Virtual Reality (VR) in Gaming Market Share, Size, Trends, Industry Analysis Report, By Component (Hardware, Software); By Device (Smartphone, Gaming Console, Laptop/Desktop); By Regions; Segment Forecast, 2021 - 2028
The global Virtual Reality (VR) in gaming market size is expected to reach USD 92.09 billion by 2028 according to a new study by Polaris Market Research. The report “Virtual Reality (VR) in Gaming Market Share, Size, Trends, Industry Analysis Report, By Component (Hardware, Software); By Device (Smartphone, Gaming Console, Laptop/Desktop); By Region; Segment Forecast, 2021 – 2028” gives a detailed insight into current market dynamics and provides analysis on future market growth.
The market for Virtual Reality (VR) in gaming is propelled by factors including, increasing disposable income of people worldwide and continuous improvement in existing gaming technologies including, 3D effects, motion tracking, and interactive graphics for drawing users’ attention. With the increase in spending capacity of people, people are demanding for new sources of entertainment and VR games offers a unique way of entertainment.
The hardware component segment of VR in gaming market held more than 50% of the market share in 2020 and is further expected to lead during the forecast period. The high cost of hardware components is the major factor for the increasing growth. However, with the increasing demand for these products, the prices are expected to decline over the forecast period.
- 1. Overview and Scope
- 1.1. Research goal & scope
- 1.2. Research assumptions
- 1.3. Research Methodology
- 1.3.1. Primary data sources
- 1.3.2. Secondary data sources
- 1.4. Key take-aways
- 1.5. Stakeholders
- 2. Executive Summary
- 2.1. Market Definition
- 2.2. Market Segmentation
- 3. Virtual Reality in Gaming Market Insights
- 3.1. Virtual Reality in Gaming – Industry snapshot
- 3.2. Virtual Reality in Gaming - Ecosystem analysis
- 3.3. Virtual Reality in Gaming market dynamics
- 3.3.1. Virtual Reality in Gaming – Market Forces
- 3.3.1.1. Virtual Reality in Gaming Market driver analysis
- 3.3.1.2. Virtual Reality in Gaming Market restraint/challenges analysis
- 3.3.1.3. Virtual Reality in Gaming Market opportunity analysis
- 3.3.2. Industry analysis - Porter's five force
- 3.3.2.1. Bargaining power of supplier
- 3.3.2.2. Bargaining power of buyers
- 3.3.2.3. Threat of substitute
- 3.3.2.4. Threat of new entrants
- 3.3.2.5. Degree of competition
- 3.3.3. Virtual Reality in Gaming market PEST analysis, 2020
- 3.3.4. Value Chain Analysis
- 3.3.5. Virtual Reality in Gaming Industry trends
- 3.3.6. Competitive Ranking Analysis
- 4. Virtual Reality in Gaming Market Size and Forecast by Component
- 4.1. Key findings
- 4.2. Hardware
- 4.2.1. Global market estimates and forecasts, 2016 - 2028
- 4.3. Software
- 4.3.1. Global market estimates and forecasts, 2016 - 2028
- 5. Virtual Reality in Gaming Market Size and Forecast by Device
- 5.1. Key findings
- 5.2. Smartphone
- 5.2.1. Global market estimates and forecasts, 2016 - 2028
- 5.3. Gaming Console
- 5.3.1. Global market estimates and forecasts, 2016 - 2028
- 5.4. Laptop/Desktop
- 5.4.1. Global market estimates and forecasts, 2016 - 2028
- 6. Virtual Reality in Gaming Market Size and Forecast by Regions
- 6.1. Key findings
- 6.2. North America
- 6.2.1. Virtual Reality in Gaming market by Component (USD Million), 2016 - 2028
- 6.2.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.2.3. U.S.
- 6.2.3.1. Virtual Reality in Gaming market by Component (USD Million), 2016 - 2028
- 6.2.3.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.2.4. Canada
- 6.2.4.1. Virtual Reality in Gaming market by Component (USD Million), 2016 - 2028
- 6.2.4.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.3. Europe
- 6.3.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.3.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.3.3. Germany
- 6.3.3.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.3.3.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.3.4. UK
- 6.3.4.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.3.4.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.3.5. France
- 6.3.5.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.3.5.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.3.6. Italy
- 6.3.6.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.3.6.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.4. Asia Pacific
- 6.4.1.
- 6.4.1.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.4.1.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.4.1.3. China
- 6.4.1.3.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.4.1.3.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.4.1.4. South Korea
- 6.4.1.4.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.4.1.4.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.4.1.5. Japan
- 6.4.1.5.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.4.1.5.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.4.1.6. India
- 6.4.1.6.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.4.1.6.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.5. Latin America
- 6.5.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.5.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.5.3. Brazil
- 6.5.3.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.5.3.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.5.4. Mexico
- 6.5.4.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.5.4.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 6.6. Middle East & Africa
- 6.6.1. Virtual Reality in Gaming Market by Component (USD Million), 2016 - 2028
- 6.6.2. Virtual Reality in Gaming Market by Device (USD Million), 2016 - 2028
- 7. Company Profiles
- 7.1. Microsoft Corporation
- 7.1.1. Overview
- 7.1.2. Financials
- 7.1.3. Product Benchmarking
- 7.1.4. Recent Developments
- 7.2. Sony Corporation
- 7.2.1. Overview
- 7.2.2. Financials
- 7.2.3. Product Benchmarking
- 7.2.4. Recent Developments
- 7.3. Electronic Arts
- 7.3.1. Overview
- 7.3.2. Financials
- 7.3.3. Product Benchmarking
- 7.3.4. Recent Developments
- 7.4. Nintendo Co. Ltd.
- 7.4.1. Overview
- 7.4.2. Financials
- 7.4.3. Product Benchmarking
- 7.4.4. Recent Developments
- 7.5. Linden Labs
- 7.5.1. Overview
- 7.5.2. Financials
- 7.5.3. Product Benchmarking
- 7.5.4. Recent Developments
- 7.6. Samsung Electronics Co. Ltd.
- 7.6.1. Overview
- 7.6.2. Financials
- 7.6.3. Product Benchmarking
- 7.6.4. Recent Developments
- 7.7. Facebook (Oculus)
- 7.7.1. Overview
- 7.7.2. Financials
- 7.7.3. Product Benchmarking
- 7.7.4. Recent Developments
- 7.8. HTC Corporation
- 7.8.1. Overview
- 7.8.2. Financials
- 7.8.3. Product Benchmarking
- 7.8.4. Recent Developments
- 7.9. Google Inc.
- 7.9.1. Overview
- 7.9.2. Financials
- 7.9.3. Product Benchmarking
- 7.9.4. Recent Developments
- 7.10. Telsa Studios
- 7.10.1. Overview
- 7.10.2. Financials
- 7.10.3. Product Benchmarking
- 7.10.4. Recent Developments