封面
市场调查报告书
商品编码
1298574

虚拟现实游戏市场:2023-2028年全球行业趋势、份额、规模、增长、机会和预测

Virtual Reality Gaming Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028

出版日期: | 出版商: IMARC | 英文 140 Pages | 商品交期: 2-3个工作天内

价格

2022年,全球虚拟现实游戏市场规模达到289亿美元。展望未来,IMARC集团预计,到2028年,市场规模将达到1368亿美元,在2023-2028年期间表现出29%的增长率(CAGR)。越来越多的专业游戏玩家,游戏区数量的增加,以及360度视频的日益普及,代表了推动市场发展的一些关键因素。

虚拟现实(VR)游戏是指由VR软件创建的三维(3D)环境,使虚拟世界对用户来说显得真实。它通常在独立系统、专门的游戏机、先进的笔记本电脑和个人电脑(PC)上玩。它还依赖于外围设备,如耳机、手控器和配备传感器的手套。它有助于发展各种技能,包括解决问题、空间推理和手眼协调。它提供逼真的图像、声音和其他感觉,模拟用户在一个想象的世界中的物理存在。它还提供了社交的机会,因为玩家可以在虚拟环境中与其他玩家互动。

虚拟现实游戏市场趋势:

游戏行业的大幅增长,对VR在线视频游戏需求的增加,以及休闲和专业玩家数量的增加,是加强全球市场增长的主要因素之一。这也可以归因于对智能手机和笔记本电脑的相当依赖,以及高速互联网连接的日益普及。此外,商业区中提供VR游戏的游戏区数量也在增加。再加上电子竞技和专业与业余玩家之间的多人VR视频游戏比赛的牵引力不断上升,有利于市场的增长。此外,360度视频的日益普及,使观众能够通过每个角度观看,并可根据需要选择旋转和平移,对市场产生了积极的影响。除此之外,越来越多的初创公司提供现实的、艺术的和文化的游戏,并在VR游戏中引入新的三维功能,使用户可以在其中移动并与物体互动,这正在推动市场的增长。此外,主要参与者正在推出专门的鼠标和指向装置、方向盘和加速器,以及能够感知和传输速度和距离的VR跑步机。他们还投资于积极的营销活动,以推广他们的产品,扩大他们现有的消费者基础。除此之外,支持创新功能的个人电脑和笔记本电脑的出现,如高质量的图形、面部识别和基于手势的游戏,也促进了市场的增长。

目录

第一章:前言

第二章:范围和方法

  • 研究的目标
  • 利益相关者
  • 数据来源
    • 主要来源
    • 二级来源
  • 市场评估
    • 自下而上的方法
    • 自上而下的方法
  • 预测方法

第三章:执行摘要

第四章:简介

  • 概述
  • 主要行业趋势

第五章:全球虚拟现实游戏市场

  • 市场概况
  • 市场表现
  • COVID-19的影响
  • 按领域分類的市场
  • 按设备分類的市场
  • 按年龄组分類的市场
  • 按游戏类型分類的市场
  • 按地区分類的市场
  • 市场预测
  • SWOT分析
    • 概况
    • 优势
    • 劣势
    • 机会
    • 威胁
  • 价值链分析
    • 概述
    • 研究与开发
    • 投入
    • 产品和服务
    • 营销和分销
    • 终端用户
    • 销售后服务
  • 波特的五力分析
    • 概述
    • 买方的讨价还价能力
    • 供应商的讨价还价能力
    • 竞争程度
    • 新进入者的威胁
    • 替代品的威胁
  • 价格分析

第6章:按领域分類的市场

  • 软件
    • 市场趋势
    • 市场预测
  • 硬件市场
    • 市场趋势
    • 市场预测

第7章 :按设备分類的市场

  • 个人电脑
    • 市场趋势
    • 市场预测
  • 游戏机
    • 市场趋势
    • 市场预测
  • 移动设备
    • 市场趋势
    • 市场预测

