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Global Virtual Reality (VR) in Gaming Market Analysis 2019 – Dynamics, Trends, Revenue, Regional Segmented, Outlook & Forecast Till 2026

Virtual Reality (VR) in Gaming Market Report, Size, Share, Trends, Demand, Sales, Revenue, Industry Analysis, Types, Top Players and Forecasts 2019 to 2026

The Global Virtual Reality (VR) in Gaming Market is anticipated to reach USD 48.2 billion by 2026. The market for 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 user’s 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 players operating in the market are constantly focusing on development of new products to efficiently compete in the highly aggressive market for VR gaming. For instance, Sony launched Project Morpheus VR heads, a head mounted display device that offers high resolution and efficient tracking accuracy. The major players operating in the Virtual Reality in Gaming include 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. Companies including Microsoft, Sony and Nintendo are the major players operating in the market.

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The hardware component segment of VR in gaming market held more than 50% of the market share in 2016 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 decrease in the near future.

Virtual Reality in Gaming Market Size and Forecast by Component

Hardware

Global market estimates and forecasts, 2017 – 2026

Software

Global market estimates and forecasts, 2017 – 2026

Virtual Reality in Gaming Market Size and Forecast by Device

Smartphone

Gaming Console

Laptop/Desktop

Virtual Reality (VR) in Gaming Market Size and Forecast, 2018-2026 by Region

North America

Europe

Asia-Pacific

Latin America

Middle East & Africa

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Table of Contents

Global Virtual Reality (VR) in Gaming Market Size, Status and Forecast 2026

Chapter 1 Overview and Scope

1.1.        Research goal & scope

1.2.        Research assumptions

1.3.        Research methodology

1.4.        Key take-away

1.5.        Stakeholders

Chapter 2 Executive Summary

2.1.        Market definition

2.2.        Market segmentation

Chapter 3 Virtual Reality (VR) in Gaming Market Insights

3.1.      Virtual Reality (VR) in Gaming Industry snapshot

3.2.      Virtual Reality (VR) in Gaming – Ecosystem analysis

3.3.      Virtual Reality (VR) in Gaming Market Dynamics

Chapter 4 Virtual Reality in Gaming Market Size and Forecast by Component

4.1.        Key findings

4.2.        Hardware

4.3.        Software

Chapter 5 Virtual Reality in Gaming Market Size and Forecast by Device

5.1.        Key findings

5.2.        Smartphone

5.3.        Gaming Console

5.4.        Laptop/Desktop

Chapter 6 Virtual Reality in Gaming Market Size and Forecast by Regions

6.1.        Key findings

6.2.        North America

6.3.        Europe

6.4.        Asia Pacific

6.5.        Latin America

6.6.        Middle East & Africa

Chapter 7 Company Profiles

7.1.        Microsoft Corporation

7.2.        Sony Corporation

7.3.        Electronic Arts

7.4.        Nintendo Co. Ltd.

7.5.        Linden Labs

7.6.        Samsung Electronics Co. Ltd.

7.7.        Facebook (Oculus)

7.8.        HTC Corporation

7.9.        Google Inc.

7.10.        Telsa Studios

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