Technology Research Reports Virtual Reality (VR) In Gaming Market | Page 2
Further key findings from the report suggest:
• Growing at a CAGR of around 30% during the forecast period, by 2025, the hardware segment is
expected to account for a majority of the revenue a share
• In 2015, the estimated size of the software segment was around USD 2 billion
• Demand for VR accessories such as head mounted displays, motion sensing devices, treadmills,
gloves, masks, backpacks, and bodysuits is expected to witness robust growth
• Demand for virtual reality hardware is expected to increase drastically once the consumer
versions are readily available
• Smartphones are expected to be the fastest growing device segment during the forecast period
• In 2015, the U.S. VR in gaming market accounted for the largest revenue share; however, China
is expected to emerge as a key regional market by 2025
• The Latin America and the MEA regions are projected to experience the fastest growth which
may be attributed to rising awareness and demand for the technology in the coming years
• As the technology is fairly new, a significant proportion of VR accessories and wearables are
currently in the development stage; the Head Mounted Displays (HMDs) launched by Oculus VR,
LLC, and HTC Corporation in 2015 and 2016 are popular among consumers
• Leap Motion Inc., Razer Inc. VirZoom Inc., and Virtuix are prominent companies developing
wearables such as motion sensing devices, treadmill, and gloves
Grand View Research has segmented the global virtual reality in gaming market by component, device, and
region.
Virtual Reality in Gaming Component Outlook (Revenue, USD Million; 2014 - 2025)
• Hardware
•
Software
Virtual Reality in Gaming Device Outlook (Revenue, USD Million; 2014 - 2025)
• Gaming Console
• Desktop
• Smartphone
Virtual Reality in Gaming Regional Outlook (Revenue, USD Million; 2014 - 2025)
• North America
•
•
o U.S.
o Canada
Europe
o UK
o Germany
Asia Pacific
o
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