Published :
Tables : 35
Figures : 20
Category : Information & Communications Technology
No. of Pages : 110
Report Code : ICT1056
Virtual Reality Gaming Market is estimated to value over USD 42 Billion by 2027 end and register a CAGR of over 28.9% during the forecast period 2020 to 2027. An increase in the use of three-dimensional environment, developing comfortable virtual reality gaming devices and advancements in CR technology are some driving factors for the global market. As per our study, the global sales revenue of VR gaming has significantly risen from USD 0.66 billion in 2015 to USD 9.1 billion in 2018. It is predicted that these revenue numbers shall reach around USD 25 billion by 2020. Steel Crate Games developed an interesting game named ‘Keep Talking and No One Explodes’ which can be played on Oculus Rift. In this game, the Oculus wearer, who is the spectator, must coordinate with their friends who are the experts and who have the instruction manual, in order to diffuse the bomb in time. Such interesting games can gain popularity with occasional as well as avid gamers which shall assist in the expansion of the global market size. FutureWise Key Takeaways: With companies like Oculus getting into launching their exclusive games, like ‘Lone Echo II’, shall massively expand the market owing to the seamless integration of in-house hardware and software More PC games are re-launched with VR support, like ‘Resident Evil 7: Biohazard’, which shall increase the consumer base significantly considering a huge fan base for these games which shall augment the market growth Key Market Players are Fove, Google, HTC, Facebook, Razer, Samsung, Sony, Zeiss International, AMD, GoPro, Largan Precision, Nvidia, Qualcomm Virtual Reality Gaming Market Segmentation: By Platform Software Hardware By Device Personal Computers Gaming Consoles Mobile Devices By Age Group Adults Children By Game Type Adventure Fighting Shooting Mystery Thriller Puzzle Science Fiction Others By Region North America Europe Asia Pacific Middle East & Africa Latin America Objectives of the Study: To provide with an exhaustive analysis on the global market by platform, by device, by age group, by game type and by region To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints) To evaluate and forecast micro-markets and the overall market To predict the market size, in key regions (along with countries)— North America, Europe, Asia Pacific, Middle East & Africa and Latin America To record evaluate and competitive landscape mapping- product launches, technological advancements, mergers and expansions Profiling of companies to evaluate their market shares, strategies, financials and core competencies
An increase in the use of three-dimensional environment, developing comfortable virtual reality gaming devices and advancements in CR technology are some driving factors for the global market. As per our study, the global sales revenue of VR gaming has significantly risen from USD 0.66 billion in 2015 to USD 9.1 billion in 2018. It is predicted that these revenue numbers shall reach around USD 25 billion by 2020.
Steel Crate Games developed an interesting game named ‘Keep Talking and No One Explodes’ which can be played on Oculus Rift. In this game, the Oculus wearer, who is the spectator, must coordinate with their friends who are the experts and who have the instruction manual, in order to diffuse the bomb in time. Such interesting games can gain popularity with occasional as well as avid gamers which shall assist in the expansion of the global market size.
FutureWise Key Takeaways:
Key Market Players are Fove, Google, HTC, Facebook, Razer, Samsung, Sony, Zeiss International, AMD, GoPro, Largan Precision, Nvidia, Qualcomm
Virtual Reality Gaming Market Segmentation:
By Platform
By Device
By Age Group
By Game Type
By Region
Objectives of the Study:
1 Introduction 2 Scope and Methodology 2.1 Objectives of the Study 2.2 Stakeholders 2.3 Data Sources 2.3.1 Primary Sources 2.3.2 Secondary Sources 2.4 Market Estimation 2.4.1 Bottom-Up Approach 2.4.2 Top-Down Approach 2.5 Forecasting Methodology 3 Executive Summary 4 Introduction 4.1 Overview 4.2 Key Industry Trends 5 Global Virtual Reality in Gaming Market 5.1 Market Overview 5.2 Market Performance 5.3 Market Segmentation by Segment 5.4 Market Segmentation by Device 5.5 Market Segmentation by Age Group 5.6 Market Segmentation by Types of Game 5.7 Market Segmentation by Region 5.8 Market Forecast 5.9 SWOT Analysis 5.9.1 Overview 5.9.2 Strengths 5.9.3 Weaknesses 5.9.4 Opportunities 5.9.5 Threats 5.10 Value Chain Analysis 5.10.1 Overview 5.10.2 Research and Development 5.10.3 Inputs 5.10.4 Products and Services 