Thursday 24 August 2017

Global Virtual Reality in Gaming Market By Manufacturers, Type And Application, Regions, Forecast to 2019

Virtual Reality in Gaming Market 2017

About Virtual Reality in Gaming
Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from gaming devices, public entertainment, prototype creation to military exercises and medical equipment. 

The emergence of many virtual reality gaming hardware manufacturers is creating growth opportunities in the market. Players such as Oculus, Sony, and Samsung through their innovative gaming hardware has given hope for the market vendors that virtual reality could be a reality in the future, and there could be wide adoption of virtual reality in the global gaming market. 

Technavio's analysts forecast virtual reality in the global gaming market to grow at a CAGR of 25.97% over the period 2014-2019.

Covered in this Report
This report covers the present scenario and the growth prospects of virtual reality in the global gaming market for the period 2015-2019. The report provides a detailed segmentation of the market based on the following: product, component, end-user, and geography.   
    
          
Key Vendors
o Avegant
o Beijing ANTVR Technology
o Carl Zeiss
o Gameface Labs
o Google
o HTC
o Immersion Vrelia
o Oculus VR (Subsidiary of Facebook)
o Razer
o Samsung
o Shoogee
o Sony
o Virtuix
o Vrizzmo

Market Driver
o Growth of Global Mobile Gaming Market
o For a full, detailed list, view our report

Market Challenge
o Motion Sickness
o For a full, detailed list, view our report

Market Trend
o Crowdfunding
o For a full, detailed list, view our report

Key Questions Answered in this Report
o What will the market size be in 2019 and what will the growth rate be?
o What are the key market trends?
o What is driving this market?
o What are the challenges to market growth?
o Who are the key vendors in this market space?
o What are the market opportunities and threats faced by the key vendors?

                               
Table of Contents    
     
01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
    03.1 Definitions
      03.1.1 VR Software
      03.1.2 VR Hardware
    03.2 End-user Segments
    03.3 Base Year
    03.4 Geographical Areas
    03.5 Market Size Calculation and Segmentation
    03.6 Common Currency Conversion Rates
04. Market Research Methodology
    04.1 Market Research Process
    04.2 Research Methodology
05. Introduction
    05.1 Virtual Reality
      05.1.1 Components of VR System:
      05.1.2 VR Applications
      05.1.3 Gaming and VR
06. VR Innovation in Gaming
07. Market Landscape
    07.1 Market Overview
    07.2 Value Chain Analysis
    07.3 Competitive Scenario
    07.4 Market Size and Forecast
Pessimistic Scenario: 17
Optimistic Scenario: 18
    07.5 Market Segmentation by Components
      07.5.1 Software
      07.5.2 Hardware
    07.6 Geographical Segmentation by Revenue
    07.7 Porter’s Five Forces and Impact Analysis
      07.7.1 Threat of Substitutes
      07.7.2 Threat of New Entrants
      07.7.3 Bargaining power of Suppliers
      07.7.4 Bargaining Power Of Buyers
      07.7.5 Threat of Rivalry
08. Drivers and their impact
    08.1 Increased Awareness
    08.2 Mobile Gaming Market
    08.3 Compatibility of Smartphones with VR Technology
    08.4 SLAM Technology
    08.5 Decline in ASPs
09. Challenges and their impact
    09.1 Lack of VR Content
    09.2 Hardware and Software Limitations
    09.3 Build Immersive Experience For Gamers
    09.4 Motion Sickness
10. Trends and their impact
    10.1 Smartphone-integrated VR headsets
    10.2 Depth-sensing Cameras
    10.3 Crowdfunding
11. Key Vendor Analysis
    11.1 Avegant
      11.1.1 Key Facts
      11.1.2 Business Overview
    11.2 Beijing ANTVR Technology
      11.2.1 Key Facts
      11.2.2 Business Overview
      11.2.3 Recent Developments
    11.3 Carl Zeiss (ZEISS VR ONE)
      11.3.1 Key Facts
      11.3.2 Business Overview
      11.3.3 Carl Zeiss in VR Gaming
    11.4 GameFace Labs
      11.4.1 Key Facts
      11.4.2 Business Overview
    11.5 Google
      11.5.1 Key Facts
      11.5.2 Business Overview
      11.5.3 Google in VR Gaming
    11.6 HTC (HTC Vive)
      11.6.1 Key Facts
      11.6.2 Business Overview
      11.6.3 HTC in VR Gaming
    11.7 ImmersiON-VRelia
      11.7.1 Key facts
      11.7.2 Business overview
    11.8 Oculus VR (Subsidiary of Facebook)
      11.8.1 Key Facts
      11.8.2 Business Overview
      11.8.3 Business Segmentation
      11.8.4 Recent Developments
    11.9 Razer
      11.9.1 Key Facts
      11.9.2 Business Overview
      11.9.3 Investors
      11.9.4 Business Strategy
      11.9.5 Recent Developments
    11.10 Samsung
      11.10.1 Key Facts
      11.10.2 Business Overview
      11.10.3 Business Segmentation by Revenue 2014
      11.10.4 VR in Gaming
      11.10.5 Recent Developments
    11.11 Shoogee (Durovis Dive)
      11.11.1 Key Facts
      11.11.2 Business Overview
    11.12 Sony
      11.12.1 Key Facts
      11.12.2 Business Overview
      11.12.3 Business Segmentation by Revenue 2015
      11.12.4 Recent Developments for VR Gaming
    11.13 Virtuix
      11.13.1 Key facts
      11.13.2 Business overview
      11.13.3 Recent Developments
    11.14 Vrizzmo
      11.14.1 Key Facts
      11.14.2 Business Overview
      11.14.3 Recent Developments
12. Other Reports in this Series 
  
 Continued…….

    
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NORAH TRENT

Partner Relations & Marketing Manager
sales@wiseguyreports.com
www.wiseguyreports.com
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