Virtual Reality in Gaming Market Growth Drivers and Challenges:
Growth Drivers
- Upsurge in the Demand for VR Headsets –VR headsets is the only thing needed for playing VR games. The surge in the demand for VR headsets is expected to drive the demand for virtual reality in gaming. For instance, it is forecasted that the global annual unit sales of VR headsets in 2022 to reach more than 8 million units.
- Growing Use of Virtual Reality (VR)– According to reports, in 2021, it was observed that over 58 million people in United States had used VR at least once in a month.
- Rising Number of Mobile Game Players – As per the statistics, in 2020, 43% of all the time spent on smartphones went to gaming and there were over 2.5 billion people are mobile game players.
- Surge in the VR Game Spending – VR game spending accounted for 0.4 % of the total revenue generated by gaming hardware and software developers in 2020.
- Increasing Number of Female Gamers – According to reports, in the United States, female to male ratio of hyper-casual players was estimated to be 55% to 45%, while 43% female owing VR devices in 2021.
Challenges
- Creation of VR Games and Devices is Expensive and Labor-intensive
- Available VR Devices are Incompetent in Providing Full-fledged Experiences
- VR Devices are Expensive for Modern Users
Virtual Reality in Gaming Market Size and Forecast:
|
Base Year |
2025 |
|
Forecast Period |
2026-2035 |
|
CAGR |
20.5% |
|
Base Year Market Size (2025) |
USD 36.08 Billion |
|
Forecast Year Market Size (2035) |
USD 232.88 Billion |
|
Regional Scope |
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Browse key industry insights with market data tables & charts from the report:
Frequently Asked Questions (FAQ)
In the year 2026, the industry size of virtual reality in gaming is estimated at USD 42.74 Billion.
The global virtual reality in gaming market size was more than USD 36.08 Billion in 2025 and is anticipated to grow at a CAGR of over 20.5%, reaching USD 232.88 Billion revenue by 2035.
The Asia Pacific virtual reality (VR) in gaming market holds the largest share by 2035, driven by increasing game revenue and the largest gamers population in the region.
Key players in the market include HTC Corporation, 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.