
Published On: Sep 2024
Published On: Sep 2024
According to Business Market Insights' research, the Europe voice-based payments market was valued at US$ 88.21 million in 2022 and is projected to reach US$ 155.30 million by 2030, registering a CAGR of 7.3% from 2022 to 2030. Unique game play mechanism and immersive experience and growing importance of VR puzzles for educational purposes are among the critical factors attributed to drive the Europe voice-based payments market growth.
VR in education has shifted the focus of institutions toward improving student engagement and encouraging a better understanding of advanced concepts. VR can give students a better learning experience and encourage them to participate actively in the lesson. By exploring immersive learning environments such as visiting the moon, the internal organs of the human body, or traveling far away in space, teachers can boost classroom excitement and engagement while inspiring students' imaginations. VR fully immerses students and completely focuses their senses on the teaching topic. When experiencing topics as if they are reality, students' brains create clear, detailed mental maps, helping to improve knowledge retention by up to 75%. VR puzzles help them grasp facts, develop a sense of competence and achievement, and strengthen cognitive and memory skills.
Moreover, various players in the market provide educational VR puzzle games. For instance, Harnessing Strengths, LLC developed Human Anatomy Puzzle, an educational game that combines 3D puzzles and human anatomy based on detailed and accurate models of muscles, human organs, and bones. Compete against time in easy, medium, or hard modes to complete the human digestive, human skeleton bones, and respiratory systems; human top muscles; and human skull bones. Gadgeteer, developed by Metanaut, is a physics-based VR puzzle game where players build chain reaction machines to solve intricate, fun puzzles. The player's machines will use gadgets to bump, twist, launch, and turn-creating chain reactions that may even end up tearing apart the fabric of space-time. Thus, the use of VR puzzle games for educational purposes would create an opportunity for the virtual reality puzzle games market growth in the coming years.
Based on age, the Europe voice-based payments market is segmented into 18 to 34 years, above 35 years, 13 to 17 years, and upto 12 years. The 18 to 34 years segment held 45.7% market share in 2022, amassing US$ 40.35 million. It is projected to garner US$ 77.44 million by 2030 to register 8.5% CAGR during 2022-2030.
In terms of player type, the Europe voice-based payments market is segmented into single player and multi player. The single player segment held 71.9% market share in 2022, amassing US$ 63.41 million. It is projected to garner US$ 108.84 million by 2030 to register 7.0% CAGR during 2022-2030.
Based on end users, the Europe voice-based payments market is segmented into individuals and professionals. The individuals segment held 65.7% market share in 2022, amassing US$ 57.97 million. It is projected to garner US$ 99.61 million by 2030 to register 7.0% CAGR during 2022-2030.
Based on country, the Europe voice-based payments market is categorized into Germany, the UK, France, Italy, Russia, and the Rest of Europe. Our regional analysis states that Germany captured 29.0% share of Europe voice-based payments market in 2022. It was assessed at US$ 25.61 million in 2022 and is likely to hit US$ 51.85 million by 2030, registering a CAGR of 9.2% during 2022-2030.
Key players operating in the Europe voice-based payments market are HTC Corp, Taito Corp, Ubisoft Entertainment SA, and Vertigo Studios BV, among others.
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