The Asia Pacific Virtual Reality in Gaming Market would witness market growth of 22.7% CAGR during the forecast period (2023-2030).
Virtual reality has extended its influence on health and wellness games, combining entertainment with physical activity. VR fitness games, meditation experiences, and interactive wellness applications leverage the immersive nature of the technology to promote holistic well-being, turning gaming into a tool for personal betterment. VR in gaming has permeated architectural visualization, enabling users to explore virtual representations of architectural designs. This application is particularly valuable for architects, designers, and urban planners, offering a dynamic and interactive platform to visualize and refine spatial concepts.
The dynamic landscape of virtual reality in gaming is shaped by an array of trends that reflect the evolving preferences of gamers, technological advancements, and the industry's commitment to pushing boundaries. Several trends influence the present and future of VR gaming, from gameplay mechanics to hardware advancements. Gesture-based interaction is redefining how players engage with virtual environments. Advanced motion tracking technologies enable users to interact with the virtual world using natural hand gestures, adding a layer of intuitive and immersive gameplay mechanics.
China boasts the largest gaming sector, with a massive player base that includes a diverse demographic of gamers. Numerous gaming segments, including virtual reality, stand to gain substantially from the sector's phenomenal magnitude. As per the data provided by the Government of China in 2023, in the first half, Chinese gaming industry revenue came in at 144.3 billion yuan (US$20.0 billion). increased demand for virtual reality in gaming due to expanding gaming industries in the region.
The China market dominated the Asia Pacific Virtual Reality in Gaming Market, By Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $7,688.3 million by 2030. The Japan market is registering a CAGR of 21.8% during (2023 - 2030). Additionally, The India market would experience a CAGR of 23.4% during (2023 - 2030).
Based on Connecting Device, the market is segmented into Gaming Console, PC/Desktop, and Smartphone. Based on Component, the market is segmented into Hardware, and Software. Based on User, the market is segmented into Individual, and Commercial Space. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Malaysia, and Rest of Asia Pacific.
Free Valuable Insights: The Global Virtual Reality In Gaming Market is Predict to reach $95.7 Billion by 2030, at a CAGR of 21.8%
The market research report covers the analysis of key stakeholders of the market. Key companies profiled in the report include Sony Corporation, Microsoft Corporation, Nintendo Co., Ltd., Electronic Arts, Inc., Meta Platforms, Inc. (Meta), Samsung Electronics Co., Ltd. (Samsung Group), Ultraleap Limited (Leap Motion, Inc.), HTC Corporation, Qualcomm Incorporated (Qualcomm Technologies, Inc.), Linden Research, Inc.
Scope of the Study
Market Segments Covered in the Report:
By Connecting Device
- Gaming Console
- PC/Desktop
- Smartphone
By Component
By User
- Individual
- Commercial Space
By Country
- China
- Japan
- India
- South Korea
- Singapore
- Malaysia
- Rest of Asia Pacific
Key Market Players
List of Companies Profiled in the Report:
- Sony Corporation
- Microsoft Corporation
- Nintendo Co., Ltd.
- Electronic Arts, Inc.
- Meta Platforms, Inc. (Meta)
- Samsung Electronics Co., Ltd. (Samsung Group)
- Ultraleap Limited (Leap Motion, Inc.)
- HTC Corporation
- Qualcomm Incorporated (Qualcomm Technologies, Inc.)
- Linden Research, Inc.
Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Virtual Reality In Gaming Market, by Connecting Device
1.4.2 Asia Pacific Virtual Reality In Gaming Market, by Component
1.4.3 Asia Pacific Virtual Reality In Gaming Market, by User
1.4.4 Asia Pacific Virtual Reality In Gaming Market, by Country
1.5 Methodology for the research
Chapter 2. Market At a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.2.3 Acquisition and Mergers
4.3 Top Winning Strategies
4.3.1 Key Leading Strategies: Percentage Distribution (2019-2023)
4.3.2 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2020, Jul – 2023, Nov) Leading Players
4.4 Porter’s Five Forces Analysis
Chapter 5. Asia Pacific Virtual Reality In Gaming Market, By Connecting Device
5.1 Asia Pacific Gaming Console Market, By Country
5.2 Asia Pacific PC/Desktop Market, By Country
5.3 Asia Pacific Smartphone Market, By Country
Chapter 6. Asia Pacific Virtual Reality In Gaming Market, By Component
6.1 Asia Pacific Hardware Market, By Country
6.2 Asia Pacific Software Market, By Country
Chapter 7. Asia Pacific Virtual Reality In Gaming Market, By User
7.1 Asia Pacific Individual Market, By Country
7.2 Asia Pacific Commercial Space Market, By Country
Chapter 8. Asia Pacific Virtual Reality In Gaming Market, By Country
8.1 China Virtual Reality In Gaming Market
8.1.1 China Virtual Reality In Gaming Market, By Connecting Device
8.1.2 China Virtual Reality In Gaming Market, By Component
8.1.3 China Virtual Reality In Gaming Market, By User
8.2 Japan Virtual Reality In Gaming Market
8.2.1 Japan Virtual Reality In Gaming Market, By Connecting Device
8.2.2 Japan Virtual Reality In Gaming Market, By Component
8.2.3 Japan Virtual Reality In Gaming Market, By User
8.3 India Virtual Reality In Gaming Market
8.3.1 India Virtual Reality In Gaming Market, By Connecting Device
8.3.2 India Virtual Reality In Gaming Market, By Component
8.3.3 India Virtual Reality In Gaming Market, By User
8.4 South Korea Virtual Reality In Gaming Market
8.4.1 South Korea Virtual Reality In Gaming Market, By Connecting Device
8.4.2 South Korea Virtual Reality In Gaming Market, By Component
8.4.3 South Korea Virtual Reality In Gaming Market, By User
8.5 Singapore Virtual Reality In Gaming Market
8.5.1 Singapore Virtual Reality In Gaming Market, By Connecting Device
8.5.2 Singapore Virtual Reality In Gaming Market, By Component
8.5.3 Singapore Virtual Reality In Gaming Market, By User
8.6 Malaysia Virtual Reality In Gaming Market
8.6.1 Malaysia Virtual Reality In Gaming Market, By Connecting Device
8.6.2 Malaysia Virtual Reality In Gaming Market, By Component
8.6.3 Malaysia Virtual Reality In Gaming Market, By User
8.7 Rest of Asia Pacific Virtual Reality In Gaming Market
8.7.1 Rest of Asia Pacific Virtual Reality In Gaming Market, By Connecting Device
8.7.2 Rest of Asia Pacific Virtual Reality In Gaming Market, By Component
8.7.3 Rest of Asia Pacific Virtual Reality In Gaming Market, By User
Chapter 9. Company Profiles
9.1 Linden Research, Inc.
9.1.1 Company Overview
9.1.2 SWOT Analysis
9.2 Sony Corporation
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Segmental and Regional Analysis
