
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset or through a smartphone or tablet device giving the user the ability to view three-dimensional images.Virtual reality (VR) games are based on the technology
Highlights
The global Virtual Reality Games market was valued at US$ million in 2022 and is anticipated to reach US$ million by 2029, witnessing a CAGR of % during the forecast period 2023-2029. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
North American market for Virtual Reality Games is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
Asia-Pacific market for Virtual Reality Games is estimated to increase from $ million in 2023 to reach $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The global market for Virtual Reality Games in Commercial is estimated to increase from $ million in 2023 to $ million by 2029, at a CAGR of % during the forecast period of 2023 through 2029.
The key global companies of Virtual Reality Games include Survios, Vertigo Games, CCP Games, MAD Virtual Reality Studio, Maxint, Spectral Illusions, Croteam, Beat Games and Epic Games, etc. In 2022, the world's top three vendors accounted for approximately % of the revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Virtual Reality Games, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Virtual Reality Games.
The Virtual Reality Games market size, estimations, and forecasts are provided in terms of and revenue ($ millions), considering 2022 as the base year, with history and forecast data for the period from 2018 to 2029. This report segments the global Virtual Reality Games market comprehensively. Regional market sizes, concerning products by type, by application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Virtual Reality Games companies, new entrants, and industry chain related companies in this market with information on the revenues for the overall market and the sub-segments across the different segments, by company, by type, by application, and by regions.
By Company
Survios
Vertigo Games
CCP Games
MAD Virtual Reality Studio
Maxint
Spectral Illusions
Croteam
Beat Games
Epic Games
Bethesda Softworks
Orange Bridge Studios
Polyarc
Frontier Developments
Puzzle video game
Owlchemy Labs
Adult Swim
Capcom
Ubisoft
Ian Ball
Bossa Studios
Stress Level Zero
KUNOS-Simulazioni Srl
Sony
Playful Corp.
Segment by Type
Single-player Game
Adventure Game
Shooter Game
Racing Game
Simulation Game
Other
Segment by Application
Commercial
Private Entertainment
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces executive summary of global market size, regional market size, this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Virtual Reality Games companies’ competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6, 7, 8, 9, 10: North America, Europe, Asia Pacific, Latin America, Middle East and Africa segment by country. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 11: Provides profiles of key players, introducing the basic situation of the key companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 12: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Market Analysis by Type
1.2.1 Global Virtual Reality Games Market Size Growth Rate by Type: 2018 VS 2022 VS 2029
1.2.2 Single-player Game
1.2.3 Adventure Game
1.2.4 Shooter Game
1.2.5 Racing Game
1.2.6 Simulation Game
1.2.7 Other
1.3 Market by Application
1.3.1 Global Virtual Reality Games Market Growth by Application: 2018 VS 2022 VS 2029
1.3.2 Commercial
