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PUBLISHER: Orion Market Research | PRODUCT CODE: 1858946

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PUBLISHER: Orion Market Research | PRODUCT CODE: 1858946

Global Virtual Reality (VR) in Gaming Market 2025-2035

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Virtual Reality (VR) in Gaming Market Size, Share & Trends Analysis Report by Device Type (Gaming, Console, And Desktop, And Smartphones) By Game Type (Racing Games, Adventurous Games, Fighting Games, Shooting Games, Mystery Thriller Games, Science Fiction Games, Simulation Games, Other Games) Forecast Period (2025-2035)

Industry Overview

Virtual reality (VR) in gaming market was valued at $31.7 billion in 2024 and is projected to reach $260.9 billion by 2035, growing at a CAGR of 27.2% during the forecast period (2025-2035). The market growth is driven by technological advancements such as high-resolution displays and haptic feedback, increasing demand for immersive experiences, and the growing popularity of VR in regions like Asia-Pacific and North America. Its key market drivers include improving hardware and software, increased investments from major tech and gaming companies, the expansion of social and cloud-based VR, and the integration of AI.

Market Dynamics

Technological Advancements and Hardware Innovation

Continuous innovations in VR hardware are significantly enhancing the gaming experience. The development of more affordable and sophisticated VR headsets, along with improved graphics and processing capabilities, is attracting a broader audience to VR gaming. Advancements in wireless VR technology reduce latency and enhance freedom of movement, offering a seamless and immersive gaming experience. These technological strides not only attract avid gamers seeking realism and interactivity but also expand VR's appeal across broader audiences, driving market growth and shaping the future of gaming.

Increasing Consumer Demand for Immersive Experiences

As consumers seek more immersive and interactive gaming experiences, VR gaming offers a compelling alternative to traditional gaming. The desire for more engaging and realistic gameplay is fueling the adoption of VR technologies. The growing number of gamers worldwide, with over 2.5 billion gamers in 2020, indicates a substantial market potential.

Integration with Cloud Gaming and AI Technologies

The collaboration between companies like Xbox and Meta to integrate VR with cloud gaming platforms is expanding the reach and accessibility of VR games. This integration allows gamers to experience high-quality VR content without the need for expensive hardware. Additionally, advancements in AI and machine learning can enhance the realism and interactivity of VR games, providing more personalized and dynamic gaming experiences.

Market Segmentation

  • Based on the device type, the market is segmented into gaming consoles, desktops, and smartphones.
  • Based on the game type, the market is segmented into racing games, adventure games, fighting games, shooting games, mystery thriller games, science fiction games, simulation games, and other games.

Gaming Console Largest Segment Leading the Global Virtual Reality (VR) in Gaming Market

The gaming console segment is the largest contributor to the global Virtual Reality (VR) in Gaming market, holding the dominant market share. This segment has gained significant traction due to the integration of VR capabilities into popular gaming consoles such as PlayStation VR, Meta Quest paired with Xbox, and other console-based VR platforms. Gaming consoles offer an optimized and controlled environment for VR experiences, providing high-quality graphics, faster processing, and low latency, which are critical for immersive gameplay. The widespread adoption of gaming consoles among both casual and hardcore gamers ensures consistent demand for VR content, making this segment the backbone of the VR gaming market. Furthermore, console manufacturers continue to invest in VR development kits, exclusive VR titles, and ecosystem improvements, solidifying the console segment's leading position in market share.

Adventurous Games: A Key Segment in Market Growth

The Adventurous games segment is emerging as the fastest-growing category in the VR gaming market. Adventurous VR games provide players with immersive exploration, story-driven quests, and interactive problem-solving challenges, offering a unique combination of excitement, discovery, and skill development. The growth of this segment is fueled by several factors, including technological advancements in VR graphics, motion tracking, and haptic feedback that enhance the sense of realism and player engagement. Adventurous games appeal to a wide demographic, from young adults seeking entertainment to older players looking for interactive storytelling experiences. Game developers are increasingly focusing on creating expansive open-world environments in VR adventure games, allowing players to explore fantastical landscapes, historical settings, and futuristic worlds. This trend is complemented by the increasing availability of high-performance VR headsets and motion controllers, which improve user immersion and make complex game mechanics more accessible.