9.2.4 Research & Development Expenses
9.2.5 Recent strategies and developments:
9.2.5.1 Partnerships, Collaborations, and Agreements:
9.2.5.2 Product Launches and Product Expansions:
9.2.6 SWOT Analysis
9.3 Microsoft Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental and Regional Analysis
9.3.4 Research & Development Expenses
9.3.5 Recent strategies and developments:
9.3.5.1 Partnerships, Collaborations, and Agreements:
9.3.5.2 Acquisition and Mergers:
9.3.6 SWOT Analysis
9.4 Nintendo Co., Ltd.
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expenses
9.4.5 SWOT Analysis
9.5 Electronic Arts, Inc.
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Research & Development Expenses
9.5.4 Recent strategies and developments:
9.5.4.1 Partnerships, Collaborations, and Agreements:
9.5.5 SWOT Analysis
9.6 Meta Platforms, Inc. (Meta)
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segment and Regional Analysis
9.6.4 Research & Development Expense
9.6.5 Recent strategies and developments:
9.6.5.1 Partnerships, Collaborations, and Agreements:
9.6.5.2 Product Launches and Product Expansions:
9.6.6 SWOT Analysis
9.7 Samsung Electronics Co., Ltd. (Samsung Group)
9.7.1 Company Overview
9.7.2 Financial Analysis
9.7.3 Segmental and Regional Analysis
9.7.4 Recent strategies and developments:
9.7.4.1 Product Launches and Product Expansions:
9.7.5 SWOT Analysis
9.8 Ultraleap Limited (Leap Motion, Inc.)
9.8.1 Company Overview
9.8.2 SWOT Analysis
9.9 HTC Corporation
9.9.1 Company Overview
9.9.2 Financial Analysis
9.9.3 Regional Analysis
9.9.4 Research & Development Expense
9.9.5 Recent strategies and developments:
9.9.5.1 Partnerships, Collaborations, and Agreements:
9.9.5.2 Product Launches and Product Expansions:
9.9.6 SWOT Analysis
9.10. Qualcomm Incorporated (Qualcomm Technologies, Inc.)
9.10.1 Company Overview
9.10.2 Financial Analysis
9.10.3 Segmental and Regional Analysis
9.10.4 Research & Development Expense
9.10.5 Recent strategies and developments:
9.10.5.1 Product Launches and Product Expansions:
9.10.6 SWOT Analysis
TABLE 1 Asia Pacific Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 2 Asia Pacific Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 3 Partnerships, Collaborations and Agreements– Virtual Reality In Gaming Market
TABLE 4 Product Launches And Product Expansions– Virtual Reality In Gaming Market
TABLE 5 Acquisition and Mergers– Virtual Reality In Gaming Market
TABLE 6 Asia Pacific Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 7 Asia Pacific Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 8 Asia Pacific Gaming Console Market, By Country, 2019 - 2022, USD Million
TABLE 9 Asia Pacific Gaming Console Market, By Country, 2023 - 2030, USD Million
TABLE 10 Asia Pacific PC/Desktop Market, By Country, 2019 - 2022, USD Million
TABLE 11 Asia Pacific PC/Desktop Market, By Country, 2023 - 2030, USD Million
TABLE 12 Asia Pacific Smartphone Market, By Country, 2019 - 2022, USD Million
TABLE 13 Asia Pacific Smartphone Market, By Country, 2023 - 2030, USD Million
TABLE 14 Asia Pacific Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 15 Asia Pacific Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 16 Asia Pacific Hardware Market, By Country, 2019 - 2022, USD Million
TABLE 17 Asia Pacific Hardware Market, By Country, 2023 - 2030, USD Million
TABLE 18 Asia Pacific Software Market, By Country, 2019 - 2022, USD Million
TABLE 19 Asia Pacific Software Market, By Country, 2023 - 2030, USD Million
TABLE 20 Asia Pacific Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 21 Asia Pacific Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 22 Asia Pacific Individual Market, By Country, 2019 - 2022, USD Million
TABLE 23 Asia Pacific Individual Market, By Country, 2023 - 2030, USD Million
TABLE 24 Asia Pacific Commercial Space Market, By Country, 2019 - 2022, USD Million
TABLE 25 Asia Pacific Commercial Space Market, By Country, 2023 - 2030, USD Million
TABLE 26 Asia Pacific Virtual Reality In Gaming Market, By Country, 2019 - 2022, USD Million
TABLE 27 Asia Pacific Virtual Reality In Gaming Market, By Country, 2023 - 2030, USD Million
TABLE 28 China Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 29 China Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 30 China Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 31 China Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 32 China Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 33 China Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 34 China Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 35 China Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 36 Japan Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 37 Japan Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 38 Japan Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 39 Japan Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 40 Japan Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 41 Japan Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 42 Japan Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 43 Japan Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 44 India Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 45 India Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 46 India Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 47 India Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 48 India Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 49 India Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 50 India Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 51 India Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 52 South Korea Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 53 South Korea Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 54 South Korea Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 55 South Korea Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 56 South Korea Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 57 South Korea Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 58 South Korea Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 59 South Korea Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 60 Singapore Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 61 Singapore Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 62 Singapore Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 63 Singapore Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 64 Singapore Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 65 Singapore Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 66 Singapore Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 67 Singapore Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 68 Malaysia Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 69 Malaysia Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 70 Malaysia Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 71 Malaysia Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 72 Malaysia Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 73 Malaysia Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 74 Malaysia Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 75 Malaysia Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 76 Rest of Asia Pacific Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 77 Rest of Asia Pacific Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 78 Rest of Asia Pacific Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 79 Rest of Asia Pacific Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 80 Rest of Asia Pacific Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 81 Rest of Asia Pacific Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 82 Rest of Asia Pacific Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 83 Rest of Asia Pacific Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 84 Key Information – Linden Research, Inc.
