Press release
VR Gaming Market Including Analysis of New Trends, Updates, and Forecast to 2031 | Sony Corporation, Microsoft Corporation, Nintendo Co. Ltd., Linden Labs, Electronic Arts
The VR Gaming Market report by DataM Intelligence provides insights into the latest trends and developments in the market. This report identifies the key growth opportunities in the market and provides recommendations for market participants to capitalize on these opportunities. Overall, the VR Gaming market report is an essential resource for market participants who are looking to gain a comprehensive understanding of the market and identify opportunities for growth.Download a Free sample PDF (Use Corporate email ID to Get Higher Priority) at: https://datamintelligence.com/download-sample/vr-gaming-market
The VR Gaming Market is predicted to reach a high CAGR of 40.1% during the forecast period (2024-2031)
VR Gaming refers to the use of virtual reality technology to create immersive, interactive gaming experiences. Players wear VR headsets equipped with sensors and motion tracking to fully engage in a digital environment that responds to their movements and actions. The use of 3D visuals, spatial audio, and hand controllers enhances the feeling of presence, allowing players to explore virtual worlds as if they were physically there. VR gaming is popular in entertainment, offering a more lifelike, engaging, and dynamic experience compared to traditional gaming methods. It is rapidly evolving with advancements in hardware, game development, and user interaction.
Competitive Landscape
The section also contains information related to the new product launches, mergers, acquisitions, collaborations, etc., to give a clear understanding about the competitive landscape prevailing in the global market. With an emphasis on strategies there have been several primary developments done by major companies such as:
Sony Corporation, Microsoft Corporation, Nintendo Co. Ltd., Linden Labs, Electronic Arts, Facebook/Oculus VR, Google Inc., HTC Corporation, Virtuix Omni, and Telsa Studios
Key Developments:
❁ In May 2020, Topgolf Entertainment Group partnered with Golf Scope to launch Pro Putt by Topgolf on Oculus Quest. This collaboration integrated advanced virtual reality technologies, including Golf Scope and Simply Putting, to deliver realistic golf course experiences and four popular Topgolf games: Topgolf Classic, Top Pressure, Quick 9, and Quick 9 Pro.
❁ In June 2020, Sony PlayStation teamed up with the UN Environment Programme (UNEP) to create an immersive virtual reality experience aimed at raising global awareness of climate change among gamers.
❁ In February 2020, Technological University Dublin collaborated with Intel Ireland on a research project to explore the use of Virtual Reality (VR) technologies in training simulations at Intel. This partnership leveraged the expertise from TU Dublin's Virtual Interaction Research Lab (VIRaL) and the School of Media, aiming to enhance and innovate training methods using AR and VR across fields like digital media, journalism, game development, simulation-based education, and manufacturing.
Acquisition:
❁In September 2020, Embracer Group acquired Netherlands-based virtual reality (VR) game developer Vertigo Games for an upfront payment of 50 million euros, with the potential for an additional 65 million euros based on the company's performance in the coming years.
❁In February 2020, Facebook's Oculus division acquired Sanzaru Games, a video game company known for its work on the Sly Cooper and Spyro the Dragon franchises. Sanzaru also brought expertise in developing virtual reality (VR) games.
❁ In December 2017, Microsoft acquired Simplygon, a 3D optimization service, for an undisclosed amount. The acquisition aimed to help game developers integrate Simplygon's optimization tools into their workflows, making content more suitable for resource-intensive AR and VR platforms.
❁ In March 2017, Google acquired Owlchemy Labs, a well-known virtual reality gaming company. While Owlchemy continued to develop VR games, it received additional support from Google, with a focus on enhancing hand interactions and delivering high-quality user experiences.
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Market Segments
The detailed segmentation offered in the report will help customers get a clear idea about the market segments and the factors that will drive segmental growth. The VR Gaming market has been segmented:
By Component: Hardware, Software
By Connecting Device: Gaming Consoles, PCs/ Desktops, Smartphones, Others
By User: Commercial Space, Individual
Research Process
Both primary and secondary data sources have been used in the global VR Gaming Market research report. During the research process, a wide range of industry-affecting factors are examined, including governmental regulations, market conditions, competitive levels, historical data, market situation, technological advancements, upcoming developments, in related businesses, as well as market volatility, prospects, potential barriers, and challenges.
