Report: Virtual reality gaming worth $5.8 bil by 2019

Press release: Virtual Reality in Gaming Market Expected to Reach USD 5,839.9 Million Globally in 2019: Transparency Market Research

ALBANY — According to a new market report published by Transparency Market Research, Virtual Reality in Gaming Market, the global virtual reality in gaming market was worth USD 466.6 million in 2012 and is expected to reach USD 5,839.9 million by 2019, growing at a CAGR of 39.2% from 2013 to 2019. North America was the largest regional market for virtual reality in gaming in terms of revenue share in 2012. Growth in this region is primarily driven by constant innovation in technology and rise in disposable income of users.

Constant technological innovation is one of the prominent factors driving the growth of virtual reality in gaming market. For instance, ‘Project Morpheus’ which is a virtual reality headset from Sony Corporation offer features such as 3 dimensional screen and optical and acoustic tracking system. High cost of maintenance and up gradation of virtual reality devices are some of the factors inhibiting the growth of this market.

Among all components, the software segment was the largest accounting for 53.5% share in terms of revenue of the total virtual reality in gaming market in 2012. The segment is expected to maintain its leading position throughout the forecast period due to the continuous development in software technologies in virtual reality gaming. Hardware segment was the second largest segment and is expected to witness strong growth during the forecast period mainly due to the increased use of virtual reality products such as head mounted display (HMD), hand gloves, and glasses. The types of gaming consoles from different manufactures include Apple Mac, Microsoft Xbox, Sony PlayStation and Nintendo Wii. Sony PlayStation leads the global virtual reality gaming console market due to wide range of product portfolio of the company and strong brand equity in consumer electronics, gaming and mobile phone industry.

Geographically, North America was the largest segment and accounted for a 37.0% revenue share in 2012 due to presence of leading publishing companies such as Electronic Arts Inc. and Take Two Interactive. Europe was the second largest regional market and accounted for a 31.9% revenue share of the global market in 2012. Countries such as Germany, Spain and France accounted for majority shares in the European market for virtual reality in gaming. However, the Asia-Pacific region is expected to display tremendous growth over the forecast period due to the presence of large number of online gamers in the region complimented by the presence of leading gaming manufacturers in countries such as China and South Korea.

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Transparency Market Research is a global market intelligence company, providing global business information reports and services. Our exclusive blend of quantitative forecasting and trends analysis provides forward-looking insight for thousands of decision makers. Our experienced team of Analysts, Researchers, and Consultants, use proprietary data sources and various tools and techniques to gather, and analyze information.

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  • A similar report came out earlier this year, that was in the same ballpark: http://www.hypergridbusiness.com/2014/05/report-consumer-virtual-reality-market-worth-5-2-billion-by-2018/

    These numbers are useful for businesses looking to raise funding for a virtual reality project, but not particularly useful in a practical sense since there is no way to actually predict VR adoption rates.

    • Nic Mitham

      The KZero report you reference not only estimates hardware/software revenues but also forecasts active user numbers by market type, i.e. adoption rates.

      I’m amazed that the Transparency Market Research report calculated that the gaming market was worth USD 466.6 million in 2012 when there were no consumer HMDs (hardware) or games (software) actually for sale. There was no market in 2012.

  • Nobackhand

    Way off, not until they get a handle on Simulator Sickness this is this plausible.