Virtual Reality (VR) in Gaming Market Size, Share & Industry Analysis
商品番号 : SMB-69778
| 出版社 | Fortune Business Insights |
| 出版年月 | 2024年11月 |
| ページ数 | 130 |
| 価格タイプ | シングルユーザライセンス |
| 価格 | USD 4,850 |
| 種別 | 英文調査報告書 |
Growth Factors of Virtual Reality (VR) in gaming Market
The Virtual Reality (VR) in gaming market size was valued at USD 17.96 billion in 2023, and the market is now projected to grow from USD 22.63 billion in 2024 to USD 189.17 billion by 2032, exhibiting a CAGR of 30.4% during the forecast period of 2024-2032.
ゲームにおける仮想現実 (VR) の市場規模は 2023 年に 179 億 6,000 万米ドルと評価され、現在市場は 2024 年の 226 億 3,000 万米ドルから 2032 年までに 1,891 億 7,000 万米ドルに成長すると予測されており、予測期間中に 30.4% の CAGR を示しています。 2024 年から 2032 年まで。
The use of VR for gaming increased rapidly during the COVID-19 pandemic because the world went on lockdown, people required indoor entertainment. Lack of social interaction literally limited in VR gaming was a means for players to interact in virtual worlds. This period witnessed high adoption of VR headset, increased game production and more over internet stations based on VR. In this way, companies developed more friendly for the consumer audience VR content which contributed much to the speed development of the corresponding technologies and opportunities to use them. As development endures, post pandemic VR becomes a trend wherein gaming was once considered an exclusive indulgence.

Trends in the consumer market for VR gaming are ones that involve the aspects of experience and sociability. A new graphical, haptic, and audio experience today makes the place of the game more live. There is an emergence of the multiplayer and social VR platforms for game interaction and synchronous game play in a shared VR environment. In addition, wireless VR headset are emerging that offer better convenience in their design than their wired counterparts. There is also the start of integration with cloud gaming, as well as using AI for content recommendations which make for a smoother experience and thus making VR gaming more diverse and acceptable to a wider population.
The driving force for the VR gaming market is a technological trend, a desire for an engaging experience, and social interaction. Developments in the developing VR equipment like, larger headsets and better tracking system make it much more real and the user focus more. It has been found that social VR platforms enable multiplayer’s to play in a shared virtual environment and increases the multiplayer. Furthermore, as the costs of implementing are coming down and the numbers of users of VR devices are rising, they become more plausible for everyone. Growth factors of VR gaming included the four’reasons mentioned above, extending the game’s content, and connecting with other technologies such as Artificial intelligence. The above-mentioned factors are driving the Virtual Reality (VR) in gaming market growth.
Comprehensive Analysis Virtual Reality (VR) in gaming Market
The VR gaming market is divided into hardware and the software content of the game. Hardware refers to headset, especially head-mounted displays (HMDs), gaming devices, consoles, and others such as controllers. Software content concerns games and applications created specifically for the purpose of using in VR platforms. They have been further categorized into online and offline by customers where online has emerged dominant because it’s easily accessible than the offline and you have more varieties. There are tethered VR,Stand-Alone VR & Mobile VR that are distinguished based on the type of immersion and user experience. Tethered VR needs to be connected to a PC or console while standalone and mobile are less constrained and much simpler to use.
North America has the largest share in the VR gaming market due to technological aspects, higher customer acceptance and a robust market industry. The market is currently growing since the United States is the hub of manufactures of Virtual Reality hardware and game developers. Moreover, the region has boasted a massive population with high technology literacy, which has pushed up the growth rate of VR gaming consoles and VR headsets and thereby led to the region’s supremacy. North America will continue to be a leading region in the VR industry of gaming due to the existence of players like Oculus and Sony plus high investment report on VR contents and experiences.