TABLE 85 Key Information – Sony Corporation
TABLE 86 Key Information – Microsoft Corporation
TABLE 87 key information – Nintendo Co., Ltd.
TABLE 88 Key information – Electronic Arts, Inc.
TABLE 89 Key Information – Meta Platforms, Inc.
TABLE 90 Key Information – Samsung Electronics Co., Ltd.
TABLE 91 Key Information – Ultraleap Limited
TABLE 92 Key Information – HTC Corporation
TABLE 93 Key Information – Qualcomm Incorporated
List of Figures
FIG 1 Methodology for the research
FIG 2 Asia Pacific Virtual Reality In Gaming Market, 2019 - 2030, USD Million
FIG 3 Key Factors Impacting the Virtual Reality In Gaming Market
FIG 4 KBV Cardinal Matrix
FIG 5 Key Leading Strategies: Percentage Distribution (2019-2023)
FIG 6 Key Strategic Move: (Partnerships, Collaborations & Agreements: 2020, Jul – 2023, Nov) Leading Players
FIG 7 Porter’s Five Forces Analysis – Virtual Reality in gaming market
FIG 8 Asia Pacific Virtual Reality In Gaming Market, Share By Connecting Device, 2022
FIG 9 Asia Pacific Virtual Reality In Gaming Market, Share By Connecting Device, 2030
FIG 10 Asia Pacific Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2030, USD Million
FIG 11 Asia Pacific Virtual Reality In Gaming Market, Share By Component, 2022
FIG 12 Asia Pacific Virtual Reality In Gaming Market, Share By Component, 2030
FIG 13 Asia Pacific Virtual Reality In Gaming Market, By Component, 2019 - 2030, USD Million
FIG 14 Asia Pacific Virtual Reality In Gaming Market, Share By User, 2022
FIG 15 Asia Pacific Virtual Reality In Gaming Market, Share By User, 2030
FIG 16 Asia Pacific Virtual Reality In Gaming Market, By User, 2019 - 2030, USD Million
FIG 17 Asia Pacific Virtual Reality In Gaming Market, Share By Country, 2022
FIG 18 Asia Pacific Virtual Reality In Gaming Market, Share By Country, 2030
FIG 19 Asia Pacific Virtual Reality In Gaming Market, By Country, 2019 - 2030, USD Million
FIG 20 SWOT Analysis: Linden research, inc.
FIG 21 Recent strategies and developments: Sony Corporation
FIG 22 SWOT Analysis: Sony Corporation
FIG 23 Recent strategies and developments: Microsoft Corporation
FIG 24 SWOT Analysis: Microsoft Corporation
FIG 25 SWOT Analysis: Nintendo Co., Ltd.
FIG 26 SWOT Analysis: Electronic Arts, Inc.
FIG 27 Recent strategies and developments: Meta Platforms Inc.
FIG 28 SWOT Analysis: Meta Platforms, Inc.
FIG 29 SWOT Analysis: Samsung Electronics Co., Ltd
FIG 30 SWOT Analysis: Ultraleap Limited (Leap Motion, Inc.)
FIG 31 Recent strategies and developments: HTC Corporation
FIG 32 SWOT Analysis: HTC Corporation
FIG 33 SWOT Analysis: QUALCOMM Incorporated