
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also Others 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
Market Analysis and Insights: Global VR Game Market
The global VR Game market is projected to grow from US$ 7985.3 million in 2023 to US$ 29240 million by 2029, at a Compound Annual Growth Rate (CAGR) of 24.2% during the forecast period.
The US & Canada market for VR Game 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 China market for VR Game 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 Europe market for VR Game 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 key companies of VR Game include Survios, Vertigo Games, CCP Games, MAD Virtual Reality Studio, Maxint, Spectral Illusions, Croteam, Beat Games and Epic Games, etc. in 2022, the global top five players had a share approximately % in terms of revenue.
Report Includes
This report presents an overview of global market for VR Game market size. Analyses of the global market trends, with historic market revenue data for 2018 - 2022, estimates for 2023, and projections of CAGR through 2029.
This report researches the key producers of VR Game, also provides the revenue of main regions and countries. Highlights of the upcoming market potential for VR Game, and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the VR Game revenue, market share and industry ranking of main companies, data from 2018 to 2023. Identification of the major stakeholders in the global VR Game market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by type and by application, revenue, and growth rate, from 2018 to 2029. Evaluation and forecast the market size for VR Game revenue, projected growth trends, production technology, application and end-user industry.
Descriptive company profiles of the major global players, including Survios, Vertigo Games, CCP Games, MAD Virtual Reality Studio, Maxint, Spectral Illusions, Croteam, Beat Games and Epic Games, etc.
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
Others
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, and Latin America
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product 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: Revenue of VR Game in global and regional level. 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. 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 VR Game companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the revenue, 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 revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: North America by type, by application and by country, revenue for each segment.
Chapter 7: Europe by type, by application and by country, revenue for each segment.
Chapter 8: China by type and by application revenue for each segment.
Chapter 9: Asia (excluding China) by type, by application and by region, revenue for each segment.
Chapter 10: Middle East, Africa, and Latin America by type, by application and by country, revenue for each segment.
Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, VR Game revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
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 VR Game 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 Others
1.3 Market by Application
1.3.1 Global VR Game Market Size Growth Rate by Application, 2018 VS 2022 VS 2029
1.3.2 Commercial
1.3.3 Private Entertainment
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global VR Game Market Perspective (2018-2029)
2.2 Global VR Game Growth Trends by Region
2.2.1 VR Game Market Size by Region: 2018 VS 2022 VS 2029
2.2.2 VR Game Historic Market Size by Region (2018-2023)
2.2.3 VR Game Forecasted Market Size by Region (2024-2029)
2.3 VR Game Market Dynamics
2.3.1 VR Game Industry Trends
2.3.2 VR Game Market Drivers
2.3.3 VR Game Market Challenges
2.3.4 VR Game Market Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue VR Game by Players
3.1.1 Global VR Game Revenue by Players (2018-2023)
3.1.2 Global VR Game Revenue Market Share by Players (2018-2023)
3.2 Global VR Game Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of VR Game, Ranking by Revenue, 2021 VS 2022 VS 2023
