Global VR Gaming Market 2020-2024

Global VR gaming market 2020-2024

Technavio has been monitoring the VR gaming market and it is poised to grow by USD 206.19 bn during 2020-2024, progressing at a CAGR of 70% during the forecast period. Our reports on the VR gaming market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the growing popularity of 360-degree content and advancements in virtual gaming. In addition, the growing popularity of 360-degree content is anticipated to boost the growth of the market as well.

The VR gaming market analysis includes type segment, application segment, and geographical landscapes.

Technavio's VR gaming market is segmented as below:

By Type

  • Hardware
  • Software
  • Accessories
By Application
  • PCs
  • Consoles
  • Mobile devices
By Geographical Landscapes
  • Europe
  • North America
  • APAC
  • South America
  • MEA
This study identifies the increasing adoption of VR in the interactive home entertainment industry as one of the prime reasons driving the VR gaming market growth during the next few years. Also, the introduction of digital downloading in gaming consoles and rising adoption of AR games will lead to sizable demand in the market.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on the VR gaming market covers the following areas:
  • VR gaming market sizing
  • VR gaming market forecast
  • VR gaming market industry analysis
Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading VR gaming market vendors that include Activision Blizzard Inc., Alphabet Inc., Electronic Arts Inc., HTC Corp., Nintendo Co. Ltd., Razer Inc., Samsung Electronics Co. Ltd., Sony Corp., Unity Technologies Inc., and Carl Zeiss AG. Also, the VR gaming market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage on all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.


