Europe Virtual Reality Puzzle Games Market Forecast to 2030

Europe Virtual Reality Puzzle Games Market Forecast to 2030 – Regional Analysis – by Age (18 to 34 Years, Above 35 Years, 13 to 17 Years, and Upto 12 Years), Player Type (Single Player and Multi Player), and End Users (Individuals and Professionals)

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Description

The Europe virtual reality puzzle games market was valued at US$ 88.21 million in 2022 and is expected to reach US$ 155.30 million by 2030; it is estimated to register a CAGR of 7.3% from 2022 to 2030.

Increased Popularity of Puzzle Games Drives Europe Virtual Reality Puzzle Games Market

Individuals of all ages enjoy puzzle games. From traditional jigsaw puzzles to modern VR experiences, these games have captivated individuals’ minds and provided hours of entertainment. One of the main reasons puzzle games are so popular is the challenges they offer. People have an intrinsic urge to solve issues and overcome challenges. Puzzle games provide an organized setting in which players can practice their problem-solving skills and intellectual capacities. Puzzle games can help an individual to develop their cognitive powers and mental agility. They improve critical thinking, problem-solving, and decision-making capabilities of players.

Further, technological advancements have revolutionized the world of puzzle games. VR has opened up new dimensions and possibilities for immersive gameplay experiences. Puzzle games benefit from increased immersion and realism due to virtual reality. It gives players the ability to interact with puzzles in three dimensions and engage with them in previously imagined ways. This increased sensation of presence and participation improves the overall gaming experience and makes puzzles captivating. Thus, the increasing popularity of puzzle games among individuals propels the growth of the virtual reality puzzle games market.

Europe Virtual Reality Puzzle Games Market Overview

The Europe virtual reality puzzle games market is segmented into Germany, France, Italy, the UK, Russia, and the Rest of Europe. Europe is a competitive and strong hub for VR; its competitive advantage is formed by a long-standing tradition in VR research, as well as creativity and cultural diversity. Europe’s VR ecosystems are sustained by VR companies that create applications, content, and technologies and are supported by highly specialized research hubs, such as ParisTech (FR) and the Technical University of Munich (DE). Europe is also an R&D center for VR software and specialized applications.

Gaming has firmly cemented its place in European culture, with a whopping 53% of the population enjoying video games in 2022. The number of gamers reached 126.5 million, further underscoring the industry’s broad appeal. According to the International Trade Administration (ITA), the gaming market in Germany has been consistently growing. In 2022, the market volume totaled US$ 11.09 billion, a 1% increase from 2021. The biggest growth drivers are online services and in-game purchases, which increased by 20% and by 1%, respectively. Thus, huge emphasis on gaming and VR technology will create a lucrative opportunity for the development of VR puzzle gaming in Europe. Further, there are several VR puzzle gamer developers present in the region. For instance, Ravensburger provides jigsaw puzzles. Also, various players across Europe are developing VR puzzle platformers. In January 2023, Vertigo Games launched the VR puzzle-platformer adventure PathCraft, which is available globally on Meta Quest 2. Thus, the presence of market players in Europe propels the virtual reality puzzle games market growth in the region.

Europe Virtual Reality Puzzle Games Market Revenue and Forecast to 2030 (US$ Million)

Europe Virtual Reality Puzzle Games Market Segmentation

The Europe virtual reality puzzle games market is categorized into age, player type, end users, and country.

Based on age, the Europe virtual reality puzzle games 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 the largest market share in 2022.

In terms of player type, the Europe virtual reality puzzle games market is segmented into single player and multi player. The single player segment held a larger market share in 2022.

Based on end users, the Europe virtual reality puzzle games market is segmented into individuals and professionals. The individuals segment held a larger market share in 2022.

By country, the Europe virtual reality puzzle games market is segmented into Germany, the UK, France, Italy, Russia, and the Rest of Europe. Germany dominated the Europe virtual reality puzzle games market share in 2022.

HTC Corp, Taito Corp, Ubisoft Entertainment SA, and Vertigo Studios BV are among the leading companies operating in the Europe virtual reality puzzle games market.

