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Virtual Reality In Gaming Market Latest Technology Advancements, Growth and Future Scope 2021 to 2025| Intel Corporation, Virtuix Omni, Nintendo Co Limited, Microsoft Corporation

07-20-2021 03:57 PM CET | IT, New Media & Software

Press release from: Market Insights Reports

The report presents an in-depth assessment of the Virtual Reality In Gaming Market including enabling technologies, key trends, market drivers, challenges, regulatory landscape, deployment models, opportunities, future roadmap, value chain, ecosystem player profiles and strategies. The report also presents forecasts for Virtual Reality In Gaming investments from 2021 till 2025.

The virtual reality (VR) in the gaming market was valued at USD 7.7 billion in 2019 and is projected to reach USD 42.50 billion by 2025, registering a CAGR of 32.75% over the forecast period, 2020 - 2025.

Click the link to get a Sample Copy of the Report:

https://www.marketinsightsreports.com/reports/10192358042/global-virtual-reality-in-gaming-market-growth-trends-and-forecast-2020-2025/inquiry?Mode=48   

The report presents the market competitive landscape and a corresponding detailed analysis of the major vendor/key players in the market. Top Companies in the Global Virtual Reality In Gaming Market: Oculus VR (Facebook Technologies LLC), HTC Vive, Valve Corporation, Intel Corporation, Virtuix Omni, Nintendo Co Limited, Microsoft Corporation, Samsung Corporation, Google LLC

Key Developments:

- May 2020 - Apple Inc. acquired NextVR, a startup that provides sports and other content for virtual-reality headsets. The acquisition will help Apples development of VR and AR headsets with accompanying software and content.
- February 2020 - Facebook has acquired Bay Area VR studio Sanzuru Games. The acquisition will help Facebook to explore the VR game studios, as Sanzuru Games has created a total of four titles for the Oculus Rift, including Asgards Wrath and Marvel Powers United VR. Also, it has made a number of titles on console and mobile systems, releasing games structured around their own IP alongside licensed titles for properties like Sonic and Spyro.

Market Overview:

VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises. Numerous players are emerging in this market with the hopes of navigating it toward mainstream adoption in the gaming market space. According to NewGenApps, by 2025, the worldwide user base of AR and VR games is expected to grow to 216 million users.
- VR gaming involves a 3D environment that enables the user on a computing device with the help of a mouse, touch screen, other components to feel the physical presence in the game settings. The various accessories associated with the VR technology such as virtual reality headsets, wrap-around display screens, virtual reality rooms equipped with wearable computers, and sensory components enables gamers to interact, view and move around the objects in the game setting. According to a worldwide survey of technology company executives, startup founders, investors, and consultants, 59% of respondents believe gaming will dominate the investment directed to the development of VR technology.

Regional Analysis:

For comprehensive understanding of market dynamics, the global Virtual Reality In Gaming Market is analyzed across key geographies namely: United States, China, Europe, Japan, South-east Asia, India and others. Each of these regions is analyzed on basis of market findings across major countries in these regions for a macro-level understanding of the market.

Key Market Trends
Premium Mobile Platform to Hold Significant Market Share
- Mobile virtual reality (VR) gaming is the most affordable experience for consumers who want to explore VR gaming without spending a substantial amount of money. Also, the portability and massive install base of smartphone users, across the world, is leading to its widespread adoption. According to Plink, there is about 2.2 billion mobile gamer around the globe.
- With the growing number of mobile gamers, the mobile VR gaming market is expected to gain significant traction as players are offering various accessories such as a head-mounted display for smooth VR gaming experience for the mobile-based gamers.
- The most widely known VR headsets for mobile phones are Samsung Gear and Google Daydream. The lower price as compared to console and PC headsets and mobile headsets are often bundled with premium phones are vital factors that are driving the market. According to the 3D insider, by 2020, it is estimated that the number of VR headsets sold will reach up to 82 million units.
- Moreover, technologies such as 5G are also driving the mobile-based VR gaming market. For instance, in May 2020, Archiact has announced a partnership with Migu, a subsidiary of telecom provider China Mobile, for Archiacts games that would be the first VR games o be playable via Migus 5G cloud gaming platform, named as Migu Quick Gaming. Also, by partnering with Migu, Archiact states that it is able to work together to build the future of 5G VR cloud gaming, thus making VR even more accessible.

The report has 150 tables and figures browse the report description and TOC:

https://www.marketinsightsreports.com/reports/10192358042/global-virtual-reality-in-gaming-market-growth-trends-and-forecast-2020-2025?Mode=48       

What are the market factors that are explained in the report?

-Key Strategic Developments: The study also includes the key strategic developments of the market, comprising R&D, new product launch, M&A, agreements, collaborations, partnerships, joint ventures, and regional growth of the leading competitors operating in the market on a global and regional scale.

-Key Market Features: The report evaluated key market features, including revenue, price, capacity, capacity utilization rate, gross, production, production rate, consumption, import/export, supply/demand, cost, market share, CAGR, and gross margin. In addition, the study offers a comprehensive study of the key market dynamics and their latest trends, along with pertinent market segments and sub-segments.

-Analytical Tools: The Global Virtual Reality In Gaming Market report includes the accurately studied and assessed data of the key industry players and their scope in the market by means of a number of analytical tools. The analytical tools such as Porter’s five forces analysis, feasibility study, and investment return analysis have been used to analyze the growth of the key players operating in the market.

Finally, Virtual Reality In Gaming Market report is the believable source for gaining the Market research that will exponentially accelerate your business. The report gives the economic situations with the item value, benefit, limit, generation, supply, request and Market development rate and figure and so on. This report additionally Present new task SWOT examination, speculation attainability investigation, and venture return investigation.

Contact Us:
Irfan Tamboli (Head of Sales) – Market Insights Reports
Phone: + 1704 266 3234 | +91-750-707-8687
sales@marketinsightsreports.com | irfan@marketinsightsreports.com

About Us:

MarketInsightsReports provides syndicated market research on industry verticals including Healthcare, Information and Communication Technology (ICT), Technology and Media, Chemicals, Materials, Energy, Heavy Industry, etc. MarketInsightsReports provides global and regional market intelligence coverage, a 360-degree market view which includes statistical forecasts, competitive landscape, detailed segmentation, key trends, and strategic recommendations.

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