openPR Logo
Press release

What's driving the Virtual Reality in Gaming Market Size Key Players are: Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tes

03-15-2019 11:45 AM CET | IT, New Media & Software

Press release from: marketstudyreport.com

/ PR Agency: Market Study Report LLC
What's driving the Virtual Reality in Gaming Market Size Key

According to a new study, the Global Virtual Reality (VR) in Gaming market is anticipated to reach USD 48.2 billion by 2026. The market for VR in gaming is propelled by factors including, increasing disposable income of people worldwide and continuous improvement in existing gaming technologies including, 3D effects, motion tracking, and interactive graphics for drawing users? attention. With the increase in spending capacity of people, people are demanding for new sources of entertainment and VR games offers a unique way of entertainment.

The hardware component segment of VR in gaming market held more than 50% of the market share in 2016 and is further expected to lead during the forecast period. The high-cost of hardware components is the major factor for the increasing growth. However, with the increasing demand for these products, the prices are expected to decrease in the near future.

Request a sample of this premium report titled at https://www.marketstudyreport.com/request-a-sample/1695031/?utm_source=openpr-VHS

The hardware segment is expected to grow very rapidly, the software segment is anticipated to experience modest growth. Adoption of the virtual reality technology has raised user expectation for enhanced software solutions, hence increasing challenges for developers than before. By Geography, North America region accounted for the largest share for VR gaming in terms of revenue globally in 2017. The growth of North American market is attributed to accessibility of advanced gaming technology as well as acceptance and adoption of VR gaming products including head mounted displays. Further, Europe accounted for the second dominating region in 2017. However, Asia Pacific is projected to witness the highest growth during the forecast period attributed to constantly increasing online gamers in developing countries such as China and India and a strong gamers base in countries such as Japan, Korea, Singapore, Malaysia and Indonesia.

The players operating in the market are constantly focusing on development of new products to efficiently compete in the highly aggressive market for VR gaming. For instance, Sony launched Project Morpheus VR heads, a head mounted display device that offers high resolution and efficient tracking accuracy. The major players operating in the Virtual Reality in Gaming include Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tesla Studios among others. Companies including Microsoft, Sony and Nintendo are the major players operating in the market.

Request a discount on standard prices of this premium report titled at https://www.marketstudyreport.com/check-for-discount/1695031

Table of Contents
1. Overview and Scope
1.1. Research goal & scope
1.2. Research assumptions
1.3. Research Methodology
1.3.1. Primary data sources
1.3.2. Secondary data sources
1.4. Key take-aways
1.5. Stakeholders
2. Executive Summary
2.1. Market Definition
2.2. Market Segmentation
3. Virtual Reality in Gaming Market Insights
3.1. Virtual Reality in Gaming ? Industry snapshot
3.2. Virtual Reality in Gaming - Ecosystem analysis
3.3. Virtual Reality in Gaming market dynamics
3.3.1. Virtual Reality in Gaming ? Market Forces
3.3.1.1. Virtual Reality in Gaming Market driver analysis
3.3.1.2. Virtual Reality in Gaming Market restraint/challenges analysis
3.3.1.3. Virtual Reality in Gaming Market opportunity analysis
3.3.2. Industry analysis - Porter's five force
3.3.2.1. Bargaining power of supplier
3.3.2.2. Bargaining power of buyer
3.3.2.3. Threat of substitute
3.3.2.4. Threat of new entrant
3.3.2.5. Degree of competition
3.3.3. Virtual Reality in Gaming market PEST analysis, 2017
3.3.4. Value Chain Analysis
3.3.5. Virtual Reality in Gaming Industry trends
3.3.6. Competitive Ranking Analysis
4. Virtual Reality in Gaming Market Size and Forecast by Component
4.1. Key findings
4.2. Hardware
4.2.1. Global market estimates and forecasts, 2017 - 2026
4.3. Software
4.3.1. Global market estimates and forecasts, 2017 ? 2026
5. Virtual Reality in Gaming Market Size and Forecast by Device
5.1. Key findings
5.2. Smartphone
5.2.1. Global market estimates and forecasts, 2017 - 2026
5.3. Gaming Console
5.3.1. Global market estimates and forecasts, 2017 ? 2026
5.4. Laptop/Desktop
5.4.1. Global market estimates and forecasts, 2017 ? 2026

Complete report titled at https://www.marketstudyreport.com/reports/virtual-reality-vr-in-gaming-market-by-component-hardware-software-by-device-smartphone-gaming-console-laptop-desktop-by-regions-market-size-forecast-2017-2026

About Us:

Marketstudyreport.com allows you to manage and control all corporate research purchases to consolidate billing and vendor management. You can eliminate duplicate purchases and customize your content and license management.

Contact Us:

Market Study Report

4 North Main Street,

Selbyville, Delaware 19975

USA

Phone: 1-302-273-0910

US Toll Free: 1-866-764-2150

Email: sales@marketstudyreport.com

Website: https://www.marketstudyreport.com

Blog: https://www.marketstudyreport.com/blog

This release was published on openPR.

Permanent link to this press release:

Copy
Please set a link in the press area of your homepage to this press release on openPR. openPR disclaims liability for any content contained in this release.