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At 7.3% CAGR, Europe Virtual Reality Puzzle Games Market is Speculated to be Worth US$ 155.30 Million by 2030, says The Research Team

According toThe Research Team’ 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.

On the contrary, availability of shooter, action, and adventure games hamper the growth of Europe voice-based payments market.

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.

In March 2023, InnerspaceVR is released Another Fisherman’s Tale, a sequel to the VR puzzle adventure A Fisherman’s Tale. The game uses the player’s body as the core mechanic, requiring detaching and replacing key body parts to solve puzzles. The sequel will feature modular limbs that can be replaced with various objects to unlock new skills. The game is expected to launch in Q2 of this year, available on PSVR 2, Meta Quest 2, and PC VR. French comedian Augustin Jacob will reprise his role as the game’s narrator.

In January 2023, Taito Corporation reintroduced its Puzzle Bobble series and Metal Black games to modern audiences via various ports. The games, which were introduced in 1994, will be available on various consoles, including PS4, Xbox One, Steam, and Nintendo Switch. The collection includes arcade and console versions of Puzzle Bobble 2 and 3, with modes like Challenge Mode and Collection Mode. The games will also come with English versions, known as Bust-A-Move in the west. Publisher City Connection has successfully ported these games to the latest gaming platforms, offering quality-of-life options and the option to play with Scan Lines to recreate the nostalgia of old CRT monitor displays. The classic NEOGEO version of Puzzle Bobble 2 is currently available on the Nintendo eShop, but this collection will allow players to play multiple versions of more than one title.

o Save and reduce time carrying out entry-level research by identifying the growth, size, leading players, and segments in the Europe virtual reality puzzle games market.
o Highlights key business priorities in order to assist companies to realign their business strategies.
o The key findings and recommendations highlight crucial progressive industry trends in the Europe virtual reality puzzle games market, thereby allowing players across the value chain to develop effective long-term strategies.
o Develop/modify business expansion plans by using substantial growth offering developed and emerging markets.
o Scrutinize in-depth Europe market trends and outlook coupled with the factors driving the Europe virtual reality puzzle games market, as well as those hindering it.
o Enhance the decision-making process by understanding the strategies that underpin commercial interest with respect to client products, segmentation, pricing, and distribution.
TABLE OF CONTENTS

