Virtual Reality In Gaming Market Size, Share, and Trends 2026 to 2035

Virtual Reality In Gaming Market (By Component: Hardware, Software; By Connecting Device: Gaming Console, PC/Desktop, Smartphone; By End-User: Individual Users, Commercial Space (Arcades/VR Centers)) - Global Industry Analysis, Size, Trends, Leading Companies, Regional Outlook, and Forecast 2026 to 2035

Last Updated : 20 Jan 2026  |  Report Code : 7377  |  Category : ICT   |  Format : PDF / PPT / Excel

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Virtual Reality In Gaming Market 

5.1. COVID-19 Landscape: Virtual Reality In Gaming Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Virtual Reality In Gaming Market, By Component

8.1. Virtual Reality In Gaming Market, by Component

8.1.1 Hardware

8.1.1.1. Market Revenue and Forecast

8.1.2. Software

8.1.2.1. Market Revenue and Forecast

Chapter 9. Global Virtual Reality In Gaming Market, By Connecting Device

9.1. Virtual Reality In Gaming Market, by Connecting Device

9.1.1. Gaming Console

9.1.1.1. Market Revenue and Forecast

9.1.2. PC/Desktop

9.1.2.1. Market Revenue and Forecast

9.1.3. Smartphone

9.1.3.1. Market Revenue and Forecast

Chapter 10. Global Virtual Reality In Gaming Market, By End-User

10.1. Virtual Reality In Gaming Market, by End-User

10.1.1. Individual Users

10.1.1.1. Market Revenue and Forecast

10.1.2. Commercial Space (Arcades/VR Centers)

10.1.2.1. Market Revenue and Forecast

Chapter 11. Global Virtual Reality In Gaming Market, Regional Estimates and Trend Forecast