3.4 Global VR Game Market Concentration Ratio
3.4.1 Global VR Game Market Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by VR Game Revenue in 2022
3.5 Global Key Players of VR Game Head office and Area Served
3.6 Global Key Players of VR Game, Product and Application
3.7 Global Key Players of VR Game, Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 VR Game Breakdown Data by Type
4.1 Global VR Game Historic Market Size by Type (2018-2023)
4.2 Global VR Game Forecasted Market Size by Type (2024-2029)
5 VR Game Breakdown Data by Application
5.1 Global VR Game Historic Market Size by Application (2018-2023)
5.2 Global VR Game Forecasted Market Size by Application (2024-2029)
6 North America
6.1 North America VR Game Market Size (2018-2029)
6.2 North America VR Game Market Size by Type
6.2.1 North America VR Game Market Size by Type (2018-2023)
6.2.2 North America VR Game Market Size by Type (2024-2029)
6.2.3 North America VR Game Market Share by Type (2018-2029)
6.3 North America VR Game Market Size by Application
6.3.1 North America VR Game Market Size by Application (2018-2023)
6.3.2 North America VR Game Market Size by Application (2024-2029)
6.3.3 North America VR Game Market Share by Application (2018-2029)
6.4 North America VR Game Market Size by Country
6.4.1 North America VR Game Market Size by Country: 2018 VS 2022 VS 2029
6.4.2 North America VR Game Market Size by Country (2018-2023)
6.4.3 North America VR Game Market Size by Country (2024-2029)
6.4.4 U.S.
6.4.5 Canada
7 Europe
7.1 Europe VR Game Market Size (2018-2029)
7.2 Europe VR Game Market Size by Type
7.2.1 Europe VR Game Market Size by Type (2018-2023)
7.2.2 Europe VR Game Market Size by Type (2024-2029)
7.2.3 Europe VR Game Market Share by Type (2018-2029)
7.3 Europe VR Game Market Size by Application
7.3.1 Europe VR Game Market Size by Application (2018-2023)
7.3.2 Europe VR Game Market Size by Application (2024-2029)
7.3.3 Europe VR Game Market Share by Application (2018-2029)
7.4 Europe VR Game Market Size by Country
7.4.1 Europe VR Game Market Size by Country: 2018 VS 2022 VS 2029
7.4.2 Europe VR Game Market Size by Country (2018-2023)
7.4.3 Europe VR Game Market Size by Country (2024-2029)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China VR Game Market Size (2018-2029)
8.2 China VR Game Market Size by Type
8.2.1 China VR Game Market Size by Type (2018-2023)
8.2.2 China VR Game Market Size by Type (2024-2029)
8.2.3 China VR Game Market Share by Type (2018-2029)
8.3 China VR Game Market Size by Application
8.3.1 China VR Game Market Size by Application (2018-2023)
8.3.2 China VR Game Market Size by Application (2024-2029)
8.3.3 China VR Game Market Share by Application (2018-2029)
9 Asia (excluding China)
9.1 Asia VR Game Market Size (2018-2029)
9.2 Asia VR Game Market Size by Type
9.2.1 Asia VR Game Market Size by Type (2018-2023)
9.2.2 Asia VR Game Market Size by Type (2024-2029)
9.2.3 Asia VR Game Market Share by Type (2018-2029)
9.3 Asia VR Game Market Size by Application
9.3.1 Asia VR Game Market Size by Application (2018-2023)
9.3.2 Asia VR Game Market Size by Application (2024-2029)
9.3.3 Asia VR Game Market Share by Application (2018-2029)
9.4 Asia VR Game Market Size by Region
9.4.1 Asia VR Game Market Size by Region: 2018 VS 2022 VS 2029
9.4.2 Asia VR Game Market Size by Region (2018-2023)
9.4.3 Asia VR Game Market Size by Region (2024-2029)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America VR Game Market Size (2018-2029)
10.2 Middle East, Africa, and Latin America VR Game Market Size by Type
10.2.1 Middle East, Africa, and Latin America VR Game Market Size by Type (2018-2023)
10.2.2 Middle East, Africa, and Latin America VR Game Market Size by Type (2024-2029)
10.2.3 Middle East, Africa, and Latin America VR Game Market Share by Type (2018-2029)
10.3 Middle East, Africa, and Latin America VR Game Market Size by Application
10.3.1 Middle East, Africa, and Latin America VR Game Market Size by Application (2018-2023)
10.3.2 Middle East, Africa, and Latin America VR Game Market Size by Application (2024-2029)
10.3.3 Middle East, Africa, and Latin America VR Game Market Share by Application (2018-2029)
10.4 Middle East, Africa, and Latin America VR Game Market Size by Country
10.4.1 Middle East, Africa, and Latin America VR Game Market Size by Country: 2018 VS 2022 VS 2029
10.4.2 Middle East, Africa, and Latin America VR Game Market Size by Country (2018-2023)
10.4.3 Middle East, Africa, and Latin America VR Game Market Size by Country (2024-2029)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 Survios
11.1.1 Survios Company Details
11.1.2 Survios Business Overview
11.1.3 Survios VR Game Introduction
11.1.4 Survios Revenue in VR Game Business (2018-2023)
11.1.5 Survios Recent Developments
11.2 Vertigo Games
11.2.1 Vertigo Games Company Details
11.2.2 Vertigo Games Business Overview
11.2.3 Vertigo Games VR Game Introduction
11.2.4 Vertigo Games Revenue in VR Game Business (2018-2023)
11.2.5 Vertigo Games Recent Developments
11.3 CCP Games
11.3.1 CCP Games Company Details
11.3.2 CCP Games Business Overview
11.3.3 CCP Games VR Game Introduction
11.3.4 CCP Games Revenue in VR Game Business (2018-2023)
