Connect with us

Latest News

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

Published

on

Reading Time: 3 minutes

 

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.

Powered by WPeMatico

Continue Reading
Advertisement

Corporate Governance

SolutionsHub appoints former PokerStars and VGW executive David Lyons to lead Irish operations

Published

on

solutionshub-appoints-former-pokerstars-and-vgw-executive-david-lyons-to-lead-irish-operations

SolutionsHub, a leading provider of iGaming licensing and regulatory services, has appointed David Lyons as a Non-Executive Director to support the development of its Irish business as the country’s gambling regulatory framework enters a new phase.

Lyons brings three decades of experience across online gaming, financial services and corporate governance to the consultancy at a time when operators, suppliers and investors are preparing for regulatory change in Ireland.

Ireland is entering a new regulatory phase following the introduction of the Gambling Regulation Act and the establishment of the Gambling Regulatory Authority of Ireland (GRAI). As licensing structures, compliance requirements and regulatory expectations take shape, businesses operating in the market face important decisions around governance, operational readiness and long-term planning.

SolutionsHub has been building its Irish capability with that environment in mind. SolutionsHub opened its Dublin office last year to support companies looking to obtain an Irish gambling licence. The appointment of Lyons strengthens the firm’s ability to support businesses preparing for the next stage of regulation.

Based in Dublin, Lyons has held senior leadership positions across several major gaming businesses during a career spanning Ireland, Malta, the Isle of Man and Australia.

He spent eight years with PokerStars on the Isle of Man, where he held a number of senior roles including Associate Director of Poker Engagement, with responsibility across payments, product and player engagement. He then joined Luckbox as Director of Player Engagement and later as Associate Director of Player Engagement at partypoker, before joining Virtual Gaming Worlds (VGW), where he became General Manager of Global Poker, later extending his brief to include the social casino brands Chumba Casino and LuckyLand Casino.

Alongside his career in the online gaming industry, Lyons spent more than 16 years in financial services with Bank of Ireland and Standard Life, working across technology, risk and operations. He is a graduate of Trinity College Dublin and is a Board Member of the Asthma Society of Ireland.

Lyons is also a board member of VGW Games Limited, bringing additional governance experience to the role.

The appointment comes as SolutionsHub expands its presence in Ireland to support operators and suppliers preparing for new regulatory requirements.

Lee Hills, CEO of SolutionsHub, said: “Ireland is entering a new phase, and businesses will have important decisions to make as the regulatory framework takes shape. David has worked at senior levels inside gaming businesses for many years and understands the practical challenges operators face.

“He’s seen the industry from different angles, from player engagement and operations through to governance and board-level responsibilities. That experience will be valuable as we continue to grow our Irish portfolio.”

David Lyons said: “I’ve spent a lot of my career working inside businesses that have had to balance commercial priorities with regulatory obligations. Ireland is moving into a period where businesses will need to get governance, licensing and operational readiness right from the start.

“SolutionsHub has built a strong reputation for helping businesses approach licensing, governance and compliance in a practical way. That focus on real-world outcomes was a big part of what attracted me to the role.”

The post SolutionsHub appoints former PokerStars and VGW executive David Lyons to lead Irish operations appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

Continue Reading

40 Under 40

FIRST.bet Founder and CEO Tom Light Named to Emerging Leaders of Gaming 40 Under 40 Class of 2026

Published

on

first.bet-founder-and-ceo-tom-light-named-to-emerging-leaders-of-gaming-40-under-40-class-of-2026

The FIRST.bet Founder and CEO joins the 2026 list of influential leaders shaping the global gaming industry

Tom Light, Founder and CEO of FIRST.bet, has been named a member of the Emerging Leaders of Gaming 40 Under 40 Class of 2026. Presented by The Innovation Group in partnership with Global Gaming Business and iGB, the program recognizes professionals under 40 who are making a significant impact on the global gaming industry.

The professionals recognized were selected from a record field of more than 250 nominations from around the world. Tom Light is also featured in a profile published by Global Gaming Business magazine as part of the Class of 2026. The recognition follows his Individual Achievement Award at the EGR Awards 2026, where FIRST.bet was also named Sports Betting Supplier of the Year.

Building in this space requires long term thinking. Results take time, and consistency matters more than short term wins,” said Tom Light, Founder and CEO of FIRST.bet.

Building FIRST.bet with one clear focus

Born and raised in Israel, Tom Light moved to Bulgaria in 2013. Over more than a decade, he has built sportsbook and trading platforms used by some of the largest betting operators in the world. He was part of the early evolution of live betting and helped shape many of the core mechanics that are now standard across the industry.

