100+ datasets found
  1. Global virtual reality gaming content revenue 2019-2025

    • statista.com
    Updated Aug 25, 2023
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    Statista (2023). Global virtual reality gaming content revenue 2019-2025 [Dataset]. https://www.statista.com/statistics/499714/global-virtual-reality-gaming-sales-revenue/
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    Dataset updated
    Aug 25, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Despite being a relatively new industry, the virtual reality market is booming across the globe, including within he video gaming segment, which allows gamers to transport themselves to different worlds with the use of a VR headset. Global revenue within the VR gaming content industry is forecast to grow from 1.8 billion U.S. dollars in 2020 to 6.9 billion U.S. dollars by 2025.

  2. VR Gaming Dataset - Multi-user tests

    • zenodo.org
    • data.niaid.nih.gov
    Updated Feb 8, 2025
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    Costas Michaelides; Costas Michaelides; Miguel Casasnovas; Miguel Casasnovas; Daniele Marchitelli; Daniele Marchitelli; Boris Bellalta; Boris Bellalta (2025). VR Gaming Dataset - Multi-user tests [Dataset]. http://doi.org/10.5281/zenodo.8169785
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    Dataset updated
    Feb 8, 2025
    Dataset provided by
    Zenodohttp://zenodo.org/
    Authors
    Costas Michaelides; Costas Michaelides; Miguel Casasnovas; Miguel Casasnovas; Daniele Marchitelli; Daniele Marchitelli; Boris Bellalta; Boris Bellalta
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    This virtual reality (VR) gaming dataset includes Wireshark traces (.csv) and ALVR statistics (.json) for three users (Costas, Miguel, Daniele) playing at the same time in a Wi-Fi 6 network with one access point (AP). We used multiple bitrates (50 Mbps, 100 Mbps, 200 Mbps) and multiple configurations (DCF, DL OFDMA, DL/UL OFDMA, DL/UL OFDMA with MU-MIMO). Costas plays Half-Life: Alyx, while Miguel and Daniele play SteamVR Home. Each configuration includes single-user (SU) results as well, that can be used as a baseline for the multi-user (MU) ones.

  3. Virtual Reality (VR) Market In Gaming Analysis APAC, North America, Europe,...

    • technavio.com
    Updated Jan 15, 2025
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    Technavio (2025). Virtual Reality (VR) Market In Gaming Analysis APAC, North America, Europe, Middle East and Africa, South America - US, China, Germany, Japan, UK - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/vr-in-gaming-market-industry-analysis
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    Dataset updated
    Jan 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global, United States
    Description

    Snapshot img

    Virtual Reality (VR) Market In Gaming Size 2025-2029

    The virtual reality (vr) market in gaming size is forecast to increase by USD 34.94 billion, at a CAGR of 32.5% between 2024 and 2029.

    The Virtual Reality market in gaming is experiencing significant growth, driven by the increasing adoption of VR technology in the interactive home entertainment industry. This trend is fueled by advancements in hardware and software, enabling more immersive gaming experiences. However, the market faces challenges, most notably privacy concerns over gamers' information. As VR technology collects and processes vast amounts of user data, ensuring data security and privacy becomes a critical issue. Companies must prioritize robust data protection measures to mitigate these concerns and maintain user trust. The popularity of 360-degree content, which provides a more immersive gaming experience, further underscores the potential of the VR gaming market. To capitalize on this opportunity, companies must invest in developing innovative VR content and addressing privacy concerns effectively. By focusing on these areas, players in the VR gaming market can navigate challenges and seize opportunities for growth.

    What will be the Size of the Virtual Reality (VR) Market In Gaming during the forecast period?

    Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
    Request Free SampleThe market continues to evolve, driven by advancements in technology and expanding applications across various sectors. VR therapy is revolutionizing healthcare, offering immersive experiences for patients in areas such as pain management and mental health. Market penetration is on the rise, with user interface (UI) innovations making VR more accessible to a wider audience. VR arcades and advertising platforms are transforming entertainment and marketing industries, respectively. Growth potential is significant, fueled by software development and the creation of virtual worlds. VR headsets, with their high-resolution displays and advanced haptic feedback, provide immersive experiences. Mixed reality (MR) and extended reality (XR) technologies, including game development tools and game engines, are pushing boundaries in content creation. VR simulators offer realistic training environments for industries like aviation and military. VR retail is revolutionizing shopping experiences, while VR education is transforming classrooms. VR tourism is providing unique experiences for travelers. Market dynamics are continuously unfolding, with investment opportunities arising from the adoption rate of VR technology. Multiplayer gaming is driving social interaction in virtual worlds. Refresh rates and tracking accuracy are critical factors in delivering optimal user experiences. Despite challenges like cyber sickness, VR continues to advance, offering endless possibilities for innovation. VR training and avatar customization are just a few examples of how this technology is changing the way we live, work, and play.

    How is this Virtual Reality (VR) In Gaming Industry segmented?

    The virtual reality (vr) in gaming industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments. ApplicationPCsConsolesMobile devicesComponentHardwareSoftwareGeographyNorth AmericaUSCanadaEuropeFranceGermanyItalyUKAPACChinaIndiaJapanSouth KoreaRest of World (ROW).

    By Application Insights

    The pcs segment is estimated to witness significant growth during the forecast period.The market continues to evolve, driven by advancements in technology and content creation. Haptic feedback and immersive experiences are becoming increasingly important, with game developers utilizing game engines and VR simulators to create engaging, harmonious experiences. Head-mounted displays (HMDs) with improved refresh rates and tracking accuracy are gaining popularity, as are VR social platforms for multiplayer gaming. Motion tracking and avatar customization are also key features, enabling users to interact in virtual worlds. Mixed reality (MR) and augmented reality (AR) are expanding the market, offering new opportunities for user interface (UI) design and VR advertising. VR therapy and training are also gaining traction, with VR headsets being used for education and therapeutic purposes. The cost of entry for VR technology is decreasing, making it more accessible to consumers. The growth potential for VR in gaming is significant, with investment opportunities in software development, VR arcades, and VR retail. However, challenges such as cyber sickness and user experience (UX) remain areas of focus for developers. The adoption rate for VR is increasing, with VR tourism and immersive experiences becomi

  4. Global game developers working on projects for select VR/AR platforms 2024

    • statista.com
    • ai-chatbox.pro
    Updated Jun 25, 2025
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    Statista (2025). Global game developers working on projects for select VR/AR platforms 2024 [Dataset]. https://www.statista.com/statistics/1060239/game-developers-vr-ar-platforms/
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    Dataset updated
    Jun 25, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    Worldwide
    Description

    The gaming world is rapidly changing and virtual reality and alternate reality gaming is no longer thing of the future. During a 2024 survey, ** percent of responding game developers worldwide stated that they were currently developing games for the ****************.

  5. t

    Virtual Reality In Gaming Global Market Report 2025

    • thebusinessresearchcompany.com
    pdf,excel,csv,ppt
    Updated Jan 11, 2025
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    The Business Research Company (2025). Virtual Reality In Gaming Global Market Report 2025 [Dataset]. https://www.thebusinessresearchcompany.com/report/virtual-reality-in-gaming-global-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 11, 2025
    Dataset authored and provided by
    The Business Research Company
    License

    https://www.thebusinessresearchcompany.com/privacy-policyhttps://www.thebusinessresearchcompany.com/privacy-policy

    Description

    Global Virtual Reality In Gaming market size is expected to reach $73.24 billion by 2029 at 31.5%, segmented as by component, software, hardware

  6. n

    The statistics of gaze during VR gaming

    • data.niaid.nih.gov
    • datadryad.org
    zip
    Updated Jul 17, 2022
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    Avi Aizenman; George Koulieris; Agostino Gibaldi; Vibhor Sehgal; Dennis Levi; Marty Banks (2022). The statistics of gaze during VR gaming [Dataset]. http://doi.org/10.6078/D1BB16
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    zipAvailable download formats
    Dataset updated
    Jul 17, 2022
    Dataset provided by
    University of California, Berkeley
    Durham University
    Authors
    Avi Aizenman; George Koulieris; Agostino Gibaldi; Vibhor Sehgal; Dennis Levi; Marty Banks
    License

