Virtual reality in the global gaming industry by 2027

Dublin, September 1, 2022 /PRNewswire/ — The “Virtual Reality (VR) in Gaming Market 2021-2027” report has been added to’s supply.

Research and Marketing Signs

The global virtual reality (VR) market is growing at a significant CAGR of around 18.0% during the forecast period. The market is mainly driven by a variety of factors, including growing demand for VR in various industries such as consumer electronics, gaming, increasing demand for interactive video platforms in the retail industry, and increasing penetration of smartphones and other smart devices.

Since then, the COVID-19 pandemic has positively impacted the global VR market December 2019. The pandemic has increased the digital transformation of companies and the industry has focused more on digital platforms for interacting with customers. People working from home are also more consistent on digital resources. The e-commerce market is growing faster in this pandemic, virtual reality can benefit by creating artificial visions of clothes people like, and also superimposing the image of furniture where it needs to be placed, more and more people adopt virtual events is driving the growth of the COVID-19 pandemic market.

This is the global VR market segmented based on components, systems, applications, and devices. Based on components, the global VR market is divided into hardware and software. Based on system, the global virtual reality market is segmented into non-immersive virtual reality, semi-immersive virtual reality, and fully immersive virtual reality. On the basis of application, the global VR market is segmented into entertainment, gaming, travel, automotive, training, and education, defense, and healthcare. On the basis of device, the global VR market is segmented into Head Mounted Displays (HMDs), Gesture Tracking Devices (GTDs), Projectors, and Display Walls (PDWs).

The global VR market is analyzed on the basis of geographic regions that are contributing significantly to the market growth.On the basis of geography, the market is segmented into North America, Europe, Asia Pacificand the rest of the world. North America occupies the largest share of the VR market.

Factors driving the market in this region include the increase in research activities in the VR space and the presence of key market players in the region such as Apple Inc, Google LLC, Microsoft Corporation. The U.S. government has deployed virtual training courses on public health veterinarians, as well as the rapid spread of the Internet and advances in immersive technology. and, South America Steady growth is expected due to the rapid penetration of the Internet and the development of immersive technologies.

the report covers

  • Comprehensive research methodology for the global VR market.

  • The report also includes a detailed and broad market overview along with insights from key analysts.

  • An exhaustive analysis of the macro and micro factors influencing the market, guided by key recommendations.

  • Analysis of regional regulations and other government policies impacting the global VR market.

  • Insights on market determinants stimulating the global VR market.

  • Detailed and broad market segments with regional distribution of forecasted revenue.

  • Extensive profiles and latest developments of market players.

Key topics covered:

1. Summary of the report

2. Market overview and insights
2.1.Report Scope
2.2. Analyst Insights and Current Market Trends
2.2.1.main findings
2.2.2.Suggest conclusion

3. Competitive Landscape
3.1.Major Company Analysis
3.1.1.Overview analysis
3.1.3. SWOT Analysis
3.1.4.recent developments
3.2. Key strategic analysis
3.3. Impact of COVID-19 on key players

4. Market determinants
4.1.motivating factor
4.2. Constraints
4.3. Opportunities

5. Market Segmentation
5.1.Global Virtual Gaming Market by Device Type console
5.1.2. Desktop
5.1.3. Smartphones
5.2. Global Virtual Game Market by Game Type game
5.2.2. Adventure Games
5.2.3.fighting game
5.2.4.shooting game
5.2.5.mystery thriller game
5.2.6.sci-fi game
5.2.7. Simulation Games
5.2.8.other games

6. Regional Analysis
6.1. North America
6.1.1. U.S.
6.1.2. Canada
6.2. Europe
6.2.1. United Kingdom
6.2.2. Germany
6.2.3. Italy
6.2.4. Spain
6.2.5. France
6.2.6.the remaining Europe
6.3. Asia Pacific
6.3.1. China
6.3.2. India
6.3.3. Japan
6.3.4. South Korea
6.3.5.the remaining Asia Pacific
6.4. Rest of the world

7. Company Profile
7.1. Advanced Micro Devices, Inc.
7.2. Arctic Sun VRVR
7.3. bHaptics, Inc.
7.4. Yuntou Games Co., Ltd.
7.5.First-hand technology companies
7.6. Google LLC
7.7. HTC
7.8. Microsoft Corporation
7.9.Dream Co., Ltd.
7.10. Niantic, Inc.
7.11.Nintendo Co., Ltd.
7.12.Nvidia Corporation
7.13. Oculus (Facebook Technologies, LLC.)
7.15.Sony Interactive Entertainment LLC
7.16.surreal VR studio
7.17.Ubisoft Entertainment
7.18.Unified Technologies

For more information on this report, please visit

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