Key players in the market include Meta Platforms, Inc. (U.S.), Sony Corporation (Japan), Valve Corporation (U.S.), Unity Technologies (U.S.), PICO Immersive Pte. Ltd. (Bytedance) (China), Apple, Inc. (U.S.), Alphabet Inc. (Google LLC) (U.S.), NVIDIA Corporation (U.S.), Microsoft Corporation (U.S.), Epic Games, Inc. (U.S.)
According to data from Statista Research Department, a new trend in the VR gaming industry is the increased interest in standalone VR headsets in 2024 primarily among headsets designed to provide users with greater immersion. Something like Meta’s Quest series has observed improvement in graphics, processing capabilities, and motion tracking capability. These standalone headsets do not need PC or console to function hence allowing users to play VR games almost anywhere hence making VR gaming more popular. Also, the wireless technology, like low-latency streaming, has perfected the act of interaction since they provide impressive support to the gamers during game play in virtual worlds.
Segmentation Table
ATTRIBUTE DETAILS
Study Period 2019-2032
Base Year 2023
Estimated Year 2024
Forecast Period 2024-2032
Historical Period 2019-2022
Growth Rate CAGR of 21.3% from 2024 to 2032
Unit Value (USD Billion)
Segmentation By Component
- Devices
- Software
o Remote Device Management
o Data Analytics
o Compliance and Security
o Asset Performance Management
o Others (Data Storage, Electronic Health Record.)
- Services
By Application
- Telemedicine
- Patient Monitoring
- Operations and Workflow Management
- Remote Scanning
- Sample Management
- Others (Predictive Device Maintenance, Medication Management, etc.)
By End-User
- Laboratory Research
- Hospitals
- Clinics
- Others (Clinical Tests, Pathology, etc.)
By Region
- North America (By Component, By Application, By End-User, and By Country)
o U.S. (By End-User)
o Canada (By End-User)
- Latin America (By Component, By Application, By End-User, and By Country)
o Brazil (By End-User)
o Mexico (By End-User)
o Argentina (By End-User)
o Rest of Latin America
- Europe (By Component, By Application, By End-User, and By Country)
o United Kingdom (By End-User)
o Germany (By End-User)
o France (By End-User)
o Scandinavia (By End-User)
o Rest of Europe
- Middle East & Africa (By Component, By Application, By End-User, and By Country)
o GCC (By End-User)
o South Africa (By End-User)
o Rest of MEA
- Asia Pacific (By Component, By Application, By End-User, and By Country)
o China (By End-User)
o India (By End-User)
o Japan (By End-User)
o Southeast Asia (By End-User)