    https://spdx.org/licenses/CC0-1.0.htmlhttps://spdx.org/licenses/CC0-1.0.html

    Description

    We present a dataset of eye-movement recordings obtained in virtual reality during videogame play. 10 observers played 4 different videogames which were modeled after popular virtual reality games. These games included a first-person shooter game, a rhythm game, an action rhythm game and an environmental simulation game. The games were presented using the HTC Vive Pro Eye virtual reality head-mounted display (HMD) which has an eye tracker built-in. The dataset includes eye position (in pixel coordinates) and depth buffer data collected during videogame play. This allows eye position to be mapped to depth buffers of the videogame environment. This data has been used to compute the statistics of binocular disparity, gaze direction, gaze distance, and the vergence accommodation conflict. This dataset represents the first attempt to track gaze during complex videogame play in virtual reality head-mounted displays. This work is published: Aizenman, A.M., Koulieris, G.A., Gibaldi, A., Sehgal, V., Levi, D.M., Banks, M.S. (2022). The statistics of eye movements and binocular disparities during VR gaming: Implications for headset design. Transactions on Graphics.

  7. m

    VR in Gaming Market Size, Share Analysis | Industry Report, 2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jul 7, 2025
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    Mordor Intelligence (2025). VR in Gaming Market Size, Share Analysis | Industry Report, 2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/virtual-reality-in-gaming-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 7, 2025
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    The Virtual Reality Gaming Market is Segmented by Component (Hardware and More), Device Type (PC / Desktop-Tethered, Gaming Console and More), Hardware Category(Head-Mounted Displays (HMDs), Gesture-Tracking Devices (GTDs), and More), Game Genre (Action and Shooter, Racing and Simulation, and More), End-User (Individual / Home, Commercial Arcades and LBE, and More). And Geography

  8. VR gaming headset unit sales 2018-2020, by type

    • statista.com
    Updated Mar 7, 2022
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    Statista (2022). VR gaming headset unit sales 2018-2020, by type [Dataset]. https://www.statista.com/statistics/515453/usa-virtual-reality-device-brand-interest/
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    Dataset updated
    Mar 7, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Virtual reality gaming transports gamers to a different world, whether that be a fantasy land or in the cockpit of a fighter jet. Global unit sales of standalone VR headsets more than doubled from 1.2 million units in 2018 to 3.4 million units in 2020.

  9. P

    Virtual Reality (VR) in Gaming Market Size, Share Report 2032

    • polarismarketresearch.com
    Updated Jan 23, 2024
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    Polaris Market Research (2024). Virtual Reality (VR) in Gaming Market Size, Share Report 2032 [Dataset]. https://www.polarismarketresearch.com/industry-analysis/virtual-reality-vr-in-gaming-market
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    Dataset updated
    Jan 23, 2024
    Dataset authored and provided by
    Polaris Market Research
    License

    https://www.polarismarketresearch.com/privacy-policyhttps://www.polarismarketresearch.com/privacy-policy

    Description

    Global Virtual Reality in Gaming Market size & share estimated to attain USD 158.04 Billion by 2032, to grow at a CAGR of 22.5% during the forecast period.

  10. Share of gamers who use VR South Korea 2024, by age group

    • statista.com
    Updated Jul 18, 2025
    + more versions
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    Statista (2025). Share of gamers who use VR South Korea 2024, by age group [Dataset]. https://www.statista.com/statistics/1076425/south-korea-share-of-gamers-who-use-vr-by-age-group/
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    Dataset updated
    Jul 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 25, 2024 - Oct 8, 2024
    Area covered
    South Korea
    Description

    According to a survey conducted in South Korea in 2024, around ** percent of respondents in their twenties stated that they played Virtual Reality (VR) games. Overall, only *** percent of South Korean gamers had played a VR game within the last year.

  11. COVID-19: impact on weekly unit sales growth of UK gaming VR market 2020

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). COVID-19: impact on weekly unit sales growth of UK gaming VR market 2020 [Dataset]. https://www.statista.com/statistics/1123621/uk-gaming-vr-market-sales-growth-2020/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 16, 2020 - Mar 21, 2020
    Area covered
    United Kingdom
    Description

    In week ** of 2020 (15.03-21.03), the gaming virtual reality (VR) market in the United Kingdom had experienced ** percent year-on-year (YoY) unit growth as compared to the same week in 2019 (17.03-23.03). Week ** of 2020 saw the gaming VR market in the UK grow by *** percent when compared to week **, followed by ** percent unit growth in week **. As the source suggests, significant growth has been observed within the PC head-mounted display (HMD) market.