1.3.3 Private Entertainment
1.4 Study Objectives
1.5 Years Considered
1.6 Years Considered
2 Global Growth Trends
2.1 Global Virtual Reality Games Market Perspective (2018-2029)
2.2 Virtual Reality Games Growth Trends by Region
2.2.1 Global Virtual Reality Games Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 Virtual Reality Games Historic Market Size by Region (2018-2023)
2.2.3 Virtual Reality Games Forecasted Market Size by Region (2024-2029)
2.3 Virtual Reality Games Market Dynamics
2.3.1 Virtual Reality Games Industry Trends
2.3.2 Virtual Reality Games Market Drivers
2.3.3 Virtual Reality Games Market Challenges
2.3.4 Virtual Reality Games Market Restraints
3 Competition Landscape by Key Players
3.1 Global Top Virtual Reality Games Players by Revenue
3.1.1 Global Top Virtual Reality Games Players by Revenue (2018-2023)
3.1.2 Global Virtual Reality Games Revenue Market Share by Players (2018-2023)
3.2 Global Virtual Reality Games Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Players Covered: Ranking by Virtual Reality Games Revenue
3.4 Global Virtual Reality Games Market Concentration Ratio
3.4.1 Global Virtual Reality Games Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Virtual Reality Games Revenue in 2022
3.5 Virtual Reality Games Key Players Head office and Area Served
3.6 Key Players Virtual Reality Games Product Solution and Service
3.7 Date of Enter into Virtual Reality Games Market
3.8 Mergers & Acquisitions, Expansion Plans
4 Virtual Reality Games Breakdown Data by Type
4.1 Global Virtual Reality Games Historic Market Size by Type (2018-2023)
4.2 Global Virtual Reality Games Forecasted Market Size by Type (2024-2029)
5 Virtual Reality Games Breakdown Data by Application
5.1 Global Virtual Reality Games Historic Market Size by Application (2018-2023)
5.2 Global Virtual Reality Games Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America Virtual Reality Games Market Size (2018-2029)
6.2 North America Virtual Reality Games Market Growth Rate by Country: 2018 VS 2022 VS 2029
6.3 North America Virtual Reality Games Market Size by Country (2018-2023)
6.4 North America Virtual Reality Games Market Size by Country (2024-2029)
6.5 United States
6.6 Canada
7 Europe
7.1 Europe Virtual Reality Games Market Size (2018-2029)
7.2 Europe Virtual Reality Games Market Growth Rate by Country: 2018 VS 2022 VS 2029
7.3 Europe Virtual Reality Games Market Size by Country (2018-2023)
7.4 Europe Virtual Reality Games Market Size by Country (2024-2029)
7.5 Germany
7.6 France
7.7 U.K.
7.8 Italy
7.9 Russia
7.10 Nordic Countries
8 Asia-Pacific
8.1 Asia-Pacific Virtual Reality Games Market Size (2018-2029)
8.2 Asia-Pacific Virtual Reality Games Market Growth Rate by Region: 2018 VS 2022 VS 2029
8.3 Asia-Pacific Virtual Reality Games Market Size by Region (2018-2023)
8.4 Asia-Pacific Virtual Reality Games Market Size by Region (2024-2029)
8.5 China
8.6 Japan
8.7 South Korea
8.8 Southeast Asia
8.9 India
8.10 Australia
9 Latin America
9.1 Latin America Virtual Reality Games Market Size (2018-2029)
9.2 Latin America Virtual Reality Games Market Growth Rate by Country: 2018 VS 2022 VS 2029
9.3 Latin America Virtual Reality Games Market Size by Country (2018-2023)
9.4 Latin America Virtual Reality Games Market Size by Country (2024-2029)
9.5 Mexico
9.6 Brazil
10 Middle East & Africa
10.1 Middle East & Africa Virtual Reality Games Market Size (2018-2029)
10.2 Middle East & Africa Virtual Reality Games Market Growth Rate by Country: 2018 VS 2022 VS 2029
