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 |
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。
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。
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.
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.
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.
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.
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.
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.
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.
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.
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?