11.1. North America

11.1.1. Market Revenue and Forecast, by Component

11.1.2. Market Revenue and Forecast, by Connecting Device

11.1.3. Market Revenue and Forecast, by End-User

11.1.4. U.S.

11.1.4.1. Market Revenue and Forecast, by Component

11.1.4.2. Market Revenue and Forecast, by Connecting Device

11.1.4.3. Market Revenue and Forecast, by End-User

11.1.5. Rest of North America

11.1.5.1. Market Revenue and Forecast, by Component

11.1.5.2. Market Revenue and Forecast, by Connecting Device

11.1.5.3. Market Revenue and Forecast, by End-User

11.2. Europe

11.2.1. Market Revenue and Forecast, by Component

11.2.2. Market Revenue and Forecast, by Connecting Device

11.2.3. Market Revenue and Forecast, by End-User

11.2.4. UK

11.2.4.1. Market Revenue and Forecast, by Component

11.2.4.2. Market Revenue and Forecast, by Connecting Device

11.2.4.3. Market Revenue and Forecast, by End-User

11.2.5. Germany

11.2.5.1. Market Revenue and Forecast, by Component

11.2.5.2. Market Revenue and Forecast, by Connecting Device

11.2.5.3. Market Revenue and Forecast, by End-User

11.2.6. France

11.2.6.1. Market Revenue and Forecast, by Component

11.2.6.2. Market Revenue and Forecast, by Connecting Device

11.2.6.3. Market Revenue and Forecast, by End-User

11.2.7. Rest of Europe

11.2.7.1. Market Revenue and Forecast, by Component

11.2.7.2. Market Revenue and Forecast, by Connecting Device

11.2.7.3. Market Revenue and Forecast, by End-User

11.3. APAC

11.3.1. Market Revenue and Forecast, by Component

11.3.2. Market Revenue and Forecast, by Connecting Device

11.3.3. Market Revenue and Forecast, by End-User

11.3.4. India

11.3.4.1. Market Revenue and Forecast, by Component

11.3.4.2. Market Revenue and Forecast, by Connecting Device

11.3.4.3. Market Revenue and Forecast, by End-User

11.3.5. China

11.3.5.1. Market Revenue and Forecast, by Component

11.3.5.2. Market Revenue and Forecast, by Connecting Device

11.3.5.3. Market Revenue and Forecast, by End-User

11.3.6. Japan

11.3.6.1. Market Revenue and Forecast, by Component

11.3.6.2. Market Revenue and Forecast, by Connecting Device

11.3.6.3. Market Revenue and Forecast, by End-User

11.3.7. Rest of APAC

11.3.7.1. Market Revenue and Forecast, by Component

11.3.7.2. Market Revenue and Forecast, by Connecting Device

11.3.7.3. Market Revenue and Forecast, by End-User

11.4. MEA

11.4.1. Market Revenue and Forecast, by Component

11.4.2. Market Revenue and Forecast, by Connecting Device

11.4.3. Market Revenue and Forecast, by End-User

11.4.4. GCC

11.4.4.1. Market Revenue and Forecast, by Component

11.4.4.2. Market Revenue and Forecast, by Connecting Device

11.4.4.3. Market Revenue and Forecast, by End-User

11.4.5. North Africa

11.4.5.1. Market Revenue and Forecast, by Component

11.4.5.2. Market Revenue and Forecast, by Connecting Device

11.4.5.3. Market Revenue and Forecast, by End-User

11.4.6. South Africa

11.4.6.1. Market Revenue and Forecast, by Component

11.4.6.2. Market Revenue and Forecast, by Connecting Device

11.4.6.3. Market Revenue and Forecast, by End-User

11.4.7. Rest of MEA

11.4.7.1. Market Revenue and Forecast, by Component

11.4.7.2. Market Revenue and Forecast, by Connecting Device

11.4.7.3. Market Revenue and Forecast, by End-User

11.5. Latin America

11.5.1. Market Revenue and Forecast, by Component

11.5.2. Market Revenue and Forecast, by Connecting Device

11.5.3. Market Revenue and Forecast, by End-User

11.5.4. Brazil

11.5.4.1. Market Revenue and Forecast, by Component

11.5.4.2. Market Revenue and Forecast, by Connecting Device

11.5.4.3. Market Revenue and Forecast, by End-User

11.5.5. Rest of LATAM

11.5.5.1. Market Revenue and Forecast, by Component

11.5.5.2. Market Revenue and Forecast, by Connecting Device

11.5.5.3. Market Revenue and Forecast, by End-User

Chapter 12. Company Profiles

12.1. Meta Platforms, Inc. (Oculus/Meta Quest)Abbott

12.1.1. Company Overview

12.1.2. Product Offerings

12.1.3. Financial Performance

12.1.4. Recent Initiatives

12.2. Sony Interactive Entertainment LLC (PlayStation VR)

12.2.1. Company Overview

12.2.2. Product Offerings

12.2.3. Financial Performance

12.2.4. Recent Initiatives

12.3. HTC Corporation (Vive)

12.3.1. Company Overview

12.3.2. Product Offerings

12.3.3. Financial Performance

12.3.4. Recent Initiatives

12.4. Samsung Electronics Co., Ltd.

12.4.1. Company Overview

12.4.2. Product Offerings

12.4.3. Financial Performance

12.4.4. Recent Initiatives

12.5. Google LLC (VR Services & Platforms)

12.5.1. Company Overview

12.5.2. Product Offerings

12.5.3. Financial Performance

12.5.4. Recent Initiatives

12.6. Microsoft Corporation (Mixed/Cloud VR Titles)

12.6.1. Company Overview

12.6.2. Product Offerings

12.6.3. Financial Performance

12.6.4. Recent Initiatives

12.7. Valve Corporation (Index VR/SteamVR)

12.7.1. Company Overview

12.7.2. Product Offerings

12.7.3. Financial Performance

12.7.4. Recent Initiatives

12.8. Electronic Arts Inc. (VR Game Content)

12.8.1. Company Overview

12.8.2. Product Offerings

12.8.3. Financial Performance

12.8.4. Recent Initiatives

12.9. Unity Technologies (VR Development Engine)

12.9.1. Company Overview

12.9.2. Product Offerings

12.9.3. Financial Performance

12.9.4. Recent Initiatives

12.10. Epic Games, Inc. (Unreal Engine / VR Content)

12.10.1. Company Overview

12.10.2. Product Offerings

12.10.3. Financial Performance

12.10.4. Recent Initiatives

Chapter 13. Research Methodology

13.1. Primary Research

13.2. Secondary Research

13.3. Assumptions

Chapter 14. Appendix

14.1. About Us

14.2. Glossary of Terms

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Frequently Asked Questions

Answer : The virtual reality in gaming market size is expected to increase from USD 36.04 billion in 2025 to USD 307.25 billion by 2035.

Answer : The virtual reality in gaming market is expected to grow at a compound annual growth rate (CAGR) of around 23.90% from 2026 to 2035.

Answer : The driving factors of the virtual reality in gaming market are the immersive gameplay demand, advancing hardware, rising content innovation, and growing adoption across casual and competitive gaming audiences.

Answer : North America region will lead the global virtual reality in gaming market during the forecast period 2026 to 2035.

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