Due to technological advances and the demand for interactive and engaging games using virtual reality technology, investors have focused on startups in this field. It should be noted that in terms of age range, this market is very wide in the sense that many age groups can be the audience of virtual reality games, but the high price of equipment has prevented the growth of the audience. It seems that in the coming years this market size will expand with increasing surplus revenue.
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Market / Industry segment of virtual reality games
Base Year | Market size(B$) | Duration(YEAR) | CAGR(%) | Source Name |
2019 | 77 | 6 | 32.75% | Globenewswire |
2019 | 5.12 | 8 | 31.80% | Fortunebusinessinsights |
2020 | 14.55 | 7 | 30.20% | Grandviewresearch |
2019 | 12.9 | 5 | 25.50% | Imarcgroup |
2017 | 2.95 | 6 | 30.5 | Marketresearchfuture |
Influencing factors that change the market size of virtual reality games
The size of the market value changes under the influence of many factors; the increase and decrease in the rate of these influential factors lead to changes in the value of the market size, which is provided by direct and reverse drivers in the market of virtual reality games.
Direct drivers:
1. Demand for interactive games
2. Demographic structure
3. Technology advancement
Reverse drivers:
1. High cost of VR equipment
2. Lack of virtual reality game developers
This market may also be threatened by the following risks:
In all different markets and industries, risk is always one of the factors that business founders should be sufficiently aware of. The first step is risk assessment is identification of risks in the market in order to perform risk management. The market of virtual reality games may also be threatened by following risks:
- Technology risk
- Competition risk
- Stage of business
- Funding risk