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Virtual Reality (VR) in Gaming Market Size, Share & Industry Analysis, By Type (Hardware, Software, and Content), By Distribution Channel (Online and Offline), By Platform (Tethered VR, Standalone VR, and Mobile VR), and Regional Forecast 2024-2032

Last Updated: February 17, 2025 | Format: PDF | Report ID: FBI100271

 


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ATTRIBUTE

DETAILS

Study Period

2019-2032

Base Year

2023

Estimated Year 

2024

Forecast Period

2024-2032

Historical Period

2019-2022

Growth Rate

CAGR of 30.4% from 2024 to 2032

Unit

Value (USD Billion)

 

 

 

 

 

 

 

 

 

 

 

 

Segmentation

By Type

  • Hardware
    • Head Mounted Displays
    • Gaming Consoles
    • Accessories (Controllers)
  • Software
  • Content

By Distribution Channel

  • Online
  • Offline

By Platform

  • Tethered VR
  • Standalone VR
  • Mobile VR

By Region

  • North America (By Type, Distribution Channel, Platform and Country)
    • U.S.
    • Canada
    • Mexico
  • South America (By Type, Distribution Channel, Platform and Country)
    • Brazil
    • Argentina
    • Rest of South America
  • Europe (By Type, Distribution Channel, Platform and Country)
    • U.K.
    • Germany
    • France
    • Italy
    • Spain
    • Russia
    • Benelux
    • Nordics
    • Rest of Europe
  • Middle East & Africa (By Type, Distribution Channel, Platform and Country)
    • Turkey
    • Israel
    • GCC
    • North Africa
    • South Africa
    • Rest of the Middle East & Africa
  • Asia Pacific (By Type, Distribution Channel, Platform and Country)
    • China
    • Japan
    • India
    • South Korea
    • ASEAN
    • Oceania
    • Rest of Asia Pacific
  • 2019-2032
  • 2023
  • 2019-2022
  • 150
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