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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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casino
Plaza Hotel & Casino adds DJ Exodus to free Cinco de Mayo party on May 5
Downtown Las Vegas event runs from 4 p.m. around the Carousel Bar under the Main Street dome, with themed food, drinks and a large piñata.
Plaza Hotel & Casino will host its Cinco de Mayo celebration on Tuesday, May 5, starting at 4 p.m., in and around the property’s Carousel Bar in downtown Las Vegas.
The event is free to attend and will feature DJ Exodus, according to the casino. The DJ is scheduled to play a mix of “top radio hits with a mix of Latin music” under the Plaza’s Main Street dome.
The property said the party will also include “downtown’s largest piñata” and a photo area with themed props.
Food options listed for purchase include churros from Churros 101 and street tacos and esquites from Fresh Mexican Grill. Carousel Bar will run drink specials, including Modelo Draft 16 oz ($11), Modelo Michelada ($14), Mi Campo Margarita ($14), Mi Campo Blanco Shot ($10), and Mi Campo Reposado Shot ($12). Nearby, Pinkbox Doughnuts will offer Cinco de Mayo-themed doughnuts.
More information is available at plazahotelcasino.com/entertainment/cinco-de-mayo/.
- Plaza Hotel & Casino Cinco de Mayo event page; https://www.plazahotelcasino.com/entertainment/cinco-de-mayo/ Primary source for event details, timing and location provided by the operator.
- Plaza Hotel & Casino official website; https://www.plazahotelcasino.com/ Reference point for property information and related entertainment listings.
The post Plaza Hotel & Casino adds DJ Exodus to free Cinco de Mayo party on May 5 appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
AI
BetConstruct AI sets SBC Summit Malta 2026 stand to demo iGaming ecosystem
Supplier plans product demos at Stand C50 on April 29–30, including sportsbook, casino aggregation, affiliate tools, retail and AI suite.
BetConstruct AI will exhibit at SBC Summit Malta 2026 on April 29–30, taking Stand C50 in Malta to present its iGaming product ecosystem to operators and other industry stakeholders.
The company said it will demo multiple components including its Sportsbook Platform, Casino Platform, Affiliate Ecosystem, Retail Solutions and AI Suite. BetConstruct AI stated its Sportsbook Platform includes more than 140,000 pre-match events and over 12,000 monthly esports live events.
For casino, BetConstruct AI said its Casino Platform integrates 350+ providers via a unified aggregation API. It will also spotlight its Affiliate ecosystem, which it said includes 7,000+ vetted affiliates supported by AI-based scoring.
On omnichannel, the supplier said its Retail Solutions are designed to connect land-based and digital channels. The company’s AI suite will also be part of the stand presentation, including CRM AI, Umbrella AI, an AI Game Recommendation System and Betting Mate AI, which it said covers “everything from churn prediction and risk management to real-time personalisation and conversational betting.”
BetConstruct AI said a focus at Stand C50 will be “the Best Sportsbook for the World Cup 2026,” supported by two “zero-cost products” — Powerfull for pre-tournament engagement and Bet on League for an in-tournament hub — which it said require “zero development effort from operators.”
More relevant data as follows:
- SBC Summit Malta; https://sbcevents.com/sbc-summit-malta/ Official event page for dates, location, and exhibitor information.
- BetConstruct; https://www.betconstruct.com/ Company site for product and platform background referenced in the announcement.
- Malta Gaming Authority (MGA); https://www.mga.org.mt/ Primary regulator in Malta; useful context for readers tracking Malta-based iGaming activity.
The post BetConstruct AI sets SBC Summit Malta 2026 stand to demo iGaming ecosystem appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
earnings
Meridian Holdings returns to profit on $50.1m Q1 2026 revenue, up 17% YoY
NASDAQ-listed MRDN posts $2.3m net income and cuts net debt 62% after recent rebrand and ticker change.
Meridian Holdings Inc. (NASDAQ: MRDN), the Las Vegas-headquartered gaming and technology group, reported first-quarter 2026 revenue of $50.1 million, up 17% year over year, and net income of $2.3 million. The company said it was the first profitable quarter under the Meridian Holdings brand, following a rebrand and the start of trading under the MRDN ticker on the NASDAQ Capital Market less than two months ago.
Meridian also reported a lower debt position versus the prior year. Total debt fell by more than half year over year, while net debt decreased 62% to $13.4 million. The company ended the quarter with $16.2 million in cash.
“This quarter marks an important milestone in our growth journey,” said William Scott, Chief Executive Officer of Meridian Holdings. “We delivered revenue in line with our guidance, exceeded our profitability target, and continued strengthening our balance sheet, all while expanding our presence across regulated markets and investing in proprietary technology. We are well-positioned for sustained growth through 2026 and beyond.”
Meridianbet, the group’s main operating subsidiary, generated $34.9 million in Q1 revenue, up 26% year over year, representing nearly 70% of group revenue, the company said. Meridian reported nearly 500,000 new customer registrations in the quarter (+41% YoY) and active users up 21% to 333,700.
Across other units, Expanse Studios expanded to 1,519 active operator sites and secured new regulatory certifications in Latvia, Estonia, Sweden, and Portugal, while continuing certification efforts in Ontario, Canada. RKings Competitions posted sales of $7.7 million, Classics for a Cause reported VIP subscriptions surpassing 10,000 for the first time in 12 months, and Mexplay more than tripled new registrations year over year to 74,000.
For Q2 2026, Meridian guided to revenue of $51 million to $53 million, implying 18% to 23% year-over-year growth.
More relevant data as follows:
- Meridian Holdings quarterly results; https://meridian-holdings.com/quarterly-results Source for the full earnings release, investor deck, and call replay referenced in the announcement.
- Meridian Holdings investor relations; https://meridian-holdings.com Company site for corporate background, filings links, and investor materials.
- NASDAQ: MRDN quote and company profile; https://www.nasdaq.com/market-activity/stocks/mrdn Independent listing page to corroborate ticker, exchange, and market data context.
The post Meridian Holdings returns to profit on $50.1m Q1 2026 revenue, up 17% YoY appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
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