第8章:按年龄组分類的市场

  • 成年人
    • 市场趋势
    • 市场预测
  • 儿童
    • 市场趋势
    • 市场预测

第九章:按游戏类型分類的市场

  • 赛车
    • 市场趋势
    • 市场预测
  • 冒险类
    • 市场趋势
    • 市场预测
  • 战斗
    • 市场趋势
    • 市场预测
  • 射击
    • 市场趋势
    • 市场预测
  • 悬疑惊悚片
    • 市场趋势
    • 市场预测
  • 益智类
    • 市场趋势
    • 市场预测
  • 科幻小说
    • 市场趋势
    • 市场预测
  • 其他
    • 市场趋势
    • 市场预测

第十章:按地区分類的市场

  • 北美洲
    • 市场趋势
    • 市场预测
  • 欧洲
    • 市场趋势
    • 市场预测
  • 亚太地区
    • 市场趋势
    • 市场预测
  • 中东和非洲
    • 市场趋势
    • 市场预测
  • 拉丁美洲
    • 市场趋势
    • 市场预测

第十一章 :竞争格局

  • 竞争结构
  • 主要竞争者
  • 主要竞争者简介
    • Fove
    • Google
    • HTC
    • Facebook
    • Razer
    • Samsung
    • Sony
    • Zeiss International
    • AMD
    • GoPro
    • Largan Precision
    • Nvidia
    • Qualcomm
Product Code: SR112023A1034

The global virtual reality gaming market size reached US$ 28.9 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 136.8 Billion by 2028, exhibiting a growth rate (CAGR) of 29% during 2023-2028. The increasing professional gamers, rising number of gaming zones, and the growing popularity of 360-degree videos represent some of the key factors driving the market.

Virtual reality (VR) gaming refers to a three-dimensional (3D) environment created by VR software that makes the virtual world appear real to the users. It is generally played on standalone systems, specialized game consoles, advanced laptops, and personal computers (PCs). It also relies on peripherals, such as headsets, hand controllers, and sensor-equipped gloves. It assists in developing various skills, including problem solving, spatial reasoning, and hand eye coordination. It offers realistic images, sounds, and other sensations that simulate a user's physical presence in an imaginary world. It also provides opportunities for socialization as players can interact with other players in the virtual environment.

Virtual Reality Gaming Market Trends:

Significant growth in the gaming industry, increasing demand for VR online video games, and the rising number of casual and professional gamers are among the major factors strengthening the market growth around the world. It can also be attributed to the considerable reliance on smartphones and laptops and the growing penetration of high-speed internet connectivity. Moreover, there is an increase in the number of gaming zones in commercial areas that offer VR gaming. This, coupled with the rising traction of e-sports and multiplayer VR video game competition between professional and amateur players, is favoring the growth of the market. In addition, the growing popularity of 360-degree videos that enables viewers to watch through every angle with an option to rotate and pan them as per the requirement is influencing the market positively. Apart from this, the increasing number of startups offering realistic, artistic, and cultural games and introducing new three-dimensional features in VR gaming, which allows the user to move around and interact with the objects in it, is propelling the growth of the market. Furthermore, key players are introducing specialized mice and pointing devices, steering wheels and accelerators, and VR treadmills that sense and transmit speed and distance. They are also investing in aggressive marketing campaigns to promote their products and expand their existing consumer base. Besides this, the advent of PCs and laptops that support innovative features, such as high-quality graphics, facial recognition, and gesture-based gaming, is contributing to the market growth.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each sub-segment of the global virtual reality gaming market report, along with forecasts at the global and regional level from 2023-2028. Our report has categorized the market based on segment, device, age group and type of games.

Segment Insights:

Software

Hardware

The report has provided a detailed breakup and analysis of the virtual reality gaming market based on the segment. This includes software and hardware. According to the report, software represented the largest segment.

Device Insights:

Personal Computers

Gaming Consoles

Mobile Devices

A detailed breakup and analysis of the virtual reality gaming market based on the device has also been provided in the report. This includes personal computers, gaming consoles, and mobile devices. According to the report, personal computers accounted for the largest market share.

Age Group Insights:

Adults

Children

The report has provided a detailed breakup and analysis of the virtual reality gaming market based on the age group. This includes adults and children.

Types of Games Insights:

Racing

Adventure

Fighting

Shooting

Mystery Thriller

Puzzle

Science Fiction

Others

A detailed breakup and analysis of the virtual reality gaming market based on the types of games has also been provided in the report. This includes racing, adventure, fighting, shooting, mystery thriller, puzzle, science fiction, and others.

