欧洲虚拟现实益智游戏市场预测至 2030 年 - 区域分析 - 按年龄(18 至 34 岁、35 岁以上、13 至 17 岁和 12 岁以下)、玩家类型(单人和多人)和最终用户(个人和专业人士)划分

Historic Data: 2020-2021   |   Base Year: 2022   |   Forecast Period: 2023-2030


No. of Pages: 87    |    Report Code: BMIRE00030753    |    Category: Technology, Media and Telecommunications

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Europe Virtual Reality Puzzle Games Market
2022 年,欧洲虚拟现实益智游戏市场价值为 8821 万美元,预计到 2030 年将达到 1.553 亿美元;预计 2022 年至 2030 年的复合年增长率为 7.3%。

益智游戏日益普及推动欧洲虚拟现实益智游戏市场发展

各个年龄段的人都喜欢益智游戏。从传统的拼图游戏到现代的 VR 体验,这些游戏吸引了人们的注意力并提供了数小时的娱乐。益智游戏如此受欢迎的主要原因之一是它们提供的挑战。人们有解决问题和克服挑战的内在冲动。益智游戏提供了一个有组织的环境,玩家可以在其中练习他们的解决问题的技巧和智力。益智游戏可以帮助个人发展他们的认知能力和思维敏捷性。它们提高玩家的批判性思维、解决问题和决策能力。

此外,技术进步彻底改变了益智游戏的世界。VR 为沉浸式游戏体验开辟了新的维度和可能性。益智游戏受益于虚拟现实带来的沉浸感和真实感的提升。它让玩家能够以三维方式与谜题互动,并以以前想象的方式参与其中。这种增强的存在感和参与感改善了整体游戏体验,使谜题引人入胜。因此,益智游戏在个人中越来越受欢迎,推动了虚拟现实益智游戏市场的增长。

欧洲虚拟现实益智游戏市场概览

欧洲虚拟现实益智游戏市场分为德国、法国、意大利、英国、俄罗斯和欧洲其他地区。欧洲是 VR 的竞争激烈且强大的中心;其竞争优势来自 VR 研究的悠久传统以及创造力和文化多样性。欧洲的 VR 生态系统由创建应用程序、内容和技术的 VR 公司维持,并得到巴黎高科(法国)和慕尼黑工业大学(德国)等高度专业化的研究中心的支持。欧洲也是 VR 软件和专业应用程序的研发中心。

游戏已牢牢巩固了其在欧洲文化中的地位,2022 年,高达 53% 的人口喜欢玩电子游戏。游戏玩家数量达到 1.265 亿,进一步凸显了该行业的广泛吸引力。根据国际贸易管理局 (ITA) 的数据,德国的游戏市场一直在持续增长。2022 年,市场规模总计 110.9 亿美元,比 2021 年增长 1%。最大的增长动力是在线服务和游戏内购买,分别增长了 20% 和 1%。因此,对游戏和 VR 技术的高度重视将为欧洲 VR 益智游戏的发展创造有利可图的机会。此外,该地区还有几家 VR 益智游戏开发商。例如,Ravensburger 提供拼图游戏。此外,欧洲各地的各种参与者都在开发 VR 益智平台游戏。2023 年 1 月,Vertigo Games 推出了 VR 益智平台冒险游戏 PathCraft,该游戏在 Meta Quest 2 上全球可用。因此,欧洲市场参与者的存在推动了该地区虚拟现实益智游戏市场的增长。

欧洲虚拟现实益智游戏市场收入和预测到 2030 年(百万美元)

欧洲虚拟现实益智游戏市场细分

欧洲虚拟现实益智游戏市场分为年龄、玩家类型、最终用户和国家。

根据年龄,欧洲虚拟现实益智游戏市场分为 18 至 34 岁、35 岁以上、13 至 17 岁和 12 岁以下。 2022 年,18 至 34 岁年龄段的玩家占据了最大的市场份额。

就玩家类型而言,欧洲虚拟现实益智游戏市场分为单人游戏和多人游戏。单人游戏部分在 2022 年占据了更大的市场份额。

基于最终用户,欧洲虚拟现实益智游戏市场分为个人和专业人士。个人部分在 2022 年占据了更大的市场份额。

按国家/地区划分,欧洲虚拟现实益智游戏市场分为德国、英国、法国、意大利、俄罗斯和欧洲其他地区。2022 年,德国占据了欧洲虚拟现实益智游戏市场份额的主导地位。

HTC Corp、Taito Corp、Ubisoft Entertainment SA 和 Vertigo Studios BV 是欧洲虚拟现实益智游戏市场的主要公司。

Europe Virtual Reality Puzzle Games Strategic Insights

Strategic insights for Europe Virtual Reality Puzzle Games involve closely monitoring industry trends, consumer behaviours, and competitor actions to identify opportunities for growth. By leveraging data analytics, businesses can anticipate market shifts and make informed decisions that align with evolving customer needs. Understanding these dynamics helps companies adjust their strategies proactively, enhance customer engagement, and strengthen their competitive edge. Building strong relationships with stakeholders and staying agile in response to changes ensures long-term success in any market.