10.3 Middle East & Africa Virtual Reality Games Market Size by Country (2018-2023)
10.4 Middle East & Africa Virtual Reality Games Market Size by Country (2024-2029)
10.5 Turkey
10.6 Saudi Arabia
10.7 UAE
11 Key Players Profiles
11.1 Survios
11.1.1 Survios Company Detail
11.1.2 Survios Business Overview
11.1.3 Survios Virtual Reality Games Introduction
11.1.4 Survios Revenue in Virtual Reality Games Business (2018-2023)
11.1.5 Survios Recent Development
11.2 Vertigo Games
11.2.1 Vertigo Games Company Detail
11.2.2 Vertigo Games Business Overview
11.2.3 Vertigo Games Virtual Reality Games Introduction
11.2.4 Vertigo Games Revenue in Virtual Reality Games Business (2018-2023)
11.2.5 Vertigo Games Recent Development
11.3 CCP Games
11.3.1 CCP Games Company Detail
11.3.2 CCP Games Business Overview
11.3.3 CCP Games Virtual Reality Games Introduction
11.3.4 CCP Games Revenue in Virtual Reality Games Business (2018-2023)
11.3.5 CCP Games Recent Development
11.4 MAD Virtual Reality Studio
11.4.1 MAD Virtual Reality Studio Company Detail
11.4.2 MAD Virtual Reality Studio Business Overview
11.4.3 MAD Virtual Reality Studio Virtual Reality Games Introduction
11.4.4 MAD Virtual Reality Studio Revenue in Virtual Reality Games Business (2018-2023)
11.4.5 MAD Virtual Reality Studio Recent Development
11.5 Maxint
11.5.1 Maxint Company Detail
11.5.2 Maxint Business Overview
11.5.3 Maxint Virtual Reality Games Introduction
11.5.4 Maxint Revenue in Virtual Reality Games Business (2018-2023)
11.5.5 Maxint Recent Development
11.6 Spectral Illusions
11.6.1 Spectral Illusions Company Detail
11.6.2 Spectral Illusions Business Overview
11.6.3 Spectral Illusions Virtual Reality Games Introduction
11.6.4 Spectral Illusions Revenue in Virtual Reality Games Business (2018-2023)
11.6.5 Spectral Illusions Recent Development
11.7 Croteam
11.7.1 Croteam Company Detail
11.7.2 Croteam Business Overview
11.7.3 Croteam Virtual Reality Games Introduction
11.7.4 Croteam Revenue in Virtual Reality Games Business (2018-2023)
11.7.5 Croteam Recent Development
11.8 Beat Games
11.8.1 Beat Games Company Detail
11.8.2 Beat Games Business Overview
11.8.3 Beat Games Virtual Reality Games Introduction
11.8.4 Beat Games Revenue in Virtual Reality Games Business (2018-2023)
11.8.5 Beat Games Recent Development
11.9 Epic Games
11.9.1 Epic Games Company Detail
11.9.2 Epic Games Business Overview
11.9.3 Epic Games Virtual Reality Games Introduction
11.9.4 Epic Games Revenue in Virtual Reality Games Business (2018-2023)
11.9.5 Epic Games Recent Development
11.10 Bethesda Softworks
11.10.1 Bethesda Softworks Company Detail
11.10.2 Bethesda Softworks Business Overview
11.10.3 Bethesda Softworks Virtual Reality Games Introduction
11.10.4 Bethesda Softworks Revenue in Virtual Reality Games Business (2018-2023)
11.10.5 Bethesda Softworks Recent Development
11.11 Orange Bridge Studios
11.11.1 Orange Bridge Studios Company Detail
11.11.2 Orange Bridge Studios Business Overview
11.11.3 Orange Bridge Studios Virtual Reality Games Introduction
11.11.4 Orange Bridge Studios Revenue in Virtual Reality Games Business (2018-2023)
11.11.5 Orange Bridge Studios Recent Development
11.12 Polyarc
11.12.1 Polyarc Company Detail
11.12.2 Polyarc Business Overview
11.12.3 Polyarc Virtual Reality Games Introduction
11.12.4 Polyarc Revenue in Virtual Reality Games Business (2018-2023)
11.12.5 Polyarc Recent Development
11.13 Frontier Developments
11.13.1 Frontier Developments Company Detail
