虚拟现实益智游戏市场分析及预测(按规模、份额、增长、趋势划分)2030 年

  • Report Code : TIPRE00038990
  • Category : Technology, Media and Telecommunications
  • Status : Published
  • No. of Pages : 169
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[研究报告] 2022 年虚拟现实益智游戏市场价值为 2.9385 亿美元,预计到 2030 年将达到 5.2566 亿美元;预计2022 年至 2030 年的复合年增长率为 7.5%。

 

分析师观点:

虚拟现实 ( VR ) 益智游戏旨在吸引玩家的感官,突破创造力的界限,并让玩家在一定时间内保持参与。它提供了一场难忘的冒险,挑战玩家的思维,点燃好奇心,让玩家惊叹于VR益智游戏的沉浸式可能性。这些游戏可用于教育、娱乐、动画和冒险等领域。Superhot VRTetris Effect VR是非传统的益智游戏,可在 VR中提供新鲜而迷人的体验。此外,一些游戏基于关键的解决问题的技能。例如,由Schell Gamesa开发的游戏 I Expect You to Die是一款惊心动魄的VR益智游戏,将玩家置于生死攸关的境地。它考验玩家的解决问题的能力。VR益智游戏解决致命陷阱以破译复杂的代码。凭借其身临其境的环境和引人入胜的故事情节,这款游戏提供了扣人心弦的体验,让玩家感觉自己就像间谍电影中的英雄。

VR益智游戏相较于普通益智游戏而言,具有独特的游戏机制和沉浸式体验,益智游戏在个人中越来越受欢迎,消费者可支配收入不断增加,这些都推动了虚拟现实益智游戏市场的增长。VR益智游戏在教育方面的使用日益增多,以及 5G 技术的推出将在未来几年为市场创造重大机遇。移动和云VR益智游戏以及带有VR益智游戏的元宇宙将在未来几年带来新的虚拟现实益智游戏市场趋势。

 

虚拟现实益智游戏市场概览:

虚拟现实益智游戏可帮助人们体验三维环境。VR益智游戏需要佩戴头戴式耳机,通过立体显示器模拟三维现实。游戏复杂而困难,要求玩家发挥创造力和解决问题的能力才能进步。VR益智游戏提供了独特的互动性和沉浸感,使解谜过程更加紧张刺激,更有成就感。

 

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虚拟现实益智游戏市场:

Virtual Reality Puzzle Games Market
  • 获取此报告的关键市场趋势。
    这个免费样品将包括数据分析,从市场趋势到估计和预测。

 

虚拟现实益智游戏市场驱动因素:

 

独特的游戏机制和沉浸式体验推动虚拟现实益智游戏市场增长

虚拟现实 ( VR ) 益智游戏提供了传统游戏无法提供的独特游戏动态。玩家可以用手与虚拟世界物体互动,增加了新的复杂性和沉浸感。玩VR游戏可以带来身临其境的参与体验,让玩家感觉自己仿佛身临其境地置身于游戏环境中。这些游戏提供了全新的参与度和互动性,从而带来极其有趣和令人满意的游戏体验。消费者对沉浸式体验的兴趣越来越大,而VR益智游戏可以提供一种独特而有趣的逃避现实的选择。

虚拟现实益智游戏市场中的几家公司提供了身临其境的体验和独特的游戏机制。例如,Fireproof Games 开发了 VR 益智游戏“The Room VR: A Dark Matter”。该游戏讲述的是调查一位受人尊敬的埃及古物学家的失踪;为此,玩家于 1908 年被调往英国考古研究所。此外,游戏的挑战在于玩家需要找到埋藏的信息。VR 游戏谜题复杂而困难,要求玩家发挥创造力和解决问题的能力才能前进。游戏玩法既有趣又令人满意,因为每个 VR 谜题都提出了独特的挑战。它有一个引人入胜的情节,吸引玩家并让他们始终保持兴趣。随着玩家的前进,游戏的隐藏谜团被揭开,他们解开了围绕一位著名埃及古物学家失踪的谜团。Vertical Robot 开发了一款名为 Red Matter 的益智游戏,玩家扮演一名宇航员,在冷战期间被派往一个神秘的月球设施检查一个不寻常的信号。该游戏具有引人入胜的科幻情节和巧妙的谜题,充分利用了其零重力物理原理。因此,VR 益智游戏相较于普通益智游戏提供的独特游戏机制和沉浸式体验有助于扩大虚拟现实益智游戏的市场规模。

 

虚拟现实益智游戏市场报告细分和范围:

虚拟现实益智游戏市场根据年龄、玩家类型、最终用户和地理位置进行细分。根据年龄,市场分为 12 岁以下、13 至 17 岁、18 至 34 岁和 35 岁以上。根据玩家类型,市场分为单人游戏和多人游戏。根据最终用户,市场分为个人和专业人士。虚拟现实益智游戏市场报告的范围主要分为北美(美国、加拿大和墨西哥)、欧洲(西班牙、英国、德国、法国、意大利和欧洲其他地区)、亚太地区(韩国、中国、印度、日本、澳大利亚和亚太地区其他地区)、中东和非洲(南非、沙特阿拉伯、阿联酋和中东和非洲其他地区)以及南美洲和中美洲(巴西、阿根廷和南美洲和中美洲其他地区)。

