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Global Virtual Reality In Gaming Market Is Poised To Value Over US$ 38,331.5 Million by 2027 End

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The Global Virtual Reality in Gaming Market is expected to be valued at US$ 38,331.5 million by 2027, exhibiting a CAGR of 28.6% during the forecast period of 2020 to 2027, as highlighted in a report published by Coherent Market Insights.

Virtual reality is the use of computer technology to create a simulated environment using computer software and hardware technologies. VR technology has been used in many applications including entertainment and gaming. Virtual reality in gaming is referred to the use of sound and graphics technology in games where the user wears gloves, head-mounted display (HMD), and glasses as a part of their experience. There are several equipped to these devices that record the movement.

Growing digitization and advancement in technology is expected to boost the global virtual reality in gaming market growth over the forecast period
Over the years, both developed and emerging economies have witnessed massive digitization. This is complemented with advancements in technology, in order to expand the use of virtual reality devices. There are various technological advancements are expected in the near future namely wide field-of-view AR displays, transition from PC-based to standalone mobile VR devices, 5G mobile devices, and more. Such technological advancements enhance the user experience and reduce the latency up to a significant level. Hence, these factors are expected to drive growth of the global virtual reality in gaming market growth over the forecast period.

Launch of novel products can present lucrative growth opportunities for market players
Key players are focused on research and development activities, in order to expand the product portfolio and gain a competitive edge in the market. For instance, in May 2014, Electronic Arts Inc. launched EA Sports NHL 15, the first title in a new generation of hockey games. In August 2013, Nintendo Co. Ltd. introduced a 2DS handheld gaming device. The device enabled the user to play 3DS and all other games with the device. Furthermore, in February 2014, Sony Corporation launched its virtual reality headsets named HMZ- T3Q VR.

Challenges associated with user-friendly VR are expected to hamper the global virtual reality in gaming market growth over the forecast period
Despite its various advantages such as enhanced quality and realistic experience, many VR devices are not user friendly. Some of those devices are complicated to use and require adequate training long before they used for gaming experience. Manufacturers are required to provide a user-friendly device that can be operated by a layman as well. Hence, such factors are expected to hamper the global virtual reality in gaming market growth over the forecast period.

North America Trends

According to Coherent Market Insights’s study among regions, North America is expected to witness significant growth in the global virtual reality in gaming market during the forecast period. This is owing to the large presence of major VR companies across the region. Furthermore, growing investment in cutting-edge technologies is expected to propel the global virtual reality in gaming market growth over the forecast period.

Europe Trends

Europe is expected to register robust growth rate in the global virtual reality in gaming market over the forecast period. This owing to constant digitalization of various industries across the region. Furthermore, high growth of VR market in France is expected to boost the regional market growth over the forecast period.
Global Virtual Reality in Gaming Market – Impact of Coronavirus (Covid-19) Pandemic
The countries such as China and India, are play crucial role in the supply chain of virtual reality in gaming market. In the span of lockdown the supply chain in these countries mainly disturbed. Many industries were forced to close down their manufacturing site or remained operational with limited people working on the shop floor, which lowered the production capacity of factories. Further, demand for non-essential products decreased during the pandemic. This hindered the market growth during the pandemic.

Competitive Section
Key companies operating in the global virtual reality in gaming market are Electronic Arts Inc., Kaneva LLC, Nintendo Co. Ltd, Avatar Reality Inc., Sony Corporation, Oculus VR, Activision Publishing Inc., and Sega Corporation.

Key Developments

Major companies are focused on research and development activities, in order to enhance the market presence. For instance, in May 2020, Oculus VR, a subsidiary of Facebook Inc., announced that it is developing a new Quest VR headset of 90Hz for the smoother gaming experience.
Key market players are involved in collaborations and partnerships, in order to gain a competitive edge in the market. For instance, in December 2017, Sega Corporation collaborated with StarVR to introduce premium VR arcade experience in Japan.

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GGPoker adds Action Voice packs featuring Doyle Brunson and other pros

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New software option replaces standard table announcements across cash games, tournaments and formats including All-In or Fold and Spin & Gold.

GGPoker on July 9, 2026 announced Action Voice, a new software feature that lets players replace standard table announcements with voice packs recorded by poker personalities, including Doyle Brunson.

