Virtual Reality Gaming Market is estimated to value over USD 42 Billion by 2027 end and register a CAGR of over 28.9% during the forecast period 2020 to 2027.

 An increase in the use of three-dimensional environment, developing comfortable virtual reality gaming devices and advancements in CR technology are some driving factors for the global market. As per our study, the global sales revenue of VR gaming has significantly risen from USD 0.66 billion in 2015 to USD 9.1 billion in 2018. It is predicted that these revenue numbers shall reach around USD 25 billion by 2020. 

Steel Crate Games developed an interesting game named ‘Keep Talking and No One Explodes’ which can be played on Oculus Rift. In this game, the Oculus wearer, who is the spectator, must coordinate with their friends who are the experts and who have the instruction manual, in order to diffuse the bomb in time. Such interesting games can gain popularity with occasional as well as avid gamers which shall assist in the expansion of the global market size. 

FutureWise Key Takeaways:

  • With companies like Oculus getting into launching their exclusive games, like ‘Lone Echo II’, shall massively expand the market owing to the seamless integration of in-house hardware and software
  • More PC games are re-launched with VR support, like ‘Resident Evil 7: Biohazard’, which shall increase the consumer base significantly considering a huge fan base for these games which shall augment the market growth 

Key Market Players are
Fove, Google, HTC, Facebook, Razer, Samsung, Sony, Zeiss International, AMD, GoPro, Largan Precision, Nvidia, Qualcomm

Virtual Reality Gaming Market Segmentation:

By Platform

  • Software
  • Hardware

By Device

  • Personal Computers
  • Gaming Consoles
  • Mobile Devices

By Age Group

  • Adults
  • Children

By Game Type

  • Adventure
  • Fighting
  • Shooting
  • Mystery Thriller
  • Puzzle
  • Science Fiction
  • Others

By Region

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America  

Objectives of the Study:

  • To provide with an exhaustive analysis on the global market by platform, by device, by age group, by game type and by region
  • To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints)
  • To evaluate and forecast micro-markets and the overall market 
  • To predict the market size, in key regions (along with countries)— North America, Europe, Asia Pacific, Middle East & Africa and Latin America
  • To record evaluate and competitive landscape mapping- product launches, technological advancements, mergers and expansions
  • Profiling of companies to evaluate their market shares, strategies, financials and core competencies


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What you get

  • Excel Dataset

  • Infographics

  • PDF Report

  • Market Overview

  • PowerPoint Presentation

What's included

  • Consumer Perception and Procurement

  • Competitive Analysis

  • What’s Next

  • Market Data Forecast

  • Risks and Opportunity Assessment

  • Market Trends and Dynamics