Report Thumbnail
Product Code LP0913311473M4J
Published Date 2023/3/8
English102 PagesGlobal

Global Virtual Reality in Gaming Market Growth (Status and Outlook) 2023-2029Telecom_Media_ICT_Digital Market


Report Thumbnail
Product Code LP0913311473M4J◆The Mar 2026 edition is also likely available. We will check with the publisher immediately.
Published Date 2023/3/8
English 102 PagesGlobal

Global Virtual Reality in Gaming Market Growth (Status and Outlook) 2023-2029Telecom_Media_ICT_Digital Market



Abstract


Summary

Virtual reality technology can enable gamers to indulge in an imaginary setting where the gamer's physical presence is simulated to be a part of the three-dimensional environment. With VR equipment and accessories, the user can view, move around, and even interact with the objects within the game.
LPI (LP Information)' newest research report, the “Virtual Reality in Gaming Industry Forecast” looks at past sales and reviews total world Virtual Reality in Gaming sales in 2022, providing a comprehensive analysis by region and market sector of projected Virtual Reality in Gaming sales for 2023 through 2029. With Virtual Reality in Gaming sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Virtual Reality in Gaming industry.
This Insight Report provides a comprehensive analysis of the global Virtual Reality in Gaming landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyzes the strategies of leading global companies with a focus on Virtual Reality in Gaming portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Virtual Reality in Gaming market.
This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Virtual Reality in Gaming and breaks down the forecast by type, by application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Virtual Reality in Gaming.
The global Virtual Reality in Gaming market size is projected to grow from US$ million in 2022 to US$ million in 2029; it is expected to grow at a CAGR of % from 2023 to 2029.
Gaming consoles are expected to emerge as the most favored devices for playing games equipped with VR technology on account of the presence of efficient processors as compared to desktops and smartphones which may not match the immersive simulation experience provided by a console dedicated to playing games.
This report presents a comprehensive overview, market shares, and growth opportunities of Virtual Reality in Gaming market by product type, application, key players and key regions and countries.
Market Segmentation:
Segmentation by type
Adventure Games
Action Games
Racing Games
Role-Playing Games
Others
Segmentation by application
Private
Commerce
Others
This report also splits the market by region:
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration.
SONY
Microsoft
Nintendo
Linden Labs
Electronic Arts
Facebook
Samsung Electronics
Google
HTC
Virtuix Omni
Leap Motion
Telsa Studios
Qualcomm Incorporated
Lucid VR

Table of Contents

  • 1 Scope of the Report

    • 1.1 Market Introduction
    • 1.2 Years Considered
    • 1.3 Research Objectives
    • 1.4 Market Research Methodology
    • 1.5 Research Process and Data Source
    • 1.6 Economic Indicators
    • 1.7 Currency Considered
    • 1.8 Market Estimation Caveats
  • 2 Executive Summary

    • 2.1 World Market Overview
      • 2.1.1 Global Virtual Reality in Gaming Market Size 2018-2029
      • 2.1.2 Virtual Reality in Gaming Market Size CAGR by Region 2018 VS 2022 VS 2029
    • 2.2 Virtual Reality in Gaming Segment by Type
      • 2.2.1 Adventure Games
      • 2.2.2 Action Games
      • 2.2.3 Racing Games
      • 2.2.4 Role-Playing Games
      • 2.2.5 Others
    • 2.3 Virtual Reality in Gaming Market Size by Type
      • 2.3.1 Virtual Reality in Gaming Market Size CAGR by Type (2018 VS 2022 VS 2029)
      • 2.3.2 Global Virtual Reality in Gaming Market Size Market Share by Type (2018-2023)
    • 2.4 Virtual Reality in Gaming Segment by Application
      • 2.4.1 Private
      • 2.4.2 Commerce
      • 2.4.3 Others
    • 2.5 Virtual Reality in Gaming Market Size by Application
      • 2.5.1 Virtual Reality in Gaming Market Size CAGR by Application (2018 VS 2022 VS 2029)
      • 2.5.2 Global Virtual Reality in Gaming Market Size Market Share by Application (2018-2023)
  • 3 Virtual Reality in Gaming Market Size by Player

    • 3.1 Virtual Reality in Gaming Market Size Market Share by Players
      • 3.1.1 Global Virtual Reality in Gaming Revenue by Players (2018-2023)
      • 3.1.2 Global Virtual Reality in Gaming Revenue Market Share by Players (2018-2023)
    • 3.2 Global Virtual Reality in Gaming Key Players Head office and Products Offered
    • 3.3 Market Concentration Rate Analysis
      • 3.3.1 Competition Landscape Analysis
      • 3.3.2 Concentration Ratio (CR3, CR5 and CR10) & (2021-2023)
    • 3.4 New Products and Potential Entrants
    • 3.5 Mergers & Acquisitions, Expansion
  • 4 Virtual Reality in Gaming by Regions

