June 2, 2023

The Virtual Reality Gaming Market 2023 is expected to grow at a CAGR of 2023-2030. Global Data expects enterprises to become the key market for Virtual Reality Gaming Market over the next three years, outpacing the consumer segment. Virtual Reality Gaming Market is already in use across retail, defense, airlines, oil and gas, and healthcare, primarily for training. The COVID-19 pandemic triggered a shift to remote working that has boosted the adoption of Virtual Reality Gaming Market by enterprises for training, collaboration, data visualization, and customer experience.

According to the market research report by Fortune Business Insights, virtual reality (VR) in gaming market size was USD 6.26 billion in 2020 and is projected to grow from USD 7.92 billion in 2021 to USD 53.44 billion in 2028, at a CAGR of 31.4% in the 2021-2028 period.

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LIST OF KEY COMPANIES PROFILED:

  • Microsoft Corporation (Washington, U.S.)
  • Facebook LLC (Oculus VR) (California, U.S.)
  • Nvidia Corporation (California, U.S.)
  • HTC Corporation (Taoyuan City, Taiwan)
  • Unity Technologies (California, U.S.)
  • Magic Leap, Inc. (California, U.S.)
  • Firsthand Technology Inc. (Washington, U.S.)
  • Apple Inc. (California, U.S.)
  • Sony Corporation (Tokyo, Japan)
  • Ubisoft Entertainment SA (Montreuil, France)

Driver:

The surge in mandatory Virtual Reality Gaming Market regulations and legislation regarding the market boosts demand for insurance protection. Government regulatory bodies and law enforcement agencies worldwide have taken numerous initiatives to tighten data security and protection. With the advent of COVID-19, the need for an insurance policy has been realized by policyholders, brokers, insurers, and agents. For example, in February 2020, the Californian assembly introduced a bill to make Virtual Reality Gaming Market mandatory to process regulated and protected personal information for all state contractors.

Objectives of the Report

  • To carefully analyze and forecast the size of Virtual Reality Gaming Market by value and volume.
  • To estimate the market shares of major segments of the Industry
  • To highlight the development of the Virtual Reality Gaming Market in different parts of the world.
  • To analyze and study micro-markets in terms of their contributions, prospects, and individual growth trends.
  • To offer precise and useful details about factors affecting revenue growth over the forecast period.
  • To provide a meticulous assessment of crucial business strategies used by leading companies operating in the Virtual Reality Gaming Market, which include research and development, collaborations, agreements, partnerships, acquisitions, mergers, new developments, and product launches.

Research Methodology

They are using secondary sources such as company websites, annual reports, press releases, financial data, investor presentations, articles, news, white papers, certified publications, and government publishing sources as a starting point for the research methodology used to estimate and forecast the size of the global Virtual Reality Gaming Market. In addition, the research takes into account vendor offers to categorize the market.

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Table of Contents

  • Introduction
  • Market Definition
  • Market Segmentation
  • Geographic Scope
  • Years Considered: Historical
  • Currency Used
  • Research Framework
  • Data Collection Technique
  • Data Sources
  • Secondary Sources
  • Primary Sources
  • Market Estimation Methodology
  • Bottom-Up Approach
  • Top-Down Approach
  • Data Validation and Triangulation
  • Market Forecast Model
  • Limitations/Assumptions of the Study
  • ABSTRACT OF THE STUDY
  • MARKET DYNAMICS ASSESSMENT
  • Overview

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