The North America Virtual Reality in Gaming Market would witness market growth of 20.9% CAGR during the forecast period (2023-2030).
The convergence of cutting-edge technology and immersive entertainment experiences has propelled the virtual reality in gaming market into the forefront of the digital landscape. With the gaming industry experiencing a transformative revolution fueled by hardware and software capabilities advancements, virtual reality has emerged as a paradigm-shifting force, redefining how gamers engage with their favorite digital realms. Virtual reality (VR) in gaming is intricately intertwined with the relentless pursuit of delivering unparalleled immersive experiences. The adoption of VR in gaming has witnessed a gradual yet remarkable ascent, propelled by a confluence of factors that have progressively dismantled barriers and ignited a fervor among gaming enthusiasts.
Additionally, the evolution of VR hardware, marked by introducing sophisticated headsets, controllers, and sensory peripherals, has been pivotal in fostering adoption. Innovations such as increased display resolutions, enhanced motion tracking, and ergonomic designs have elevated the overall user experience, making VR hardware more accessible and enticing for gamers.
As the media and entertainment industry in the United States continues to cater to a large consumer base hungry for novel and immersive experiences, VR in gaming aligns seamlessly with this demand. VR's interactive and immersive nature enhances storytelling, gaming narratives, and overall engagement, providing consumers with a more captivating form of entertainment. gaming software in Canada are expected to help expand the regional virtual reality in gaming market.
The US market dominated the North America 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 $22,197.5 million by 2030. The Canada market is experiencing a CAGR of 23.7% during (2023 - 2030). Additionally, The Mexico market would experience a CAGR of 22.6% 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 U.S., Mexico, Canada, and Rest of North America.
Free Valuable Insights: The 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
- US
- Canada
- Mexico
- Rest of North America
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 North America Virtual Reality In Gaming Market, by Connecting Device
1.4.2 North America Virtual Reality In Gaming Market, by Component
1.4.3 North America Virtual Reality In Gaming Market, by User
1.4.4 North America 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. North America Virtual Reality In Gaming Market, By Connecting Device
5.1 North America Gaming Console Market, By Country
5.2 North America PC/Desktop Market, By Country
5.3 North America Smartphone Market, By Country
Chapter 6. North America Virtual Reality In Gaming Market, By Component
6.1 North America Hardware Market, By Country
6.2 North America Software Market, By Country
Chapter 7. North America Virtual Reality In Gaming Market, By User
7.1 North America Individual Market, By Country
7.2 North America Commercial Space Market, By Country
Chapter 8. North America Virtual Reality In Gaming Market, By Country
8.1 US Virtual Reality In Gaming Market
8.1.1 US Virtual Reality In Gaming Market, By Connecting Device
8.1.2 US Virtual Reality In Gaming Market, By Component
8.1.3 US Virtual Reality In Gaming Market, By User
8.2 Canada Virtual Reality In Gaming Market
8.2.1 Canada Virtual Reality In Gaming Market, By Connecting Device
8.2.2 Canada Virtual Reality In Gaming Market, By Component
8.2.3 Canada Virtual Reality In Gaming Market, By User
8.3 Mexico Virtual Reality In Gaming Market
8.3.1 Mexico Virtual Reality In Gaming Market, By Connecting Device
8.3.2 Mexico Virtual Reality In Gaming Market, By Component
8.3.3 Mexico Virtual Reality In Gaming Market, By User
8.4 Rest of North America Virtual Reality In Gaming Market
8.4.1 Rest of North America Virtual Reality In Gaming Market, By Connecting Device
8.4.2 Rest of North America Virtual Reality In Gaming Market, By Component
8.4.3 Rest of North America 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 North America Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 2 North America 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 North America Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 7 North America Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 8 North America Gaming Console Market, By Country, 2019 - 2022, USD Million
TABLE 9 North America Gaming Console Market, By Country, 2023 - 2030, USD Million
TABLE 10 North America PC/Desktop Market, By Country, 2019 - 2022, USD Million
TABLE 11 North America PC/Desktop Market, By Country, 2023 - 2030, USD Million
TABLE 12 North America Smartphone Market, By Country, 2019 - 2022, USD Million
TABLE 13 North America Smartphone Market, By Country, 2023 - 2030, USD Million
