Virtual Reality in Gaming Market Size worth $ 86.22 Billion by 2031 | CAGR: 32.3 % – States TMR Analysis

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  • Improving disposable income of people is fueling the sales growth in the virtual reality in gaming market
  • Surge in the demand for next-gen VR gaming consoles in North America is propelling the market
The global virtual reality gaming market size is prognosticated to reach a value of US$ 86.22 Bn by 2031, according to an analysis by Transparency Market Research (TMR). Besides, the study highlights that the market is estimated to expand at a CAGR of 32.3% during the forecast period, 2022-2031.

The TMR report performs in-depth analysis of major factors influencing the growth trajectory of the virtual reality in gaming market. Hence, readers gain access to assessment of the growth drivers, challenges, opportunities, and R&Ds together with key insights on the future of VR gaming.

Virtual Reality in Gaming Market: Key Findings

  • With advancing spending power of population from developing and developed countries, this populace is rising the demand for innovative entertainment sources and VR gaming systems. This factor is fueling the sales opportunities in the global virtual reality in gaming market.
  • Virtual reality in gaming is application where users experience a three-dimensional (3D) environment in the gameplay due to different interactive features and graphics provided in such types of devices. Over the period of past few years, there has been a surge in the use of VR gaming accessories. This factor is creating lucrative opportunities in the global virtual reality in gaming industry.
  • Cloud technology is gaining traction among the players in the virtual reality in gaming market. The cloud technology is being increasingly used by market players in order to provide improved gaming experience to the users. This advancement allows for changes in gaming libraries and stores games so as to allow instant access to the user profiles. This aside, it provides varied features such as unlimited storage capability, live streaming, and connected devices. Thus, the technology is helping in boosting the future of online gaming industry.

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Virtual Reality in Gaming Market: Growth Boosters

  • Improved spending power of people in developed and developing nations is leading to profitable prospects in the virtual reality in gaming market
  • Increase in the adoption of latest technologies including 3D effects, motion tracking, and interactive graphics in gaming is driving the growth in the global virtual reality in gaming market

Virtual Reality in Gaming Market: Regional Analysis

  • The market players are expected to gain significant opportunities for growth in North America during the forecast period owing to a surge in the use of next-gen VR gaming consoles incorporated with next-gen technologies including IoT, 3D graphics, cloud streaming, and VR/AR, 8K, and 4K resolutions
  • The virtual reality in gaming market is expected to observe sizable avenues for business in Europe due to a rise in the adoption of virtual reality in gaming in the nations from the Western Europe region

Virtual Reality in Gaming Market: Competition Landscape

  • Players operating in the virtual reality in gaming market are investing significant amounts in R&Ds in order to develop nect-gen products. Such activities are also helping companies in their product portfolio expansions.
  • Several companies are using strategies of mergers and acquisitions in order to consolidate their positions in the virtual reality in gaming market

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Virtual Reality in Gaming Market: Key Players

Some of the key players profiled in the report are:

  • bHaptic, Inc.
  • Apple, Inc.
  • Google LLC
  • Electronic Arts Inc.
  • Juego Studio Pvt. Ltd.
  • HTC Corporation
  • Microsoft Corporation
  • Magic Leap, Inc.
  • Nvidia Corporation
  • Nintendo Co., Ltd.
  • Samsung Electronics Co.Ltd.
  • Qualcomm, Inc.
  • Survios, Inc.
  • Sony Corporation
  • Unity Technologies
  • Teslasuit
  • VirZoom Inc.
  • Virtuix OBni

Virtual Reality in Gaming Market Segmentation

  • Component
    • Hardware
    • Software
    • Services
  • End-user
    • Individual
    • Commercial

Regions Covered

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • South America

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