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 Year
2025
End Year
2029
Series Year
2025-2029
Growth Momentum
Accelerate
YOY 2025
28%
CAGR
32.5%
Incremental Value
$34936 mn
Technavio's virtual reality (VR) market in gaming is segmented as below:
By Application
PCs
Consoles
Mobile devices
By Component
Hardware
Software
By Geographical Landscape
APAC
North America
Europe
Middle East and Africa
South America
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:
Virtual Reality (VR) Market In Gaming sizing
Virtual Reality (VR) Market In Gaming forecast
Virtual Reality (VR) Market In Gaming industry analysis
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
1.1 Market overview
Executive Summary - Chart on Market Overview
Executive Summary - Data Table on Market Overview
Executive Summary - Chart on Global Market Characteristics
Executive Summary - Chart on Market By Geographical Landscape
Executive Summary - Chart on Market Segmentation by Application
Executive Summary - Chart on Market Segmentation by Component
Executive Summary - Chart on Incremental Growth
Executive Summary - Data Table on Incremental Growth
Executive Summary - Chart on Company Market Positioning
2 Technavio Analysis
2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
2.2 Criticality of inputs and Factors of differentiation
Overview on criticality of inputs and factors of differentiation
2.3 Factors of disruption
Overview on factors of disruption
2.4 Impact of drivers and challenges
Impact of drivers and challenges in 2024 and 2029
3 Market Landscape
3.1 Market ecosystem
Parent Market
Data Table on - Parent Market
3.2 Market characteristics
Market characteristics analysis
3.3 Value chain analysis
Value chain analysis
4 Market Sizing
4.1 Market definition
Offerings of companies included in the market definition
4.2 Market segment analysis
Market segments
4.3 Market size 2024
4.4 Market outlook: Forecast for 2024-2029
Chart on Global - Market size and forecast 2024-2029 ($ million)
Data Table on Global - Market size and forecast 2024-2029 ($ million)
Chart on Global Market: Year-over-year growth 2024-2029 (%)
Data Table on Global Market: Year-over-year growth 2024-2029 (%)
5 Historic Market Size
5.1 Global Virtual Reality (VR) Market In Gaming 2019 - 2023
Historic Market Size - Data Table on Global Virtual Reality (VR) Market In Gaming 2019 - 2023 ($ million)