The Virtual Reality (VR) Market In Gaming is being driven by Increasing adoption of VR in interactive home entertainment industry
The Virtual Reality (VR) Market In Gaming is expected to grow at a CAGR of 32.5% during 2024 and 2029. During this period, the market is also expected to show a growth of USD 34936 million. The global VR content market has experienced significant growth, particularly in the gaming sector, due to advancements in technology leading to the creation of immersive VR and 360-degree video content. This innovation has positioned VR as a prominent platform in the digital entertainment industry. Notable companies, including Facebook, Sony, and HTC, have entered this market by launching VR devices, such as Facebook's Oculus Quest 2, which debuted in September 2020. The introduction of these devices represents a transformative technological shift in the digital realm.
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The market is segmented based on
According to Technavio, There are several factors that are causing the market to flourish during the forecast period, which are as follows:
However, the market also witnesses some limitations, which are as follows:
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Market Scope |
|
Report Coverage |
Details |
Page number |
204 |
Base year |
2024 |
Historic period |
2019-2023 |
Forecast period |
2025-2029 |
Growth momentum & CAGR |
Accelerate at a CAGR of 32.5% |
Market growth 2025-2029 |
USD 34936 million |
Market structure |
market_structure.ucfirst |
YoY growth 2024-2025(%) |
28.0 |
Key countries |
US, China, Canada, Japan, Germany, UK, India, South Korea, France, and Italy |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
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The gaming industry's Virtual Reality (VR) sector experienced a sales decline from pre-pandemic levels due to the worldwide economy's downturn and lockdowns. However, advancements like 5G technology and the release of new VR headsets, such as PlayStation VR2, offer hope for recovery. VR accessories like motion tracking devices, headsets, bodysuits, and gloves from companies like HTC Vive, Meta, and NewGenApps enhance the immersive 3D environment. Game designers are creating interactive graphics and 3D effects, while investors back innovative VR applications on platforms like HTC Viveport and Meta's Plink.
The global interactive home entertainment market encompasses businesses providing solutions in advertising, broadcasting, publishing, movies and entertainment, interactive home entertainment, and interactive media and services. Specifically focusing on the VR gaming sector, this market includes companies manufacturing Virtual Reality hardware and software, such as PlayStation VR2. Pre-pandemic levels indicated significant growth; however, the worldwide economy's downturn due to lockdowns led to a decline in sales. The integration of 5G technology and cloud gaming solutions presents opportunities for market recovery. Despite challenges, the gaming industry remains a significant contributor to the overall interactive home entertainment market.. Industries are leveraging the products belonging to the market for customer engagement, transactional notifications, and promotional offers.
Technavio Research
Jesse Maida
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