封面
市場調查報告書
商品編碼
1298574

虛擬實境遊戲市場:2023-2028年全球行業趨勢、佔有率、規模、成長、機會和預測

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個工作天內

價格

2022年,全球虛擬實境遊戲市場規模達到289億美元。展望未來,IMARC Group預計,到2028年,市場規模將達到1368億美元,在2023-2028年期間表現出29%的成長率(CAGR)。越來越多的專業遊戲玩家,遊戲區數量的增加,以及360度影片的日益普及,代表了推動市場發展的一些關鍵因素。

虛擬實境(VR)遊戲是指由VR軟體創建的3D(3D)環境,使虛擬世界對用戶來說顯得真實。它通常在獨立系統、專門的遊戲機、先進的筆記型電腦和個人電腦(PC)上玩。它還依賴於週邊設備,如耳機、手控器和配備感測器的手套。它有助於發展各種技能,包括解決問題、空間推理和手眼協調。它提供逼真的圖像、聲音和其他感覺,模擬用戶在一個想像的世界中的物理存在。它還提供了社交的機會,因為玩家可以在虛擬環境中與其他玩家互動。

虛擬實境遊戲市場趨勢:

遊戲行業的大幅成長,對VR線上影片遊戲需求的增加,以及休閒和專業玩家數量的增加,是加強全球市場成長的主要因素之一。這也可以歸因於對智慧手機和筆記型電腦的相當依賴,以及高速網際網路連接的日益普及。此外,商業區中提供VR遊戲的遊戲區數量也在增加。再加上電子競技和專業與業餘玩家之間的多人VR影片遊戲比賽的牽引力不斷上升,有利於市場的成長。此外,360度影片的日益普及,使觀眾能夠通過每個角度觀看,並可根據需要選擇旋轉和平移,對市場產生了積極的影響。除此之外,越來越多的初創公司提供現實的、藝術的和文化的遊戲,並在VR遊戲中引入新的3D功能,使用戶可以在其中移動並與物體互動,這正在推動市場的成長。此外,主要參與者正在推出專門的鼠標和指向裝置、方向盤和加速器,以及能夠感知和傳輸速度和距離的VR跑步機。他們還投資於積極的行銷活動,以推廣他們的產品,擴大他們現有的消費者基礎。除此之外,支持創新功能的個人電腦和筆記型電腦的出現,如高品質的圖形、臉部辨識和基於手勢的遊戲,也促進了市場的成長。

目錄

第一章:前言

第二章:範圍和方法

  • 研究的目標
  • 利益相關者
  • 數據來源
    • 主要來源
    • 二級來源
  • 市場評估
    • 自下而上的方法
    • 自上而下的方法
  • 預測方法

第三章:執行摘要

第四章:簡介

  • 概述
  • 主要行業趨勢

第五章:全球虛擬實境遊戲市場

  • 市場概況
  • 市場表現
  • COVID-19的影響
  • 按領域分類的市場
  • 按設備分類的市場
  • 按年齡層分類的市場
  • 按遊戲類型分類的市場
  • 按地區分類的市場
  • 市場預測
  • SWOT分析
    • 概況
    • 優勢
    • 劣勢
    • 機會
    • 威脅
  • 價值鏈分析
    • 概述
    • 研究與開發
    • 投入
    • 產品和服務
    • 行銷和分銷
    • 終端用戶
    • 銷售後服務
  • 波特的五力分析
    • 概述
    • 買方的議價能力
    • 供應商的議價能力
    • 競爭程度
    • 新進入者的威脅
    • 替代品的威脅
  • 價格分析

第6章:按領域分類的市場

  • 軟體
    • 市場趨勢
    • 市場預測
  • 硬體市場
    • 市場趨勢
    • 市場預測

第7章:按設備分類的市場

  • 個人電腦
    • 市場趨勢
    • 市場預測
  • 遊戲機
    • 市場趨勢
    • 市場預測
  • 移動設備
    • 市場趨勢
    • 市場預測

第8章:按年齡層分類的市場

  • 成年人
    • 市場趨勢
    • 市場預測
  • 兒童
    • 市場趨勢
    • 市場預測

第九章:按遊戲類型分類的市場

  • 賽車
    • 市場趨勢
    • 市場預測
  • 冒險類
    • 市場趨勢
    • 市場預測
  • 戰鬥
    • 市場趨勢
    • 市場預測
  • 射擊
    • 市場趨勢
    • 市場預測
  • 懸疑驚悚片
    • 市場趨勢
    • 市場預測
  • 益智類
    • 市場趨勢
    • 市場預測
  • 科幻小說
    • 市場趨勢
    • 市場預測
  • 其他
    • 市場趨勢
    • 市場預測

第十章:按地區分類的市場

  • 北美洲
    • 市場趨勢
    • 市場預測
  • 歐洲
    • 市場趨勢
    • 市場預測
  • 亞太地區
    • 市場趨勢
    • 市場預測
  • 中東和非洲
    • 市場趨勢
    • 市場預測
  • 拉丁美洲
    • 市場趨勢
    • 市場預測

第十一章:競爭格局

  • 競爭結構
  • 主要競爭者
  • 主要競爭者簡介
    • 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