Uploaded on Oct 28, 2021
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.
Virtual Reality (VR) in Gaming Market Size, Growth, Trends And Forecast To 2028
Virtual Reality (VR) in Gaming
Market
Set to Reach $92.09 Billion By 2028 | CAGR: 30.5%
“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”
Virtual Reality (VR) in Gaming Market Estimate & Forecast
According to the latest report by Polaris Market Research, the global
Virtual Reality (VR) in Gaming market is growing at a faster pace and is projected to
reach $92.09 Billion By 2028, registering a significant CAGR of 30.5% during the forecast
period 2021 to 2028.
The global market report provides a comprehensive evaluation of the market for the forecast
period which comprises of analysis of the industry in terms of factors and trends that are
playing a vital role in the overall progress of the market. This report provides a key analysis
of the current dynamics, major segments, competitive landscape, major innovations, COVID-
19 pandemic impact, and other factors that are playing a crucial role for the market.
Huge investments in R&D activities, the presence of leading global players, significant
progress in terms of technological advancements, and supportive government policies are
creating a positive outlook for the overall growth of the Virtual Reality (VR) in Gaming
market.
An extensive research report on the Virtual Reality (VR) in Gaming market sheds light on
the micro and macro aspects of the industry. The report presents in-depth insights into the
market using the assessment of Porter’s Five Forces model and SWOT analysis. The vital
information featured in the reCoppyorigrhtt © w Poilalrlis hMaerkelpt R eisneadrchu &s Ctornsyul tinlge LaLPd 20e20r.s A ll iRnig httsh Reeseirrve ddecision-making process 2
and businesses to devise their future strategies.
Virtual Reality (VR) in Gaming Market Scope
By Component By Device By Region
• Hardware • Smartphone ∙ North America
• Software • Gaming Console ∙ Europe
∙ Asia Pacific
• Laptop/Desktop
∙ Latin America Middle East & Africa
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Virtual Reality (VR) in Gaming Market Estimate & Forecast
The report includes detailed coverage of the Virtual Reality (VR) in Gaming market
based on product type, application, end-use, and region. The report also sheds light on the
fastest-growing segments of the market and gives future projections for the same keeping
in mind the emerging trends and patterns. The authentic data provided in the research
report will act as a major input for market players and other stakeholders related to the
target market.
The market analysis comprises a section solely dedicated to major players in the Virtual
Reality (VR) in Gaming market wherein our expert research analysts provide an insight
into profiles of all the prominent players along with a special focus on recent developments
and major innovations influencing the target market. The competitive outlook section also
discusses major development strategies, market share value, and industry ranking analysis
for the below-mentioned players. Leading players present in the Virtual Reality (VR) in
Gaming market are Microsoft Corporation, Sony Corporation, Electronic Arts,
Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook
(Oculus), Google, Inc., HTC Corporation, and Tesla Studios among others.
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Virtual Reality (VR) in Gaming Market Size
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