
The demand for virtual reality games is being driven by the widespread availability of high-quality VR hardware and peripherals among players. There is a rise in the number of microbusinesses offering innovative products and services in the form of content and technology. The introduction of 5G networks, the development of novel game content, and the maturation of cloud-based gaming platforms are also drivers in expansion. Furthermore, industry leaders are releasing cutting-edge equipment and accessories as part of their long-term strategy.
Market participants are investing heavily in R&D to build consumer goods that can be linked to smartphones, consoles, and desktop computers due to the experimental nature of most VR input devices. As more people learn about VR games and more companies produce them, interest is expected to grow. The expensive cost of the necessary equipment, much of which is still in the prototype stage, and the substantial initial expenditure required to get started with VR are stymieing the growth of the virtual reality (VR) gaming industry. Virtual reality (VR) game leaders are eager to use cloud-based methods. With this approach, users would have more freedom and control over their game experience. Also, with cloud-based gaming systems, users may quickly and easily access their entire library of virtual reality games from any device. This is why the gaming business generally welcomes the move to the cloud with open arms. There are a myriad of advantages to playing cloud-based games, including the ability to access them from any device, save an unlimited number of games, and broadcast them in real time.
The increasing popularity of high-end gaming consoles has paved the way for a number of technological advancements, including augmented and virtual reality, the Internet of Things, higher resolutions, 3D graphics, and cloud streaming. These combined advancements are a major factor in the market's current upward trajectory. Growing interest in virtual reality equipment is expected to fuel industry growth. Equipment like this may include treadmills, backpacks, gloves, masks, 3D headphones, and motion tracking systems. Gaming console and accessory manufacturers like Microsoft and Sony are investing heavily in research and development. The market for Virtual Reality (VR) in the game industry is now led by the gaming console segment, and this trend is expected to continue through 2028. The video game industry is continually evolving, with new console generations regularly replacing their predecessors. The smartphone market is also predicted to expand at a rapid rate.
Virtual reality gaming has the potential to negatively impact user health if played for extended periods of time. For instance, the technology uses apparatus to mimic the player's movements while the player's actual body remains immobile. This could cause nausea or dizziness in some players. The player's psyche could be damaged by the game's addictive potential. Psychologists worry that gamers are becoming too immersed in their virtual worlds. The player could get caught up in the game to the point where they do unlawful or violent acts themselves. The advent of interactive, immersive video games is expected to have a significantly larger negative impact on players' health. This bodes poorly for the future of the virtual reality (VR) gaming industry.
Most VR input devices are prototypes, but businesses in the industry are investing heavily in R&D to create consumer goods that can be linked to cellphones, game consoles, and computers. Demand is predicted to increase as both consumer interest in virtual reality games and developer output increase. However, the development of the virtual reality (VR) gaming business is hampered by the high cost of the necessary hardware and the fact that most of the devices available at the moment are still in prototype form. However, during the foreseeable future, costs should decline as a result of technical progress. Industry hurdles include interoperability issues between devices and a general lack of knowledge on how to effectively employ available technologies.
Report Coverage
Global Virtual Reality (VR) in Gaming research report categorizes the market for global based on various segments and regions, forecasts revenue growth, and analyzes trends in each submarket. Global Virtual Reality (VR) in Gaming report analyses the key growth drivers, opportunities, and challenges influencing the global market. Recent market developments and Virtual Reality (VR) in Gaming competitive strategies such as expansion, product launch and development, partnership, merger, and acquisition have been included to draw the competitive landscape in the market. The report strategically identifies and profiles the key Virtual Reality (VR) in Gaming market players and analyses their core competencies in each global market sub-segments.
REPORT ATTRIBUTES | DETAILS |
---|---|
Study Period | 2017-2030 |
Base Year | 2022 |
Forecast Period | 2022-2030 |
Historical Period | 2017-2021 |
Unit | Value (USD Billion) |
Key Companies Profiled | Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tesla Studios |
Segments Covered | • By Product |
Customization Scope | Free report customization (equivalent to up to 3 analyst working days) with purchase. Addition or alteration to country, regional & segment scope |
Key Points Covered in the Report
- Market Revenue of Virtual Reality (VR) in Gaming Market from 2021 to 2030.
- Market Forecast for Virtual Reality (VR) in Gaming Market from 2021 to 2030.
- Regional Market Share and Revenue from 2021 to 2030.
- Country Market share within region from 2021 to 2030.
- Key Type and Application Revenue and forecast.
- Company Market Share Analysis, Virtual Reality (VR) in Gaming competitive scenario, ranking, and detailed company
profiles. - Market driver, restraints, and detailed COVID-19 impact on Virtual Reality (VR) in Gaming
Market
Competitive Environment:
The research provides an accurate study of the major organisations and companies operating in the global Virtual Reality (VR) in Gaming market, along with a comparative evaluation based on their product portfolios, corporate summaries, geographic reach, business plans, Virtual Reality (VR) in Gaming market shares in specific segments, and SWOT analyses. A detailed analysis of the firms' recent news and developments, such as product development, inventions, joint ventures, partnerships, mergers and acquisitions, strategic alliances, and other activities, is also included in the study. This makes it possible to assess the level of market competition as a whole.
List of Major Market Participants
Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tesla Studios
Primary Target Market
- Market Players of Virtual Reality (VR) in Gaming
- Investors
- End-users
- Government Authorities
- Consulting And Research Firm
- Venture capitalists
- Third-party knowledge providers
- Value-Added Resellers (VARs)
Market Segment:
This study forecasts global, regional, and country revenue from 2019 to 2030. INFINITIVE DATA EXPERT has segmented the global Virtual Reality (VR) in Gaming market based on the below-mentioned segments:
Global Virtual Reality (VR) in Gaming Market, By Component
Hardware
Software
Content
Global Virtual Reality (VR) in Gaming market, By Device
Mobile
Console/PC
Standalone
Global Virtual Reality (VR) in Gaming market, Regional Analysis
- Europe: Germany, Uk, France, Italy, Spain, Russia, Rest of Europe
- The Asia Pacific: China,Japan,India,South Korea,Australia,Rest of Asia Pacific
- South America: Brazil, Argentina, Rest of South America
- Middle East & Africa: UAE, Saudi Arabia, Qatar, South Africa, Rest of Middle East & Africa
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