 

虚拟现实益智游戏市场细分分析:

根据年龄,虚拟现实益智游戏市场细分为 12 岁以下、13 至 17 岁、18 至 34 岁和 35 岁以上。18 至 34 岁年龄段在 2022 年占据了最大的市场份额。虚拟现实产品在 18-34 岁年龄段最受欢迎。这些年龄段的人在闲暇时间玩 VR 益智游戏,以获得乐趣和娱乐。此外,这些游戏要求玩家批判性和战略性地思考以解决难题,这种心理锻炼可以提高认知功能。因此,VR 益智游戏的这种应用正在积极推动 18 至 34 岁年龄段的市场。

 

虚拟现实益智游戏市场区域分析:

北美虚拟现实益智游戏市场分为美国、加拿大和墨西哥。就收入而言,美国占据了虚拟现实益智游戏市场份额的主导地位。由于该地区早期采用技术和消费者偏好,VR 益智游戏的部署正在增加。据 Security.org 称,到 2024 年,23% 的美国人(估计美国有 5300 万成年人)将拥有 VR 设备。对 VR 设备的如此巨大的偏好可能会为市场创造有利可图的机会。Epic Games Inc.、Steam VR 和 HTC Viewport 是提供虚拟现实益智游戏的主要市场参与者之一。该地区重要市场参与者的存在推动了市场的增长。预计所有上述因素都将在 2022 年至 2030 年期间为北美虚拟现实益智游戏市场份额做出贡献。

 

关键球员分析:

Ubisoft Entertainment SA、Ludact Game Studio、Cloudhead Games Ltd、Taito Corp.、Vertigo Studios BV、Polyarc Inc.、Schell Games LLC、SideQuestVR Ltd、HTC Corp 和 Metanaut Labs Inc 是虚拟现实益智游戏市场的主要参与者。在本次市场研究中,我们还研究和分析了其他几家主要市场参与者,以全面了解市场及其生态系统。虚拟现实益智游戏市场分析提供了详细的市场洞察,帮助主要参与者制定增长战略。

 

 

虚拟现实益智游戏市场区域洞察

Insight Partners 的分析师已详尽解释了预测期内影响虚拟现实益智游戏市场的区域趋势和因素。本节还讨论了北美、欧洲、亚太地区、中东和非洲以及南美和中美洲的虚拟现实益智游戏市场细分和地理位置。

Virtual Reality Puzzle Games Market
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虚拟现实益智游戏市场报告范围

报告属性细节
2022 年市场规模2.9385亿美元
2030 年的市场规模5.2566 亿美元
全球复合年增长率(2022 - 2030 年)7.5%
史料2020-2021
预测期2023-2030
涵盖的领域按年龄
  • 18 至 34 岁
  • 35岁以上
  • 13 至 17 岁
  • 12 岁以下
按玩家类型
  • 单人游戏和多人游戏
按最终用户
  • 个人和专业人士
覆盖地区和国家北美
  • 我们
  • 加拿大
  • 墨西哥
欧洲
  • 英国
  • 德国
  • 法国
  • 俄罗斯
  • 意大利
  • 欧洲其他地区
亚太
  • 中国
  • 印度
  • 日本
  • 澳大利亚
  • 亚太其他地区
南美洲和中美洲
  • 巴西
  • 阿根廷
  • 南美洲和中美洲其他地区
中东和非洲
  • 南非
  • 沙特阿拉伯
  • 阿联酋
  • 中东和非洲其他地区
市场领导者和主要公司简介
  • 育碧娱乐公司
  • 路达特游戏工作室
  • 云头游戏有限公司
  • 太东公司
  • Vertigo 工作室
  • Polyarc 公司
  • Schell 游戏有限责任公司
  • SideQuestVR有限公司
  • 宏达国际公司

 

虚拟现实益智游戏市场参与者密度:了解其对商业动态的影响

虚拟现实益智游戏市场正在快速增长,这得益于终端用户需求的不断增长,而这些需求又源于消费者偏好的不断变化、技术进步以及对产品优势的认识不断提高等因素。随着需求的增加,企业正在扩大其产品范围,进行创新以满足消费者的需求,并利用新兴趋势,从而进一步推动市场增长。

市场参与者密度是指在特定市场或行业内运营的企业或公司的分布情况。它表明在给定市场空间中,相对于其规模或总市场价值,有多少竞争对手(市场参与者)存在。

在虚拟现实益智游戏市场运营的主要公司有:

  1. 育碧娱乐公司
  2. 路达特游戏工作室 Game Studio
  3. 云头游戏有限公司
  4. 太东公司 Corp
  5. Vertigo工作室

免责声明上面列出的公司没有按照任何特定顺序排列。


Virtual Reality Puzzle Games Market

 

  • 获取虚拟现实益智游戏市场顶级关键参与者概览

 