    • 4.1 Virtual Reality in Gaming Market Size by Regions (2018-2023)
    • 4.2 Americas Virtual Reality in Gaming Market Size Growth (2018-2023)
    • 4.3 APAC Virtual Reality in Gaming Market Size Growth (2018-2023)
    • 4.4 Europe Virtual Reality in Gaming Market Size Growth (2018-2023)
    • 4.5 Middle East & Africa Virtual Reality in Gaming Market Size Growth (2018-2023)
  • 5 Americas

    • 5.1 Americas Virtual Reality in Gaming Market Size by Country (2018-2023)
    • 5.2 Americas Virtual Reality in Gaming Market Size by Type (2018-2023)
    • 5.3 Americas Virtual Reality in Gaming Market Size by Application (2018-2023)
    • 5.4 United States
    • 5.5 Canada
    • 5.6 Mexico
    • 5.7 Brazil
  • 6 APAC

    • 6.1 APAC Virtual Reality in Gaming Market Size by Region (2018-2023)
    • 6.2 APAC Virtual Reality in Gaming Market Size by Type (2018-2023)
    • 6.3 APAC Virtual Reality in Gaming Market Size by Application (2018-2023)
    • 6.4 China
    • 6.5 Japan
    • 6.6 Korea
    • 6.7 Southeast Asia
    • 6.8 India
    • 6.9 Australia
  • 7 Europe

    • 7.1 Europe Virtual Reality in Gaming by Country (2018-2023)
    • 7.2 Europe Virtual Reality in Gaming Market Size by Type (2018-2023)
    • 7.3 Europe Virtual Reality in Gaming Market Size by Application (2018-2023)
    • 7.4 Germany
    • 7.5 France
    • 7.6 UK
    • 7.7 Italy
    • 7.8 Russia
  • 8 Middle East & Africa

    • 8.1 Middle East & Africa Virtual Reality in Gaming by Region (2018-2023)
    • 8.2 Middle East & Africa Virtual Reality in Gaming Market Size by Type (2018-2023)
    • 8.3 Middle East & Africa Virtual Reality in Gaming Market Size by Application (2018-2023)
    • 8.4 Egypt
    • 8.5 South Africa
    • 8.6 Israel
    • 8.7 Turkey
    • 8.8 GCC Countries
  • 9 Market Drivers, Challenges and Trends

    • 9.1 Market Drivers & Growth Opportunities
    • 9.2 Market Challenges & Risks
    • 9.3 Industry Trends
  • 10 Global Virtual Reality in Gaming Market Forecast

    • 10.1 Global Virtual Reality in Gaming Forecast by Regions (2024-2029)
      • 10.1.1 Global Virtual Reality in Gaming Forecast by Regions (2024-2029)
      • 10.1.2 Americas Virtual Reality in Gaming Forecast
      • 10.1.3 APAC Virtual Reality in Gaming Forecast
      • 10.1.4 Europe Virtual Reality in Gaming Forecast
      • 10.1.5 Middle East & Africa Virtual Reality in Gaming Forecast
    • 10.2 Americas Virtual Reality in Gaming Forecast by Country (2024-2029)
      • 10.2.1 United States Virtual Reality in Gaming Market Forecast
      • 10.2.2 Canada Virtual Reality in Gaming Market Forecast
      • 10.2.3 Mexico Virtual Reality in Gaming Market Forecast
      • 10.2.4 Brazil Virtual Reality in Gaming Market Forecast
    • 10.3 APAC Virtual Reality in Gaming Forecast by Region (2024-2029)
      • 10.3.1 China Virtual Reality in Gaming Market Forecast
      • 10.3.2 Japan Virtual Reality in Gaming Market Forecast
      • 10.3.3 Korea Virtual Reality in Gaming Market Forecast
      • 10.3.4 Southeast Asia Virtual Reality in Gaming Market Forecast
      • 10.3.5 India Virtual Reality in Gaming Market Forecast
      • 10.3.6 Australia Virtual Reality in Gaming Market Forecast
    • 10.4 Europe Virtual Reality in Gaming Forecast by Country (2024-2029)
      • 10.4.1 Germany Virtual Reality in Gaming Market Forecast
      • 10.4.2 France Virtual Reality in Gaming Market Forecast
      • 10.4.3 UK Virtual Reality in Gaming Market Forecast
      • 10.4.4 Italy Virtual Reality in Gaming Market Forecast
      • 10.4.5 Russia Virtual Reality in Gaming Market Forecast
    • 10.5 Middle East & Africa Virtual Reality in Gaming Forecast by Region (2024-2029)
      • 10.5.1 Egypt Virtual Reality in Gaming Market Forecast
      • 10.5.2 South Africa Virtual Reality in Gaming Market Forecast
      • 10.5.3 Israel Virtual Reality in Gaming Market Forecast
      • 10.5.4 Turkey Virtual Reality in Gaming Market Forecast
      • 10.5.5 GCC Countries Virtual Reality in Gaming Market Forecast
    • 10.6 Global Virtual Reality in Gaming Forecast by Type (2024-2029)
    • 10.7 Global Virtual Reality in Gaming Forecast by Application (2024-2029)
  • 11 Key Players Analysis

