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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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BetConstruct AI confirms SiGMA Asia 2026 presence in Manila
Supplier plans to pitch a World Cup 2026 sportsbook bundle and its AI Suite at Stand 2572 on June 2–3.
BetConstruct AI will exhibit at SiGMA Asia 2026 in Manila, Philippines, on June 2–3, the company said, appearing at Stand 2572.
At the show, BetConstruct AI said it will highlight a “Best Sportsbook for the World Cup 2026” bundle built around “Special Bets, Powerfull, and Bet on League.” The company positioned the package as ready for operator activation without development work.
BetConstruct AI also said it will showcase its AI Suite, including “CRM AI, Umbrella AI, AI Game Recommendation System, and Betting Mate AI,” aimed at use cases such as churn prediction, risk consolidation, personalised casino experiences, and conversational sportsbook engagement.
As product context, the company cited its sportsbook and casino platforms, including “140,000+ pre-match events and 90,000+ live matches monthly” and “45,000+ games from 350+ providers via a single API.” It also highlighted its “Affigates Affiliate Ecosystem” with “7,000+ vetted affiliates and AI-based scoring.”
The company said new partners signing via the show can access commercial incentives, including “a 50% platform setup discount from day one,” “100% Core Suite Access free for the first 3 months (50% off for months 4–12), and third-party tools at 51% off for the first 3 months.”
The post BetConstruct AI confirms SiGMA Asia 2026 presence in Manila appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
celebrity-partnerships
Pascal Gaming signs Ronaldinho for football-themed crash and slot titles
First release is Avinho R10, followed by June launch Fortune Ronaldinho as the studio lines up more titles ahead of the World Cup season.
Pascal Gaming has partnered with Brazilian football player Ronaldinho to launch a dedicated portfolio of games inspired by the athlete, the company said on 26 May, 2026.
The planned pipeline includes crash games, slots and additional titles set to roll out through the year. Pascal Gaming said the initiative is aimed at both Brazil and international markets, and will be supported by tournaments, promotional activity and special events tied to the Ronaldinho-branded portfolio.
The first game confirmed is Avinho R10, described as a crash-style title featuring Ronaldinho “above Brazil” in an aviation-themed experience. A second game, Fortune Ronaldinho, is scheduled for release in June and is positioned as a slot-inspired title.
“Ronaldinho is one of the most recognisable and loved football personalities in the world, so for us this collaboration is much more than a game launch. It is a global entertainment project that combines football culture, emotionally engaging gameplay and strong promotional activities ahead of the World Cup,” said Armen Mnaskanian, Head of Sales at SoftConstruct Gaming Content.
Pascal Gaming said it has been expanding its crash game portfolio during 2026 and investing in localised, character-driven content across Latin America, Africa and Asia. The company added that more Ronaldinho-themed titles and marketing campaigns will be revealed in the coming months.
The post Pascal Gaming signs Ronaldinho for football-themed crash and slot titles appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
brand-marketing
Duelbits signs Justin Gaethje for branded content ahead of UFC Freedom 250
The JUSTIN2026 campaign was shot in Denver and rolls out over four weeks ahead of the 14 June event at the White House.
Duelbits has launched a branded content campaign with UFC interim Lightweight Champion Justin Gaethje, timed to UFC Freedom 250 at the White House on Saturday 14th June.
The campaign, branded JUSTIN2026, was shot on location in Denver, Colorado by UK-based creative agency YRDS. Duelbits said the content is designed as a “premium, cinematic series” and will roll out in phases over the next four weeks, peaking on event day.
According to the company, the campaign was planned before UFC Freedom was officially confirmed. Duelbits framed the early commitment as part of a strategy to move faster than traditional sportsbooks around major cultural moments.
“We didn’t want to create another sportsbook promo,” said Jasper Hoekert, Chief Marketing Officer at Duelbits. “We wanted to create something that combat sports fans want to watch, content built around Justin’s authenticity and intensity, not just his fight record. We were planning this before the White House event was even officially confirmed. When you believe in the magnitude of a moment, you don’t wait for permission to act on it.”
“Duelbits came to me with a vision, not just a brief,” said Gaethje. “They wanted to create something that reflected the reality of what I do and who I am, with no smoke and mirrors. When a brand shows up with that kind of conviction and creative ambition, you back it. This campaign is going to be something people remember.”
The post Duelbits signs Justin Gaethje for branded content ahead of UFC Freedom 250 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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