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Virtual Reality Games-Global Market Insights and Sales Trends 2025

Virtual Reality Games-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1846486

No of Pages : 121

Synopsis
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset or through a smartphone or tablet device giving the user the ability to view three-dimensional images.Virtual reality (VR) games are based on the technology
The global Virtual Reality Games market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of Virtual Reality Games in various end use industries. The expanding demands from the Commercial and Private Entertainment, are propelling Virtual Reality Games market. Single-player Game, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Adventure Game segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for Virtual Reality Games market, driven by demand from China, the second largest economy with some signs of stabilising, the Virtual Reality Games market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Virtual Reality Games, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Virtual Reality Games market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Virtual Reality Games market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Virtual Reality Games sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Virtual Reality Games covered in this report include Survios, Vertigo Games, CCP Games, MAD Virtual Reality Studio, Maxint, Spectral Illusions, Croteam, Beat Games and Epic Games, etc.
The global Virtual Reality Games market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Survios
Vertigo Games
CCP Games
MAD Virtual Reality Studio
Maxint
Spectral Illusions
Croteam
Beat Games
Epic Games
Bethesda Softworks
Orange Bridge Studios
Polyarc
Frontier Developments
Puzzle video game
Owlchemy Labs
Adult Swim
Capcom
Ubisoft
Ian Ball
Bossa Studios
Stress Level Zero
KUNOS-Simulazioni Srl
Sony
Playful Corp.
Global Virtual Reality Games market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Virtual Reality Games market, Segment by Type:
Single-player Game
Adventure Game
Shooter Game
Racing Game
Simulation Game
Other
Global Virtual Reality Games market, by Application
Commercial
Private Entertainment
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of Virtual Reality Games companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of Virtual Reality Games
1.1 Virtual Reality Games Market Overview
1.1.1 Virtual Reality Games Product Scope
1.1.2 Virtual Reality Games Market Status and Outlook
1.2 Global Virtual Reality Games Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global Virtual Reality Games Market Size by Region (2018-2029)
1.4 Global Virtual Reality Games Historic Market Size by Region (2018-2023)
1.5 Global Virtual Reality Games Market Size Forecast by Region (2024-2029)
1.6 Key Regions, Virtual Reality Games Market Size (2018-2029)
1.6.1 North America Virtual Reality Games Market Size (2018-2029)
1.6.2 Europe Virtual Reality Games Market Size (2018-2029)
1.6.3 Asia-Pacific Virtual Reality Games Market Size (2018-2029)
1.6.4 Latin America Virtual Reality Games Market Size (2018-2029)
1.6.5 Middle East & Africa Virtual Reality Games Market Size (2018-2029)
2 Virtual Reality Games Market by Type
2.1 Introduction
2.1.1 Single-player Game
2.1.2 Adventure Game
2.1.3 Shooter Game
2.1.4 Racing Game
2.1.5 Simulation Game
2.1.6 Other
2.2 Global Virtual Reality Games Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global Virtual Reality Games Historic Market Size by Type (2018-2023)
2.2.2 Global Virtual Reality Games Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America Virtual Reality Games Revenue Breakdown by Type (2018-2029)
2.3.2 Europe Virtual Reality Games Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific Virtual Reality Games Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America Virtual Reality Games Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa Virtual Reality Games Revenue Breakdown by Type (2018-2029)
3 Virtual Reality Games Market Overview by Application
3.1 Introduction
3.1.1 Commercial