Regional Insights:

North America

Europe

Asia Pacific

Middle East and Africa

Latin America

The report has also provided a comprehensive analysis of all the major regional markets, which include North America; Europe; Asia Pacific; the Middle East and Africa; and Latin America.

Competitive Landscape:

The report has also provided a comprehensive analysis of the competitive landscape in the global virtual reality gaming market. Competitive analysis such as market structure, market share by key players, player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the companies covered include Fove, Google, HTC, Facebook, Razer, Samsung, Sony, Zeiss International, AMD, GoPro, Largan Precision, Nvidia, Qualcomm, etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.

Key Questions Answered in This Report

1. What was the size of the global virtual reality gaming market in 2022?

2. What is the expected growth rate of the global virtual reality gaming market during 2023-2028?

3. What are the key factors driving the global virtual reality gaming market?

4. What has been the impact of COVID-19 on the global virtual reality gaming market?

5. What is the breakup of the global virtual reality gaming market based on the segment?

6. What is the breakup of the global virtual reality gaming market based on the device?

7. What is the breakup of the global virtual reality gaming market based on the age group?

8. What is the breakup of the global virtual reality gaming market based on the type of games?

9. What are the key regions in the global virtual reality gaming market?

10. Who are the key players/companies in the global virtual reality gaming market?

Table of Contents

1   Preface

2   Scope and Methodology

  • 2.1  Objectives of the Study
  • 2.2  Stakeholders
  • 2.3  Data Sources
    • 2.3.1  Primary Sources
    • 2.3.2  Secondary Sources
  • 2.4  Market Estimation
    • 2.4.1  Bottom-Up Approach
    • 2.4.2  Top-Down Approach
  • 2.5  Forecasting Methodology

3   Executive Summary

4   Introduction

  • 4.1  Overview
  • 4.2  Key Industry Trends

5   Global Virtual Reality Gaming Market

  • 5.1  Market Overview
  • 5.2  Market Performance
  • 5.3  Impact of COVID-19
  • 5.4  Market Breakup by Segment
  • 5.5  Market Breakup by Device
  • 5.6  Market Breakup by Age Group
  • 5.7  Market Breakup by Type of Games
  • 5.8  Market Breakup by Region
  • 5.9  Market Forecast
  • 5.10  SWOT Analysis
    • 5.10.1  Overview
    • 5.10.2  Strengths
    • 5.10.3  Weaknesses
    • 5.10.4  Opportunities
    • 5.10.5  Threats
  • 5.11  Value Chain Analysis
    • 5.11.1  Overview
    • 5.11.2  Research and Development
    • 5.11.3  Inputs
    • 5.11.4  Products and Services
    • 5.11.5  Marketing and Distribution
    • 5.11.6  End-Users
    • 5.11.7  Post Sales Service
  • 5.12  Porter's Five Forces Analysis
    • 5.12.1  Overview
    • 5.12.2  Bargaining Power of Buyers
    • 5.12.3  Bargaining Power of Suppliers
    • 5.12.4  Degree of Competition
    • 5.12.5  Threat of New Entrants
    • 5.12.6  Threat of Substitutes
  • 5.13  Price Analysis

6   Market Breakup by Segment

  • 6.1  Software
    • 6.1.1 Market Trends
    • 6.1.2 Market Forecast
  • 6.2  Hardware
    • 6.2.1 Market Trends
    • 6.2.2 Market Forecast

7   Market Breakup by Device

  • 7.1  Personal Computers
    • 7.1.1 Market Trends
    • 7.1.2 Market Forecast
  • 7.2  Gaming Consoles
    • 7.2.1 Market Trends
    • 7.2.2 Market Forecast
  • 7.3  Mobile Devices
    • 7.3.1 Market Trends
    • 7.3.2 Market Forecast

8   Market Breakup by Age Group

  • 8.1  Adults
    • 8.1.1 Market Trends
    • 8.1.2 Market Forecast
  • 8.2  Children
    • 8.2.1 Market Trends
    • 8.2.2 Market Forecast