11.3.5 CCP Games Recent Developments
11.4 MAD Virtual Reality Studio
11.4.1 MAD Virtual Reality Studio Company Details
11.4.2 MAD Virtual Reality Studio Business Overview
11.4.3 MAD Virtual Reality Studio VR Game Introduction
11.4.4 MAD Virtual Reality Studio Revenue in VR Game Business (2018-2023)
11.4.5 MAD Virtual Reality Studio Recent Developments
11.5 Maxint
11.5.1 Maxint Company Details
11.5.2 Maxint Business Overview
11.5.3 Maxint VR Game Introduction
11.5.4 Maxint Revenue in VR Game Business (2018-2023)
11.5.5 Maxint Recent Developments
11.6 Spectral Illusions
11.6.1 Spectral Illusions Company Details
11.6.2 Spectral Illusions Business Overview
11.6.3 Spectral Illusions VR Game Introduction
11.6.4 Spectral Illusions Revenue in VR Game Business (2018-2023)
11.6.5 Spectral Illusions Recent Developments
11.7 Croteam
11.7.1 Croteam Company Details
11.7.2 Croteam Business Overview
11.7.3 Croteam VR Game Introduction
11.7.4 Croteam Revenue in VR Game Business (2018-2023)
11.7.5 Croteam Recent Developments
11.8 Beat Games
11.8.1 Beat Games Company Details
11.8.2 Beat Games Business Overview
11.8.3 Beat Games VR Game Introduction
11.8.4 Beat Games Revenue in VR Game Business (2018-2023)
11.8.5 Beat Games Recent Developments
11.9 Epic Games
11.9.1 Epic Games Company Details
11.9.2 Epic Games Business Overview
11.9.3 Epic Games VR Game Introduction
11.9.4 Epic Games Revenue in VR Game Business (2018-2023)
11.9.5 Epic Games Recent Developments
11.10 Bethesda Softworks
11.10.1 Bethesda Softworks Company Details
11.10.2 Bethesda Softworks Business Overview
11.10.3 Bethesda Softworks VR Game Introduction
11.10.4 Bethesda Softworks Revenue in VR Game Business (2018-2023)
11.10.5 Bethesda Softworks Recent Developments
11.11 Orange Bridge Studios
11.11.1 Orange Bridge Studios Company Details
11.11.2 Orange Bridge Studios Business Overview
11.11.3 Orange Bridge Studios VR Game Introduction
11.11.4 Orange Bridge Studios Revenue in VR Game Business (2018-2023)
11.11.5 Orange Bridge Studios Recent Developments
11.12 Polyarc
11.12.1 Polyarc Company Details
11.12.2 Polyarc Business Overview
11.12.3 Polyarc VR Game Introduction
11.12.4 Polyarc Revenue in VR Game Business (2018-2023)
11.12.5 Polyarc Recent Developments
11.13 Frontier Developments
11.13.1 Frontier Developments Company Details
11.13.2 Frontier Developments Business Overview
11.13.3 Frontier Developments VR Game Introduction
11.13.4 Frontier Developments Revenue in VR Game Business (2018-2023)
11.13.5 Frontier Developments Recent Developments
11.14 Puzzle video game
11.14.1 Puzzle video game Company Details
11.14.2 Puzzle video game Business Overview
11.14.3 Puzzle video game VR Game Introduction
11.14.4 Puzzle video game Revenue in VR Game Business (2018-2023)
11.14.5 Puzzle video game Recent Developments
11.15 Owlchemy Labs
11.15.1 Owlchemy Labs Company Details
11.15.2 Owlchemy Labs Business Overview
11.15.3 Owlchemy Labs VR Game Introduction
11.15.4 Owlchemy Labs Revenue in VR Game Business (2018-2023)
11.15.5 Owlchemy Labs Recent Developments
11.16 Adult Swim
11.16.1 Adult Swim Company Details
11.16.2 Adult Swim Business Overview
11.16.3 Adult Swim VR Game Introduction
11.16.4 Adult Swim Revenue in VR Game Business (2018-2023)
11.16.5 Adult Swim Recent Developments
11.17 Capcom
11.17.1 Capcom Company Details
11.17.2 Capcom Business Overview
11.17.3 Capcom VR Game Introduction
11.17.4 Capcom Revenue in VR Game Business (2018-2023)
11.17.5 Capcom Recent Developments
11.18 Ubisoft
11.18.1 Ubisoft Company Details
11.18.2 Ubisoft Business Overview
11.18.3 Ubisoft VR Game Introduction
11.18.4 Ubisoft Revenue in VR Game Business (2018-2023)
11.18.5 Ubisoft Recent Developments
11.19 Ian Ball
11.19.1 Ian Ball Company Details
11.19.2 Ian Ball Business Overview
11.19.3 Ian Ball VR Game Introduction
11.19.4 Ian Ball Revenue in VR Game Business (2018-2023)
11.19.5 Ian Ball Recent Developments
11.20 Bossa Studios
11.20.1 Bossa Studios Company Details
11.20.2 Bossa Studios Business Overview
11.20.3 Bossa Studios VR Game Introduction
11.20.4 Bossa Studios Revenue in VR Game Business (2018-2023)
11.20.5 Bossa Studios Recent Developments
11.21 Stress Level Zero
11.21.1 Stress Level Zero Company Details
11.21.2 Stress Level Zero Business Overview
11.21.3 Stress Level Zero VR Game Introduction
11.21.4 Stress Level Zero Revenue in VR Game Business (2018-2023)
11.21.5 Stress Level Zero Recent Developments
11.22 KUNOS-Simulazioni Srl
11.22.1 KUNOS-Simulazioni Srl Company Details
11.22.2 KUNOS-Simulazioni Srl Business Overview
11.22.3 KUNOS-Simulazioni Srl VR Game Introduction
11.22.4 KUNOS-Simulazioni Srl Revenue in VR Game Business (2018-2023)
11.22.5 KUNOS-Simulazioni Srl Recent Developments
11.23 Sony
11.23.1 Sony Company Details
11.23.2 Sony Business Overview
11.23.3 Sony VR Game Introduction
11.23.4 Sony Revenue in VR Game Business (2018-2023)
11.23.5 Sony Recent Developments
11.24 Playful Corp.
11.24.1 Playful Corp. Company Details
11.24.2 Playful Corp. Business Overview
11.24.3 Playful Corp. VR Game Introduction
11.24.4 Playful Corp. Revenue in VR Game Business (2018-2023)
11.24.5 Playful Corp. Recent Developments
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.