1. Introduction
1.1 The Research Team Research Report Guidance
1.2 Market Segmentation
2. Executive Summary
2.1 Key Insights
2.2 Market Attractiveness
3. Research Methodology
3.1 Coverage
3.2 Secondary Research
3.3 Primary Research
3.3.1 Hypothesis Formulation:
3.3.2 Developing Base Number:
3.3.3 Data Triangulation:
3.3.4 Country Level Data:
3.4 Key Sources and Factors Considered During the Market Analysis
3.4.1 Key Secondary Sources:
3.4.2 Key Factors Considered:
4. Europe Virtual Reality Puzzle Games Market Landscape
4.1 Overview
4.2 Ecosystem Analysis
4.2.1 List of Vendors in the Value Chain
4.3 Premium Insights
4.3.1 Analysis of Advancement in VR Tech in Gaming
4.3.2 Analysis of Boardgame Experience and Multiplayer Experience in VR Gaming
4.3.2.1 Boardgame Experience in VR Gaming
4.3.2.2 Multiplayer Experience in VR Gaming
4.3.2.2.1 Key Pain Points In Multiplayer Gaming Experience:
5. Europe Virtual Reality Puzzle Games Market – Key Market Dynamics
5.1 Market Drivers
5.1.1 Unique Game Play Mechanism and Immersive Experience
5.1.2 Increased Popularity of Puzzle Games
5.1.3 Rising Disposable Income of Consumers
5.2 Market Restraints
5.2.1 VR Risks for Kids and Teens
5.2.2 Availability of Shooter, Action, and Adventure Games
5.3 Market Opportunities
5.3.1 Growing Importance of VR Puzzles for Educational Purposes
5.3.2 Launch of 5G Technology.
5.4 Future Trends
5.4.1 Mobile and Cloud VR Puzzle Gaming
5.4.2 Metaverse in VR Puzzle Gaming
5.5 Impact of Drivers and Restraints:
6. Virtual Reality Puzzle Games Market – Europe Analysis
6.1 Europe Virtual Reality Puzzle Games Market Revenue (US$ Million), 2020-2030
6.2 Europe Virtual Reality Puzzle Games Market Forecast Analysis
7. Europe Virtual Reality Puzzle Games Market Analysis – by Age
7.1 18 to 34 Years
7.1.1 Overview
7.1.2 18 to 34 Years: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
7.2 Above 35 Years
7.2.1 Overview
7.2.2 Above 35 Years: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
7.3 13 to 17 Years
7.3.1 Overview
7.3.2 13 to 17 Years: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
7.4 Upto 12 Years
7.4.1 Overview
7.4.2 Upto 12 Years: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
8. Europe Virtual Reality Puzzle Games Market Analysis – by Player Type
8.1 Single Player
8.1.1 Overview
8.1.2 Single Player: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
8.2 Multi Player
8.2.1 Overview
8.2.2 Multi Player: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
9. Europe Virtual Reality Puzzle Games Market Analysis – by End Users
9.1 Individuals
9.1.1 Overview
9.1.2 Individuals: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
9.2 Professionals
9.2.1 Overview
9.2.2 Professionals: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
10. Europe Virtual Reality Puzzle Games Market – Country Analysis
10.1 Europe Virtual Reality Puzzle Games Market
10.1.1 Europe Virtual Reality Puzzle Games Market – Revenue and Forecast Analysis – by Country
10.1.1.1 Europe Virtual Reality Puzzle Games Market – Revenue and Forecast Analysis – by Country
10.1.1.2 Germany: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
10.1.1.2.1 Germany: Europe Virtual Reality Puzzle Games Market Breakdown, by Age
10.1.1.2.2 Germany: Europe Virtual Reality Puzzle Games Market Breakdown, by Player Type
10.1.1.2.3 Germany: Europe Virtual Reality Puzzle Games Market Breakdown, by End Users
10.1.1.3 United Kingdom: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
10.1.1.3.1 United Kingdom: Europe Virtual Reality Puzzle Games Market Breakdown, by Age
10.1.1.3.2 United Kingdom: Europe Virtual Reality Puzzle Games Market Breakdown, by Player Type
10.1.1.3.3 United Kingdom: Europe Virtual Reality Puzzle Games Market Breakdown, by End Users
10.1.1.4 France: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
10.1.1.4.1 France: Europe Virtual Reality Puzzle Games Market Breakdown, by Age
10.1.1.4.2 France: Europe Virtual Reality Puzzle Games Market Breakdown, by Player Type
10.1.1.4.3 France: Europe Virtual Reality Puzzle Games Market Breakdown, by End Users
10.1.1.5 Italy: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
10.1.1.5.1 Italy: Europe Virtual Reality Puzzle Games Market Breakdown, by Age
10.1.1.5.2 Italy: Europe Virtual Reality Puzzle Games Market Breakdown, by Player Type
10.1.1.5.3 Italy: Europe Virtual Reality Puzzle Games Market Breakdown, by End Users
10.1.1.6 Russia: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
10.1.1.6.1 Russia: Europe Virtual Reality Puzzle Games Market Breakdown, by Age
10.1.1.6.2 Russia: Europe Virtual Reality Puzzle Games Market Breakdown, by Player Type
10.1.1.6.3 Russia: Europe Virtual Reality Puzzle Games Market Breakdown, by End Users
10.1.1.7 Rest of Europe: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
10.1.1.7.1 Rest of Europe: Europe Virtual Reality Puzzle Games Market Breakdown, by Age
10.1.1.7.2 Rest of Europe: Europe Virtual Reality Puzzle Games Market Breakdown, by Player Type
10.1.1.7.3 Rest of Europe: Europe Virtual Reality Puzzle Games Market Breakdown, by End Users
11. Competitive Landscape
11.1 Heat Map Analysis by Key Players
11.2 Company Positioning & Concentration
11.3 Company Share Analysis of VR Gaming Market
11.4 Sales Range of The Number of VR headsets (2023)
12. Industry Landscape
12.1 Overview
12.2 Market Initiative
12.3 Product Development
12.4 Mergers & Acquisitions
13. Company Profiles
13.1 Ubisoft Entertainment SA
13.1.1 Key Facts
13.1.2 Business Description
13.1.3 Products and Services
13.1.4 Financial Overview
13.1.5 SWOT Analysis
13.1.6 Key Developments
13.2 Taito Corp
13.2.1 Key Facts
13.2.2 Business Description
13.2.3 Products and Services
13.2.4 Financial Overview
13.2.5 SWOT Analysis
13.2.6 Key Developments
13.3 Vertigo Studios BV
13.3.1 Key Facts
13.3.2 Business Description
13.3.3 Products and Services
13.3.4 Financial Overview
13.3.5 SWOT Analysis
13.3.6 Key Developments
13.4 HTC Corp
13.4.1 Key Facts
13.4.2 Business Description
13.4.3 Products and Services
13.4.4 Financial Overview
13.4.5 SWOT Analysis
13.4.6 Key Developments
14. Appendix
14.1 Word Index
14.2 About The Research Team