o Rest of Asia Pacific
Table of Contents
1. Introduction
1.1. Definition, By Segment
1.2. Research Methodology/Approach
1.3. Data Sources
2. Executive Summary
3. Market Dynamics
3.1. Macro and Micro Economic Indicators
3.2. Drivers, Restraints, Opportunities and Trends
3.3. Impact of Generative AI
4. Competition Landscape
4.1. Business Strategies Adopted by Key Players
4.2. Consolidated SWOT Analysis of Key Players
4.3. Global Virtual Reality (VR) in Gaming Key Players Market Share Insights and Analysis, 2023
5. Global Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
5.1. Key Findings
5.2. By Type (USD)
5.2.1. Hardware
5.2.1.1. Head Mounted Displays
5.2.1.2. Gaming Consoles
5.2.1.3. Accessories (Controllers, etc.)
5.2.2. Software
5.2.3. Content
5.3. By Distribution Channel (USD)
5.3.1. Online
5.3.2. Offline
5.4. By Platform (USD)
5.4.1. Tethered VR
5.4.2. Standalone VR
5.4.3. Mobile VR
5.5. By Region (USD)
5.5.1. North America
5.5.2. South America
5.5.3. Europe
5.5.4. Middle East & Africa
5.5.5. Asia Pacific
6. North America Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
6.1. Key Findings
6.2. By Type (USD)
6.2.1. Hardware
6.2.1.1. Head Mounted Displays
6.2.1.2. Gaming Consoles
6.2.1.3. Accessories (Controllers, etc.)
6.2.2. Software
6.2.3. Content
6.3. By Distribution Channel (USD)
6.3.1. Online
6.3.2. Offline
6.4. By Platform (USD)
6.4.1. Tethered VR
6.4.2. Standalone VR
6.4.3. Mobile VR
6.5. By Country (USD)
6.5.1. U.S.
6.5.2. Canada
6.5.3. Mexico
7. South America Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
7.1. Key Findings
7.2. By Type (USD)
7.2.1. Hardware
7.2.1.1. Head Mounted Displays
7.2.1.2. Gaming Consoles
7.2.1.3. Accessories (Controllers, etc.)
7.2.2. Software
7.2.3. Content
7.3. By Distribution Channel (USD)
7.3.1. Online
7.3.2. Offline
7.4. By Platform (USD)
7.4.1. Tethered VR
7.4.2. Standalone VR
7.4.3. Mobile VR
7.5. By Country (USD)
7.5.1. Brazil
7.5.2. Argentina
7.5.3. Rest of South America
8. Europe Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
8.1. Key Findings
8.2. By Type (USD)
8.2.1. Hardware
8.2.1.1. Head Mounted Displays
8.2.1.2. Gaming Consoles
8.2.1.3. Accessories (Controllers, etc.)
8.2.2. Software
8.2.3. Content
8.3. By Distribution Channel (USD)
8.3.1. Online
8.3.2. Offline
8.4. By Platform (USD)
8.4.1. Tethered VR
8.4.2. Standalone VR
8.4.3. Mobile VR
8.5. By Country (USD)
8.5.1. U.K.
8.5.2. Germany
8.5.3. France
8.5.4. Italy
8.5.5. Spain
8.5.6. Russia
8.5.7. Benelux
8.5.8. Nordics
8.5.9. Rest of Europe
9. Middle East & Africa Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
9.1. Key Findings
9.2. By Type (USD)
9.2.1. Hardware
9.2.1.1. Head Mounted Displays
9.2.1.2. Gaming Consoles
9.2.1.3. Accessories (Controllers, etc.)
9.2.2. Software
9.2.3. Content
9.3. By Distribution Channel (USD)
9.3.1. Online
9.3.2. Offline
9.4. By Platform (USD)
9.4.1. Tethered VR
9.4.2. Standalone VR
9.4.3. Mobile VR
9.5. By Country (USD)
9.5.1. Turkey
9.5.2. Israel
9.5.3. GCC
9.5.4. North Africa
9.5.5. South Africa
9.5.6. Rest of Middle East & Africa
10. Asia Pacific Virtual Reality (VR) in Gaming Market Size Estimates and Forecasts, By Segments, 2019 – 2032
10.1. Key Findings
10.2. By Type (USD)
10.2.1. Hardware
10.2.1.1. Head Mounted Displays
10.2.1.2. Gaming Consoles
10.2.1.3. Accessories (Controllers, etc.)
10.2.2. Software
10.2.3. Content
10.3. By Distribution Channel (USD)
10.3.1. Online
10.3.2. Offline
10.4. By Platform (USD)
10.4.1. Tethered VR
10.4.2. Standalone VR
10.4.3. Mobile VR
10.5. By Country (USD)
10.5.1. China
10.5.2. Japan
10.5.3. India
10.5.4. South Korea
10.5.5. ASEAN
10.5.6. Oceania
10.5.7. Rest of Asia Pacific
11. Company Profiles for Top 10 Players (Based on data availability in public domain and/or on paid databases)
