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Global Virtual Reality In Gaming Market Is Poised To Value Over US$ 38,331.5 Million by 2027 End
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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ADI Predictstreet
BetConstruct AI rebrands Harmony event as “Harmony Predictstreet” in Yerevan
The July 8–9 gathering highlighted a new partnership with ADI Predictstreet, described as FIFA’s Official Prediction Market Partner.
BetConstruct AI held its Harmony Predictstreet networking event on July 8–9, 2026 in Yerevan, Armenia, marking the eighth edition of the Harmony series and drawing “over 300 guests,” according to the company.
The company said the Predictstreet naming reflects a strategic collaboration with ADI Predictstreet, which it describes as “FIFA’s Official Prediction Market Partner.” BetConstruct AI said it has integrated ADI Predictstreet’s prediction market products and “official match streaming rights” into its platform, timed around the FIFA World Cup Final “just days away.”
Day one was hosted at Garni Temple and included networking, a performance by the Armenian National Philharmonic Orchestra, a mapping show and a DJ set by DJ Leblanc, the company said.
Day two began with a visit to SoftConstruct headquarters for an office tour and networking, followed by a gala dinner at Dvin Music Hall. BetConstruct AI said founders and executive leadership presented product and strategy updates spanning Eventbook, the ADI Predictstreet partnership, Betting Mate, The Last Battle Universe, Betbuilder & Powerbank, Softgates, and updates related to Vivaro.me and Open Stake.
BetConstruct AI positioned the event as a forum for business development and ecosystem direction-setting, and said it plans to continue the series with a ninth edition.
The post BetConstruct AI rebrands Harmony event as “Harmony Predictstreet” in Yerevan appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
affiliate marketing
Regulated iGaming markets push operators toward audit-ready affiliate tracking
As regulators scrutinise AML, RG and advertising, operators face rising pressure to validate attribution and partner payouts end to end.
Growing regulation in iGaming is changing how operators manage affiliates, track player acquisition, and control partner payouts, according to a new statement from affiliate platform provider Affnook.
The company argues that in regulated markets affiliates are increasingly treated as an extension of an operator’s marketing activity, raising the stakes for oversight in areas such as affiliate advertising practices, responsible gambling controls, anti-money laundering (AML) and data privacy. The release points to the Danish Gambling Authority as one example of a regulator highlighting potential AML risks linked to affiliate partnerships and urging operators to strengthen risk assessments across third-party acquisition channels.
Affnook says the industry is moving away from “Trust Me” affiliate reporting as stakeholders demand performance data and revenue attribution that can be independently verified. It lists audit-ready reporting, verifiable revenue attribution, transparency into tracking and commission calculations, and consistent reporting standards as key expectations in more heavily regulated environments.
The company also frames financial governance as a parallel priority to tracking, citing the need for net gaming revenue (NGR) verification, commission accuracy, invoice reconciliation and payment oversight. It adds that multi-touch player journeys and reduced effectiveness of cookie-based attribution are widening “attribution blind spots,” which can fuel partner disputes, weaken decision-making and complicate compliance reviews.
In the release, Affnook positions platform features such as audit logs, partner activity monitoring, consent-aware tracking, real-time commission calculations and server-to-server tracking as the types of capabilities operators should evaluate as regulatory expectations increase.
The post Regulated iGaming markets push operators toward audit-ready affiliate tracking appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Alberta
Play’n GO goes live in Alberta iGaming with 10+ operators
Supplier expands to its third regulated Canadian province after Ontario and Québec, launching on Alberta’s market opening week.
Play’n GO has entered the newly regulated Alberta iGaming market, launching its casino games with more than ten licensed operators on the market’s opening week, the supplier said on 16 July 2026.
The Alberta rollout marks Play’n GO’s third regulated Canadian province, following Ontario and Québec, and extends the company’s North American regulated-market footprint.
According to the company, its content was made available in Alberta for the first time on launch day via a network of licensed operators.
Esteban Perez, New Market Entry Lead at Play’n GO said: “Entering Alberta with more than 10 operators on day one of regulation is a significant milestone for Play’n GO and a testament to the strength of our regulated market strategy. Canada continues to be a key focus for us, and expanding into our third province reflects both the demand for our content and the strength of our partnerships with licensed operators.
“We are proud to support Alberta’s regulated market with a portfolio that prioritises entertainment, compliance and long-term sustainability.”
The post Play’n GO goes live in Alberta iGaming with 10+ operators appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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