The rise of narrative-driven VR content and interactive role-playing experiences has further accelerated the adoption of adventurous games. Players are drawn to VR adventure titles for their ability to provide deep emotional engagement, social interaction in multiplayer environments, and creative problem-solving challenges. Additionally, the integration of cloud gaming platforms enables seamless access to resource-intensive adventure games without the need for high-end local hardware, expanding the market reach to a broader audience.

Regional Outlook

The global virtual reality (VR) in gaming market is further divided by region, including North America (the US and Canada), Europe (the UK, Germany, France, Italy, Spain, Russia, and the Rest of Europe), Asia-Pacific (India, China, Japan, South Korea, Australia and New Zealand, ASEAN Countries, and the Rest of Asia-Pacific), and the Rest of the World (the Middle East & Africa, and Latin America).

In Asia-Pacific

North America Maintains Strong Market Position

North America holds a significant share of the global Virtual Reality (VR) in Gaming market. The United States dominates the global Virtual Reality (VR) in Gaming market, holding a significant share due to its strong technological infrastructure, high consumer spending power, and a well-established gaming culture. The country is home to major VR hardware and software developers, including Meta Platforms, Microsoft, and Valve Corp., which are driving innovation in both immersive gaming experiences and VR content. The presence of advanced research and development facilities enables continuous improvements in VR headsets, motion sensors, haptic feedback devices, and gaming consoles, providing a seamless and highly engaging user experience.

The US market benefits from a large base of early adopters who are keen on experimenting with emerging technologies, making it a prime region for VR gaming expansion. Additionally, the availability of high-speed internet, cloud gaming platforms, and robust e-commerce channels facilitates easier access to VR hardware and digital game content. Government support for technology-driven entertainment, coupled with the popularity of competitive gaming and esports, further fuels VR adoption. North America, particularly the United States, remains the key revenue generator in the global VR gaming market, influencing global trends, technology standards, and content development strategies across regions. This strong market position ensures sustained growth and leadership in the VR gaming industry.

Market Players Outlook

The major companies operating in the global virtual reality (VR) in gaming market include HTC Corp., Meta Platforms, Microsoft Corp., Sony Interactive Entertainment, Valve Corp., among others. Market players are leveraging partnerships, collaborations, mergers, and acquisition strategies for business expansion and innovative product development to maintain their market positioning.

Recent Developments

  • In June 2025, Nazara launched Pokerverse VR, an immersive multiplayer poker game designed for virtual reality headsets like Meta Quest and Apple Vision Pro. Developed by YesGnome, this game is available globally and features real-time multiplayer, natural VR controls, and offers both full virtual environments and augmented reality options, allowing players to experience poker in futuristic settings or their real-world surroundings.
  • In November 2024, VRAL Games released new immersive games starting this holiday season on Meta Quest, following the success of VRIDER, the official licensed game of Dorna's Superbike World Championship. The games include a casual arcade puzzle game, a fully immersive VR sci-fi core shooter, and a humorous VR game.

The Report Covers:

  • Market value data analysis of 2024 and forecast to 2035.
  • Annualized market revenues ($ million) for each market segment.
  • Country-wise analysis of major geographical regions.
  • Key companies operating in the global virtual reality (VR) in gaming market. Based on the availability of data, information related to new products 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.
Product Code: OMR2024009

Table of Contents

1. Report Summary

  • Current Industry Analysis and Growth Potential Outlook
  • Global Virtual Reality (VR) in Gaming Market Sales Analysis - Device Type | Game Type ($ Million)
  • Virtual Reality (VR) in Gaming Market Sales Performance of Top Countries
  • 1.1. Research Methodology
  • Primary Research Approach
  • Secondary Research Approach
  • 1.2. Market Snapshot