11.1. Meta Platforms, Inc.
11.1.1. Overview
11.1.1.1. Key Management
11.1.1.2. Headquarters
11.1.1.3. Offerings/Business Segments
11.1.2. Key Details (Key details are consolidated data and not product/service specific)
11.1.2.1. Employee Size
11.1.2.2. Past and Current Revenue
11.1.2.3. Geographical Share
11.1.2.4. Business Segment Share
11.1.2.5. Recent Developments
11.2. Sony Corporation
11.2.1. Overview
11.2.1.1. Key Management
11.2.1.2. Headquarters
11.2.1.3. Offerings/Business Segments
11.2.2. Key Details (Key details are consolidated data and not product/service specific)
11.2.2.1. Employee Size
11.2.2.2. Past and Current Revenue
11.2.2.3. Geographical Share
11.2.2.4. Business Segment Share
11.2.2.5. Recent Developments
11.3. Valve Corporation
11.3.1. Overview
11.3.1.1. Key Management
11.3.1.2. Headquarters
11.3.1.3. Offerings/Business Segments
11.3.2. Key Details (Key details are consolidated data and not product/service specific)
11.3.2.1. Employee Size
11.3.2.2. Past and Current Revenue
11.3.2.3. Geographical Share
11.3.2.4. Business Segment Share
11.3.2.5. Recent Developments
11.4. Unity Technologies
11.4.1. Overview
11.4.1.1. Key Management
11.4.1.2. Headquarters
11.4.1.3. Offerings/Business Segments
11.4.2. Key Details (Key details are consolidated data and not product/service specific)
11.4.2.1. Employee Size
11.4.2.2. Past and Current Revenue
11.4.2.3. Geographical Share
11.4.2.4. Business Segment Share
11.4.2.5. Recent Developments
11.5. PICO Immersive Pte.ltd (Bytedance)
11.5.1. Overview
11.5.1.1. Key Management
11.5.1.2. Headquarters
11.5.1.3. Offerings/Business Segments
11.5.2. Key Details (Key details are consolidated data and not product/service specific)
11.5.2.1. Employee Size
11.5.2.2. Past and Current Revenue
11.5.2.3. Geographical Share
11.5.2.4. Business Segment Share
11.5.2.5. Recent Developments
11.6. Apple, Inc.
11.6.1. Overview
11.6.1.1. Key Management
11.6.1.2. Headquarters
11.6.1.3. Offerings/Business Segments
11.6.2. Key Details (Key details are consolidated data and not product/service specific)
11.6.2.1. Employee Size
11.6.2.2. Past and Current Revenue
11.6.2.3. Geographical Share
11.6.2.4. Business Segment Share
11.6.2.5. Recent Developments
11.7. Alphabet, Inc.
11.7.1. Overview
11.7.1.1. Key Management
11.7.1.2. Headquarters
11.7.1.3. Offerings/Business Segments
11.7.2. Key Details (Key details are consolidated data and not product/service specific)
11.7.2.1. Employee Size
11.7.2.2. Past and Current Revenue
11.7.2.3. Geographical Share
11.7.2.4. Business Segment Share
11.7.2.5. Recent Developments
11.8. NVIDIA Corporation
11.8.1. Overview
11.8.1.1. Key Management
11.8.1.2. Headquarters
11.8.1.3. Offerings/Business Segments
11.8.2. Key Details (Key details are consolidated data and not product/service specific)
11.8.2.1. Employee Size
11.8.2.2. Past and Current Revenue
11.8.2.3. Geographical Share
11.8.2.4. Business Segment Share
11.8.2.5. Recent Developments
11.9. Microsoft Corporation
11.9.1. Overview
11.9.1.1. Key Management
11.9.1.2. Headquarters
11.9.1.3. Offerings/Business Segments
11.9.2. Key Details (Key details are consolidated data and not product/service specific)
11.9.2.1. Employee Size
11.9.2.2. Past and Current Revenue
11.9.2.3. Geographical Share
11.9.2.4. Business Segment Share
11.9.2.5. Recent Developments
11.10. Epic Games, Inc.
11.10.1. Overview
11.10.1.1. Key Management
11.10.1.2. Headquarters
11.10.1.3. Offerings/Business Segments
11.10.2. Key Details (Key details are consolidated data and not product/service specific)
11.10.2.1. Employee Size
11.10.2.2. Past and Current Revenue
11.10.2.3. Geographical Share
11.10.2.4. Business Segment Share
11.10.2.5. Recent Developments
12. Key Takeaways
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