Latest News
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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BETANO
Betano named FIFA World Cup 2026 Tournament Supporter for Europe and South America
Betano has been named an Official Tournament Supporter of the FIFA World Cup 2026
for Europe and South America under a new partnership between FIFA and Kaizen Gaming’s lead brand. The tournament will be held across Canada, Mexico and the United States from Thursday, 11 June until Sunday, 19 July.
The agreement is the third collaboration between Betano and FIFA. Betano previously joined as an Official Regional Supporter of the FIFA World Cup Qatar 2022
for Europe and was later announced as an Official Partner of the FIFA Club World Cup 2025
.
“We are delighted to welcome Betano among the Tournament Supporters of the FIFA World Cup 2026,” said FIFA’s Chief Business Officer, Romy Gai.
“Partnering with FIFA for the third time is a proud milestone for everyone at Kaizen Gaming and a clear reflection of our global evolution,” added George Daskalakis, co-founder and CEO of Kaizen Gaming.
Kaizen Gaming said Betano will run physical and digital fan engagement activations in Europe and South America around the tournament, and will offer responsible gaming tools including financial limits, time management features and 24/7 customer support.
The post Betano named FIFA World Cup 2026 Tournament Supporter for Europe and South America appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
chess
S8UL’s Aravindh Chithambaram qualifies for Esports World Cup 2026 chess event
S8UL’s Grandmaster Aravindh Chithambaram has qualified for the Esports World Cup (EWC) 2026 Chess main event after winning the Road to EWC qualifier at DreamHack Atlanta, according to the organization. S8UL said the result makes him the first Indian player to secure qualification for the Chess main event.
The qualifier used a group stage and playoffs format, with two games per series and Armageddon as the tiebreaker, played at 10 minutes with no increment. Aravindh advanced from Group B into the Upper Bracket semifinals after wins over Kyler Raines, Justin Liang, Oleksander Bortnyk, and Christopher Woo.
In the Upper Bracket semifinals, Aravindh beat Woo 2-1 after two draws and an Armageddon decider. He then defeated Alexey Sarana 2-1 in the Upper Bracket Final to reach the grand final, where he faced Sarana again. S8UL said the grand final used a double-match format, and after Sarana won the opening two games from the Lower Bracket side, Aravindh came back to win the Armageddon decider to take the qualifier.
The win earned the 26-year-old USD 15,000 (~INR 14 lakh) and one of the eight qualification slots confirmed so far for the EWC 2026 Chess main event, scheduled for August 11 to 15 with a USD 1.5 million (~INR 14 crore) prize pool. S8UL said it is now qualified for three EWC 2026 titles, following Fortnite and Honor of Kings.
“Qualifying for the Esports World Cup this year is a very proud and exciting moment for me, especially with so many top players and organizations from around the world competing at the event. This particular format leaves very little room for error, as every decision matters when you are playing 10-minute games without increment against some of the strongest players in the world. I am also very grateful to the team at S8UL for their consistent support and belief in me since last year. Their approach towards chess and nurturing Indian talent has been incredibly encouraging, and I am looking forward to representing the organization and giving my best at the main event” Chithambaram said.
S8UL added that fellow Grandmasters Nihal Sarin and Pranesh M remain in contention to qualify for EWC 2026 Chess via the Champions Chess Tour Leaderboard, Last Chance Qualifiers, and an India Rising slot scheduled to conclude on July 5. “One of the things we’ve consistently focused on at S8UL is creating opportunities for Indian talent to compete and succeed on the biggest global stages. Aravindh Chithambaram qualifying for the Esports World Cup is a huge moment, not just for us as an organization, but for Indian chess overall. The level of competition and pressure in this format is extremely high, which makes this achievement even more special. We’ve always believed India has the talent to stand alongside the very best in the world, and seeing Aravindh become the first Indian to qualify really reinforces that belief,” said Animesh Agarwal, Co-founder and CEO, S8UL Esports.
The post S8UL’s Aravindh Chithambaram qualifies for Esports World Cup 2026 chess event appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Casino Guru
Casino Guru Awards 2026 set for May 25 in Malta ahead of NEXT Valletta
Casino Guru will hold the Casino Guru Awards 2026 on May 25 at Xara Lodge in Malta, ahead of the NEXT Valletta conference. The organiser said the event will recognise companies, initiatives and individuals tied to fairness, player protection and ethical business practices in online gambling.
According to Casino Guru, the awards are positioned differently from typical industry programmes by prioritising “measurable impact and long-term commitment” rather than brand scale or marketing reach.
“The Casino Guru Awards are about recognizing the people and companies that genuinely prioritize players and contribute to a healthier industry,” said Daniela Sliva, PR & Creative Projects Director at Casino Guru. “As we approach the event, we’re excited to celebrate the efforts that often happen behind the scenes but have a real impact on the future of iGaming.”
Casino Guru said around 150 guests are expected to attend, with winners to be announced across multiple categories during an evening programme that also includes networking, dining and an afterparty.
The post Casino Guru Awards 2026 set for May 25 in Malta ahead of NEXT Valletta appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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