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VR Game Market, Global Outlook and Forecast 2023-2030

The global VR Game market was valued at US$ 6457.4 million in 2022 and is projected to reach US$ 27680 million by 2029, at a CAGR of 23.1% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
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
This report aims to provide a comprehensive presentation of the global market for VR Game, 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 VR Game. This report contains market size and forecasts of VR Game in global, including the following market information:
  • Global VR Game Market Revenue, 2018-2023, 2024-2030, ($ millions)
  • Global top five companies in 2022 (%)
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
Single-player Game Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers 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 have a share approximately % in terms of revenue.
We surveyed the VR Game companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global VR Game Market, by Type, 2018-2023, 2024-2030 ($ millions)
Global VR Game Market Segment Percentages, by Type, 2022 (%)
  • Single-player Game
  • Adventure Game
  • Shooter Game
  • Racing Game
  • Simulation Game
  • Others
Global VR Game Market, by Application, 2018-2023, 2024-2030 ($ millions)
Global VR Game Market Segment Percentages, by Application, 2022 (%)
  • Commercial
  • Private Entertainment
Global VR Game Market, By Region and Country, 2018-2023, 2024-2030 ($ Millions)
Global VR Game Market Segment Percentages, By Region and Country, 2022 (%)
  • North America (United States, Canada, Mexico)
  • Europe (Germany, France, United Kingdom, Italy, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, South Korea, Australia, Rest of APAC)
  • The Middle East and Africa (Middle East, Africa)
  • South and Central America (Brazil, Argentina, Rest of SCA)
Competitor Analysis
The report also provides analysis of leading market participants including:
  • Key companies VR Game revenues in global market, 2018-2023 (estimated), ($ millions)
  • Key companies VR Game revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
  • 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.
Outline of Major Chapters:
Chapter 1: Introduces the definition of VR Game, market overview.
Chapter 2: Global VR Game market size in revenue.
Chapter 3: Detailed analysis of VR Game company competitive landscape, revenue and 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: Sales of VR Game in regional level and country 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 of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.