9   Market Breakup by Type of Games

  • 9.1  Racing
    • 9.1.1 Market Trends
    • 9.1.2 Market Forecast
  • 9.2  Adventure 
    • 9.2.1 Market Trends
    • 9.2.2 Market Forecast
  • 9.3  Fighting 
    • 9.3.1 Market Trends
    • 9.3.2 Market Forecast
  • 9.4  Shooting 
    • 9.4.1 Market Trends
    • 9.4.2 Market Forecast
  • 9.5  Mystery Thriller 
    • 9.5.1 Market Trends
    • 9.5.2 Market Forecast
  • 9.6  Puzzle 
    • 9.6.1 Market Trends
    • 9.6.2 Market Forecast
  • 9.7  Science Fiction 
    • 9.7.1 Market Trends
    • 9.7.2 Market Forecast
  • 9.8  Others
    • 9.8.1 Market Trends
    • 9.8.2 Market Forecast

10  Market Breakup by Region

  • 10.1  North America
    • 10.1.1 Market Trends
    • 10.1.2 Market Forecast
  • 10.2  Europe
    • 10.2.1 Market Trends
    • 10.2.2 Market Forecast
  • 10.3  Asia Pacific
    • 10.3.1 Market Trends
    • 10.3.2 Market Forecast
  • 10.4  Middle East and Africa
    • 10.4.1 Market Trends
    • 10.4.2 Market Forecast
  • 10.5  Latin America
    • 10.5.1 Market Trends
    • 10.5.2 Market Forecast

11  Competitive Landscape

  • 11.1  Competitive Structure
  • 11.2  Key Players
  • 11.3  Profiles of Key Players
    • 11.3.1  Fove
    • 11.3.2  Google
    • 11.3.3  HTC
    • 11.3.4  Facebook
    • 11.3.5  Razer
    • 11.3.6  Samsung
    • 11.3.7  Sony
    • 11.3.8  Zeiss International
    • 11.3.9  AMD
    • 11.3.10  GoPro
    • 11.3.11  Largan Precision
    • 11.3.12  Nvidia
    • 11.3.13  Qualcomm