The initial lineup named by the operator includes ten-time WSOP bracelet winner Doyle Brunson, Daniel Negreanu, Michael “The Grinder” Mizrachi and Kevin Martin, with additional voices “to be confirmed in the near future.”

Action Voice is available now across GGPoker’s product offering, including cash games, tournaments and formats such as All-In or Fold and Spin & Gold. Players can select voice packs in the desktop client via ‘My Page’ and then ‘My Action Voice’.

“Doyle Brunson may not be at the tables in the way that he used to, but his voice still can be,” said Sarne Lightman, Managing Director of GGPoker. “Action Voice is our way of keeping the legends who built this game part of the everyday experience – right alongside the players carrying it forward today, like Daniel and Michael. It’s a unique and fun new element to our software, and we can’t wait to reveal the rest of the lineup soon.”

GGPoker said more Action Voice packs will be announced in the coming weeks as it rolls out the full roster.

The post GGPoker adds Action Voice packs featuring Doyle Brunson and other pros appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Action Voice

The Godfather Of Poker Returns To The Table: Doyle Brunson’s Voice Comes To GGPoker

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GGPoker introduces Action Voice, letting players hear poker icons – including Doyle Brunson, Daniel Negreanu, Michael “The Grinder” Mizrachi and more – call their action at the tables

GGPoker, the World’s Biggest Poker Room, today unveiled Action Voice, a unique feature that gives players the option to replace GGPoker’s standard table announcements with those voiced by some of poker’s most iconic figures. For the first time, players can bet, raise, call, and fold to the voice of ten-time WSOP bracelet winner and back-to-back Main Event champion Doyle Brunson – alongside a growing roster of legends including Daniel Negreanu, Michael “The Grinder” Mizrachi, Kevin Martin, and additional names to be confirmed in the near future.

Action Voice is now available to all GGPoker players, who can select their preferred voice pack in the GGPoker software and hear it call their action while playing their favorite GGPoker games, including cash games, tournaments, and exclusive formats such as All-In or Fold and Spin & Gold.

“Doyle Brunson may not be at the tables in the way that he used to, but his voice still can be,” said Sarne Lightman, Managing Director of GGPoker. “Action Voice is our way of keeping the legends who built this game part of the everyday experience – right alongside the players carrying it forward today, like Daniel and Michael. It’s a unique and fun new element to our software, and we can’t wait to reveal the rest of the lineup soon.”

To select a new voice from within the desktop software, click on ‘My Page’, then ‘My Action Voice’. Choose your preferred voice by selecting the avatar, click ‘Apply’ and you are ready to hit the tables!

Additional voices will be revealed in the coming weeks as GGPoker rolls out the full Action Voice roster.

The post The Godfather Of Poker Returns To The Table: Doyle Brunson’s Voice Comes To GGPoker appeared first on Americas iGaming & Sports Betting News.

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Haaland

International bettors back Haaland’s Norway to beat England in World Cup Quarter Final Clash

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Kaizen Gaming shares Betano users’ predictions on teams heading to the World Cup semi-finals

As the World Cup moves into the last eight stage, Kaizen Gaming unveils exclusive proprietary data from its Betano platform, which reveals Argentina, Norway, Spain and France as the most backed teams by users globally to progress into the semi-finals.

Predicting the teams to qualify to the semi-finals (selections from the “To Qualify” market):

  • Norway backed by 75% of users to qualify over England
  • Argentina favoured by 80% of users to win over Switzerland
  • Spain narrowly predicted to come out on top over Belgium with 55% of users’ bets
  • France has been selected by 67% of users to pass through Morocco

 

With regards to two of the biggest surprises of the tournament this far, Brazil’s defeat to Norway and Germany’s elimination by Paraguay, it seems that for Betano users the shock wasn’t that big. In fact, 42% of users had seen Paraguay’s qualification coming, and 45% had predicted Norway getting through Brazil to reach the quarterfinals.

*The data shared has been extracted on the morning of July 8, 2026 from across 18 markets, excluding the UK. The international data sources may vary according to betting option availability per market. 

The post International bettors back Haaland’s Norway to beat England in World Cup Quarter Final Clash appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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