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The global virtual reality in gaming market report by the business research company identifies increasing adoption of VR devices is driving the growth of virtual reality in the gaming market. Virtual Reality systems create a virtual experience that appears to be real, allowing the user to interact with the 3D world and feel the scenes and objects as if they were real. In the latest generation of computer games, VR devices are employed to make the players feel immersed in the game. For instance, according to the Gaming & Media report, Oculus VR, a US-based company that develops virtual reality platforms and products sold over 1 million units of Quest 2 VR headsets in Q4 2020. Therefore, the increasing adoption of VR devices is expected to propel the growth of virtual reality in the gaming market in the coming years.
The global virtual reality in the gaming market is expected to grow from $9.39 billion in 2021 to $12.13 billion in 2022 at a compound annual growth rate (CAGR) of 29.2%. The Russia-Ukraine war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between these two countries has led to economic sanctions on multiple countries, a surge in commodity prices, and supply chain disruptions, affecting many markets across the globe. Virtual reality in the gaming market is expected to reach $33.65 billion in 2026 at a CAGR of 29%.
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North America was the largest region in the virtual reality in gaming market in 2021. The regions covered in the virtual reality in gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
Major players in the virtual reality in gaming market are Facebook Technologies LLC., Google, HTC Corporation, Samsung Electronics Co. Ltd., Fove Inc, Sony Interactive Entertainment LLC, Nintendo Co. Ltd., Razer Inc., Oculus HR, Microsoft Corporation, ZEISS Group, Advanced Micro Devices, Sega Corporation, Kaneva LLC, Nvidia, Qualcomm, bHaptics Inc., and Electronic Arts Inc.
The global Virtual reality in gaming market is segmented –
1) By Component: Solutions, Services
2) By Deployment mode: On-Premises, Cloud
3) By Applications: Web Applications, Mobile Applications
4) By End-use: Banking, Financial Services, And Insurance, Healthcare, Retail And E-Commerce, Media And Entertainment, Telecom And IT, Manufacturing And Automotive, Education, Travel And Hospitality, Others
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The Virtual reality in gaming Market Report Contents Include
1. Executive Summary
2. Virtual reality in gaming Market Characteristics
3. Virtual reality in gaming Market Trends And Strategies
4. Virtual Reality In Gaming Market – Macro Economic Scenario
5. Virtual Reality In Gaming Market Size And Growth
29. Key Mergers And Acquisitions In The Virtual reality in gaming Market
30. Virtual reality in gaming Market Future Outlook and Potential Analysis
This report covers the trends and market dynamics of the virtual reality in gaming market in major countries – Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, and USA. The report also includes consumer surveys and various future opportunities for the market.
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The Business Research Company (www.thebusinessresearchcompany.com) is a market intelligence firm that excels in company, market, and consumer research. It has published over 3000 industry reports, covering over 2500 market segments and 60 geographies. The reports draw on 150,000 datasets, extensive secondary research, and exclusive insights from interviews with industry leaders. The reports are updated with a detailed analysis of the impact of COVID-19 on various markets.
This release was published on openPR.