List of Figures

  • Figure 1: Global: Virtual Reality Gaming Market: Major Drivers and Challenges
  • Figure 2: Global: Virtual Reality Gaming Market: Sales Value (in Billion US$), 2017-2022
  • Figure 3: Global: Virtual Reality Gaming Market: Breakup by Segment (in %), 2022
  • Figure 4: Global: Virtual Reality Gaming Market: Breakup by Device (in %), 2022
  • Figure 5: Global: Virtual Reality Gaming Market: Breakup by Age Group (in %), 2022
  • Figure 6: Global: Virtual Reality Gaming Market: Breakup by Type of Games (in %), 2022
  • Figure 7: Global: Virtual Reality Gaming Market: Breakup by Region (in %), 2022
  • Figure 8: Global: Virtual Reality Gaming Market Forecast: Sales Value (in Billion US$), 2023-2028
  • Figure 9: Global: Virtual Reality Gaming Industry: SWOT Analysis
  • Figure 10: Global: Virtual Reality Gaming Industry: Value Chain Analysis
  • Figure 11: Global: Virtual Reality Gaming Industry: Porter's Five Forces Analysis
  • Figure 12: Global: Virtual Reality Gaming Market (Software): Sales Value (in Million US$), 2017 & 2022
  • Figure 13: Global: Virtual Reality Gaming Market Forecast (Software): Sales Value (in Million US$), 2023-2028
  • Figure 14: Global: Virtual Reality Gaming Market (Hardware): Sales Value (in Million US$), 2017 & 2022
  • Figure 15: Global: Virtual Reality Gaming Market Forecast (Hardware): Sales Value (in Million US$), 2023-2028
  • Figure 16: Global: Virtual Reality Gaming Market (Personal Computers): Sales Value (in Million US$), 2017 & 2022
  • Figure 17: Global: Virtual Reality Gaming Market Forecast (Personal Computers): Sales Value (in Million US$), 2023-2028
  • Figure 18: Global: Virtual Reality Gaming Market (Gaming Consoles): Sales Value (in Million US$), 2017 & 2022
  • Figure 19: Global: Virtual Reality Gaming Market Forecast (Gaming Consoles): Sales Value (in Million US$), 2023-2028
  • Figure 20: Global: Virtual Reality Gaming Market (Mobile Devices): Sales Value (in Million US$), 2017 & 2022
  • Figure 21: Global: Virtual Reality Gaming Market Forecast (Mobile Devices): Sales Value (in Million US$), 2023-2028
  • Figure 22: Global: Virtual Reality Gaming Market (Adults): Sales Value (in Million US$), 2017 & 2022
  • Figure 23: Global: Virtual Reality Gaming Market Forecast (Adults): Sales Value (in Million US$), 2023-2028
  • Figure 24: Global: Virtual Reality Gaming Market (Children): Sales Value (in Million US$), 2017 & 2022
  • Figure 25: Global: Virtual Reality Gaming Market Forecast (Children): Sales Value (in Million US$), 2023-2028
  • Figure 26: Global: Virtual Reality Gaming Market (Racing): Sales Value (in Million US$), 2017 & 2022
  • Figure 27: Global: Virtual Reality Gaming Market Forecast (Racing): Sales Value (in Million US$), 2023-2028
  • Figure 28: Global: Virtual Reality Gaming Market (Adventure): Sales Value (in Million US$), 2017 & 2022
  • Figure 29: Global: Virtual Reality Gaming Market Forecast (Adventure): Sales Value (in Million US$), 2023-2028
  • Figure 30: Global: Virtual Reality Gaming Market (Fighting): Sales Value (in Million US$), 2017 & 2022
  • Figure 31: Global: Virtual Reality Gaming Market Forecast (Fighting): Sales Value (in Million US$), 2023-2028
  • Figure 32: Global: Virtual Reality Gaming Market (Shooting): Sales Value (in Million US$), 2017 & 2022
  • Figure 33: Global: Virtual Reality Gaming Market Forecast (Shooting): Sales Value (in Million US$), 2023-2028
  • Figure 34: Global: Virtual Reality Gaming Market (Mystery Thriller): Sales Value (in Million US$), 2017 & 2022
  • Figure 35: Global: Virtual Reality Gaming Market Forecast (Mystery Thriller): Sales Value (in Million US$), 2023-2028
  • Figure 36: Global: Virtual Reality Gaming Market (Puzzle): Sales Value (in Million US$), 2017 & 2022
  • Figure 37: Global: Virtual Reality Gaming Market Forecast (Puzzle): Sales Value (in Million US$), 2023-2028
  • Figure 38: Global: Virtual Reality Gaming Market (Science Fiction): Sales Value (in Million US$), 2017 & 2022
  • Figure 39: Global: Virtual Reality Gaming Market Forecast (Science Fiction): Sales Value (in Million US$), 2023-2028
  • Figure 40: Global: Virtual Reality Gaming Market (Others): Sales Value (in Million US$), 2017 & 2022
  • Figure 41: Global: Virtual Reality Gaming Market Forecast (Others): Sales Value (in Million US$), 2023-2028
  • Figure 42: North America: Virtual Reality Gaming Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 43: North America: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 44: Asia Pacific: Virtual Reality Gaming Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 45: Asia Pacific: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 46: Europe: Virtual Reality Gaming Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 47: Europe: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 48: Latin America: Virtual Reality Gaming Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 49: Latin America: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2023-2028
  • Figure 50: Middle East and Africa: Virtual Reality Gaming Market: Sales Value (in Million US$), 2017 & 2022
  • Figure 51: Middle East and Africa: Virtual Reality Gaming Market Forecast: Sales Value (in Million US$), 2023-2028

List of Tables

  • Table 1: Global: Virtual Reality Gaming Market: Key Industry Highlights, 2022 and 2028
  • Table 2: Global: Virtual Reality Gaming Market Forecast: Breakup by Segment (in Million US$), 2023-2028
  • Table 3: Global: Virtual Reality Gaming Market Forecast: Breakup by Device (in Million US$), 2023-2028
  • Table 4: Global: Virtual Reality Gaming Market Forecast: Breakup by Age Group (in Million US$), 2023-2028
  • Table 5: Global: Virtual Reality Gaming Market Forecast: Breakup by Type of Games (in Million US$), 2023-2028
  • Table 6: Global: Virtual Reality Gaming Market Forecast: Breakup by Region (in Million US$), 2023-2028
  • Table 7: Global: Virtual Reality Gaming Market: Competitive Structure
  • Table 8: Global: Virtual Reality Gaming Market: Key Players