3.1.2 Private Entertainment
3.2 Global Virtual Reality Games Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global Virtual Reality Games Historic Market Size by Application (2018-2023)
3.2.2 Global Virtual Reality Games Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America Virtual Reality Games Revenue Breakdown by Application (2018-2029)
3.3.2 Europe Virtual Reality Games Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific Virtual Reality Games Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America Virtual Reality Games Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa Virtual Reality Games Revenue Breakdown by Application (2018-2029)
4 Virtual Reality Games Competition Analysis by Players
4.1 Global Virtual Reality Games Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Virtual Reality Games as of 2022)
4.3 Date of Key Players Enter into Virtual Reality Games Market
4.4 Global Top Players Virtual Reality Games Headquarters and Area Served
4.5 Key Players Virtual Reality Games Product Solution and Service
4.6 Competitive Status
4.6.1 Virtual Reality Games Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 Survios
5.1.1 Survios Profile
5.1.2 Survios Main Business
5.1.3 Survios Virtual Reality Games Products, Services and Solutions
5.1.4 Survios Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.1.5 Survios Recent Developments
5.2 Vertigo Games
5.2.1 Vertigo Games Profile
5.2.2 Vertigo Games Main Business
5.2.3 Vertigo Games Virtual Reality Games Products, Services and Solutions
5.2.4 Vertigo Games Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.2.5 Vertigo Games Recent Developments
5.3 CCP Games
5.3.1 CCP Games Profile
5.3.2 CCP Games Main Business
5.3.3 CCP Games Virtual Reality Games Products, Services and Solutions
5.3.4 CCP Games Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.3.5 MAD Virtual Reality Studio Recent Developments
5.4 MAD Virtual Reality Studio
5.4.1 MAD Virtual Reality Studio Profile
5.4.2 MAD Virtual Reality Studio Main Business
5.4.3 MAD Virtual Reality Studio Virtual Reality Games Products, Services and Solutions
5.4.4 MAD Virtual Reality Studio Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.4.5 MAD Virtual Reality Studio Recent Developments
5.5 Maxint
5.5.1 Maxint Profile
5.5.2 Maxint Main Business
5.5.3 Maxint Virtual Reality Games Products, Services and Solutions
5.5.4 Maxint Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.5.5 Maxint Recent Developments
5.6 Spectral Illusions
5.6.1 Spectral Illusions Profile
5.6.2 Spectral Illusions Main Business
5.6.3 Spectral Illusions Virtual Reality Games Products, Services and Solutions
5.6.4 Spectral Illusions Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.6.5 Spectral Illusions Recent Developments
5.7 Croteam
5.7.1 Croteam Profile
5.7.2 Croteam Main Business
5.7.3 Croteam Virtual Reality Games Products, Services and Solutions
5.7.4 Croteam Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.7.5 Croteam Recent Developments
5.8 Beat Games
5.8.1 Beat Games Profile
5.8.2 Beat Games Main Business
5.8.3 Beat Games Virtual Reality Games Products, Services and Solutions
5.8.4 Beat Games Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.8.5 Beat Games Recent Developments
5.9 Epic Games
5.9.1 Epic Games Profile
5.9.2 Epic Games Main Business
5.9.3 Epic Games Virtual Reality Games Products, Services and Solutions
5.9.4 Epic Games Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.9.5 Epic Games Recent Developments
5.10 Bethesda Softworks
5.10.1 Bethesda Softworks Profile
5.10.2 Bethesda Softworks Main Business
5.10.3 Bethesda Softworks Virtual Reality Games Products, Services and Solutions
5.10.4 Bethesda Softworks Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.10.5 Bethesda Softworks Recent Developments
5.11 Orange Bridge Studios
5.11.1 Orange Bridge Studios Profile
5.11.2 Orange Bridge Studios Main Business
5.11.3 Orange Bridge Studios Virtual Reality Games Products, Services and Solutions
5.11.4 Orange Bridge Studios Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.11.5 Orange Bridge Studios Recent Developments
5.12 Polyarc
5.12.1 Polyarc Profile
