Authored By: Sarah
13 Feb 2025

Latest News- Virtual Reality (VR) Market In Gaming: PCs is expected to lead the Application segment during 2025-2029

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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Which Factors Are Causing a Surge in Market Growth?

The market is segmented based on

  • Application
    • PCs
    • Consoles
    • Mobile devices
  • Component
    • Hardware
    • Software
  • Geography
    • APAC
      • China
      • India
      • Japan
      • South Korea
    • North America
      • Canada
      • US
    • Europe
      • Germany
      • UK
      • France
      • Italy
    • Middle East and Africa
      • South America

      According to Technavio, There are several factors that are causing the market to flourish during the forecast period, which are as follows: 

      • Increasing adoption of VR in interactive home entertainment industry
      • Introduction of digital downloading in gaming consoles
      • Rising adoption of AR games

      However, the market also witnesses some limitations, which are as follows:

      • Privacy concerns over gamers information
      • Price of VR headsets
      • Health issues associated with VR gaming

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      Market Scope in Virtual Reality (VR) Market In Gaming Research Report

      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

      Request Free Sample

      Find out which segment is leading the market by accessing the free PDF report

      Research Analysis Overview

      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.

      Market Research Overview

      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.


      Contacts

      Technavio Research
      Jesse Maida
      Media & Marketing Executive
      US: +1 844 364 1100
      UK: +44 203 893 3200
      Email: media@technavio.com
      Website: www.technavio.com/

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