Title: Global Virtual Reality In Gaming Market
1Virtual Reality in Gaming Market, 2016-2024 -
Industry Trends, Market Size, Segments, Growth
Prospects Variant Market Research
Kavya Borgaonkar Sr. SEO Analyst Variant Market
Research
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3Report 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
4Virtual 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
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6Virtual 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.
7Virtual 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
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9Top 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.
10The 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
11Scope of Virtual Reality In Gaming Market
- Component Segments
- Hardware
- Software
- Type of Gaming Console Segments
- Xbox
- Personal Computer
- Mac
- PlayStation
- Nintendo Wii
12Scope of Virtual Reality In Gaming Market
- Geographical Segments
- North America
- U.S.
- Canada
- Mexico
- Europe
- UK
- Germany
- France
- Italy
- Others
13Scope of Virtual Reality In Gaming Market
- Asia Pacific
- India
- China
- Japan
- South Korea
- Others
- RoW
- South America
- Middle East
- Africa
14Table 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
15Table 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
16Table 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 .
17Table 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.
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