Global Virtual Reality for Game Market Research Report 2022

Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. Virtual reality can be applied in entertainment (i.e. video games).
Due to the COVID-19 pandemic, the global Virtual Reality for Game market size is estimated to be worth US$ million in 2021 and is forecast to a readjusted size of US$ million by 2028 with a CAGR of % during the forecast period 2022-2028. Fully considering the economic change by this health crisis, the Europe Virtual Reality for Game market is estimated at US$ million in 2022, while the United States and China are forecast to reach US$ million and US$ million by 2028, respectively. The proportion of the United States is % in 2022, while Chinese percentage is %, and it is predicted that China market share will reach % in 2028, trailing a CAGR of % through the analysis period. As for the Europe Virtual Reality for Game landscape, Germany is projected to reach US$ million by 2028. and in Asia, the notable markets are Japan and South Korea, CAGR is % and % respectively for the next 6-year period.
Augmented Reality accounting for % of the Virtual Reality for Game global market in 2021, is projected to value US$ million by 2028, growing at a revised % CAGR from 2022 to 2028. While Household Application segment is altered to an % CAGR throughout this forecast period and will hold a share about % in 2028.
The global major manufacturers of Virtual Reality for Game include Oculus VR, Google, HTC Vive, Unity, Microsoft, Samsung, Magic Leap, WorldViz and Snap Inc., etc. In terms of revenue, the global 3 largest players have a % market share of Virtual Reality for Game in 2021.
This report focuses on Virtual Reality for Game volume and value at the global level, regional level, and company level. From a global perspective, this report represents overall Virtual Reality for Game market size by analysing historical data and future prospect. Regionally, this report focuses on several key regions: North America, Europe, China and Japan, etc.
Global Virtual Reality for Game Market: Segment Analysis
The research report includes specific segments by region (country), by company, by Type and by Application. This study provides information about the sales and revenue during the historic and forecasted period of 2017 to 2028. Understanding the segments helps in identifying the importance of different factors that aid the market growth.
Segment by Type
Augmented Reality
Mixed Reality
Segment by Application
Household Application
Commercial Application
By Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Indonesia
Thailand
Malaysia
Philippines
Vietnam
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
By Company
Oculus VR
Google
HTC Vive
Unity
Microsoft
Samsung
Magic Leap
WorldViz
Snap Inc.
Wevr
Firsthand Technology
NextVR
Nvidia
Prenav
Osterhout Design Group
Marxent Labs

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This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.

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The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.

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