    More game time from staying at home   

    In line with the increases in VR gaming in the United Kingdom, consumers also reported increases in their consumption of gaming consoles and smart TV/media streaming services as a result of more time at home due to the coronavirus outbreak. On a global scale, total increases in the sales of video games is estimated to have increased by ** percent, suggesting that many people have turned to video gaming to keep them entertained through the crisis.

    Slow growth in global AR/VR shipments  

    Despite the increases in worldwide video gaming consumption, shipments of augmented reality (AR) and VR headsets are forecast to experience a year-over-year decline of **** percent in the first quarter of 2020, followed by a further decline in the second quarter. In line with this, the global wearables market is expected to grow by roughly **** percent in 2020, compared to the almost ** percent growth rate achieved in the previous year.

  12. United States Virtual Reality Gaming Market Report by Segment (Software,...

    • imarcgroup.com
    pdf,excel,csv,ppt
    Updated Nov 28, 2020
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    IMARC Group (2020). United States Virtual Reality Gaming Market Report by Segment (Software, Hardware), Device (Personal Computers, Gaming Consoles, Mobile Devices), Age Group (Adults, Children), Types of Games (Racing, Adventure, Fighting, Shooting, Mystery Thriller, Puzzle, Science Fiction, and Others), and Region 2025-2033 [Dataset]. https://www.imarcgroup.com/united-states-virtual-reality-gaming-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Nov 28, 2020
    Dataset provided by
    Imarc Group
    Authors
    IMARC Group
    License

    https://www.imarcgroup.com/privacy-policyhttps://www.imarcgroup.com/privacy-policy

    Time period covered
    2024 - 2032
    Area covered
    Global, United States
    Description

    The United States virtual reality gaming market size reached USD 12.9 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 68.6 Billion by 2033, exhibiting a growth rate (CAGR) of 20.4% during 2025-2033.

    Report Attribute
    Key Statistics
    Base Year
    2024
    Forecast Years
    2025-2033
    Historical Years
    2019-2024
    Market Size in 2024
    USD 12.9 Billion
    Market Forecast in 2033
    USD 68.6 Billion
    Market Growth Rate (2025-2033)20.4%

    IMARC Group provides an analysis of the key trends in each sub-segment of the United States virtual reality gaming market report, along with forecasts at the country level from 2025-2033. Our report has categorized the market based on segment, device, age group, and types of games.

  13. V

    VR Video Game Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 23, 2025
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    Data Insights Market (2025). VR Video Game Report [Dataset]. https://www.datainsightsmarket.com/reports/vr-video-game-1959272
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    pdf, ppt, docAvailable download formats
    Dataset updated
    May 23, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The VR video game market, currently valued at $118.4 million in 2025, is projected to experience robust growth, exhibiting a compound annual growth rate (CAGR) of 4.9% from 2025 to 2033. This expansion is driven by several key factors. Technological advancements leading to more immersive and affordable VR headsets are significantly lowering the barrier to entry for consumers. Simultaneously, the continuous improvement in game development technology results in higher-quality, more engaging VR gaming experiences. Increased investment from major players like Sony, Tencent, and Nintendo, alongside the emergence of innovative game mechanics specifically designed for VR, fuels this growth. The market is segmented by various factors including game genre (action, adventure, simulation, etc.), platform (PC, console, mobile), and region. While data on specific segment breakdowns is unavailable, a reasonable inference can be made that the PC and console segments likely dominate, reflecting the current higher graphical fidelity achievable on those platforms. Challenges, however, remain. High initial investment costs for both hardware and software can deter potential consumers, and the ongoing development of compelling content remains crucial to sustained growth. Further, motion sickness remains a barrier for some players, demanding further innovation in game design and VR technology. The competitive landscape is fiercely contested, featuring major established players like EA, Activision Blizzard (ATVI), Ubisoft, Sony, and Nintendo, alongside rapidly growing companies like Tencent and NetEase. The established players leverage their extensive game development expertise and established consumer bases, while newer entrants are pushing the boundaries of VR gaming technology and content. This competitive dynamic ensures innovation and a wide range of gaming options, further driving market growth. Geographical penetration also presents a significant opportunity, with markets beyond North America and Europe showing potential for expansion as VR technology becomes more accessible and affordable in developing economies. The forecast period (2025-2033) signifies a period of significant expansion, with potential for even higher growth if technological advancements overcome the existing limitations and content continues to improve.