虚拟现实益智游戏市场最新发展:

虚拟现实益智游戏市场预测可以帮助该市场的利益相关者规划其增长战略。市场上的公司高度采用并购等无机和有机战略。

根据公司新闻稿,以下提到了一些进展:

  • 2024 年 2 月,Schell Games在 Ruff Talk VR 2024 展会期间发布了《Silent Slayer: Vault of the Vampire》的扩展版游戏预告片。预告片展示了城堡中的黑暗环境、用于解除吸血鬼棺材上陷阱的各种工具,以及玩家必须在睡梦中消灭的一些吸血鬼。开发人员对游戏玩法进行了评论,并让观众更深入地了解游戏的氛围、机制和其他方面。
  • 2024 年 1 月,Vertigo Games 与 Deep Silver 合作推出了 Metro Awakening,这是一款全新的沉浸式、故事驱动的VR冒险游戏,将于今年晚些时候在 PlayStation VR2、Meta Quest 2 和 3 以及 PC VR上首次亮相。作为 Metro 系列作者和创作者 Dmitry Glukhovsky 的前传,Metro Awakening 将让玩家一头扎进一个无情的后世界末日世界,融合了该系列高度氛围化的探索、故事叙述和隐形战斗等主要元素。
  • 2023 年 1 月,Taito Corporation 通过各种移植版向现代观众重新推出了其 Puzzle Bobble 系列和 Metal Black 游戏。这些游戏于 1994 年推出,将在 PS4、Xbox One、Steam 和 Nintendo Switch 等各种游戏机上提供。该系列包括 Puzzle Bobble 2 和 3 的街机版和主机版,具有挑战模式和收集模式等模式。这些游戏还将提供英文版,在西方被称为 Bust-A-Move。发行商 City Connection 已成功将这些游戏移植到最新的游戏平台上,提供高品质生活选项以及使用扫描线玩游戏的选项,以重现旧 CRT 显示器的怀旧感。
  • Historical Analysis (2 Years), Base Year, Forecast (7 Years) with CAGR
  • PEST and SWOT Analysis
  • Market Size Value / Volume - Global, Regional, Country
  • Industry and Competitive Landscape
  • Excel Dataset
Report Coverage
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

This text is related
to segments covered.

Regional Scope
Regional Scope

North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Country Scope

This text is related
to country scope.

Frequently Asked Questions


What is the estimated market size for the virtual reality puzzle games market in 2022?

The Virtual reality puzzle games market was estimated to be valued at US$ 293.85 million in 2022 and is projected to reach US$ 525.66 million by 2030; it is expected to grow at a CAGR of 7.5% during the forecast period.

What are the driving factors impacting the virtual reality puzzle games market?

Unique game play mechanism and immersive experience, increased popularity of puzzle games and rising disposable income of consumers are driving factors of virtual reality puzzle games market.

What are the future trends of the virtual reality puzzle games market?

Mobile and cloud VR puzzle gaming and metaverse in VR puzzle gaming is expected to set the future trend for the virtual reality puzzle games market in the coming years.

Which is the fastest-growing region in virtual reality puzzle games market?

North America is anticipated to grow with the highest CAGR over the forecast period.

Which key players hold the major market share of the virtual reality puzzle games market?

The key players holding majority shares in the virtual reality puzzle games market include Ubisoft Entertainment SA, HTC Corp, CCP Games, Survios, and Schell Games.

Which is the leading player type segment in the virtual reality puzzle games market?

Single player segment led the virtual reality puzzle games market with a significant share in 2022 and multi-player segment is expected to grow with the highest CAGR.

What will be the virtual reality puzzle games market size by 2030?

The virtual reality puzzle games market is expected to reach US$ 525.66 million by 2030.

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The List of Companies - Virtual Reality Puzzle Games Market

  1. Ubisoft Entertainment SA 
  2. Ludact Game Studio
  3. Cloudhead Games Ltd
  4. Taito Corp 
  5. Vertigo Studios BV 
  6. Polyarc Inc
  7. Schell Games LLC
  8. SideQuestVR Ltd
  9. HTC Corp 
  10. Metanaut Labs Inc

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The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.

  1. Data Collection and Secondary Research:

As a market research and consulting firm operating from a decade, we have published and advised several client across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.

Several associations trade associates, technical forums, institutes, societies and organization are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in last 3 years are scrutinized and analyzed to understand the current market trends.

  1. Primary Research:

The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.

For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.

A typical research interview fulfils the following functions:

  • Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
  • Validates and strengthens in-house secondary research findings
  • Develops the analysis team’s expertise and market understanding

Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:

  • Industry participants: VPs, business development managers, market intelligence managers and national sales managers
  • Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.

Below is the breakup of our primary respondents by company, designation, and region:

Research Methodology

Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.

  1. Data Analysis:

Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.

  • Macro-Economic Factor Analysis:

We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.

  • Country Level Data:

Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.

  • Company Profile:

The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.

  • Developing Base Number:

Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.

  1. Data Triangulation and Final Review:

The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.

We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.

We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.