  • Executive Summary
  • Market Landscape
    • Market ecosystem
      • Table Parent market
      • Table Market characteristics
    • Value chain analysis
      • Table Value Chain Analysis: Interactive Home Entertainment
      • Content origination
      • Application development
      • Hardware manufacturers
      • Publishing and aggregation
      • Wireless application service
      • Portal provisioning
      • Mobile delivery
      • User interactivity provisioning
      • Distribution and retailing of video games
      • Billing and customer care
      • Marketing and sales
  • Market Sizing
    • Market definition
      • Components of a VR system
      • Applications of VR technology
      • Gaming market and VR technology
        • Table Offerings of vendors included in the market definition
    • Market segment analysis
      • Table Market segments
    • Market size 2019
    • Market outlook: Forecast for 2019 - 2024
      • Table Global - Market size and forecast 2019 - 2024 ($ billion)
      • Table Global VR gaming market 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table Global market: Year-over-year growth 2019 - 2024 (%)
  • Five Forces Analysis
    • Five forces summary
      • Table Five forces analysis 2019 & 2024
    • Bargaining power of buyers
      • Table Bargaining power of buyers
    • Bargaining power of suppliers
      • Table Bargaining power of suppliers
    • Threat of new entrants
      • Table Threat of new entrants
    • Threat of substitutes
      • Table Threat of substitutes
    • Threat of rivalry
      • Table Threat of rivalry
    • Market condition
      • Table Market condition - Five forces 2019
  • Market Segmentation by Application
    • Market segments
      • Table Application - Market share 2019-2024 (%)
    • Comparison by Application
      • Table Comparison by Application
    • PCs - Market size and forecast 2019-2024
      • Table PCs - Market size and forecast 2019-2024 ($ billion)
      • Table Global VR gaming market for PCs 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table PCs - Year-over-year growth 2019-2024 (%)
    • Consoles - Market size and forecast 2019-2024
      • Table Consoles - Market size and forecast 2019-2024 ($ billion)
      • Table Global VR gaming market for consoles 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table Consoles - Year-over-year growth 2019-2024 (%)
    • Mobile devices - Market size and forecast 2019-2024
      • Table Mobile devices - Market size and forecast 2019-2024 ($ billion)
      • Table Global VR gaming market for mobile devices 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table Mobile devices - Year-over-year growth 2019-2024 (%)
    • Market opportunity by Application
      • Table Market opportunity by Application
  • Market Segmentation by Type
    • Market segments
      • Table Type - Market share 2019-2024 (%)
    • Comparison by Type
      • Table Comparison by Type
    • Hardware - Market size and forecast 2019-2024
      • Table Hardware - Market size and forecast 2019-2024 ($ billion)
      • Table Global VR gaming hardware market 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table Hardware - Year-over-year growth 2019-2024 (%)
    • Software - Market size and forecast 2019-2024
      • Table Software - Market size and forecast 2019-2024 ($ billion)
      • Table Global VR gaming software market 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table Software - Year-over-year growth 2019-2024 (%)
    • Accessories - Market size and forecast 2019-2024
      • Table Accessories - Market size and forecast 2019-2024 ($ billion)
      • Table Global VR gaming accessories market 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table Accessories - Year-over-year growth 2019-2024 (%)
    • Market opportunity by Type
      • Table Market opportunity by Type
  • Customer landscape
    • Table Customer landscape
  • Geographic Landscape
    • Geographic segmentation
      • Table Market share by geography 2019-2024 (%)
    • Geographic comparison
      • Table Geographic comparison
    • Europe - Market size and forecast 2019-2024
      • Table Europe - Market size and forecast 2019-2024 ($ billion)
      • Table VR gaming market in Europe 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table Europe - Year-over-year growth 2019-2024 (%)
    • North America - Market size and forecast 2019-2024
      • Table North America - Market size and forecast 2019-2024 ($ billion)
      • Table VR gaming market in North America 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table North America - Year-over-year growth 2019-2024 (%)
    • APAC - Market size and forecast 2019-2024
      • Table APAC - Market size and forecast 2019-2024 ($ billion)
      • Table VR gaming market in APAC 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table APAC - Year-over-year growth 2019-2024 (%)
    • South America - Market size and forecast 2019-2024
      • Table South America - Market size and forecast 2019-2024 ($ billion)
      • Table VR gaming market in South America 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table South America - Year-over-year growth 2019-2024 (%)
    • MEA - Market size and forecast 2019-2024
      • Table MEA - Market size and forecast 2019-2024 ($ billion)
      • Table VR gaming market in MEA 2019-2024 - Market size and forecast ($ billion), exclusive of COVID-19 impact
      • Table MEA - Year-over-year growth 2019-2024 (%)
    • Key leading countries
      • Table Key leading countries
    • Market opportunity by geography
      • Table Market opportunity by geography ($ billion)
  • Drivers, Challenges, and Trends
    • Market drivers
      • Increasing adoption of VR in interactive home entertainment industry
      • Introduction of digital downloading in gaming consoles
      • Rising adoption of AR games
      • Growing awareness of VR gaming
      • Increasing adoption of mobile gaming
      • Growing investments in VR technology
      • Development of EVs charging infrastructure Enhanced consumer experiences
      • Declining ASP of VR components
      • Enhanced consumer experiences Increasing disposable income
    • Market challenges
      • Privacy concerns over gamers information
      • Health issues associated with VR gaming
      • Risk of cybercrimes in online mobile gaming
      • High price of VR headsets
      • High development cost of VR content
      • Health issues associated with VR gaming
      • Insufficient VR contents
      • Limitations of hardware and software
        • Table Impact of drivers and challenges
    • Market trends
      • Growing popularity of 360-degree content
      • Advancements in virtual gaming
      • Growing popularity of smartphone-integrated VR headsets
  • Vendor Landscape
    • Overview
    • Vendor landscape
      • Table Vendor landscape
    • Landscape disruption
      • Table Landscape disruption
      • Table Industry risks
  • Vendor Analysis
    • Vendors covered
      • Table Vendors covered
    • Market positioning of vendors
      • Table Market positioning of vendors
    • Activision Blizzard Inc.
      • Table Activision Blizzard Inc. - Overview
      • Table Activision Blizzard Inc. - Business segments
      • Table Activision Blizzard Inc. - Key news
      • Table Activision Blizzard Inc. - Key offerings
      • Table Activision Blizzard Inc. - Segment focus
    • Alphabet Inc.
      • Table Alphabet Inc. - Overview
      • Table Alphabet Inc. - Business segments
      • Table Alphabet Inc. - Key news
      • Table Alphabet Inc. - Key offerings
      • Table Alphabet Inc. - Segment focus
    • Carl Zeiss AG
      • Table Carl Zeiss AG - Overview
      • Table Carl Zeiss AG - Business segments
      • Table Carl Zeiss AG - Key news
      • Table Carl Zeiss AG - Key offerings
      • Table Carl Zeiss AG - Segment focus
    • Electronic Arts Inc.
      • Table Electronic Arts Inc. - Overview
      • Table Electronic Arts Inc. - Business segments
      • Table Electronic Arts Inc. - Key news
      • Table Electronic Arts Inc. - Key offerings
      • Table Electronic Arts Inc. - Segment focus
    • HTC Corp.
      • Table HTC Corp. - Overview
      • Table HTC Corp. - Business segments
      • Table HTC Corp. - Key news
      • Table HTC Corp. - Key offerings
    • Nintendo Co. Ltd.
      • Table Nintendo Co. Ltd. - Overview
      • Table Nintendo Co. Ltd. - Business segments
      • Table Nintendo Co. Ltd. - Key offerings
    • Razer Inc.
      • Table Razer Inc. - Overview
      • Table Razer Inc. - Business segments
      • Table Razer Inc. - Key news
      • Table Razer Inc. - Key offerings
      • Table Razer Inc. - Segment focus
    • Samsung Electronics Co. Ltd.
      • Table Samsung Electronics Co. Ltd. - Overview
      • Table Samsung Electronics Co. Ltd. - Business segments
      • Table Samsung Electronics Co. Ltd. - Key news
      • Table Samsung Electronics Co. Ltd. - Key offerings
      • Table Samsung Electronics Co. Ltd. - Segment focus
    • Sony Corp.
      • Table Sony Corp. - Overview
      • Table Sony Corp. - Business segments
      • Table Sony Corp.- Key news
      • Table Sony Corp. - Key offerings
      • Table Sony Corp. - Segment focus
    • Unity Technologies Inc.
      • Table Unity Technologies Inc. - Overview
      • Table Unity Technologies Inc. - Product and service
      • Table Unity Technologies Inc. - Key news
      • Table Unity Technologies Inc. - Key offerings
  • Appendix
    • Scope of the report
      • Market definition
      • Objectives
      • Notes and caveats
    • Currency conversion rates for US$
      • Table Currency conversion rates for US$
    • Research methodology
      • Table Research Methodology
      • Table Validation techniques employed for market sizing
      • Table Information sources
    • List of abbreviations
      • Table List of abbreviations

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