11.13.2 Frontier Developments Business Overview
11.13.3 Frontier Developments Virtual Reality Games Introduction
11.13.4 Frontier Developments Revenue in Virtual Reality Games Business (2018-2023)
11.13.5 Frontier Developments Recent Development
11.14 Puzzle video game
11.14.1 Puzzle video game Company Detail
11.14.2 Puzzle video game Business Overview
11.14.3 Puzzle video game Virtual Reality Games Introduction
11.14.4 Puzzle video game Revenue in Virtual Reality Games Business (2018-2023)
11.14.5 Puzzle video game Recent Development
11.15 Owlchemy Labs
11.15.1 Owlchemy Labs Company Detail
11.15.2 Owlchemy Labs Business Overview
11.15.3 Owlchemy Labs Virtual Reality Games Introduction
11.15.4 Owlchemy Labs Revenue in Virtual Reality Games Business (2018-2023)
11.15.5 Owlchemy Labs Recent Development
11.16 Adult Swim
11.16.1 Adult Swim Company Detail
11.16.2 Adult Swim Business Overview
11.16.3 Adult Swim Virtual Reality Games Introduction
11.16.4 Adult Swim Revenue in Virtual Reality Games Business (2018-2023)
11.16.5 Adult Swim Recent Development
11.17 Capcom
11.17.1 Capcom Company Detail
11.17.2 Capcom Business Overview
11.17.3 Capcom Virtual Reality Games Introduction
11.17.4 Capcom Revenue in Virtual Reality Games Business (2018-2023)
11.17.5 Capcom Recent Development
11.18 Ubisoft
11.18.1 Ubisoft Company Detail
11.18.2 Ubisoft Business Overview
11.18.3 Ubisoft Virtual Reality Games Introduction
11.18.4 Ubisoft Revenue in Virtual Reality Games Business (2018-2023)
11.18.5 Ubisoft Recent Development
11.19 Ian Ball
11.19.1 Ian Ball Company Detail
11.19.2 Ian Ball Business Overview
11.19.3 Ian Ball Virtual Reality Games Introduction
11.19.4 Ian Ball Revenue in Virtual Reality Games Business (2018-2023)
11.19.5 Ian Ball Recent Development
11.20 Bossa Studios
11.20.1 Bossa Studios Company Detail
11.20.2 Bossa Studios Business Overview
11.20.3 Bossa Studios Virtual Reality Games Introduction
11.20.4 Bossa Studios Revenue in Virtual Reality Games Business (2018-2023)
11.20.5 Bossa Studios Recent Development
11.21 Stress Level Zero
11.21.1 Stress Level Zero Company Detail
11.21.2 Stress Level Zero Business Overview
11.21.3 Stress Level Zero Virtual Reality Games Introduction
11.21.4 Stress Level Zero Revenue in Virtual Reality Games Business (2018-2023)
11.21.5 Stress Level Zero Recent Development
11.22 KUNOS-Simulazioni Srl
11.22.1 KUNOS-Simulazioni Srl Company Detail
11.22.2 KUNOS-Simulazioni Srl Business Overview
11.22.3 KUNOS-Simulazioni Srl Virtual Reality Games Introduction
11.22.4 KUNOS-Simulazioni Srl Revenue in Virtual Reality Games Business (2018-2023)
11.22.5 KUNOS-Simulazioni Srl Recent Development
11.23 Sony
11.23.1 Sony Company Detail
11.23.2 Sony Business Overview
11.23.3 Sony Virtual Reality Games Introduction
11.23.4 Sony Revenue in Virtual Reality Games Business (2018-2023)
11.23.5 Sony Recent Development
11.24 Playful Corp.
11.24.1 Playful Corp. Company Detail
11.24.2 Playful Corp. Business Overview
11.24.3 Playful Corp. Virtual Reality Games Introduction
11.24.4 Playful Corp. Revenue in Virtual Reality Games Business (2018-2023)
11.24.5 Playful Corp. Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Survios
Vertigo Games
CCP Games
MAD Virtual Reality Studio
Maxint
Spectral Illusions
Croteam
Beat Games
Epic Games
Bethesda Softworks
Orange Bridge Studios
Polyarc
Frontier Developments
Puzzle video game
Owlchemy Labs
Adult Swim
Capcom
Ubisoft
Ian Ball
Bossa Studios
Stress Level Zero
KUNOS-Simulazioni Srl
Sony
Playful Corp.
Ìý
Ìý
*If Applicable.
