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

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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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QTech Games add more content muscle with Reflex Gaming portfolio

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QTech Games, the leading game aggregator for all emerging markets, has signed its latest supplier partnership with Reflex Gaming, the UK’s largest independently owned omnichannel game supplier, enabling its platform customers to access the studio’s expansive slots catalogue.

Established in 2004, Reflex Gaming’s prolific production line run of legendary games has catapulted the supplier to igaming prominence and recognition, offering a diverse array of gaming experiences across both digital and analogue markets, and driving through new innovations in gaming, including the creation of entirely new gaming categories.

Reflex Gaming creates the highest quality digital gaming content for license to many of the world’s leading casino operators, as evidenced by its steady stream of recent hit titles, including Candy Crazed Pandas DoubleMax, Big Game Fishing Christmas Catch, The Cursed Idol, and 8 Balls of Fire Blazing Bounty. All of these games and more are now available via QTech’s premier platform, which is taking the widest range of online games to international markets, with established names sitting alongside the industry’s most exciting up-and-coming providers.

This collaboration naturally broadens Reflex Gaming’s international scope, unlocking untapped regions for diversified growth, above all in Africa and Latin America.

QTech Games CEO, Philip Doftvik, said: “We’re dedicated to constantly launching more and more first-class content and product innovation that drives revenue for our partners. So, this deal with Reflex Gaming extends our impressive sequential pipeline into 2026 – and we’ve so much more to come this year! In today’s marketplace, only premium games of the highest standard separate you from the crowd. So, we look forward to sharing their wide spectrum of games with both leading and challenger operator brands in emerging markets worldwide.”

Mat Ingram, Chief Product Officer at Reflex Gaming, added: “At Reflex Gaming, we pride ourselves on working with the sector’s biggest and most commercially recognised partners, and QTech Games fits our growth plan perfectly, as we continue to expand our horizons into new territories, leveraging our brand’s values which . QTech’s platform is a gateway to global audiences, so we can’t wait to see how our highly engaging games perform across a greenfield landscape of emerging markets.”

The post QTech Games add more content muscle with Reflex Gaming portfolio appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Blokotech serves up Global Padel Tour in collaboration with SiGMA

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Blokotech, a leading innovator in iGaming software solutions, has launched its Blokotech Padel Tour, a new international sporting circuit combining padel, networking and the global iGaming community, delivered in partnership with SiGMA.
The four-stage event is hosted across four international destinations in 2026, beginning in Buenos Aires, followed by Malta and Miami, before concluding in Rome for the Grand Finale during SiGMA World. Each point on the Tour coincides with the same week as influential iGaming events – including SAGSE, SBC Miami, and SiGMA World – underscoring the tour’s positioning at the intersection of sport, business and community.
Starting next month, each tournament will follow the same format, welcoming a minimum of 24 pairs, split across two competitions: a Beginners tournament and an Advanced tournament. First- and second-place finishers in each category will receive prizes, with each event featuring music, catering, and on-site photography and video to create a premium, social experience for players and guests.
All roads lead to Rome where the Grand Finale will introduce a ranking-based qualification system. Players competing in earlier legs of the tour will earn points for participation and performance, with top-ranked pairs qualifying for the final. Additional places will also be made available via open registration.
The best prizes are reserved for the event in Rome, which include an Omega Speedmaster or IWC watch for Advanced first-place winners, Apple Watch Ultra Pro Prizes for Beginners champions, and professional padel kits plus tickets to a Padel World Tour event for second-place finishers in both categories.
Key dates for the 2026 Blokotech Padel Tour:
  • Buenos Aires – 16 March (12:00–19:00)
  • Malta – 28 April (10:00–16:00)
  • Miami – 9 June (time TBC)
  • Rome – Grand Finale – 2 November (time TBC)
Blokotech Co-Founder and CEO Salvatore Messina commented: “Padel has a deep and authentic connection to Latin America where our own roots rest as a business. Our aim with the Blokotech Padel Tour is to bring iGaming movers and shakers together for a competition inspired by community and passion. SiGMA has been the perfect partner to help us deliver global concepts synced with some of the industry;s leading events. Join us in BA where it all begins!”

Additionally, SiGMA CMO Lauranne Urban added: “Blokotech’s Padel Tour is a wonderful idea that we’ve been honoured to help bring to life. It will provide the perfect platform for sporting action, networking and industry culture. This initiative aligns with our event philosophy to deliver engaging, community-driven experiences beyond the conference floor.”

The post Blokotech serves up Global Padel Tour in collaboration with SiGMA appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Elantil integrates 155.io into online marketplace

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Just when operators were starting to think the range of content offered by Elantil couldn’t possibly get any more diverse, the pioneering platform solutions provider has pulled off one of the great early rug pulls of 2026 by integrating 155.io into its online marketplace.

Proudly supplying “betting on chaos” since 2024, 155.io is a disruptive live game company that’s already made big waves in the industry due to its incredibly unique line-up. Designed to offer real-time madness for a mobile-first world, 155.io takes creative concepts and broadcasts them from its studio to operators around the world, creating an all-new kind of immersive betting experience.

Games offered by the supplier include Rush Hour, where players bet on how much traffic will cross a zone based on real CCTV footage, Duck Racing, where eight fearless rubber duckies race down a lazy river obstacle course with players betting on the winner, and Marble Plinko, which will definitely be a familiar concept to anyone who took part in Elantil’s Marble Races at ICE this year!

Now that 155.io’s full line-up of quirky live games has been added to Elantil’s Marketplace, operators will be able to reach out to the supplier’s business development and sales partner, RPM Gaming, directly to form their own custom agreements, with Elantil handling everything else.

By doing things this way, customers have full flexibility over the length and terms of their deal, enabling them to hand-pick the best games for their target audience while also cutting out the middleman and saving on costs – both of which are hallmarks of the Elantil approach to business.

John Debono, Chief Technical Officer at Elantil, said: “As something of a disruptive presence in the industry ourselves, it goes without saying that Elantil is naturally drawn to fellow innovators in the iGaming space. 155.io certainly fits that description, and by adding their distinctive range of live games to our online marketplace, we’ll be able to offer our partners a totally unique line-up of content that will help them create greater engagement and retention with mobile-first players.”

Sam Jones, Chief Executive Officer at 155.io, said: “155.io and Elantil are both companies that have made names for themselves by doing things differently, so we’re really happy to be sharing our chaotic brand of mobile-first content with a platform provider that genuinely appreciates the importance of going against the status quo. Now that our full line-up of games is integrated into their marketplace, I’m looking forward to seeing what our real-time madness can do for Elantil operators!”  

The post Elantil integrates 155.io into online marketplace appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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