Press release
Virtual Reality In Gaming Market is Booming Worldwide with Prominent Players – Oculus VR (Facebook Technologies LLC), HTC Vive, Valve Corporation, Intel Corporation
The Global Virtual Reality In Gaming Market Research Report 2021-2026 is a valuable source of insightful data for business strategists. It provides the industry overview with growth analysis and historical & futuristic cost, revenue, demand, and supply data (as applicable). The research analysts provide an elaborate description of the value chain and its distributor analysis. This Market study provides comprehensive data that enhances the understanding, scope, and application of this report.The virtual reality (VR) in the gaming market was valued at USD 7.7 billion in 2019, and it is projected to reach USD 42.50 billion by 2025, registering a CAGR of 32.75% during the forecast period (2020 - 2025).
Top Companies in the Global Virtual Reality In Gaming Market are Oculus VR (Facebook Technologies LLC), HTC Vive, Valve Corporation, Intel Corporation, Virtuix Omni, Nintendo Co Limited, Microsoft Corporation, Samsung Corporation, Google LLC and others.
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Industry News
- May 2020 - Apple Inc. acquired NextVR, a startup that provides sports and other content for virtual-reality headsets. The acquisition will help Apples development of VR and AR headsets with accompanying software and content.
- February 2020 - Facebook acquired Bay Area VR studio Sanzuru Games. The acquisition will help Facebook to explore the VR game studios, as Sanzuru Games has created a total of four titles for the Oculus Rift, including Asgards Wrath and Marvel Powers United VR. Also, it has made a number of titles on console and mobile systems, releasing games structured around their own IP alongside licensed titles for properties, like Sonic and Spyro.
Key Market Trends
Premium Mobile Platform to Hold Significant Market Share
- Mobile virtual reality (VR) gaming is the most affordable experience for consumers who want to explore VR gaming without spending a substantial amount of money. Also, the portability and massive install base of smartphone users, across the world, is leading to its widespread adoption. According to Plink, there are about 2.2 billion mobile gamers around the world.
- With the increasing number of mobile gamers, the mobile VR gaming market is expected to gain significant traction as players are offering various accessories, such as a head-mounted display for smooth VR gaming experience for the mobile-based gamers.
- The most widely known VR headsets for mobile phones are Samsung Gear and Google Daydream. The lower price as compared to console and PC headsets and mobile headsets are often bundled with premium phones are vital factors that are driving the market. According to the 3D insider, by 2020, it is estimated that the number of VR headsets sold will reach up to 82 million units.
- Moreover, technologies, such as 5G, are also driving the mobile-based VR gaming market. For instance, in May 2020, Archiact announced a partnership with Migu, a subsidiary of telecom provider China Mobile, for Archiacts games that would be the first VR games o be playable via Migus 5G cloud gaming platform, named as Migu Quick Gaming. Also, by partnering with Migu, Archiact states that it is able to work together to build the future of 5G VR cloud gaming, thus making VR even more accessible.
- While VR for mobile gaming currently provides a less immersive experience than console and PC-based VR, its adoption is expected to increase during the forecast period, due to a range of technological advancements in the mobile VR environment. Also, with the growth of smartphones, there is massive potential for the VR gaming market during the forecast period.
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What are the market factors that are explained in the report?
Executive Summary: It includes key trends of the global Global Virtual Reality In Gaming market related to products, applications, and other crucial factors. It also provides an analysis of the competitive landscape and CAGR and market size of the global Global Virtual Reality In Gaming market based on production and revenue.
Production and Consumption by Region: It covers all regional markets focusing on the research study. It discusses prices and key players besides production and consumption in each regional market.
Key Players: Here, the report throws light on financial ratios, pricing structure, production cost, gross profit, sales volume, revenue, and gross margin of leading and prominent companies competing in the global Global Virtual Reality In Gaming market.
Market Segments: This part of the report discusses product type and application segments of the global Global Virtual Reality In Gaming market based on market share, CAGR, market size, and various other factors.
Research Methodology: This section discusses the research methodology and approaches Global Virtual Reality In Gaming used to prepare the report. It covers data triangulation, market breakdown, market size estimation, and research design and/or programs.
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