2. Market Overview and Insights

  • 2.1. Scope of the Study
  • 2.2. Analyst Insight & Current Market Trends
    • 2.2.1. Key Virtual Reality (VR) in Gaming Market Trends
    • 2.2.2. Market Recommendations

3. Market Determinants

  • 3.1. Market Drivers
    • 3.1.1. Drivers For Global Virtual Reality (VR) in Gaming Market: Impact Analysis
  • 3.2. Market Pain Points and Challenges
    • 3.2.1. Restraints For Global Virtual Reality (VR) in Gaming Market: Impact Analysis
  • 3.3. Market Opportunities
    • 3.3.1. Opportunities For Global Virtual Reality (VR) in Gaming Market: Impact Analysis

4. Competitive Landscape

  • 4.1. Competitive Dashboard - Virtual Reality (VR) in Gaming Market Revenue and Share by Manufacturers
  • Virtual Reality (VR) in Gaming Device Comparison Analysis
  • Top Market Player Ranking Matrix
  • 4.2. Key Company Analysis
    • 4.2.1. HTC Corp.
      • 4.2.1.1. Overview
      • 4.2.1.2. Product Portfolio
      • 4.2.1.3. Financial Analysis (Subject to Data Availability)
      • 4.2.1.4. SWOT Analysis
      • 4.2.1.5. Business Strategy
    • 4.2.2. Meta Platforms
      • 4.2.2.1. Overview
      • 4.2.2.2. Product Portfolio
      • 4.2.2.3. Financial Analysis (Subject to Data Availability)
      • 4.2.2.4. SWOT Analysis
      • 4.2.2.5. Business Strategy
    • 4.2.3. Microsoft Corp.
      • 4.2.3.1. Overview
      • 4.2.3.2. Product Portfolio
      • 4.2.3.3. Financial Analysis (Subject to Data Availability)
      • 4.2.3.4. SWOT Analysis
      • 4.2.3.5. Business Strategy
    • 4.2.4. Sony Interactive Entertainment
      • 4.2.4.1. Overview
      • 4.2.4.2. Product Portfolio
      • 4.2.4.3. Financial Analysis (Subject to Data Availability)
      • 4.2.4.4. SWOT Analysis
      • 4.2.4.5. Business Strategy
    • 4.2.5. Valve Corp.
      • 4.2.5.1. Overview
      • 4.2.5.2. Product Portfolio
      • 4.2.5.3. Financial Analysis (Subject to Data Availability)
      • 4.2.5.4. SWOT Analysis
      • 4.2.5.5. Business Strategy
  • 4.3. Top Winning Strategies by Market Players
    • 4.3.1. Merger and Acquisition
    • 4.3.2. Product Launch
    • 4.3.3. Partnership And Collaboration

5. Global Virtual Reality (VR) in Gaming Market Sales Analysis By Device Type ($ Million)

  • 5.1. Gaming Console
  • 5.2. Desktop
  • 5.3. Smartphones

6. Global Virtual Reality (VR) in Gaming Market Sales Analysis By Game Type($ Million)

  • 6.1. Racing games
  • 6.2. Adventurous games
  • 6.3. Fighting games
  • 6.4. Shooting games
  • 6.5. Mystery thriller games
  • 6.6. Science fiction games
  • 6.7. Simulation Games
  • 6.8. Others