5.10.5 Marketing and Distribution 5.10.6 End-Users 5.10.7 Post Sales Service 5.11 Porters Five Forces Analysis 5.11.1 Overview 5.11.2 Bargaining Power of Buyers 5.11.3 Bargaining Power of Suppliers 5.11.4 Degree of Competition 5.11.5 Threat of New Entrants 5.11.6 Threat of Substitutes 5.12 Price Analysis 6 Market Segmentation by Platform 6.1 Software 6.1.1 Market Trends 6.1.2 Market Forecast 6.2 Hardware 6.2.1 Market Trends 6.2.2 Market Forecast 7 Market Segmentation by Device 7.1 Personal Computers 7.1.1 Market Trends 7.1.2 Market Forecast 7.2 Gaming Consoles 7.2.1 Market Trends 7.2.2 Market Forecast 7.3 Mobile Devices 7.3.1 Market Trends 7.3.2 Market Forecast 8 Market Segmentation by Age Group 8.1 Adults 8.1.1 Market Trends 8.1.2 Market Forecast 8.2 Children 8.2.1 Market Trends 8.2.2 Market Forecast 9 Market Segmentation by Types of Games 9.1 Racing 9.1.1 Market Trends 9.1.2 Market Forecast 9.2 Adventure 9.2.1 Market Trends 9.2.2 Market Forecast 9.3 Fighting 9.3.1 Market Trends 9.3.2 Market Forecast 9.4 Shooting 9.4.1 Market Trends 9.4.2 Market Forecast 9.5 Mystery Thriller 9.5.1 Market Trends 9.5.2 Market Forecast 9.6 Puzzle 9.6.1 Market Trends 9.6.2 Market Forecast 9.7 Science Fiction 9.7.1 Market Trends 9.7.2 Market Forecast 9.8 Others 9.8.1 Market Trends 9.8.2 Market Forecast 10 Market Segmentation by Region 10.1 North America 10.1.1 Market Trends 10.1.2 Market Forecast 10.2 Europe 10.2.1 Market Trends 10.2.2 Market Forecast 10.3 Asia Pacific 10.3.1 Market Trends 10.3.2 Market Forecast 10.4 Middle East and Africa 10.4.1 Market Trends 10.4.2 Market Forecast 10.5 Latin America 10.5.1 Market Trends 10.5.2 Market Forecast 11 Competitive Landscape 11.1 Competitive Structure 11.2 Key Players 11.3 Profiles of Key Players 11.3.1 Fove 11.3.2 Google 11.3.3 HTC 11.3.4 Facebook 11.3.5 Razer 11.3.6 Samsung 11.3.7 Sony 11.3.8 Zeiss International 11.3.9 AMD 11.3.10 GoPro 11.3.11 Largan Precision 11.3.12 Nvidia 11.3.13 Qualcomm 12 Research Finding and Conclusion 13 Research Methodology 14 Research Data Source
1 Introduction
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Virtual Reality in Gaming Market
5.1 Market Overview
5.2 Market Performance
5.3 Market Segmentation by Segment
5.4 Market Segmentation by Device
5.5 Market Segmentation by Age Group
5.6 Market Segmentation by Types of Game
5.7 Market Segmentation by Region
5.8 Market Forecast
5.9 SWOT Analysis
5.9.1 Overview
5.9.2 Strengths
5.9.3 Weaknesses
5.9.4 Opportunities
5.9.5 Threats
5.10 Value Chain Analysis
5.10.1 Overview
5.10.2 Research and Development
5.10.3 Inputs
5.10.4 Products and Services
5.10.5 Marketing and Distribution
5.10.6 End-Users
5.10.7 Post Sales Service
5.11 Porters Five Forces Analysis
5.11.1 Overview
5.11.2 Bargaining Power of Buyers
5.11.3 Bargaining Power of Suppliers
5.11.4 Degree of Competition
5.11.5 Threat of New Entrants
5.11.6 Threat of Substitutes
5.12 Price Analysis
6 Market Segmentation by Platform
6.1 Software
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Hardware
6.2.1 Market Trends
6.2.2 Market Forecast
7 Market Segmentation by Device
7.1 Personal Computers
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Gaming Consoles
7.2.1 Market Trends
7.2.2 Market Forecast
7.3 Mobile Devices
7.3.1 Market Trends
7.3.2 Market Forecast
8 Market Segmentation by Age Group
8.1 Adults
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Children
8.2.1 Market Trends
8.2.2 Market Forecast
9 Market Segmentation by Types of Games
9.1 Racing
9.1.1 Market Trends
9.1.2 Market Forecast
9.2 Adventure
9.2.1 Market Trends
9.2.2 Market Forecast
9.3 Fighting
9.3.1 Market Trends
9.3.2 Market Forecast
9.4 Shooting
9.4.1 Market Trends
9.4.2 Market Forecast
9.5 Mystery Thriller
9.5.1 Market Trends
9.5.2 Market Forecast
9.6 Puzzle
9.6.1 Market Trends
9.6.2 Market Forecast
9.7 Science Fiction
9.7.1 Market Trends
9.7.2 Market Forecast
9.8 Others
9.8.1 Market Trends
9.8.2 Market Forecast
10 Market Segmentation by Region
10.1 North America
10.1.1 Market Trends
10.1.2 Market Forecast
10.2 Europe
10.2.1 Market Trends
10.2.2 Market Forecast
10.3 Asia Pacific
10.3.1 Market Trends
10.3.2 Market Forecast
10.4 Middle East and Africa
10.4.1 Market Trends
10.4.2 Market Forecast
10.5 Latin America
10.5.1 Market Trends
10.5.2 Market Forecast
11 Competitive Landscape
11.1 Competitive Structure
11.2 Key Players
11.3 Profiles of Key Players
11.3.1 Fove
11.3.2 Google
11.3.3 HTC
11.3.4 Facebook
11.3.5 Razer
11.3.6 Samsung
11.3.7 Sony
11.3.8 Zeiss International
11.3.9 AMD
11.3.10 GoPro
11.3.11 Largan Precision
11.3.12 Nvidia
11.3.13 Qualcomm
12 Research Finding and Conclusion
13 Research Methodology
14 Research Data Source
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