LIST OF TABLES

Table 1. Europe Virtual Reality Puzzle Games Market Segmentation
Table 2. List of Vendors
Table 3. Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
Table 4. Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million) – by Age
Table 5. Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million) – by Player Type
Table 6. Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million) – by End Users
Table 7. Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Country
Table 8. Germany: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Age
Table 9. Germany: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Player Type
Table 10. Germany: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by End Users
Table 11. United Kingdom: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Age
Table 12. United Kingdom: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Player Type
Table 13. United Kingdom: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by End Users
Table 14. France: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Age
Table 15. France: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Player Type
Table 16. France: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by End Users
Table 17. Italy: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Age
Table 18. Italy: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Player Type
Table 19. Italy: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by End Users
Table 20. Russia: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Age
Table 21. Russia: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Player Type
Table 22. Russia: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by End Users
Table 23. Rest of Europe: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Age
Table 24. Rest of Europe: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by Player Type
Table 25. Rest of Europe: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million) – by End Users
Table 26. Company Positioning & Concentration
Table 27. List of Abbreviation

LIST OF FIGURES

Figure 1. Europe Virtual Reality Puzzle Games Market Segmentation, by Country
Figure 2. Europe Virtual Reality Puzzle Games Market – Key Market Dynamics
Figure 3. Impact Analysis of Drivers and Restraints
Figure 4. Europe Virtual Reality Puzzle Games Market Revenue (US$ Million), 2020-2030
Figure 5. Europe Virtual Reality Puzzle Games Market Share (%) – by Age (2022 and 2030)
Figure 6. 18 to 34 Years: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
Figure 7. Above 35 Years: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
Figure 8. 13 to 17 Years: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
Figure 9. Upto 12 Years: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
Figure 10. Europe Virtual Reality Puzzle Games Market Share (%) – by Player Type (2022 and 2030)
Figure 11. Single Player: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
Figure 12. Multi Player: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
Figure 13. Europe Virtual Reality Puzzle Games Market Share (%) – by End Users (2022 and 2030)
Figure 14. Individuals: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
Figure 15. Professionals: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030 (US$ Million)
Figure 16. Europe Virtual Reality Puzzle Games Market, by Key Country – Revenue (2022) (US$ Million)
Figure 17. Europe Virtual Reality Puzzle Games Market Breakdown, by Key Countries, 2022 and 2030 (%)
Figure 18. Germany: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million)
Figure 19. United Kingdom: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million)
Figure 20. France: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million)
Figure 21. Italy: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million)
Figure 22. Russia: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million)
Figure 23. Rest of Europe: Europe Virtual Reality Puzzle Games Market – Revenue and Forecast to 2030(US$ Million)
Figure 24. Heat Map Analysis by Key Players

The List of Companies – Europe Virtual Reality Puzzle Games Market

o HTC Corp
o Taito Corp
o Ubisoft Entertainment SA
o Vertigo Studios BV

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