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Virtual Reality (VR) Market In Gaming 2025-2029

The virtual reality (VR) market in gaming is forecasted to grow by USD 34936 mn during 2024-2029, accelerating at a CAGR of 32.5% during the forecast period. The report on the virtual reality (VR) market in gaming provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by increasing adoption of vr in interactive home entertainment industry, introduction of digital downloading in gaming consoles, and rising adoption of ar games.

Market Scope
Base Year2025
End Year2029
Series Year2025-2029
Growth MomentumAccelerate
YOY 202528%
CAGR32.5%
Incremental Value$34936 mn

Technavio's virtual reality (VR) market in gaming is segmented as below:

By Application

By Component

By Geographical Landscape

This study identifies the growing popularity of 360-degree content as one of the prime reasons driving the virtual reality (VR) market in gaming growth during the next few years. Also, advancements in virtual gaming and growing popularity of smartphone-integrated vr headsets will lead to sizable demand in the market.

The report on the virtual reality (VR) market in gaming covers the following areas:

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading virtual reality (VR) market in gaming vendors that include Advanced Micro Devices Inc., Alphabet Inc., bHaptics Inc., Carl Zeiss AG, Electronic Arts Inc., Fallen Planet Studios Ltd, HTC Corp., Magic Leap Inc., Meta Platforms Inc., Microsoft Corp., Nintendo Co. Ltd., NVIDIA Corp., Qualcomm Inc., Razer Inc., Samsung Electronics Co. Ltd., Sony Group Corp., Ubisoft Entertainment SA, Unity Technologies Inc., Virtuix Inc., and Wookey Technologies Inc.. Also, the virtual reality (VR) market in gaming analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

2 Technavio Analysis

3 Market Landscape

4 Market Sizing

5 Historic Market Size

6 Qualitative Analysis

7 Five Forces Analysis

8 Market Segmentation by Application

9 Market Segmentation by Component

10 Customer Landscape

11 Geographic Landscape

12 Drivers, Challenges, and Opportunity/Restraints

13 Competitive Landscape

14 Competitive Analysis

15 Appendix

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