Somatosensory Games Market Size, Share, Growth, And Industry Analysis, By Type (Sports, Life party, Music and dance AND Others), By Application (Teens (7-17 years old), Youth (18-40 years old), Middle-aged (41-65 years old) and Others), Regional Forecast From 2025 To 2033

Last Updated: 23 June 2025
SKU ID: 21492266

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SOMATOSENSORY GAMES MARKET OVERVIEW

The Somatosensory Games Market, valued at USD 0.87 billion in 2024, is forecasted to grow consistently, reaching USD 1.05 billion in 2025 and ultimately hitting USD 4.91 billion by 2033, at a steady CAGR of 21.19% from 2025 to 2033.

Video games that incorporate somatosensory input allow players to physically experience the action. Somatosensory games are a brand-new category of video games that are not played with a keyboard and mouse or a PC game controller. The key distinction between somatosensory games and online games is that users of online games can actively participate in the game to the fullest extent possible regardless of their current location, the time of day, or the weather.

The performance of the product will be further optimized through technological innovation and improvement, allowing it to find a variety of uses in the downstream market.

COVID-19 IMPACT 

Increasing Adoption of these Games to Entertain People at Home cause a Growth in Demand for them

People were unable to leave their homes to exercise or perform any physical labor because of the pandemic's effects, which forced everyone to go into lockdown mode and stay indoors. People began adopting somatosensory games to enjoy themselves and to maintain their health in order to be active without having to leave the comfort of their homes. Due to the fact that some games required players to utilize their entire body to achieve certain tasks, these games assisted people of all ages to keep active.

LATEST TRENDS

Innovative New Gaming Console Introduced to Enhance User Experience and Establish Gaming Environment in Virtual Reality Matchups

Pre-orders for the Qiyu 2Pro VR somatosensory game console went live on e-commerce platforms on March 23, 2020, according to iQIYI, Inc., a market-leading provider of innovative online entertainment services in China. By integrating engaging 6DoF technology into the Console, iQIYI hopes to give customers a complete gaming experience. The revolutionary inside-out 6DoF game concept is used in Qiyu VR 2Pro's interactive designs. Through the setup of double 6DoF VR dual controllers, it accomplishes 6 degrees of freedom (6DoF) of the head and hand, which can enhance user experience and establish a smooth gaming environment in virtual reality matchups.

Global-Somatosensory-Games-Market-Share,-By-Type

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SOMATOSENSORY GAMES MARKET SEGMENTATION

By Type Analysis

According to type, the market can be segmented into Sports, Life party, Music and dance and Others

By Application Analysis

Based on application, the market can be divided into  Teens (7-17 years old), Youth (18-40 years old), Middle-aged (41-65 years old) and Others

DRIVING FACTORS

Utilization of Games to Exercise the Entire Body while Entertaining Oneself is Increasing the Demand for this Market

The technical team at TD Element has developed a brand-new games console which can be used with Android, iOS, Mac, and PCs and allows the user to exercise their entire body while still having fun with their favorite game. With the help of the TD Element's sophisticated motion sensors, the somatosensory gaming controller was created with the express purpose of encouraging users to move their entire body while controlling in-game characters. These games are unlike the remote control games where the user sits in one place for hours together staring at a screen and justin using their thumbs to control the console.

Rise of Multisensory Technology Offers Higher Levels of Interaction than Conventional Cooperative Games to Develop Kids Cooperative Play

The rise of multisensory technology offers a fresh approach to the development of kid's cooperative play. The evaluation of somatosensory technology is introduced first, followed by a look at the current cooperative games for kids. The second is the proposal of a framework for a multiplayer interaction system based on cooperative toys and somatosensory technologies. Last but not least, the viability of a novel cooperative play interaction mode is investigated through the practice scenario. According to the findings, somatosensory cooperative games have higher levels of interaction and user pleasure than conventional cooperative games. New concepts for somatosensory technology applications in the area of children's games will be offered by this.

RESTRAINING FACTORS

Collaborative Games being Expensive and Large Area Required to Experience them are Factors Interrupting the Market Expansion

Attempting to play somatosensory games at home has become a common kind of amusement in recent years. These games, which include fighting games, sports games, and fitness games, are created by a large number of game businesses. It has been noted that in order to experience these sensory games, users must purchase particular hardware, such as a Kinect, XBOX, or Wii. While playing, a large room is required and these accessories and equipment are pricey. As a result, it is projected that these factors could potentially restrain the somatosensory games market growth throughout the forecast period.

SOMATOSENSORY GAMES MARKET REGIONAL INSIGHTS

Ais Pacific to Lead in the Market due to the Presence of Manufacturers and the Region having Vast Knowledge of Gaming-related Assets

During the projected period, it is anticipated that the region of Asia Pacific will have the leading somatosensory games market share. This region's gaming businesses benefit from a number of factors, including the creation of delicate and playable content, accumulated IP royalties, an effective product chain (from creation to publication), and vibrant cultural influences on entertainment. The two biggest companies in the gaming sector are Nintendo and Sony, both of which have their bases in this area. A lot of gaming-related assets and knowledge have also been collected in the Asia Pacific region. In the somatosensory gaming industry, this area is anticipated to have explosive potential.

The North American region is anticipated to have the most development potential, closely after Asia Pacific. Somatosensory games are becoming increasingly popular as a form of self-entertainment in families, which is rising quickly. In addition, the region will benefit from a rise in the older population, which will help it employ these cooperative games more frequently.

KEY INDUSTRY PLAYERS

Different Growth Methods Adopted by the Key Players to Increase Customer Base

For the purpose of promoting their brand lines, the market's participants employ a variety of organic and inorganic growth techniques. In addition, they are working to increase their product line through research and development. In addition, they partner with regional leaders in acquisitions and mergers to broaden their consumer base and geographic reach.

List of Top Somatosensory Games Companies

  • SEGA (Japan)
  • Oculus (U.S.)
  • Nintendo (Japan)
  • Imagineer (U.S.)
  • Microsoft (U.S.)
  • Ubisoft (France0
  • Halfbrick Studios (Australia)
  • BANDAI NAMCO (Japan)

REPORT COVERAGE

This report covers the somatosensory games market. The CAGR expected to be in during the forecast period, and also the USD value in 2021 and what it is expected to be in 2031. The effect COVID-19 had on the market in the beginning of the pandemic. The latest trends taking place in this industry. The factors that are driving this market as well as the factors that are restraining the growth of industry. The segmentation of this market based on type and applications. The region leading in the industry and why they will continue to do so during the forecast period. Further, the key market players, what all is being done by them to stay ahead of their competition as well as retain their market positions. All these details are covered in the report.

Somatosensory Games Market Report Scope & Segmentation

Attributes Details

Market Size Value In

US$ 0.87 Billion in 2024

Market Size Value By

US$ 4.05 Billion by 2033

Growth Rate

CAGR of 21.19% from 2025to2033

Forecast Period

2025-2033

Base Year

2024

Historical Data Available

Yes

Regional Scope

Global

Segments Covered

By Type

  • Sports
  • Life party
  • Music and dance
  • Others

By Application

  • Teens (7-17 years old)
  • Youth (18-40 years old)
  • Middle-aged (41-65 years old)
  • Others

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