7. Regional Analysis

  • 7.1. North American Virtual Reality (VR) in Gaming Market Sales Analysis - Device Type | Game Type $ Million)
  • Macroeconomic Factors for North America
    • 7.1.1. United States
    • 7.1.2. Canada
  • 7.2. European Virtual Reality (VR) in Gaming Market Sales Analysis - Device Type | Game Type $ Million)
  • Macroeconomic Factors for Europe
    • 7.2.1. UK
    • 7.2.2. Germany
    • 7.2.3. Italy
    • 7.2.4. Spain
    • 7.2.5. France
    • 7.2.6. Russia
    • 7.2.7. Rest of Europe
  • 7.3. Asia-Pacific Virtual Reality (VR) in Gaming Market Sales Analysis - Device Type | Game Type $ Million)
  • Macroeconomic Factors for Asia-Pacific
    • 7.3.1. China
    • 7.3.2. Japan
    • 7.3.3. South Korea
    • 7.3.4. India
    • 7.3.5. Australia & New Zealand
    • 7.3.6. ASEAN Countries (Thailand, Indonesia, Vietnam, Singapore, And Other)
    • 7.3.7. Rest of Asia-Pacific
  • 7.4. Rest of the World Virtual Reality (VR) in Gaming Market Sales Analysis - Device Type | Game Type $ Million)
  • Macroeconomic Factors for the Rest of the World
    • 7.4.1. Latin America
    • 7.4.2. Middle East and Africa

8. Company Profiles

  • 8.1. AMD (Advanced Micro Devices)
    • 8.1.1. Quick Facts
    • 8.1.2. Company Overview
    • 8.1.3. Product Portfolio
    • 8.1.4. Business Strategies
  • 8.2. Apple Inc.
    • 8.2.1. Quick Facts
    • 8.2.2. Company Overview
    • 8.2.3. Product Portfolio
    • 8.2.4. Business Strategies
  • 8.3. Beat Games
    • 8.3.1. Quick Facts
    • 8.3.2. Company Overview
    • 8.3.3. Product Portfolio
    • 8.3.4. Business Strategies
  • 8.4. Camouflaj
    • 8.4.1. Quick Facts
    • 8.4.2. Company Overview
    • 8.4.3. Product Portfolio
    • 8.4.4. Business Strategies
  • 8.5. Fast Travel Games
    • 8.5.1. Quick Facts
    • 8.5.2. Company Overview
    • 8.5.3. Product Portfolio
    • 8.5.4. Business Strategies
  • 8.6. HTC Corp.
    • 8.6.1. Quick Facts
    • 8.6.2. Company Overview
    • 8.6.3. Product Portfolio
    • 8.6.4. Business Strategies
  • 8.7. HTC Vive
    • 8.7.1. Quick Facts
    • 8.7.2. Company Overview
    • 8.7.3. Product Portfolio
    • 8.7.4. Business Strategies
  • 8.8. Meta (Oculus VR)
    • 8.8.1. Quick Facts
    • 8.8.2. Company Overview
    • 8.8.3. Product Portfolio
    • 8.8.4. Business Strategies
  • 8.9. Microsoft Corp.
    • 8.9.1. Quick Facts
    • 8.9.2. Company Overview
    • 8.9.3. Product Portfolio
    • 8.9.4. Business Strategies
  • 8.10. NVIDIA Corp.
    • 8.10.1. Quick Facts
    • 8.10.2. Company Overview
    • 8.10.3. Product Portfolio
    • 8.10.4. Business Strategies
  • 8.11. Owlchemy Labs
    • 8.11.1. Quick Facts
    • 8.11.2. Company Overview
    • 8.11.3. Product Portfolio
    • 8.11.4. Business Strategies
  • 8.12. Qualcomm Inc.
    • 8.12.1. Quick Facts
    • 8.12.2. Company Overview
    • 8.12.3. Product Portfolio
    • 8.12.4. Business Strategies
  • 8.13. Sanzaru Games
    • 8.13.1. Quick Facts
    • 8.13.2. Company Overview
    • 8.13.3. Product Portfolio
    • 8.13.4. Business Strategies
  • 8.14. Snap Inc.
    • 8.14.1. Quick Facts
    • 8.14.2. Company Overview
    • 8.14.3. Product Portfolio
    • 8.14.4. Business Strategies
  • 8.15. Sony Interactive Entertainment
    • 8.15.1. Quick Facts
    • 8.15.2. Company Overview
    • 8.15.3. Product Portfolio
    • 8.15.4. Business Strategies
  • 8.16. Survios
    • 8.16.1. Quick Facts
    • 8.16.2. Company Overview
    • 8.16.3. Product Portfolio
    • 8.16.4. Business Strategies
  • 8.17. Unity Technologies
    • 8.17.1. Quick Facts
    • 8.17.2. Company Overview
    • 8.17.3. Product Portfolio
    • 8.17.4. Business Strategies
  • 8.18. Valve Corp.
    • 8.18.1. Quick Facts
    • 8.18.2. Company Overview
    • 8.18.3. Product Portfolio
    • 8.18.4. Business Strategies
  • 8.19. Varjo Technologies
    • 8.19.1. Quick Facts
    • 8.19.2. Company Overview
    • 8.19.3. Product Portfolio
    • 8.19.4. Business Strategies
  • 8.20. Whimsy Games
    • 8.20.1. Quick Facts
    • 8.20.2. Company Overview
    • 8.20.3. Product Portfolio
    • 8.20.4. Business Strategies
Product Code: OMR2024009

