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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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Arizona Department of Gaming
Arizona Department of Gaming Concludes Legislative Session with Approved Agency Continuation and Enhanced Spending Authority for Problem Gambling
Department is continued for six years to regulate an extensive portfolio: tribal gaming, event wagering and fantasy sports, horse racing and simulcast wagering, and boxing and mixed martial arts
State budget includes a 20 percent increase in problem gambling treatment and prevention appropriations
The Arizona Department of Gaming (Department) announced today that with Governor Hobbs’ signature on Senate Bill 1671, the Department has received continuation approval by the Arizona State Legislature, which periodically reviews state agencies for performance and authority. Additionally, through Senate Bill 1847 and the state’s Fiscal Year 2027 budget, the Department’s Division of Problem Gambling received expanded expenditure authority, enabling additional investments in problem gambling prevention, education, treatment, and recovery services across Arizona.
“Arizona first established the Department of Gaming in 1995 – and more than thirty years later, we remain excited about world-class regulation benefiting the entire state,” said Jackie Johnson, Department Director. “I’m grateful to Governor Hobbs and leaders in the state legislature, particularly continuation bill sponsor State Senator Shawnna Bolick, who thoroughly reviewed our agency with a deep commitment to public service, and I am pleased that the Department secured its continuation, which will allow us to strengthen our focus points in robust consumer protection and integrity.”
The Department, the Arizona State Boxing and Mixed Martial Arts Commission, and the Arizona Racing Commission are continued by the legislature for six years, per the enactment of Senate Bill 1671, sponsored by Senator Shawnna Bolick, in the 2026 legislative session that adjourned on June 12, 2026. This continuation affirms the Department’s and both Commissions’ authority to carry out the roles and responsibilities delegated by the legislature.
The Department’s Division of Problem Gambling marked the legislative session with the passage of a new state budget that grants $4,000,000 in total authorized spending for the Division. The $4,000,000 authority represents a 20 percent increase from the FY26 budget. Additionally, the legislature granted an annual $500,000 expenditure authority for the agency to use Event Wagering funds to support problem gambling. Finally, the Division will have grant oversight authority for the first time– allowing the Division to expand programs to assist those in need.
“The new state budget will strengthen longstanding investments in problem gambling assistance made possible through partnerships with Arizona’s Tribal Nations and the Arizona Lottery,” said Elise Mikkelsen. “We continue to see strong demand from individuals and families seeking information, resources, and treatment for gambling-related harm. This increased funding will help us expand the continuum of care and ensure more Arizonans have access to effective, inclusive, and timely support.”
In addition to supporting the Division in state-wide access to problem gambling prevention and treatment, the Department is actively engaged in responsible gaming and safer play initiatives. Now in its first year of the campaign, the Department’s Take Back the Game initiative in partnership with the Arizona Media Association is raising awareness of gambling self-exclusion options available through the agency. The campaign, which runs in English and Spanish across Arizona media outlets, lets viewers know that if gambling is no longer fun, they can Take Back the Game and self-exclude from Arizona casinos, sportsbooks, and fantasy sports operators. Also in 2026, the Department’s Too Young to Bet campaign emphasizes the risks associated with youth gambling.
To learn more about the Arizona Department of Gaming, visit gaming.az.gov. To learn more about problem gambling prevention and treatment, visit problemgambling.az.gov.
The post Arizona Department of Gaming Concludes Legislative Session with Approved Agency Continuation and Enhanced Spending Authority for Problem Gambling appeared first on Americas iGaming & Sports Betting News.
Alchemy of Passion
WinSpirit Launches Alchemy of Passion: A Birthday Campaign Combining Gamification, Rewards, and Player Engagement
This summer, WinSpirit celebrates its birthday with Alchemy of Passion, a large-scale promotional campaign designed to create deeper player engagement through gamification, storytelling, and immersive rewards.
Built around the concept of discovering the legendary Elixir of Passion, the campaign transforms traditional promotional mechanics into an interactive journey. Players are invited to collect ingredients, complete quests, unlock rewards, and explore new experiences — turning every spin and action into part of a larger adventure.
Throughout the campaign, players can access multiple engagement features, including the Gift Portal, Gift Shop, Mystery Elixirs, quests, tournaments, and exclusive bonuses created specifically for the celebration.
From a product perspective, Alchemy of Passion highlights WinSpirit’s approach to developing creative promotional solutions that help operators increase player interaction, strengthen loyalty, and deliver memorable brand experiences. By combining narrative-driven mechanics with rewarding gameplay elements, the campaign provides partners with a flexible engagement tool designed to support retention and long-term player relationships.
The campaign also reflects WinSpirit’s continued investment in innovation, exploring new ways to connect entertainment, technology, and player-focused experiences within the iGaming ecosystem.
This birthday celebration is WinSpirit’s way of thanking the community that continues to shape the brand. Instead of simply marking another milestone, the company is creating new opportunities for players to interact, discover rewards, and celebrate together.
While Alchemy of Passion is already live, another major experience is being prepared behind the scenes. Soon, players and partners will get their first look at Euphoria Lab — a brand-new concept designed to bring an entirely new level of engagement.
The celebration has begun. The formula continues to evolve, and the next chapter is about to unfold.
The post WinSpirit Launches Alchemy of Passion: A Birthday Campaign Combining Gamification, Rewards, and Player Engagement appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
Africa
SpringbokCasino ties July free spins to ‘Minions in the Wild’ campaign
SpringbokCasino.co.za has launched a July promotion offering players 25 free spins on SpinLogic slot title Seahorse Surge, using coupon code MINIONS. The operator said the offer is valid throughout July on its South Africa-facing site.
The campaign is positioned around a “Minions in the Wild – Nature’s Greatest Helpers” theme, timed to coincide with the release window of a new Minions film. SpringbokCasino’s creative frames the promotion through five animal “archetypes” — meerkats, hyenas, dassies, warthogs and elephants — as analogies for different styles of play.
“Every ecosystem needs its helpers, and every winning session needs the right mix of patience, timing, and a little bit of glorious chaos,” said Daniel Van Wyke, Casino Manager at SpringbokCasino. “This July, we celebrate South Africa’s wildest ‘Minions’—and give our players 25 free spins to cause some fun trouble of their own.”
SpringbokCasino described Seahorse Surge as featuring “cascading wins and rising multipliers.”
The press release also links to a video version of the story hosted at https://lyceum.video/casinonews/260701/260701.mp4.
The post SpringbokCasino ties July free spins to ‘Minions in the Wild’ campaign appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.
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