Dublin, July 22, 2020 (GLOBE NEWSWIRE) -- The "Global Virtual Reality In Gaming Market - Growth, Trends, and Forecast (2020 - 2025)" report has been added to ResearchAndMarkets.com's offering.

The virtual reality (VR) in the gaming market was valued at USD 7.7 billion in 2019 and is projected to reach USD 42.50 billion by 2025, registering a CAGR of 32.75% over the forecast period, 2020 - 2025. VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises.

Numerous players are emerging in this market with the hopes of navigating it toward mainstream adoption in the gaming market space. According to NewGenApps, by 2025, the worldwide user base of AR and VR games is expected to grow to 216 million users.

VR gaming involves a 3D environment that enables the user on a computing device with the help of a mouse, touch screen, other components to feel the physical presence in the game settings. The various accessories associated with the VR technology such as virtual reality headsets, wrap-around display screens, virtual reality rooms equipped with wearable computers, and sensory components enables gamers to interact, view and move around the objects in the game setting. According to a worldwide survey of technology company executives, startup founders, investors, and consultants, 59% of respondents believe gaming will dominate the investment directed to the development of VR technology.

Moreover, VR gaming provides interaction and communication to gamers in the game environment, which is attracting more children's and gamers, thus driving the growth of the market. According to 3Dinsider, moe than 64% of active VR users believes that gaming has the biggest potential to benefit from advances in VR technology.

Key Market Trends

Premium Mobile Platform to Hold Significant Market Share

Asia-Pacific Region to Witness Significant Growth

Competitive Landscape

The virtual reality in gaming market is a consolidated market, owing to the presence of many large players in the market. The market is consolidated with the key players adopting strategies, such as product innovation, to stay ahead of the competition. Some of the players in the market are Oculus VR (Facebook Technologies LLC), HTC Vive, Nintendo Co Limited, Microsoft Corporation, among others.

Reasons to Purchase this report:

Key Topics Covered:

1 INTRODUCTION
1.1 Study Deliverables
1.2 Study Assumptions
1.3 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS
4.1 Market Overview
4.2 Market Drivers
4.2.1 Growing availability of compelling and theme-based games in the VR format
4.2.2 Millennials and high-income groups to drive adoption in the near & medium-term
4.3 Market Restraints
4.3.1 Threshold related to visual and auditory aspects - High demand for Mobile AR Gaming
4.4 Porters 5 Force Analysis
4.4.1 Threat of New Entrants
4.4.2 Bargaining Power of Buyers/Consumers
4.4.3 Bargaining Power of Suppliers
4.4.4 Threat of Substitute Products
4.4.5 Intensity of Competitive Rivalry
4.5 Impact of COVID-19 on the VR Gaming industry
4.6 Analysis on the popular themes in VR Gaming and top publishers (Arcade, Adventure, Horror, etc.)
4.7 Comparative study of AR & VR-based Gaming

5 MARKET SEGMENTATION
5.1 By VR Type
5.1.1 PC
5.1.2 Stand-alone
5.1.3 Console
5.1.4 Cartridges
5.1.5 Premium Mobile
5.2 By VR in Gaming
5.2.1 Hardware
5.2.2 Software
5.3 Geography
5.3.1 North America
5.3.2 Europe
5.3.3 Asia Pacific
5.3.4 Rest of The World

6 COMPETITIVE LANDSCAPE
6.1 Key Vendor Profiles
6.1.1 Oculus VR (Facebook Technologies LLC)
6.1.2 HTC Vive
6.1.3 Valve Corporation
6.1.4 Intel Corporation
6.1.5 Virtuix Omni
6.1.6 Nintendo Co Limited
6.1.7 Microsoft Corporation
6.1.8 Samsung Corporation
6.1.9 Google LLC
6.1.10 *List not exhaustive

7 INVESTMENT ANALYSIS

8 FUTURE OF THE MARKET

For more information about this report visit https://www.researchandmarkets.com/r/3elk9b

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