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Global Virtual Reality In Gaming Market

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Global Virtual Reality In Gaming Market is estimated to reach $43.4 Billion by 2024; growing at a CAGR of 29.5% from 2016 to 2024. Virtual reality (VR) is a computer technology and a computer-generated simulation of a three-dimensional image or environment by which a gamer can interact with an apparently real or physical way by the use of special electronic equipment’s, such as a helmet with a screen, and gloves fitted with sensors. – PowerPoint PPT presentation

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Title: Global Virtual Reality In Gaming Market


1
Virtual Reality in Gaming Market, 2016-2024 -
Industry Trends, Market Size, Segments, Growth
Prospects Variant Market Research
Kavya Borgaonkar Sr. SEO Analyst Variant Market
Research
2
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3
Report Overview
Aspects Details
Base Year of Estimation 2015
Value Estimation Year 2016
Forecast Period 2016-2024
Market Segmentation Component Segment, Type of Gaming Console Segments, Geographical Segments
Geographical Scope North America, Europe, Asia Pacific, RoW
4
Virtual Reality in Gaming Market
  • Global Virtual Reality In Gaming Market is
    estimated to reach 43.4 Billion by 2024 growing
    at a CAGR of 29.5 from 2016 to 2024. Virtual
    reality (VR) is a computer technology and a
    computer-generated simulation of a
    three-dimensional image or environment by which a
    gamer can interact with an apparently real or
    physical way by the use of special electronic
    equipments, such as a helmet with a screen, and
    gloves fitted with sensors. Additionally, with VR
    equipments the gamer is able to look everywhere,
    move around, and even interact with the objects
    inside the game. Moreover, it produces a set of
    data which is then used to develop new models,
    training methods, interaction, and communication.
  • Get Complete Case Study _at_ https//www.variantmarke
    tresearch.com/report-categories/semiconductor-elec
    tronics/virtual-reality-in-gaming-market

5
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Virtual Reality in Gaming Market
  • The major aspects driving the global virtual
    reality in gaming market are rising disposable
    income of buyers in the developing nations,
    budding demand for latest technologies in
    electronic games, and growing competition for
    developing virtual reality technology in
    computerized games. Although, high initial
    investment, lack of awareness about VR technology
    in games, and compatibility issues of VR with
    consoles are some major problems to deal with
    respect to market growth. Furthermore,
    advancement in booming VR technology,
    introduction of depth-sensing camera for VR
    headsets is highly expected to create numerous
    growth opportunities for the market in the future.

7
Virtual Reality in Gaming Market
  • The market for virtual reality in gaming is
    classified on the basis of component, type of
    gaming console, and geography. The classification
    by component includes software, and hardware.
    Type of gaming console is bifurcated as Xbox,
    personal computer, Mac, PlayStation, and Nintendo
    Wii.
  • Based on geographical analysis, virtual reality
    in gaming market is segmented into North America,
    Europe, Asia-Pacific, and Rest of the World
    (RoW).  North America is further bifurcated in
    U.S., Canada, and Mexico whereas Europe consist
    of UK, Germany, France, Italy, and others.
    Asia-Pacific is segmented into India, China,
    Japan, South Korea, and others while RoW is
    bifurcated into South America, Middle East, and
    Africa.
  • Get Sample Copy of this Report _at_
    https//www.variantmarketresearch.com/report-categ
    ories/semiconductor-electronics/virtual-reality-in
    -gaming-market/sample-request

8
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Top Key Players
  • Sony Corporation
  • Google Inc.
  • Oculus VR
  • LLC
  • Microsoft Corporation
  • Samsung Electronics Co.Ltd.
  • HTC Corporation
  • EON Reality Inc.
  • Vuzix Corporation
  • CyberGlove Systems Inc.
  • Sixense Entertainment, Inc.

10
The key takeaways from the report
  • The report will provide detailed analysis of
    Global Virtual Reality In Gaming Market with
    respect to major segments such as component, and
    type of gaming console
  • The report will include the qualitative and
    quantitative analysis with market estimation over
    2015-2024 and compound annual growth rate (CAGR)
    between 2016 and 2024
  • Comprehensive analysis of market dynamics
    including factors and opportunities will be
    provided in the report
  • An exhaustive regional analysis of Global Virtual
    Reality In Gaming Market has been included in the
    report
  • Profile of the key players in the Global Virtual
    Reality In Gaming Market will be provided, which
    include key financials, product services, new
    developments and business strategies

11
Scope of Virtual Reality In Gaming Market
  • Component Segments
  • Hardware
  • Software
  • Type of Gaming Console Segments
  • Xbox
  • Personal Computer
  • Mac
  • PlayStation
  • Nintendo Wii

12
Scope of Virtual Reality In Gaming Market
  • Geographical Segments
  • North America
  • U.S.
  • Canada
  • Mexico
  • Europe
  • UK
  • Germany
  • France
  • Italy
  • Others

13
Scope of Virtual Reality In Gaming Market
  •  Asia Pacific
  • India
  • China
  • Japan
  • South Korea
  • Others
  • RoW
  • South America
  • Middle East
  • Africa

14
Table Of Content
Chapter 1 Prefix
    1.1 Market Scope
    1.2 Report Description
    1.3 Research Methodology
          1.3.1 Primary Research
          1.3.2 Secondary Research
          1.3.3 In-house Data Modeling
Chapter 2 Executive Summary
15
Table Of Content
Chapter 3 Market Outline
    3.1 Market Inclination, Trend, Outlook and Viewpoint
    3.2 Market Share Analysis Companys Competitive Scenario
    3.3 Market Dynamics
          3.3.1 Drivers
                   3.3.1.1 Impact Analysis
          3.3.2 Restraints
                   3.3.2.1 Impact Analysis
          3.3.3 Opportunities
16
Table Of Content
Chapter 4 Global Virtual Reality In Gaming Market by Component Market Size and Forecast, 2015 2024
    4.1 Overview
    4.2 Software
          4.2.1 Current Trend and Analysis
          4.2.2 Market Size and Forecast
    4.3 Hardware
          4.3.1 Current Trend and Analysis
          4.3.2 Market Size and Forecast .
17
Table Of Content
Chapter 7 Company Profiles
    7.1 Sony Corporation
    7.2 Google Inc.,
    7.3 Oculus VR, LLC
    7.4 Microsoft Corporation
    7.5 Samsung Electronics Co., Ltd.
    7.6 HTC Corporation
    7.7 EON Reality Inc.,
    7.8 Vuzix Corporation
    7.9 CyberGlove Systems Inc.
    7.10 Sixense Entertainment, Inc.
18
Contact Us
  • Michael Mendes
  • Head - Sales
  • Variant Market Research
  • 649 Mission St, 5th Floor, San Francisco,CA
    94105,United States.
  • Tel 1-415-680-2785
  • Email michael.mendes_at_variantmarketresearch.com
  • Email help_at_variantmarketresearch.com
  • Follow Us
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19
  • Thank You!!!
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