ID: MRFR/SEM/2181-HCR | February 2021 | Region: Global | 100 pages
Market Synopsis of Global VR in Gaming Market:
Market Scenario:
Virtual reality gaming is a form of application which uses three-dimensional artificial environment and interact with that three-dimensional environment during a game. The artificial environments are created with virtual reality software.
The factors contributing to the growth of the virtual reality in gaming market are the use of three-dimensional environment, developing compact and comfortable virtual reality gaming devices, increasing demand for latest technologies in the gaming industry, rise in disposable income and constant innovation by virtual reality manufacturers. However, factors such as lack of awareness about the technology, limitations of hardware and software among the virtual reality devices and compatibility issues are hindering the growth of the virtual reality in gaming market.
The most popular form of virtual reality is three-dimensional image that is explored on a computer. Hence, virtual reality in gaming refers to the use of sound and graphics technology in games where the gamers use HMDs (head mounted displays), glasses or gloves. It also provides simulation of real time environment for various purposes through games. The products such as gloves and head mounted displays, sensors are used so that it can track the movement made by the user and the data is sent back to the system which in return helps to analyze the data.
Geographically, North-America accounted for the largest market share in the global VR gaming market, whereas Asia-Pacific is expected to grow at a fast pace over the forecast period, 2017-2023.
Global Virtual Reality In Gaming Market
The global virtual reality in gaming market is expected to reach approximately USD 14.6 billion by the end of 2023 with 30.5% CAGR during forecast period 2017-2023.
Study Objectives of VR in Gaming Market
Key Players
The key players in the global virtual reality in gaming market include Electronic Arts Inc (U.S.), Google (U.S.), Newzoo (Netheralnds), HTC Corporation (Taiwan), Oculus VR, LLC (U.S.), Kaneva (U.S.), SAMSUNG (South Korea), Sony Corporation ( Japan), ZEISS International (Germany), LEAP MOTION, INC. (U.S.), VirZOOM, Inc (U.S.) among others.
Segments
For the purpose of this study, Market Research Future has segmented the market of virtual reality in gaming into hardware, software, application and region.
Hardware-
Software Compatibility
Region
Regional Analysis-
Regionally, North-America accounted for the largest market share, owing to decreasing average prices of the devices, increasing competition among developers, increasing consumer preference for smart gadgets and increasing demand for new technologies in the gaming industry by the youngsters.
However, Asia-Pacific region is expected to grow over the forecast period, 2017-2023. The reason is attributed to technological developments, need for better picture quality and growing demand for electronic gadgets.
Intended Audience
Frequently Asked Questions (FAQ) :
The global virtual reality in the gaming market is predicted to reach nearly USD 14.6 billion by 2024 at a 30.5% CAGR over the forecast period of (2017-2023).
The significant factors contributing to the growth of the virtual reality in gaming market are the use of the three-dimensional environment, developing compact and comfortable virtual reality gaming devices, rising demand for the latest technologies in the gaming industry, increase in disposable income and continuous innovation by virtual reality manufacturers.
For the purpose of this study, Market Research Future has segmented the virtual reality in gaming market into software, hardware, application, and region.
Google (U.S.), Electronic Arts Inc (U.S.), Newzoo (Netherlands), Oculus VR, LLC (U.S.), HTC Corporation (Taiwan),Kaneva (U.S.), Sony Corporation (Japan), SAMSUNG (South Korea), ZEISS International (Germany), VirZOOM, Inc (U.S.), and LEAP MOTION, INC. (U.S.)
The geographical analysis of the global market has been conducted in four major regions, namely North America, the Asia Pacific, Europe, and the rest of the world (including Latin America and the Middle East and Africa).