  14. Location-Based Virtual Reality (VR) Market Analysis, Size, and Forecast...

    • technavio.com
    Updated Mar 15, 2025
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    Technavio (2025). Location-Based Virtual Reality (VR) Market Analysis, Size, and Forecast 2025-2029: APAC (China, India, Japan, South Korea), North America (US and Canada), Europe (France, Germany, Italy, UK), Middle East and Africa , and South America [Dataset]. https://www.technavio.com/report/location-based-virtual-reality-vr-market-analysis
    Explore at:
    Dataset updated
    Mar 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Europe, North America, Italy, China, Middle East, Germany, South Korea, Japan, United States, United Kingdom, Global
    Description

    Snapshot img

    Location-Based Virtual Reality (VR) Market Size 2025-2029

    The location-based virtual reality (vr) market size is forecast to increase by USD 14.58 billion, at a CAGR of 35.1% between 2024 and 2029.

    The Location-Based Virtual Reality (LBVR) market is experiencing significant growth, driven by the increasing penetration of head-mounted displays in the gaming and entertainment sector. This trend is transforming the way consumers engage with immersive experiences, offering new opportunities for businesses to explore. Another key driver is the adoption of inside-out tracking technology in VR headsets, enabling users to interact with their environment more naturally and enhancing the overall experience. However, the market faces challenges, including the requirement for high-speed Internet and substantial computation power to support seamless LBVR experiences. Addressing these challenges will be crucial for companies seeking to capitalize on the potential of this dynamic market and deliver innovative, engaging solutions to consumers. By focusing on advancing technology and addressing infrastructure needs, players in the LBVR space can navigate challenges and seize opportunities in this rapidly evolving landscape.

    What will be the Size of the Location-Based Virtual Reality (VR) Market during the forecast period?

    Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
    Request Free SampleThe market continues to evolve, driven by advancements in technology and expanding applications across various sectors. Cloud computing plays a crucial role in delivering real-time rendering and processing power, enabling seamless VR experiences. Game engines and rendering engines power immersive virtual environments, while haptic feedback and physics engines add a new dimension to user interaction. Lighting effects and high-fidelity graphics enhance the user experience (UX), and real-time rendering ensures smooth performance. Field of view and data visualization tools offer new ways to explore and analyze complex data. VR software and head-mounted displays (HMDs) provide users with fully immersive experiences, while collaborative experiences and virtual reality headsets facilitate social interaction. Mixed reality (MR) technology merges virtual and real-world environments, expanding the possibilities for VR applications. Haptic feedback, hand tracking, and spatial audio add depth and realism to these experiences. VR adoption is on the rise, with industries such as training, tourism, and events embracing the technology for innovative use cases. Advancements in VR hardware, including high-resolution displays and frame rates, are driving improvements in user interface (UI) design and content management. 3D modeling, computer vision, and object recognition are essential tools for creating engaging virtual environments. Data analytics and image recognition enable personalized and interactive simulations. The VR market is constantly unfolding, with new technologies and applications emerging regularly. Positional tracking, environmental mapping, and VR development tools are just a few of the latest innovations shaping the future of this dynamic industry.

    How is this Location-Based Virtual Reality (VR) Industry segmented?