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Europe Virtual Reality Puzzle Games Report Scope

Report Attribute Details
Market size in 2022 US$ 88.21 Million
Market Size by 2030 US$ 155.30 Million
Global CAGR (2022 - 2030) 7.3%
Historical Data 2020-2021
Forecast period 2023-2030
Segments Covered By 年龄
  • 18 至 34 岁
  • 35 岁以上
  • 13 至 17 岁
  • 12 岁以下
By 玩家类型
  • 单人游戏和多人游戏
Regions and Countries Covered 欧洲
  • 英国
  • 德国
  • 法国
  • 俄罗斯
  • 意大利
  • 欧洲其他地区
Market leaders and key company profiles
  • HTC Corp
  • Taito Corp
  • Ubisoft Entertainment SA
  • Vertigo Studios BV
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    Europe Virtual Reality Puzzle Games Regional Insights

    The regional scope of Europe Virtual Reality Puzzle Games refers to the geographical area in which a business operates and competes. Understanding regional nuances, such as local consumer preferences, economic conditions, and regulatory environments, is crucial for tailoring strategies to specific markets. Businesses can expand their reach by identifying underserved regions or adapting their offerings to meet regional demands. A clear regional focus allows for more effective resource allocation, targeted marketing, and better positioning against local competitors, ultimately driving growth in those specific areas.

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    The List of Companies - Europe Virtual Reality Puzzle Games Market

    1. HTC Corp
    2. Taito Corp
    3. Ubisoft Entertainment SA
    4. Vertigo Studios BV
    Frequently Asked Questions
    How big is the Europe Virtual Reality Puzzle Games Market?

    The Europe Virtual Reality Puzzle Games Market is valued at US$ 88.21 Million in 2022, it is projected to reach US$ 155.30 Million by 2030.

    What is the CAGR for Europe Virtual Reality Puzzle Games Market by (2022 - 2030)?

    As per our report Europe Virtual Reality Puzzle Games Market, the market size is valued at US$ 88.21 Million in 2022, projecting it to reach US$ 155.30 Million by 2030. This translates to a CAGR of approximately 7.3% during the forecast period.

    What segments are covered in this report?

    The Europe Virtual Reality Puzzle Games Market report typically cover these key segments-

  • 年龄 (18 至 34 岁, 35 岁以上, 13 至 17 岁, 12 岁以下)
  • 玩家类型 (单人游戏和多人游戏)
  • What is the historic period, base year, and forecast period taken for Europe Virtual Reality Puzzle Games Market?

    The historic period, base year, and forecast period can vary slightly depending on the specific market research report. However, for the Europe Virtual Reality Puzzle Games Market report:

  • Historic Period : 2020-2021
  • Base Year : 2022
  • Forecast Period : 2023-2030
  • Who are the major players in Europe Virtual Reality Puzzle Games Market?

    The Europe Virtual Reality Puzzle Games Market is populated by several key players, each contributing to its growth and innovation. Some of the major players include:

  • HTC Corp
  • Taito Corp
  • Ubisoft Entertainment SA
  • Vertigo Studios BV
  • Who should buy this report?

    The Europe Virtual Reality Puzzle Games Market report is valuable for diverse stakeholders, including:

    • Investors: Provides insights for investment decisions pertaining to market growth, companies, or industry insights. Helps assess market attractiveness and potential returns.
    • Industry Players: Offers competitive intelligence, market sizing, and trend analysis to inform strategic planning, product development, and sales strategies.
    • Suppliers and Manufacturers: Helps understand market demand for components, materials, and services related to concerned industry.
    • Researchers and Consultants: Provides data and analysis for academic research, consulting projects, and market studies.
    • Financial Institutions: Helps assess risks and opportunities associated with financing or investing in the concerned market.

    Essentially, anyone involved in or considering involvement in the Europe Virtual Reality Puzzle Games Market value chain can benefit from the information contained in a comprehensive market report.