The global market for VR Game Machine was valued at US$ 458 million in the year 2024 and is projected to reach a revised size of US$ 901 million by 2031, growing at a CAGR of 10.3% during the forecast period.
The VR game machine market has been experiencing significant growth in recent years, driven by the increasing popularity of virtual reality technology. Major sales regions for VR game machines include North America, Europe, Asia Pacific, and the rest of the world.North America is currently the largest market for VR game machines, with the United States being the key contributor to the region"s growth. The presence of major players in the gaming industry, along with a high adoption rate of new technologies, has fueled the demand for VR game machines in this region.Europe is also a significant market for VR game machines, with countries like the United Kingdom, Germany, and France leading the adoption of virtual reality technology. The increasing number of VR gaming arcades and the growing interest of consumers in immersive gaming experiences have contributed to the market"s growth in this region.Asia Pacific is expected to witness substantial growth in the VR game machine market, primarily driven by countries like China, Japan, and South Korea. These countries have a large gaming population and a strong gaming culture, making them ideal markets for VR game machines. Additionally, the increasing disposable income of consumers in this region and the rising popularity of eSports are expected to further boost the demand for VR game machines.Âé¶¹Ô´´ concentration in the VR game machine industry is relatively high, with a few major players dominating the market. The VR game machine market presents several opportunities for growth. The increasing adoption of VR technology in various industries, such as healthcare, education, and entertainment, opens up new avenues for VR game machines. Additionally, the development of wireless VR game machines and the integration of advanced technologies like 5G and artificial intelligence can further enhance the immersive gaming experience and attract more consumers.However, the VR game machine market also faces several challenges. The high cost of VR game machines and the requirement of powerful hardware to support VR gaming can limit the adoption among price-sensitive consumers. Additionally, the limited availability of VR game titles and the need for developers to create compelling and immersive content pose challenges to the market"s growth.
Report Scope
This report aims to provide a comprehensive presentation of the global market for VR Game Machine, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding VR Game Machine.
The VR Game Machine market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global VR Game Machine market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the VR Game Machine manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
By Company
VR 360 Action
Xtrematic
AA Joyland
Bandai Namco
Sega VR
Owatch
VART VR
Skyfun
FuninVR
H.G.Electronics
Movie Power Technology
EPARK Electronic Technology
UNIS Technology
Yuto Games
Meta
Magic Leap
Sony
HP
HTC Corporation
PICO Global
Lenovo
Segment by Type
Console VR
Mobile VR
All-in-one VR
Segment by Application
Household
Commercial
Consumption by Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Southeast Asia
Europe
Germany
France
U.K.
Italy
Russia
Latin America
Mexico
Brazil
Argentina
Middle East and Africa
Turkey
Saudi Arabia
UAE
Core Chapters
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, product type, application, etc), including the market size of each market segment, future development potential, and so on. 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 2: Detailed analysis of VR Game Machine manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of VR Game Machine in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 4: 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 5: 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 6: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 7: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 8: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 9: The main points and conclusions of the report. 
