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Global VR Gaming Market 2017-2021

Global VR Gaming Market 2017-2021

About VR Gaming

The virtual reality (VR) can be experienced using a head-mounted display (HMD) or glasses which display 3D experiences as part of their image. Some HMDs and glasses have options for additional sensory input in the form of audio or video. New forms of human-machine interactions are possible through the VR technology.

Technavio’s analysts forecast the global VR gaming market to grow at a CAGR of 67.03% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global VR gaming market for 2017-2021. To calculate the market size, the report explains the market with a detailed forecast of its revenue along with the number of users and the shipment of the hardware.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA
Technavio's report, Global VR Gaming Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • Oculus VR
  • Samsung
  • HTC
  • Google
  • Sony
  • ZEISS International
  • Razer
  • FOVE
Other prominent vendors
  • Activision Blizzard
  • Disney
  • Electronic Arts
  • AMD (Advanced Micro Devices)
  • Facebook
  • GoPro
  • NVIDIA
  • Qualcomm Technologies
Market driver
  • Growing awareness of VR gaming.
  • For a full, detailed list, view our report
Market challenge
  • High price of VR headsets.
  • For a full, detailed list, view our report
Market trend
  • Growing popularity of 360-degree videos.
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2021 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?
  • What are the market opportunities and threats faced by the key vendors?
  • What are the strengths and weaknesses of the key vendors?


  • Executive summary
  • Scope of the report
  • Research Methodology
  • Introduction
    • VR
      • Table Major types of HMDs available in the market
      • Table Value chain analysis
  • Market landscape
    • Market overview
      • Table Global VR gaming market: Overview
    • Market size and forecast
      • Table Global VR gaming market 2016-2021 ($ billions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by product
    • Global VR gaming market by product
      • Table Global VR gaming market by product 2016 and 2021
    • Global VR gaming market by PCs
      • Table Global VR gaming market by PCs 2016-2021 ($ billions)
    • Global VR gaming market by consoles
      • Table Global VR gaming market by consoles 2016-2021 ($ billions)
    • Global VR gaming market by mobile devices
      • Table Global VR gaming market by mobile devices 2016-2021 ($ billions)
  • Market segmentation by type
    • Global VR gaming market by type
      • Table Global VR gaming market by type 2016 and 2021 (revenue)
    • Global VR gaming market by hardware
      • Table Global VR gaming market by hardware 2016-2021 ($ billions)
      • Table Global VR gaming market by hardware 2016-2021 (millions of units)
      • Table ASP of VR gaming hardware 2016-2021 (USD)
    • Global VR gaming market by software
      • Table Global VR gaming market by software 2016-2021 ($ billions)
    • Global VR gaming market by accessories
      • Table Global VR gaming market by accessories 2016-2021 ($ billions)
  • Geographical segmentation
    • Global VR gaming market by geography
      • Table Global VR gaming market by geography in 2016 and 2021 (revenue)
    • VR gaming market in EMEA
      • Table VR gaming market in EMEA 2016-2021 ($ billions)
    • VR gaming market in Americas
      • Table VR gaming market in Americas 2016-2021 ($ billions)
    • VR gaming market in APAC
      • Table VR gaming market in APAC 2016-2021 ($ billions)
  • Key leading countries
    • Table Top 10 countries 2016 (revenue)
    • Table Top 10 countries by revenue and market share 2016
    • VR gaming market in US
      • Table VR gaming market in US 2016-2021 ($ billions)
    • VR gaming market in Japan
      • Table VR gaming market in Japan 2016-2021 ($ billions)
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Impact of drivers on key customer segments
      • Table Impact of drivers
    • Market challenges
    • Impact of challenges on key customer segments
      • Table Impact of challenges
  • Market trends
  • Vendor landscape
    • Competitive scenario
    • Key leading vendors
    • Other prominent vendors
      • Table Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

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