Regional Analysis for VR Gaming Market:
⇥ North America (U.S., Canada, Mexico)
⇥ Europe (U.K., Italy, Germany, Russia, France, Spain, The Netherlands and Rest of Europe)
⇥ Asia-Pacific (India, Japan, China, South Korea, Australia, Indonesia Rest of Asia Pacific)
⇥ South America (Colombia, Brazil, Argentina, Rest of South America)
⇥ Middle East & Africa (Saudi Arabia, U.A.E., South Africa, Rest of Middle East & Africa)
**The full version of the report includes an in-depth analysis of emerging players and startups, which will provide valuable insights into the evolving market landscape and key strategies being adopted**
This Report Covers:
✔ Go-to-market Strategy.
✔ Neutral perspective on the market performance.
✔Development trends, competitive landscape analysis, supply side analysis, demand side analysis, year-on-year growth, competitive benchmarking, vendor identification, and other significant analysis, as well as development status.
✔Customized regional/country reports as per request and country level analysis.
✔ Potential & niche segments and regions exhibiting promising growth covered.
✔ Analysis of Market Size (historical and forecast), Total Addressable Market (TAM), Serviceable Available Market (SAM), Serviceable Obtainable Market (SOM), Market Growth, Technological Trends, Market Share, Market Dynamics, Competitive Landscape and Major Players (Innovators, Start-ups, Laggard, and Pioneer).
Chapter Outline
⏩ Market Overview: It contains five chapters, as well as information about the research scope, major manufacturers covered, market segments, VR Gaming market segments, study objectives, and years considered.
⏩ Market Landscape: The competition in the Global VR Gaming Market is evaluated here in terms of value, turnover, revenues, and market share by organization, as well as market rate, competitive landscape, and recent developments, transaction, growth, sale, and market shares of top companies.
⏩ Companies Profiles: The global VR Gaming market's leading players are studied based on sales, main products, gross profit margin, revenue, price, and growth production.
⏩ Market Outlook by Region: The report goes through gross margin, sales, income, supply, market share, CAGR, and market size by region in this segment. North America, Europe, Asia Pacific, Middle East & Africa, and South America are among the regions and countries studied in depth in this study.
⏩ Market Segments: It contains the deep research study which interprets how different end-user/application/type segments contribute to the VR Gaming Market.
⏩ Market Forecast: Production Side: In this part of the report, the authors have focused on production and production value forecast, key producers forecast, and production and production value forecast by type.
⏩ Research Findings: This section of the report showcases the findings and analysis of the report.
⏩ Conclusion: This portion of the report is the last section of the report where the conclusion of the research study is provided.
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Frequently asked questions:
➠ What is the global sales value, production value, consumption value, import and export of VR Gaming market?
➠ Who are the global key manufacturers of the VR Gaming Industry? How is their operating situation (capacity, production, sales, price, cost, gross, and revenue)?
➠ What are the VR Gaming market opportunities and threats faced by the vendors in the global VR Gaming Industry?
➠ Which application/end-user or product type may seek incremental growth prospects? What is the market share of each type and application?
➠ What focused approach and constraints are holding the VR Gaming market?
➠ What are the different sales, marketing, and distribution channels in the global industry?
Contact Us -
Company Name: DataM Intelligence
Contact Person: Sai Kiran
Email: Sai.k@datamintelligence.com
Phone: +1 877 441 4866
Website: https://www.datamintelligence.com
About Us -
DataM Intelligence is a Market Research and Consulting firm that provides end-to-end business solutions to organizations from Research to Consulting. We, at DataM Intelligence, leverage our top trademark trends, insights and developments to emancipate swift and astute solutions to clients like you. We encompass a multitude of syndicate reports and customized reports with a robust methodology.
Our research database features countless statistics and in-depth analyses across a wide range of 6300+ reports in 40+ domains creating business solutions for more than 200+ companies across 50+ countries; catering to the key business research needs that influence the growth trajectory of our vast clientele.
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