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1 VR Game Machine Âé¶¹Ô´´ Overview
1.1 Product Definition
1.2 VR Game Machine by Type
1.2.1 Global VR Game Machine Âé¶¹Ô´´ Value Comparison by Type (2024 VS 2031)
1.2.2 Console VR
1.2.3 Mobile VR
1.2.4 All-in-one VR
1.3 VR Game Machine by Application
1.3.1 Global VR Game Machine Âé¶¹Ô´´ Value by Application (2024 VS 2031)
1.3.2 Household
1.3.3 Commercial
1.4 Global VR Game Machine Âé¶¹Ô´´ Size Estimates and Forecasts
1.4.1 Global VR Game Machine Revenue 2020-2031
1.4.2 Global VR Game Machine Sales 2020-2031
1.4.3 Global VR Game Machine Âé¶¹Ô´´ Average Price (2020-2031)
1.5 Assumptions and Limitations
2 VR Game Machine Âé¶¹Ô´´ Competition by Manufacturers
2.1 Global VR Game Machine Sales Âé¶¹Ô´´ Share by Manufacturers (2020-2025)
2.2 Global VR Game Machine Revenue Âé¶¹Ô´´ Share by Manufacturers (2020-2025)
2.3 Global VR Game Machine Average Price by Manufacturers (2020-2025)
2.4 Global Key Players of VR Game Machine, Industry Ranking, 2022 VS 2023 VS 2024
2.5 Global Key Manufacturers of VR Game Machine, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of VR Game Machine, Product Type & Application
2.7 Global Key Manufacturers of VR Game Machine, Date of Enter into This Industry
2.8 Global VR Game Machine Âé¶¹Ô´´ Competitive Situation and Trends
2.8.1 Global VR Game Machine Âé¶¹Ô´´ Concentration Rate
2.8.2 The Global 5 and 10 Largest VR Game Machine Players Âé¶¹Ô´´ Share by Revenue
2.8.3 Global VR Game Machine Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
2.9 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Global VR Game Machine Âé¶¹Ô´´ Scenario by Region
3.1 Global VR Game Machine Âé¶¹Ô´´ Size by Region: 2020 Versus 2024 Versus 2031
3.2 Global VR Game Machine Sales by Region: 2020-2031
3.2.1 Global VR Game Machine Sales by Region: 2020-2025
3.2.2 Global VR Game Machine Sales by Region: 2026-2031
3.3 Global VR Game Machine Revenue by Region: 2020-2031
3.3.1 Global VR Game Machine Revenue by Region: 2020-2025
3.3.2 Global VR Game Machine Revenue by Region: 2026-2031
3.4 North America VR Game Machine Âé¶¹Ô´´ Facts & Figures by Country
3.4.1 North America VR Game Machine Âé¶¹Ô´´ Size by Country: 2020 VS 2024 VS 2031
3.4.2 North America VR Game Machine Sales by Country (2020-2031)
3.4.3 North America VR Game Machine Revenue by Country (2020-2031)
3.4.4 United States
3.4.5 Canada
3.5 Europe VR Game Machine Âé¶¹Ô´´ Facts & Figures by Country
3.5.1 Europe VR Game Machine Âé¶¹Ô´´ Size by Country: 2020 VS 2024 VS 2031
3.5.2 Europe VR Game Machine Sales by Country (2020-2031)
3.5.3 Europe VR Game Machine Revenue by Country (2020-2031)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific VR Game Machine Âé¶¹Ô´´ Facts & Figures by Region
3.6.1 Asia Pacific VR Game Machine Âé¶¹Ô´´ Size by Region: 2020 VS 2024 VS 2031
3.6.2 Asia Pacific VR Game Machine Sales by Region (2020-2031)
3.6.3 Asia Pacific VR Game Machine Revenue by Region (2020-2031)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 China Taiwan
3.6.10 Southeast Asia
3.7 Latin America VR Game Machine Âé¶¹Ô´´ Facts & Figures by Country
3.7.1 Latin America VR Game Machine Âé¶¹Ô´´ Size by Country: 2020 VS 2024 VS 2031
3.7.2 Latin America VR Game Machine Sales by Country (2020-2031)
3.7.3 Latin America VR Game Machine Revenue by Country (2020-2031)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.8 Middle East and Africa VR Game Machine Âé¶¹Ô´´ Facts & Figures by Country
3.8.1 Middle East and Africa VR Game Machine Âé¶¹Ô´´ Size by Country: 2020 VS 2024 VS 2031
3.8.2 Middle East and Africa VR Game Machine Sales by Country (2020-2031)
3.8.3 Middle East and Africa VR Game Machine Revenue by Country (2020-2031)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global VR Game Machine Sales by Type (2020-2031)
4.1.1 Global VR Game Machine Sales by Type (2020-2025)
4.1.2 Global VR Game Machine Sales by Type (2026-2031)
