The Virtual Reality In Gaming Market is Predict to reach $95.7 Billion by 2030, at a CAGR of 21.8%

27-Dec-2023 | Report Format: Electronic (PDF)

Virtual Reality In Gaming Market Growth, Trends and Report Highlights

According to a new report, published by KBV research, The Global Virtual Reality in Gaming Market size is expected to reach $95.6 billion by 2030, rising at a market growth of 21.8% CAGR during the forecast period.

The PC/Desktop segment is experiencing a CAGR of 22.7% during (2023 - 2030). The continuous improvement in PC performance, including powerful GPUs and CPUs, contributes to a more immersive VR gaming experience. As PCs become more capable of handling complex VR environments and demanding graphics, the appeal of VR on desktop systems grows. These aspects will pose lucrative growth prospects for the segment.

The Hardware segment is leading the Global Virtual Reality in Gaming Market, By Component in 2022 thereby, achieving a market value of $61.2 billion by 2030. Over time, there has been a trend of price reductions in VR hardware, making it more affordable and accessible to a broader consumer base. The cost reduction of virtual reality (VR) headsets and peripherals has been facilitated by advancements in manufacturing processes and the implementation of economies of scale, which have stimulated greater adoption among gamers. These factors will boost the demand in the segment.

The Commercial Space segment would witness a CAGR of 22.6% during (2023 - 2030). Businesses and enterprises have embraced VR technology for training and simulation purposes. Virtual reality provides realistic and immersive learning environments for employees across various industries, including healthcare, aviation, manufacturing, and more. Training simulations in VR offer a safe and cost-effective way to train employees in complex and hazardous scenarios. These factors will help in the growth of the segment.

The North America region dominated the Global Virtual Reality in Gaming Market, By Region in 2022 thereby, achieving a market value of $31 billion by 2030, growing at a CAGR of 20.9 % during the forecast period. The Europe region is experiencing a CAGR of 21.4% during (2023 - 2030). Additionally, The Asia Pacific is registering a CAGR of 22.7% during (2023 - 2030).

Full Report: https://www.kbvresearch.com/virtual-reality-in-gaming-market/

The market research report has exhaustive quantitative insights providing a clear picture of the market potential in various segments across the globe with country-wise analysis in each discussed region. The key impacting factors of the market have been discussed in the report with the elaborated company profiles of 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.

Global Virtual Reality In Gaming Market Segmentation

By Connecting Device

  • Gaming Console
  • PC/Desktop
  • Smartphone

By Component

  • Hardware
  • Software

By User

  • Individual
  • Commercial Space

By Geography

  • North America
    • US
    • Canada
    • Mexico
    • Rest of North America
  • Europe
    • Germany
    • UK
    • France
    • Russia
    • Spain
    • Italy
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Singapore
    • Malaysia
    • Rest of Asia Pacific
  • LAMEA
    • Brazil
    • Argentina
    • UAE
    • Saudi Arabia
    • South Africa
    • Nigeria
    • Rest of LAMEA

Companies Profiled

  • 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.

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