    The location-based virtual reality (vr) industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments. ApplicationVR arcadesVR cinemasVR theme parksTypeHardwareSoftwareDeploymentOn-premisesCloud-basedGeographyNorth AmericaUSCanadaEuropeFranceGermanyItalyUKAPACChinaIndiaJapanSouth KoreaRest of World (ROW)

    By Application Insights

    The vr arcades segment is estimated to witness significant growth during the forecast period.Location-Based Virtual Reality (VR) is rapidly gaining traction in the entertainment industry, transforming traditional gaming experiences into immersive, interactive adventures. VR arcades are at the forefront of this trend, offering users a realistic virtual environment that stimulates a physical presence. These arcades utilize voice recognition and gesture recognition technologies to enhance user experience, while edge computing and motion tracking ensure seamless gameplay. Virtual avatars and VR platforms enable social interaction, and GPS tracking adds a layer of location-based functionality. VR development continues to advance with innovative technologies such as eye tracking, interactive simulations, and high-resolution displays. 5G networks and cloud computing facilitate real-time rendering and data analytics, while haptic feedback and spatial audio heighten immersion. Collaborative experiences and virtual training applications are also gaining popularity. In 2021, Springboard VR'

  15. Share of Virtual Reality gamers South Korea 2023, by gender

    • statista.com
    Updated Mar 18, 2025
    + more versions
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    Statista (2025). Share of Virtual Reality gamers South Korea 2023, by gender [Dataset]. https://www.statista.com/statistics/1074675/south-korea-share-of-vr-gamers-by-gender/
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    Dataset updated
    Mar 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    May 24, 2023 - Jul 24, 2023
    Area covered
    South Korea
    Description

    According to a survey conducted in South Korea in 2023, around 7.7 percent of female respondents stated that they had played virtual reality (VR) games within the last year. About 7.1 percent of male respondents gave the same response.

  16. V

    VR Shooting Games Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 7, 2025
    + more versions
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    Archive Market Research (2025). VR Shooting Games Report [Dataset]. https://www.archivemarketresearch.com/reports/vr-shooting-games-53263
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    ppt, pdf, docAvailable download formats
    Dataset updated
    Mar 7, 2025
    Dataset authored and provided by
    Archive Market Research
    License

    https://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The VR shooting game market is experiencing robust growth, driven by advancements in VR technology, increasing affordability of VR headsets, and the rising popularity of immersive gaming experiences. The market, estimated at $2.5 billion in 2025, is projected to exhibit a Compound Annual Growth Rate (CAGR) of 18% from 2025 to 2033. This substantial growth is fueled by several key factors. Firstly, the continuous improvement in VR hardware, leading to more realistic graphics, enhanced tracking capabilities, and increased comfort, is significantly enhancing the player experience. Secondly, the wider availability of affordable VR headsets is making this technology accessible to a broader consumer base, thereby expanding the market's potential. Finally, the increasing demand for immersive and engaging entertainment options, especially among younger demographics (18-35 years old), is driving significant adoption of VR shooting games. The market segmentation reveals a strong preference for first-person view games, with this segment capturing a significant market share. Key players like Epic Games, Valve Software, and Facebook (Oculus) are driving innovation and shaping the market landscape through continuous game development and technological advancements. The market's growth trajectory, however, is not without challenges. Potential restraints include the relatively high initial investment costs associated with VR setups, concerns about motion sickness and potential health impacts from prolonged VR use, and the need for continuous software updates and content development to maintain player engagement. Despite these challenges, the market is poised for considerable expansion, particularly in regions like North America and Asia Pacific, where VR technology adoption rates are highest and the gaming culture is deeply ingrained. The continued innovation in game design, leveraging features like online multiplayer capabilities and enhanced realism, will be crucial in sustaining the market's momentum and further expanding its reach. The diverse range of segments, including age-based demographics and viewing perspectives, creates a flexible market allowing for tailored experiences and broader appeal.