TABLE 14 North America Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 15 North America Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 16 North America Hardware Market, By Country, 2019 - 2022, USD Million
TABLE 17 North America Hardware Market, By Country, 2023 - 2030, USD Million
TABLE 18 North America Software Market, By Country, 2019 - 2022, USD Million
TABLE 19 North America Software Market, By Country, 2023 - 2030, USD Million
TABLE 20 North America Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 21 North America Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 22 North America Individual Market, By Country, 2019 - 2022, USD Million
TABLE 23 North America Individual Market, By Country, 2023 - 2030, USD Million
TABLE 24 North America Commercial Space Market, By Country, 2019 - 2022, USD Million
TABLE 25 North America Commercial Space Market, By Country, 2023 - 2030, USD Million
TABLE 26 North America Virtual Reality In Gaming Market, By Country, 2019 - 2022, USD Million
TABLE 27 North America Virtual Reality In Gaming Market, By Country, 2023 - 2030, USD Million
TABLE 28 US Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 29 US Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 30 US Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 31 US Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 32 US Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 33 US Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 34 US Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 35 US Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 36 Canada Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 37 Canada Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 38 Canada Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 39 Canada Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 40 Canada Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 41 Canada Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 42 Canada Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 43 Canada Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 44 Mexico Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 45 Mexico Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 46 Mexico Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 47 Mexico Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 48 Mexico Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 49 Mexico Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 50 Mexico Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 51 Mexico Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 52 Rest of North America Virtual Reality In Gaming Market, 2019 - 2022, USD Million
TABLE 53 Rest of North America Virtual Reality In Gaming Market, 2023 - 2030, USD Million
TABLE 54 Rest of North America Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2022, USD Million
TABLE 55 Rest of North America Virtual Reality In Gaming Market, By Connecting Device, 2023 - 2030, USD Million
TABLE 56 Rest of North America Virtual Reality In Gaming Market, By Component, 2019 - 2022, USD Million
TABLE 57 Rest of North America Virtual Reality In Gaming Market, By Component, 2023 - 2030, USD Million
TABLE 58 Rest of North America Virtual Reality In Gaming Market, By User, 2019 - 2022, USD Million
TABLE 59 Rest of North America Virtual Reality In Gaming Market, By User, 2023 - 2030, USD Million
TABLE 60 Key Information – Linden Research, Inc.
TABLE 61 Key Information – Sony Corporation
TABLE 62 Key Information – Microsoft Corporation
TABLE 63 key information – Nintendo Co., Ltd.
TABLE 64 Key information – Electronic Arts, Inc.
TABLE 65 Key Information – Meta Platforms, Inc.
TABLE 66 Key Information – Samsung Electronics Co., Ltd.
TABLE 67 Key Information – Ultraleap Limited
TABLE 68 Key Information – HTC Corporation
TABLE 69 Key Information – Qualcomm Incorporated
List of Figures
FIG 1 Methodology for the research
FIG 2 North America 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 North America Virtual Reality In Gaming Market, Share By Connecting Device, 2022
FIG 9 North America Virtual Reality In Gaming Market, Share By Connecting Device, 2030
FIG 10 North America Virtual Reality In Gaming Market, By Connecting Device, 2019 - 2030, USD Million
FIG 11 North America Virtual Reality In Gaming Market, Share By Component, 2022
FIG 12 North America Virtual Reality In Gaming Market, Share By Component, 2030
FIG 13 North America Virtual Reality In Gaming Market, By Component, 2019 - 2030, USD Million
FIG 14 North America Virtual Reality In Gaming Market, Share By User, 2022
FIG 15 North America Virtual Reality In Gaming Market, Share By User, 2030
FIG 16 North America Virtual Reality In Gaming Market, By User, 2019 - 2030, USD Million
FIG 17 North America Virtual Reality In Gaming Market, Share By Country, 2022
FIG 18 North America Virtual Reality In Gaming Market, Share By Country, 2030
FIG 19 North America 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