4.1.3 Global VR Game Machine Sales Âé¶¹Ô´´ Share by Type (2020-2031)
4.2 Global VR Game Machine Revenue by Type (2020-2031)
4.2.1 Global VR Game Machine Revenue by Type (2020-2025)
4.2.2 Global VR Game Machine Revenue by Type (2026-2031)
4.2.3 Global VR Game Machine Revenue Âé¶¹Ô´´ Share by Type (2020-2031)
4.3 Global VR Game Machine Price by Type (2020-2031)
5 Segment by Application
5.1 Global VR Game Machine Sales by Application (2020-2031)
5.1.1 Global VR Game Machine Sales by Application (2020-2025)
5.1.2 Global VR Game Machine Sales by Application (2026-2031)
5.1.3 Global VR Game Machine Sales Âé¶¹Ô´´ Share by Application (2020-2031)
5.2 Global VR Game Machine Revenue by Application (2020-2031)
5.2.1 Global VR Game Machine Revenue by Application (2020-2025)
5.2.2 Global VR Game Machine Revenue by Application (2026-2031)
5.2.3 Global VR Game Machine Revenue Âé¶¹Ô´´ Share by Application (2020-2031)
5.3 Global VR Game Machine Price by Application (2020-2031)
6 Key Companies Profiled
6.1 VR 360 Action
6.1.1 VR 360 Action Company Information
6.1.2 VR 360 Action Description and Business Overview
6.1.3 VR 360 Action VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.1.4 VR 360 Action VR Game Machine Product Portfolio
6.1.5 VR 360 Action Recent Developments/Updates
6.2 Xtrematic
6.2.1 Xtrematic Company Information
6.2.2 Xtrematic Description and Business Overview
6.2.3 Xtrematic VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.2.4 Xtrematic VR Game Machine Product Portfolio
6.2.5 Xtrematic Recent Developments/Updates
6.3 AA Joyland
6.3.1 AA Joyland Company Information
6.3.2 AA Joyland Description and Business Overview
6.3.3 AA Joyland VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.3.4 AA Joyland VR Game Machine Product Portfolio
6.3.5 AA Joyland Recent Developments/Updates
6.4 Bandai Namco
6.4.1 Bandai Namco Company Information
6.4.2 Bandai Namco Description and Business Overview
6.4.3 Bandai Namco VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.4.4 Bandai Namco VR Game Machine Product Portfolio
6.4.5 Bandai Namco Recent Developments/Updates
6.5 Sega VR
6.5.1 Sega VR Company Information
6.5.2 Sega VR Description and Business Overview
6.5.3 Sega VR VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.5.4 Sega VR VR Game Machine Product Portfolio
6.5.5 Sega VR Recent Developments/Updates
6.6 Owatch
6.6.1 Owatch Company Information
6.6.2 Owatch Description and Business Overview
6.6.3 Owatch VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.6.4 Owatch VR Game Machine Product Portfolio
6.6.5 Owatch Recent Developments/Updates
6.7 VART VR
6.7.1 VART VR Company Information
6.7.2 VART VR Description and Business Overview
6.7.3 VART VR VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.7.4 VART VR VR Game Machine Product Portfolio
6.7.5 VART VR Recent Developments/Updates
6.8 Skyfun
6.8.1 Skyfun Company Information
6.8.2 Skyfun Description and Business Overview
6.8.3 Skyfun VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.8.4 Skyfun VR Game Machine Product Portfolio
6.8.5 Skyfun Recent Developments/Updates
6.9 FuninVR
6.9.1 FuninVR Company Information
6.9.2 FuninVR Description and Business Overview
6.9.3 FuninVR VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.9.4 FuninVR VR Game Machine Product Portfolio
6.9.5 FuninVR Recent Developments/Updates
6.10 H.G.Electronics
6.10.1 H.G.Electronics Company Information
6.10.2 H.G.Electronics Description and Business Overview
6.10.3 H.G.Electronics VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.10.4 H.G.Electronics VR Game Machine Product Portfolio
6.10.5 H.G.Electronics Recent Developments/Updates
6.11 Movie Power Technology
6.11.1 Movie Power Technology Company Information
6.11.2 Movie Power Technology Description and Business Overview
6.11.3 Movie Power Technology VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.11.4 Movie Power Technology VR Game Machine Product Portfolio