  17. V

    Virtual Reality in Gaming Industry Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Mar 2, 2025
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    Data Insights Market (2025). Virtual Reality in Gaming Industry Report [Dataset]. https://www.datainsightsmarket.com/reports/virtual-reality-in-gaming-industry-13518
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Mar 2, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The Virtual Reality (VR) in gaming market is experiencing explosive growth, projected to reach a substantial size with a remarkable Compound Annual Growth Rate (CAGR) of 32.75% from 2025 to 2033. This surge is driven by several key factors. Advancements in VR technology are leading to more immersive and realistic gaming experiences, attracting a broader audience. The decreasing cost of VR headsets and the increasing availability of high-quality VR gaming content are also significant contributors to market expansion. Furthermore, the growing popularity of esports and the integration of VR into existing gaming platforms are fueling demand. The market is segmented into various VR types (PC, standalone, console, cartridges, premium mobile) and gaming segments (hardware and software), each exhibiting unique growth trajectories. While standalone VR headsets are gaining popularity due to their ease of use and accessibility, PC-based VR continues to dominate due to its superior processing power and visual fidelity. The software segment is expected to experience particularly strong growth, driven by the increasing number of VR-exclusive games and the expanding library of VR-compatible titles for existing platforms. Competitive landscape is characterized by both established tech giants like Facebook (Oculus), HTC, Google, and Microsoft, and specialized VR companies like Virtuix Omni and Valve. Geographic distribution reveals a strong presence in North America and Europe, reflecting higher disposable income and early adoption of new technologies. However, the Asia-Pacific region is poised for significant growth, fueled by a rapidly expanding gaming market and increasing smartphone penetration. This region is expected to become a major player in the coming years. Despite the rapid growth, challenges remain. High initial investment costs for VR hardware can be a barrier for entry, and issues like motion sickness and limited content availability still need to be addressed. However, ongoing technological advancements and increased industry investment are mitigating these challenges, promising continued growth for the VR gaming market. This report provides a comprehensive analysis of the Virtual Reality (VR) gaming market, projecting explosive growth from 2019 to 2033. With a focus on the period 2025-2033 (forecast period), and using 2025 as the base year, this study delves deep into market dynamics, offering invaluable insights for investors, industry players, and tech enthusiasts. The report meticulously examines the historical period (2019-2024) to establish robust future projections. Discover detailed segmentation across VR types (PC, standalone, console, cartridges, premium mobile), hardware, software, and key geographic regions. Expect to find data presented in millions ($M) throughout this critical analysis of the VR gaming revolution. Recent developments include: Nov 2022: Meta launched the XTADIUM app on Meta Quest, bringing the customers closer to their favorite sports in 180-degree VR., Oct 2022: Microsoft announced that the company partnered with Meta to deliver an immersive experience in VR. With this collaboration, both companies will bring Microsoft's productive tools to VR headsets, and Meta will get a partner in its grand metaverse plan.. Key drivers for this market are: Increasing Availability of Compelling and Theme-based Games in the VR Format, Millennial and High-income Groups to Drive Adoption in the Near and Medium-term; Premium Mobile Platform Contributing to the Growth of Market. Potential restraints include: Threshold Related to Visual and Auditory Aspects | High Demand for Mobile AR Gaming. Notable trends are: Premium Mobile Platform Contributing to the Growth of Market.

  18. m

    Virtual Reality (VR) Market Size, Report, Share & Growth Trends 2025-2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jun 20, 2025
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    Mordor Intelligence (2025). Virtual Reality (VR) Market Size, Report, Share & Growth Trends 2025-2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/virtual-reality-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jun 20, 2025
    Dataset authored and provided by
    Mordor Intelligence
    License

    https://www.mordorintelligence.com/privacy-policyhttps://www.mordorintelligence.com/privacy-policy

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    Virtual Reality (VR) Market is Segmented by Offering (Hardware, Software, and Services), Device Form Factor (Tethered HMD, Stand-Alone HMD, and More), Immersion Level (Non-Immersive, Semi-Immersive, Fully-Immersive), End-User Industry (Gaming, Healthcare, and More), and by Geography. The Market Forecasts are Provided in Terms of Value (USD).

  19. Game developers level of interest in VR/AR platforms worldwide 2025

    • statista.com
    Updated Jan 29, 2025
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    Statista (2025). Game developers level of interest in VR/AR platforms worldwide 2025 [Dataset]. https://www.statista.com/statistics/1060244/game-developers-vr-ar-platform-interest/
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    Dataset updated
    Jan 29, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    Worldwide
    Description

    The gaming world is rapidly changing and game developers have to constantly adapt to keep up with the latest trends. During a 2025 survey, 63 percent of game developers said that they were most interested in developing games for the Meta Quest / Horizon Store.

