Virtual Reality (VR) in Gaming Market Size & Share, by Device (Console/ Personal Computer (PC), Mobile, Standalone); Component (Hardware, Software, Content); End-user (Individual, Commercial Space) - Global Supply & Demand Analysis, Growth Forecasts, Statistics Report 2023-2033

  • Report ID: 4405
  • Published Date: Feb 13, 2023
  • Report Format: PDF, PPT

Companies Dominating the Virtual Reality in Gaming Landscape

    • HTC Corporation
      • Company Overview
      • Business Strategy
      • Key Product Offerings
      • Financial Performance
      • Key Performance Indicators
      • Risk Analysis
      • Recent Development
      • Regional Presence
      • SWOT Analysis 
    • Nintendo Co., Ltd.
    • Google Inc.
    • Samsung Electronics Co. Ltd.
    • Fove Inc.
    • Sony Interactive Entertainment LLC
    • Razer Inc.
    • Microsoft Corporation
    • Sega Corporation
    • Electronic Arts Inc.
    • VR World Limited

Browse Key Market Insights with Data Illustration:


In The News

  • HTC Corporation - HTC VIVE has announced that its VIVE Pro Eye will be available for sale in North America on and at select retail stores. The VIVE Pro Eye, features the latest in eye tracking technology and sets a new standard for enterprise VR. VIVE Pro Eye will be used by various industries for numerous benefits including gaming, and simulation, among others.

  • Nintendo Co., Ltd., - NintendoLife has launched its latest creation, a Labo VR interpretation of the stellar mechanics and movement of first-person shooter DOOM Eternal. It is a charming toolset that will enable Switch owners to create their own rudimentary games using easy-to-learn node-based tools that originally debuted as part of the Nintendo Labo series.

Author Credits:  Abhishek Verma, Hetal Singh

  • Report ID: 4405
  • Published Date: Feb 13, 2023
  • Report Format: PDF, PPT

Frequently Asked Questions (FAQ)

Increasing number of gamers as well as rising use of VR along with increasing number of female gamers are some of the major factors anticipated to drive the growth of the market.

The market is anticipated to attain a CAGR of ~31% over the forecast period, i.e., 2023-2033.

Creation of VR games and devices are expensive as well as labor-intensive also available VR devices are incompetent in providing full-fledged experiences are some of the factors estimated to hamper the market growth.v

The market in Asia Pacific is projected to hold the largest market share by the end of 2033 and provide more business opportunities in the future.

The major players in the market are Google Inc., HTC Corporation, Nintendo Co., Ltd., Samsung Electronics Co. Ltd., Sony Interactive Entertainment LLC, Razer Inc., Microsoft Corporation, and others.

The company profiles are selected based on the revenues generated from the product segment, geographical presence of the company which determine the revenue generating capacity as well as the new products being launched into the market by the company.

The market is segmented by devices, component, end-user, and by region.

The console/PC segment is anticipated to garner the largest market size by the end of 2033 and display significant growth opportunities.
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