市場調查報告書
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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 |
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。
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。
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?