region. By Device, it can be classified as Smartphone, Gaming Console, and Desktop. By Component, it can be classified as Gaming Software, Gaming Hardware.

Regional Lookout:

By Region the global Virtual Reality in Gaming industry can be classified as North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. At present, Brazil, Germany, Japan, China and the U.S.A create the most important markets for video games. The North American market for virtual reality in gaming was responsible for the maximum share of income in 2015.This is credited to the greater power of purchasing within the region along with the existence of significant number of game players.

By 2025, China is projected to turn into the principal area for video games armed with the technology of Virtual Reality by the completion of 2025. It will be tracked by the United States. The technology has been in position, for a sizeable extent of time, in the nations for example China and Japan. Yet, its infiltration in additional nations of the Asia Pacific is comparatively small. The virtual reality technology is likely to be propelled in a phased method within these states.

Latin America is expected to develop by the speedy percentage due to a mixture of numerous reasons comprising speedily increasing sale of console, considerable base of gamer. This makes the province a very profitable market for the games with Virtual Reality.

Companies:

The companies engaged in developing virtual reality devices and wearables are typically start-ups and are utilizing the stage of crowdfunding to promote capitals for VR projects. The companies are evolving equipment stretching from treadmills, full bodysuits, and arms to motion sensing devices.

Some of the important companies for Virtual Reality in Gaming Market are: Tesla Studios, Google, Inc., Samsung Electronics Co. Ltd., Nintendo Company Ltd., Sony Corporation, HTC Corporation, Facebook (Oculus), Linden Labs, Electronic Arts, Microsoft Corporation, Zeiss International,   Razer, Fove, Qualcomm Inc., Largan Precision, AMD, NVidia, GoPro, Lucid VR, VirZoom Inc., Leap Motion Inc., Virtuix.

Market Segment:

Virtual Reality in Gaming Component Outlook (Revenue, USD Million; 2014 - 2025)
    • Hardware
    • Software

Virtual Reality in Gaming Device Outlook (Revenue, USD Million; 2014 - 2025)
    • Gaming Console
    • Desktop
    • Smartphone

Virtual Reality in Gaming Regional Outlook (Revenue, USD Million; 2014 - 2025)
    • North America
        • U.S.
        • Canada
    • Europe
        • UK
        • Germany
    • Asia Pacific
        • China
        • India
        • Japan
    • Latin America
        • Brazil
        • Mexico
    • Middle East & Africa

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Ryan Manuel

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