Under Tom Light’s leadership, FIRST.bet has grown to more than 500 employees, with major operations in Sofia and Plovdiv, two of Bulgaria’s largest cities. The company delivers a full sportsbook engine built for speed, scalability, real-time performance, dynamic pricing and efficient risk management.

Today we are talking about thousands of events per day and hundreds of markets,” said Tom Light. “We focus on speed, scalability and real time performance.”

Product leadership through focus

FIRST.bet covers a broad range of global and local sports while adapting its product to real player behavior in each market. In Brazil, for example, the company offers vaquejada, a traditional local sport that ranks among the most popular betting categories in certain regions.

The company continues to develop areas including bet builders, automation, data driven pricing and personalization, giving operators more flexibility and stronger tools to compete.

This reflects our approach. We adapt to real market demand and local player behavior,” said Tom Light.

Looking ahead

Tom Light expects the industry to become increasingly sophisticated as regulation expands and operators demand stronger products, faster execution and better compliance.

In this industry, product quality and speed of execution are what ultimately determine success,” said Tom Light. “Unlike many providers, we are fully dedicated to sportsbook. That focus allows us to move faster and deliver a stronger product to our partners.”

The post FIRST.bet Founder and CEO Tom Light Named to Emerging Leaders of Gaming 40 Under 40 Class of 2026 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

Continue Reading

BetGuard

World’s Third-Largest Gambling Market Has No National Self-Exclusion Register, New CasinoCanada Research Warns

Published

on

world’s-third-largest-gambling-market-has-no-national-self-exclusion-register,-new-casinocanada-research-warns

Canada is now the third-largest online gambling market in the world with an estimated CAD 13.15 billion generated in 2025, yet new research from CasinoCanada.com finds it still has no national self-exclusion register and no national licensing framework – meaning a player who self-excludes in one province can continue gambling offshore, or across provincial borders.

Drawing on iGaming Ontario figures, provincial regulatory data, Blask’s 2025 iGaming Landscape Report and peer-reviewed public health research, the analysis traces the gap to a constitutional structure that leaves gambling to the provinces and Ottawa without a national regulator. In effect, there are ten parallel regimes that do not connect to one another.

As a consequence, estimated offshore leakage outside Ontario ranges from 49% in British Columbia to 93% in Saskatchewan, with Alberta and Manitoba at 88%. Offshore platforms also grew 40% year-on-year in 2025 – nearly double the 23% growth of licensed operators.

Most starkly, a January 2026 study in the Canadian Medical Association Journal found gambling-related contacts to Ontario’s ConnexOntario helpline rose an estimated 198% after the market opened in 2022, concentrated almost entirely among boys and men aged between 15 and 44.

Ontario remains a success, with channelisation at 91.1% and its new BetGuard self-exclusion tool drawing more than 500 registrations in its first two weeks. But set against 1.235 million active player accounts, and stopping at the provincial border, it underlines how far the country still has to go.

Eugene Ravdin, Head of PR for CasinoCanada, said: “Record wagers and a near-200% rise in helpline contacts are happening at the same time, which tells you market growth and player protection are not the same thing. The tools that work internationally – GAMSTOP, Spelpaus, BetStop – all cover the whole market under a single registration.

“Canada has nothing like it. A national register wouldn’t just protect players, it would also help licensed operators compete against offshore sites. This is a commercial argument as much as a moral one.”

The full article can be read here: https://casinocanada.com/blog/canadas-safer-gambling-gap-why-market-success-doesnt-always-equal-player-safety/

The post World’s Third-Largest Gambling Market Has No National Self-Exclusion Register, New CasinoCanada Research Warns appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

Continue Reading

Trending

Get it on Google Play

Fresh slot games releases by the top brands of the industry. We provide you with the latest news straight from the entertainment industries.

The platform also hosts industry-relevant webinars, and provides detailed reports, making it a one-stop resource for anyone seeking information about operators, suppliers, regulators, and professional services in the European gaming market. The portal's primary goal is to keep its extensive reader base updated on the latest happenings, trends, and developments within the gaming and gambling sector, with an emphasis on the European market while also covering pertinent global news. It's an indispensable resource for gaming professionals, operators, and enthusiasts alike.

Contact us: [email protected]

Editorial / PR Submissions: [email protected]

Copyright © 2015 - 2024 - Recent Slot Releases is part of HIPTHER Agency. Registered in Romania under Proshirt SRL, Company number: 2134306, EU VAT ID: RO21343605. Office address: Blvd. 1 Decembrie 1918 nr.5, Targu Mures, Romania