Virtual Reality (VR) in Gaming Market Booming Worldwide with Latest Trend and Future Scope by 2028

The global VR in the gaming market is growing at a considerable CAGR of 31.0% during the forecast period (2021-2027). The major factors that are augmenting the growth of the market are improvements in the 3D multimedia graphics performance which will increase the real-time ability of the gamers. Moreover, companies engaged in R&D activities and the increase in the use of VR in smartphones has involved many users to use the technology which further fuels the growth of the market. However, harmful addiction by the VR devices especially in the younger population, high cost, loss of interaction, and communication with real-world, are some of the constraints that are expected to challenge the growth of the market in the forecast period. Conversely, industries coming up with cost-effective gadgets, and an increase in demand for entertainment are the opportunities for the growth of VR in the gaming market.

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Over the last few years, VR has achieved significant attention and use. New businesses have emerged as a result of recent technology developments in this industry. A slew of new players is entering the market in the hopes of guiding it toward widespread adoption in the gaming industry. According to NewGenApps, the global user base of AR and VR games is predicted to reach 216 million people by 2025. Besides, in June 2019, HTC launched VIVE Pro Eye which has a feature of eye-tracking technology with improved headphone and resolution design and the cost for the same is $1599. Moreover, in February 2020, HTC introduced the VIVE Cosmos series which had an 88% increase in pixel resolution over the original VIVE—delivering crystal-clear text and graphics. The product also includes a pre-installed External Tracking Faceplate to support SteamVR tracking. In 2021, the company is about to launch VIVE CON 2021 between May-June with more advanced features.

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  • Market Coverage
  • Market number available for – 2022-2028
  • Base year- 2021
  • Forecast period- 2022-2028
  • Segment Covered- By Source, By Product Type, By Applications
  • Competitive Landscape- Archer Daniels Midland Co., Ingredion Inc., Kerry Group Plc, Cargill
  • , and others

Market Segmentation

Global Virtual Gaming Market by Device Type

  • Gaming Console
  • Desktop
  • Smartphones

Global Virtual Gaming Market by Game Type

  • Racing games
  • Adventurous games
  • Fighting games
  • Shooting games
  • Mystery thriller games
  • Science fiction games
  • Simulation Games
  • Other games

Regional Analysis

  • North America
  • United States
  • Canada
  • Europe
  • UK
  • Germany
  • Italy
  • Spain
  • France
  • Rest of Europe
  • Asia-Pacific
  • China
  • India
  • Japan
  • South Korea
  • Rest of Asia-Pacific
  • Rest of the World

Company Profiles 

  • Advanced Micro Devices, Inc.
  • Arctic Sun VRVR
  • bHaptics, Inc.
  • Cloudhead Games Ltd.
  • Firsthand Technology Inc.
  • GoogleLLC
  • HTC Corp.
  • Microsoft, Inc.
  • nDreams Ltd.
  • Niantic, Inc.
  • Nintendo Co., Ltd.
  • NVIDIA Corp.
  • Oculus (Facebook Technologies, LLC.)
  • Samsung Corp.
  • Sony Interactive Entertainment LLC
  • Surreal VR Studios
  • UBISOFT ENTERTAINMENT SA
  • Unity Technologies, Inc.

The Report Covers

  • Market value data analysis of 2020 and forecast to 2027.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global VR in the gaming market based on the availability of data, information related to new product launches, and relevant news is also available in the report.
  • Analysis of business strategies by identifying the key market segments positioned for strong growth in the future.
  • Analysis of market-entry and market expansion strategies.
  • Competitive strategies by identifying who-stands-where in the market.

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