    • 11.1 SONY
      • 11.1.1 SONY Company Information
      • 11.1.2 SONY Virtual Reality in Gaming Product Offered
      • 11.1.3 SONY Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.1.4 SONY Main Business Overview
      • 11.1.5 SONY Latest Developments
    • 11.2 Microsoft
      • 11.2.1 Microsoft Company Information
      • 11.2.2 Microsoft Virtual Reality in Gaming Product Offered
      • 11.2.3 Microsoft Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.2.4 Microsoft Main Business Overview
      • 11.2.5 Microsoft Latest Developments
    • 11.3 Nintendo
      • 11.3.1 Nintendo Company Information
      • 11.3.2 Nintendo Virtual Reality in Gaming Product Offered
      • 11.3.3 Nintendo Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.3.4 Nintendo Main Business Overview
      • 11.3.5 Nintendo Latest Developments
    • 11.4 Linden Labs
      • 11.4.1 Linden Labs Company Information
      • 11.4.2 Linden Labs Virtual Reality in Gaming Product Offered
      • 11.4.3 Linden Labs Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.4.4 Linden Labs Main Business Overview
      • 11.4.5 Linden Labs Latest Developments
    • 11.5 Electronic Arts
      • 11.5.1 Electronic Arts Company Information
      • 11.5.2 Electronic Arts Virtual Reality in Gaming Product Offered
      • 11.5.3 Electronic Arts Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.5.4 Electronic Arts Main Business Overview
      • 11.5.5 Electronic Arts Latest Developments
    • 11.6 Facebook
      • 11.6.1 Facebook Company Information
      • 11.6.2 Facebook Virtual Reality in Gaming Product Offered
      • 11.6.3 Facebook Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.6.4 Facebook Main Business Overview
      • 11.6.5 Facebook Latest Developments
    • 11.7 Samsung Electronics
      • 11.7.1 Samsung Electronics Company Information
      • 11.7.2 Samsung Electronics Virtual Reality in Gaming Product Offered
      • 11.7.3 Samsung Electronics Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.7.4 Samsung Electronics Main Business Overview
      • 11.7.5 Samsung Electronics Latest Developments
    • 11.8 Google
      • 11.8.1 Google Company Information
      • 11.8.2 Google Virtual Reality in Gaming Product Offered
      • 11.8.3 Google Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.8.4 Google Main Business Overview
      • 11.8.5 Google Latest Developments
    • 11.9 HTC
      • 11.9.1 HTC Company Information
      • 11.9.2 HTC Virtual Reality in Gaming Product Offered
      • 11.9.3 HTC Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.9.4 HTC Main Business Overview
      • 11.9.5 HTC Latest Developments
    • 11.10 Virtuix Omni
      • 11.10.1 Virtuix Omni Company Information
      • 11.10.2 Virtuix Omni Virtual Reality in Gaming Product Offered
      • 11.10.3 Virtuix Omni Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.10.4 Virtuix Omni Main Business Overview
      • 11.10.5 Virtuix Omni Latest Developments
    • 11.11 Leap Motion
      • 11.11.1 Leap Motion Company Information
      • 11.11.2 Leap Motion Virtual Reality in Gaming Product Offered
      • 11.11.3 Leap Motion Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.11.4 Leap Motion Main Business Overview
      • 11.11.5 Leap Motion Latest Developments
    • 11.12 Telsa Studios
      • 11.12.1 Telsa Studios Company Information
      • 11.12.2 Telsa Studios Virtual Reality in Gaming Product Offered
      • 11.12.3 Telsa Studios Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.12.4 Telsa Studios Main Business Overview
      • 11.12.5 Telsa Studios Latest Developments
    • 11.13 Qualcomm Incorporated
      • 11.13.1 Qualcomm Incorporated Company Information
      • 11.13.2 Qualcomm Incorporated Virtual Reality in Gaming Product Offered
      • 11.13.3 Qualcomm Incorporated Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.13.4 Qualcomm Incorporated Main Business Overview
      • 11.13.5 Qualcomm Incorporated Latest Developments
    • 11.14 Lucid VR
      • 11.14.1 Lucid VR Company Information
      • 11.14.2 Lucid VR Virtual Reality in Gaming Product Offered
      • 11.14.3 Lucid VR Virtual Reality in Gaming Revenue, Gross Margin and Market Share (2018-2023)
      • 11.14.4 Lucid VR Main Business Overview
      • 11.14.5 Lucid VR Latest Developments
  • 12 Research Findings and Conclusion

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