6.11.5 Movie Power Technology Recent Developments/Updates
6.12 EPARK Electronic Technology
6.12.1 EPARK Electronic Technology Company Information
6.12.2 EPARK Electronic Technology Description and Business Overview
6.12.3 EPARK Electronic Technology VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.12.4 EPARK Electronic Technology VR Game Machine Product Portfolio
6.12.5 EPARK Electronic Technology Recent Developments/Updates
6.13 UNIS Technology
6.13.1 UNIS Technology Company Information
6.13.2 UNIS Technology Description and Business Overview
6.13.3 UNIS Technology VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.13.4 UNIS Technology VR Game Machine Product Portfolio
6.13.5 UNIS Technology Recent Developments/Updates
6.14 Yuto Games
6.14.1 Yuto Games Company Information
6.14.2 Yuto Games Description and Business Overview
6.14.3 Yuto Games VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.14.4 Yuto Games VR Game Machine Product Portfolio
6.14.5 Yuto Games Recent Developments/Updates
6.15 Meta
6.15.1 Meta Company Information
6.15.2 Meta Description and Business Overview
6.15.3 Meta VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.15.4 Meta VR Game Machine Product Portfolio
6.15.5 Meta Recent Developments/Updates
6.16 Magic Leap
6.16.1 Magic Leap Company Information
6.16.2 Magic Leap Description and Business Overview
6.16.3 Magic Leap VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.16.4 Magic Leap VR Game Machine Product Portfolio
6.16.5 Magic Leap Recent Developments/Updates
6.17 Sony
6.17.1 Sony Company Information
6.17.2 Sony Description and Business Overview
6.17.3 Sony VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.17.4 Sony VR Game Machine Product Portfolio
6.17.5 Sony Recent Developments/Updates
6.18 HP
6.18.1 HP Company Information
6.18.2 HP Description and Business Overview
6.18.3 HP VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.18.4 HP VR Game Machine Product Portfolio
6.18.5 HP Recent Developments/Updates
6.19 HTC Corporation
6.19.1 HTC Corporation Company Information
6.19.2 HTC Corporation Description and Business Overview
6.19.3 HTC Corporation VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.19.4 HTC Corporation VR Game Machine Product Portfolio
6.19.5 HTC Corporation Recent Developments/Updates
6.20 PICO Global
6.20.1 PICO Global Company Information
6.20.2 PICO Global Description and Business Overview
6.20.3 PICO Global VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.20.4 PICO Global VR Game Machine Product Portfolio
6.20.5 PICO Global Recent Developments/Updates
6.21 Lenovo
6.21.1 Lenovo Company Information
6.21.2 Lenovo Description and Business Overview
6.21.3 Lenovo VR Game Machine Sales, Revenue and Gross Margin (2020-2025)
6.21.4 Lenovo VR Game Machine Product Portfolio
6.21.5 Lenovo Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 VR Game Machine Industry Chain Analysis
7.2 VR Game Machine Raw Material Supply Analysis
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 VR Game Machine Production Mode & Process Analysis
7.4 VR Game Machine Sales and Âé¶¹Ô´´ing
7.4.1 VR Game Machine Sales Channels
7.4.2 VR Game Machine Distributors
7.5 VR Game Machine Customer Analysis
8 VR Game Machine Âé¶¹Ô´´ Dynamics
8.1 VR Game Machine Industry Trends
8.2 VR Game Machine Âé¶¹Ô´´ Drivers
8.3 VR Game Machine Âé¶¹Ô´´ Challenges
8.4 VR Game Machine Âé¶¹Ô´´ Restraints
9 Research Findings and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Âé¶¹Ô´´ Size Estimation
10.1.3 Âé¶¹Ô´´ Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer
VR 360 Action
Xtrematic
AA Joyland
Bandai Namco
Sega VR
Owatch
VART VR
Skyfun
FuninVR
H.G.Electronics
Movie Power Technology
EPARK Electronic Technology
UNIS Technology
Yuto Games
Meta
Magic Leap
Sony
HP
HTC Corporation
PICO Global
Lenovo
Ìý
Ìý
*If Applicable.