2022 Virtual Reality In Gaming Global Market Report : Top

Virtual reality in the gaming market

Virtual reality in the gaming market

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According to the business research company’s global virtual reality in games market report, the increasing adoption of VR devices in the gaming market is the driving force behind the growth of virtual reality. Virtual reality systems create a virtual experience that looks real, allowing the user to interact with the 3D world and feel scenes and objects as if they were real. In the latest generation of computer games, VR devices are used to immerse players in the game. For example, Gaming & Media reports that Oculus VR, a US-based company that develops virtual reality platforms and products, sold more than 1 million Quest 2 VR headsets in the fourth quarter of 2020. Therefore, the increasing spread of VR devices is expected. driving the growth of virtual reality in the gaming market in the coming years.

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The global virtual reality for gaming market will grow from $9.39 billion in 2021 to $12.13 billion by 2022, at a compound annual growth rate (CAGR) of 29.2%. The Russian-Ukrainian war disrupted the chances of global economic recovery from the COVID-19 pandemic, at least in the short term. The war between the two countries has led to economic sanctions against several countries, spikes in commodity prices and supply chain disruptions, affecting many markets around the world. The virtual reality in gaming market is expected to reach $33.65 billion by 2026 at a CAGR of 29%.

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North America was the largest region in the virtual reality gaming market in 2021. The regions covered in the Virtual Reality Gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.

Major players in virtual reality in gaming market are Facebook Technologies LLC., Google, HTC Corporation, Samsung Electronics Co. Ltd., Fove Inc, Sony Interactive Entertainment LLC, Nintendo Co. Ltd., Razer Inc., Oculus HR, Microsoft Corporation, ZEISS Group , Advanced Micro Devices, Sega Corporation, Kaneva LLC, Nvidia, Qualcomm, bHaptics Inc. and Electronic Arts Inc.

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Global Virtual Reality in Gaming Market Segmented –
1) By component: solutions, services
2) According to installation method: Local, Cloud
3) By applications: web applications, mobile applications
4) By end use: banking, financial services and insurance, healthcare, retail and e-commerce, media and entertainment, telecommunications and IT, manufacturing and automotive, education, travel and hospitality, others

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Virtual Reality in Gaming The market report includes:
1. Summary
2. Virtual reality in the game Market characteristics
3. Virtual reality in the game Market trends and strategies
4. Virtual reality in the gaming market – macroeconomic scenario
5. Virtual reality in gaming market size and growth
29. Major mergers and acquisitions in the virtual reality gaming market
30. Virtual reality in the game Market vision and potential analysis
31. Appendix

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This report covers the trends and market dynamics of virtual reality in gaming market of major countries – Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, United Kingdom and United States. The report also includes consumer surveys and various future market opportunities.

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The Business Research Society (www.thebusinessresearchcompany.com) is a market research company that excels in corporate, market and consumer research. It has published more than 3,000 industry reports covering more than 2,500 market segments and 60 geographies. The reports draw on 150,000 datasets, extensive secondary research and exclusive insights from interviews with industry leaders. We update the reports with detailed analysis of the impact of COVID-19 on various markets.

This release was published on openPR.


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