You can edit or delete your press release What's driving the Virtual Reality in Gaming Market Size Key Players are: Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tes here

News-ID: 1656764 • Views:

More Releases from marketstudyreport.com

Load Bank Market Growth Prospectus by 2028 - Business Opportunities by ASCO Power Technologies (Schneider Electric), Simplex, Shenzhen Sikes, Pite Tech
Load Bank Market Growth Prospectus by 2028 - Business Opportunities by ASCO Powe …
A concise assortment of data on the 'Load Bank Market' offers an exhaustive study targeting current market trends influencing the business across assorted regions. Significant details related to market size, market share, applications, and statistics are put together to convey an ensemble prediction of the industry. The research further focuses on comprehensive competitor analysis in addition to highlighting growth strategies embraced by market leaders. Load Bank Market Size was estimated
Agriculture Equipment Market is Expected to Reach USD 161640 Million by 2028 - John Deere, CNH Industrial, Kubota, AGCO, Claas, Yanmar, Mahindra, LOVOL
Agriculture Equipment Market is Expected to Reach USD 161640 Million by 2028 - J …
Global Agriculture Equipment Market with respect to the pivotal drivers influencing the revenue graph of this business sphere. The current trends of the market with the geographical landscape, demand, remuneration scale, and growth of this vertical have also been included in this report. Global Agriculture Equipment Market Size was estimated at USD 114110 million in 2021 and is projected to reach USD 161640 million by 2028, exhibiting a CAGR of
Electric Vehicle Market Size to grow at a CAGR of 23.5% through 2028| Tesla Inc., Volkswagen AG, SAIC Motors, BYD Auto Co. Ltd., BMW Group, Nissan Motor Co. Ltd., Hyundai Group
Electric Vehicle Market Size to grow at a CAGR of 23.5% through 2028| Tesla Inc. …
Global Electric Vehicle Market with respect to the pivotal drivers influencing the revenue graph of this business sphere. The current trends of market with the geographical landscape, demand, remuneration scale, and growth of this vertical have also been included in this report. The electric vehicles (EVs) market is estimated to witness a robust growth rate of 23.5% during the period 2019-2028. The operation is done to stop ligament tears and
Fuel Cell Air Compressor Market is Expected to Reach USD 512.3 Million by 2028 - Garrett Motion, Hanon Systems, UQM Technologies, FISCHER Fuel Cell Compressor
Fuel Cell Air Compressor Market is Expected to Reach USD 512.3 Million by 2028 - …
Global Fuel Cell Air Compressor Market with respect to the pivotal drivers influencing the revenue graph of this business sphere. The current trends of market with the geographical landscape, demand, remuneration scale, and growth of this vertical have also been included in this report. Global Fuel Cell Air Compressor Market Size was estimated at USD 215.1 million in 2021 and is projected to reach USD 512.3 million by 2028, exhibiting

All 5 Releases


More Releases for Gaming

Native Gaming Launches $100,000 Contest for Fans of Gaming
Tempe, AZ - USA | August 27, 2020 -- Native Gaming has announced its proprietary Social Gaming contests featuring the first of its kind, patent-pending, Native MMO Free-To-Play Slot Game. Over $100,000 in prizes will be available to lucky winners who register FREE at NativeMMO.com (https://nativemmo.com/) Native MMO is the World's first Free-to-Play MMO that allows players to win real money by Catching, Training, & Battling monsters! Players can earn money by
Digital Gaming Market in India Witnesses a Paradigm Shift from Console Gaming to …
According to a latest report released by Research on Global Markets, the digital gaming market in India is witnessing a paradigm shift from console gaming to mobile gaming. The rapid upsurge in the Indian gaming market and high availability of skilled and talented game developers in the country has made India a popular outsourcing destination for global gaming companies. According to the report, increase in smart phone and internet penetration,
Casino Gaming Equipment Consumption Market Is Booming Worldwide | Everi Holdings …
Latest research study from HTF MI with title Global Casino Gaming Equipment Consumption by Manufacturers, Regions, Type and Application, Forecast to 2023. The Research report presents a complete assessment of the market and contains Future trend, Current Growth Factors, attentive opinions, facts, historical data, and statistically supported and industry validated market data. The study is segmented by products type, application/end-users. The research study provides estimates for Global Casino Gaming Equipment
PC And Online Gaming :Market Overview - India, PC Gaming - Overview, PC Gaming - …
PC and Online Gaming in India 2015 illuminates the dynamics in the PC and online gaming business in India. A surge in demand for digital entertainment has provided alternate entertainment mediums huge opportunity in India. One of the popular digital entertainment segments is video gaming. Get sample Report : http://bit.ly/2EZ7bq5 Video game is an interactive entertainment product that uses Personal Computers, Televisions, dedicated display, or mobile devices as a services delivery platform. Access
Game Headphone Market Report 2018: Segmentation by Platform (multi-platform gami …
Global Game Headphone market research report provides company profile for ROCCAT STUDIOS, Razer, Turtle Beach, CORSAIR, SteelSeries and Others. This market study includes data about consumer perspective, comprehensive analysis, statistics, market share, company performances (Stocks), historical analysis 2012 to 2017, market forecast 2018 to 2025 in terms of volume, revenue, YOY growth rate, and CAGR for the year 2018 to 2025, etc. The report also provides detailed segmentation on the
Global Arcade Gaming & TV Gaming Market Size, Status and Forecast 2025
HTF MI published a new industry research that focuses on Arcade Gaming & TV Gaming market and delivers in-depth market analysis and future prospects of Global Arcade Gaming & TV Gaming market. The study covers significant data which makes the research document a handy resource for managers, analysts, industry experts and other key people get ready-to-access and self-analyzed study along with graphs and tables to help understand market trends, drivers