  20. VR Gambling Market Growth, Size, Trends, Analysis Report by Type,...

    • technavio.com
    Updated Nov 15, 2021
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    Technavio (2021). VR Gambling Market Growth, Size, Trends, Analysis Report by Type, Application, Region and Segment Forecast 2021-2025 [Dataset]. https://www.technavio.com/report/vr-gambling-market-industry-analysis
    Explore at:
    Dataset updated
    Nov 15, 2021
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Snapshot img { margin: 10px !important; } The virtual reality (VR) gambling market share is expected to increase by USD 1.74 billion from 2020 to 2025, and the market’s growth momentum will accelerate at a CAGR of 53.13%.

    This VR gambling market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers VR gambling market segmentation by type (casino, betting, and lottery) and geography (North America, Europe, APAC, MEA, and South America). The VR gambling market report also offers information on several market vendors, including 888 Holdings Plc, Caesars Entertainment Corp., DraftKings Inc., Evolution Gaming Group, Golden Nugget, GVC Holdings Plc, Kindred Group Plc, Mr Green, SlotsMillion, and William Hill Plc among others.

    What will the VR Gambling Market Size be During the Forecast Period?

    Download the Free Report Sample to Unlock the VR Gambling Market Size for the Forecast Period and Other Important Statistics

    VR Gambling Market: Key Drivers and Challenges

    The rise in popularity of online gambling is notably driving the virtual reality gambling market growth, although factors such as high cost of VR headsets may impede market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the VR gambling industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.

    Key VR Gambling Market Driver

    The increased adoption of online gaming platforms has boosted the VR gambling market. The advent of online casinos is one of the key factors that will drive the adoption of VR technology in the online gambling segment. The online gambling segment has undergone certain advances in the last decade, including 3D graphics, live dealer casinos, and mobile gaming. VR is the next milestone in the evolution of internet gambling. The current and rapid changes in technology have paved the way for virtual experiences in the gambling sector. Also, vendors have been significantly promoting online gambling by launching gambling apps. Thus, the growing popularity of online gambling will leverage the VR gambling market during the forecast period.

    Key VR Gambling Market Challenge

    The high cost of VR headsets is one of the key factors that will curb the growth of the VR gambling market. The global VR headset market for gaming applications has progressed to the growth stage of the product lifecycle. However, the initial high cost of the device hinders its adoption. The vendors in the global VR headset market offer their products at high prices. The high cost of VR headsets will result in their low adoption among consumers. Innovators and early adopters are likely to buy these products at the prices at which they are offered. However, the other consumers, including the early majority, the late majority, and laggards, are likely to adopt VR headsets only when the prices are reduced.

    This VR gambling market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2021-2025.

    Who are the Major VR Gambling Market Vendors?

    The report analyzes the market’s competitive landscape and offers information on several market vendors, including:

    888 Holdings Plc
    Caesars Entertainment Corp.
    DraftKings Inc.
    Evolution Gaming Group
    Golden Nugget
    GVC Holdings Plc
    Kindred Group Plc
    Mr Green
    SlotsMillion
    William Hill Plc
    

    This statistical study of the VR gambling market encompasses successful business strategies deployed by the key vendors. The VR gambling market is fragmented and the vendors are delivering numerous gaming options to compete in the market.

    To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.

    The VR gambling market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.

    Which are the Key Regions for VR Gambling Market?

    For more insights on the market share of various regions Request for a FREE sample now!

    43% of the market’s growth will originate from North America during the forecast period. The US and Canada are the key markets for VR gambling in North America. Market growth in this region will be faster than the growth of the market in Europe and MEA.

    The ri

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Statista (2023). Global virtual reality gaming content revenue 2019-2025 [Dataset]. https://www.statista.com/statistics/499714/global-virtual-reality-gaming-sales-revenue/
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Global virtual reality gaming content revenue 2019-2025

Explore at:
23 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Aug 25, 2023
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

Despite being a relatively new industry, the virtual reality market is booming across the globe, including within he video gaming segment, which allows gamers to transport themselves to different worlds with the use of a VR headset. Global revenue within the VR gaming content industry is forecast to grow from 1.8 billion U.S. dollars in 2020 to 6.9 billion U.S. dollars by 2025.

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