LIST OF TABLES

  • 1. Global Virtual Reality (VR) in Gaming Market Research and Analysis By Device Type, 2024-2035 ($ Million)
  • 2. Global Gaming Console For Virtual Reality (VR) Market Research and Analysis By Region, 2024-2035 ($ Million)
  • 3. Global Desktop For Virtual Reality (VR) in Gaming Software Market Research and Analysis By Region, 2024-2035 ($ Million)
  • 4. Global Smartphones For Virtual Reality (VR) in Gaming Services Market Research and Analysis By Region, 2024-2035 ($ Million)
  • 5. Global Virtual Reality (VR) in Gaming Market Research and Analysis By Game Type, 2024-2035 ($ Million)
  • 6. Global Racing Games Market Research And Analysis By Region, 2024-2035 ($ Million)
  • 7. Global Adventurous Games Market Research And Analysis By Region, 2024-2035 ($ Million)
  • 8. Global Fighting Games Market Research And Analysis By Enterprise Size, 2024-2035 ($ Million)
  • 9. Global Shooting Games Market Research And Analysis By Region, 2024-2035 ($ Million)
  • 10. Global Mystery Thriller Games Market Research And Analysis By Region, 2024-2035 ($ Million)
  • 11. Global Science Fiction Games Market Research And Analysis By Region, 2024-2035 ($ Million)
  • 12. Global Simulation Games Market Research And Analysis By Region, 2024-2035 ($ Million)
  • 13. Global Other Games Market Research And Analysis By End-User Industry, 2024-2035 ($ Million)
  • 14. Global Virtual Reality (VR) in Gaming Market Research and Analysis By Region, 2024-2035 ($ Million)
  • 15. North American Virtual Reality (VR) in Gaming Market Research and Analysis By Country, 2024-2035 ($ Million)
  • 16. North American Virtual Reality (VR) in Gaming Market Research and Analysis By Device Type, 2024-2035 ($ Million)
  • 17. North American Virtual Reality (VR) in Gaming Market Research and Analysis By Game Type, 2024-2035 ($ Million)
  • 18. North American Virtual Reality (VR) in Gaming Market Research and Analysis By Enterprise Size, 2024-2035 ($ Million)
  • 19. North American Virtual Reality (VR) in Gaming Market Research and Analysis By Technology, 2024-2035 ($ Million)
  • 20. North American Virtual Reality (VR) in Gaming Market Research and Analysis By End-User Industry, 2024-2035 ($ Million)
  • 21. European Virtual Reality (VR) in Gaming Market Research and Analysis By Country, 2024-2035 ($ Million)
  • 22. European Virtual Reality (VR) in Gaming Market Research and Analysis By Device Type, 2024-2035 ($ Million)
  • 23. European Virtual Reality (VR) in Gaming Market Research and Analysis By Game Type, 2024-2035 ($ Million)
  • 24. European Virtual Reality (VR) in Gaming Market Research and Analysis By Enterprise Size, 2024-2035 ($ Million)
  • 25. European Virtual Reality (VR) in Gaming Market Research and Analysis By Technology, 2024-2035 ($ Million)
  • 26. European Virtual Reality (VR) in Gaming Market Research and Analysis By End-User Industry, 2024-2035 ($ Million)
  • 27. Asia-Pacific Virtual Reality (VR) in Gaming Market Research and Analysis By Country, 2024-2035 ($ Million)
  • 28. Asia-Pacific Virtual Reality (VR) in Gaming Market Research and Analysis By Device Type, 2024-2035 ($ Million)
  • 29. Asia-Pacific Virtual Reality (VR) in Gaming Market Research and Analysis By Game Type, 2024-2035 ($ Million)
  • 30. Asia-Pacific Virtual Reality (VR) in Gaming Market Research and Analysis By Enterprise Size, 2024-2035 ($ Million)
  • 31. Asia-Pacific Virtual Reality (VR) in Gaming Market Research and Analysis By Technology, 2024-2035 ($ Million)
  • 32. Asia-Pacific Virtual Reality (VR) in Gaming Market Research and Analysis By End-User Industry, 2024-2035 ($ Million)
  • 33. Rest Of The World Virtual Reality (VR) in Gaming Market Research and Analysis By Country, 2024-2035 ($ Million)
  • 34. Rest Of The World Virtual Reality (VR) in Gaming Market Research and Analysis By Device Type, 2024-2035 ($ Million)
  • 35. Rest Of The World Virtual Reality (VR) in Gaming Market Research and Analysis By Game Type, 2024-2035 ($ Million)
  • 36. Rest Of The World Virtual Reality (VR) in Gaming Market Research and Analysis By Enterprise Size, 2024-2035 ($ Million)
  • 37. Rest Of The World Virtual Reality (VR) in Gaming Market Research and Analysis By Technology, 2024-2035 ($ Million)
  • 38. Rest Of The World Virtual Reality (VR) in Gaming Market Research and Analysis By End-User Industry, 2024-2035 ($ Million)