5.12.2 Polyarc Main Business
5.12.3 Polyarc Virtual Reality Games Products, Services and Solutions
5.12.4 Polyarc Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.12.5 Polyarc Recent Developments
5.13 Frontier Developments
5.13.1 Frontier Developments Profile
5.13.2 Frontier Developments Main Business
5.13.3 Frontier Developments Virtual Reality Games Products, Services and Solutions
5.13.4 Frontier Developments Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.13.5 Frontier Developments Recent Developments
5.14 Puzzle video game
5.14.1 Puzzle video game Profile
5.14.2 Puzzle video game Main Business
5.14.3 Puzzle video game Virtual Reality Games Products, Services and Solutions
5.14.4 Puzzle video game Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.14.5 Puzzle video game Recent Developments
5.15 Owlchemy Labs
5.15.1 Owlchemy Labs Profile
5.15.2 Owlchemy Labs Main Business
5.15.3 Owlchemy Labs Virtual Reality Games Products, Services and Solutions
5.15.4 Owlchemy Labs Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.15.5 Owlchemy Labs Recent Developments
5.16 Adult Swim
5.16.1 Adult Swim Profile
5.16.2 Adult Swim Main Business
5.16.3 Adult Swim Virtual Reality Games Products, Services and Solutions
5.16.4 Adult Swim Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.16.5 Adult Swim Recent Developments
5.17 Capcom
5.17.1 Capcom Profile
5.17.2 Capcom Main Business
5.17.3 Capcom Virtual Reality Games Products, Services and Solutions
5.17.4 Capcom Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.17.5 Capcom Recent Developments
5.18 Ubisoft
5.18.1 Ubisoft Profile
5.18.2 Ubisoft Main Business
5.18.3 Ubisoft Virtual Reality Games Products, Services and Solutions
5.18.4 Ubisoft Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.18.5 Ubisoft Recent Developments
5.19 Ian Ball
5.19.1 Ian Ball Profile
5.19.2 Ian Ball Main Business
5.19.3 Ian Ball Virtual Reality Games Products, Services and Solutions
5.19.4 Ian Ball Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.19.5 Ian Ball Recent Developments
5.20 Bossa Studios
5.20.1 Bossa Studios Profile
5.20.2 Bossa Studios Main Business
5.20.3 Bossa Studios Virtual Reality Games Products, Services and Solutions
5.20.4 Bossa Studios Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.20.5 Bossa Studios Recent Developments
5.21 Stress Level Zero
5.21.1 Stress Level Zero Profile
5.21.2 Stress Level Zero Main Business
5.21.3 Stress Level Zero Virtual Reality Games Products, Services and Solutions
5.21.4 Stress Level Zero Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.21.5 Stress Level Zero Recent Developments
5.22 KUNOS-Simulazioni Srl
5.22.1 KUNOS-Simulazioni Srl Profile
5.22.2 KUNOS-Simulazioni Srl Main Business
5.22.3 KUNOS-Simulazioni Srl Virtual Reality Games Products, Services and Solutions
5.22.4 KUNOS-Simulazioni Srl Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.22.5 KUNOS-Simulazioni Srl Recent Developments
5.23 Sony
5.23.1 Sony Profile
5.23.2 Sony Main Business
5.23.3 Sony Virtual Reality Games Products, Services and Solutions
5.23.4 Sony Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.23.5 Sony Recent Developments
5.24 Playful Corp.
5.24.1 Playful Corp. Profile
5.24.2 Playful Corp. Main Business
5.24.3 Playful Corp. Virtual Reality Games Products, Services and Solutions
5.24.4 Playful Corp. Virtual Reality Games Revenue (US$ Million) & (2018-2023)
5.24.5 Playful Corp. Recent Developments
6 North America
6.1 North America Virtual Reality Games Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe Virtual Reality Games Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific Virtual Reality Games Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America Virtual Reality Games Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa Virtual Reality Games Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 Virtual Reality Games Market Dynamics
11.1 Virtual Reality Games Industry Trends
11.2 Virtual Reality Games Market Drivers
11.3 Virtual Reality Games Market Challenges
11.4 Virtual Reality Games Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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