LIST OF FIGURES

  • 1. Global Virtual Reality (VR) in Gaming Market Share By Device Type, 2024 Vs 2035 (%)
  • 2. Global Gaming Console For Virtual Reality (VR) Market Share By Region, 2024 Vs 2035 (%)
  • 3. Global Desktop For Virtual Reality (VR) in Gaming Software Market Share By Region, 2024 Vs 2035 (%)
  • 4. Global Smartphones For Virtual Reality (VR) in Gaming Services Market Share By Region, 2024 Vs 2035 (%)
  • 5. Global Virtual Reality (VR) in Gaming Market Share By Game Type, 2024 Vs 2035 (%)
  • 6. Global Racing Games Market Share By Region, 2024 Vs 2035 (%)
  • 7. Global Adventurous Games Market Share By Region, 2024 Vs 2035 (%)
  • 8. Global Fighting Games Market Share By Enterprise Size, 2024 Vs 2035 (%)
  • 9. Global Shooting Games Market Share By Region, 2024 Vs 2035 (%)
  • 10. Global Mystery Thriller Games Market Share By Region, 2024 Vs 2035 (%)
  • 11. Global Science Fiction Games Market Share By Region, 2024 Vs 2035 (%)
  • 12. Global Simulation Games Market Share By Region, 2024 Vs 2035 (%)
  • 13. Global Other Games Market Share By End-User Industry, 2024 Vs 2035 (%)
  • 14. Global Virtual Reality (VR) in Gaming Market Share By Region, 2024 Vs 2035 (%)
  • 15. US Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 16. Canada Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 17. UK Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 18. France Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 19. Germany Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 20. Italy Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 21. Spain Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 22. Russia Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 23. Rest of Europe Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 24. India Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 25. China Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 26. Japan Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 27. South Korea Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 28. Australia and New Zealand Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 29. ASEAN Economies Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 30. Rest of Asia-Pacific Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 31. Latin America Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
  • 32. Middle East and Africa Virtual Reality (VR) in Gaming Market Size, 2024-2035 ($ Million)
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