Global virtual reality in gaming market is market to exhibit remarkable expansion at a CAGR of 30.5% during the assessment period of 2017-2023 and reach the valuation of USD 14.6 Bn by the end of the review period. Increasing popularity of virtual reality technology in gaming among youngsters, especially in the developed and developing regions, and high demand for advanced simulated features in this type of games are majorly propelling the growth of the global virtual reality in gaming market. Increased penetration of advanced gaming gadgets and availability of these gadgets at affordable prices are also fueling the growth of the global virtual reality market.
Global Virtual Reality In Gaming Market Key Players:
The prime players profiled by Market Research Future (MRFR) that are operating in the global virtual reality in gaming market are Electronic Arts Inc (the U.S.), Google (the U.S.), Newzoo (Netherlands), HTC Corporation (Taiwan), Oculus VR, LLC (the U.S.), Kaneva (the U.S.), Samsung (South Korea), Sony Corporation ( Japan), ZEISS International (Germany), LEAP MOTION, INC. (the U.S.), VirZOOM, Inc (the U.S.) and others.
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The rising awareness about virtual reality technology and manufacturers offering innovative products with three-dimensional technology are boosting the growth of the virtual reality in gaming market. Virtual reality technology can help gamers to indulge in a particular imaginary setting where the gamer’s physical presence is replicated to be a part of the three-dimensional environment. However, with the virtual reality gaming devices and accessories it becomes easier for a user. Since, it can be easily viewed, easily move around and also interact with the objects within the game. Multiple number of start-ups are developing prototypes for using the virtual reality technology in various video games which is expected to propel the growth of the overall market.
One of the static studies report provides a clear picture of the global games market. According to the report, mobile gaming market became the main market in the regions such as China and Southeast Asia since they are the early adopters of android games whereas the western region will be growing at a slow rate majorly due to mobile web and applications such as YouTube among others.
Increasing popularity of virtual reality technology in gaming among youngsters, especially in the developed and developing regions, and high demand for advanced simulated features in this type of games are majorly propelling the growth of the global virtual reality in gaming market. Increased penetration of advanced gaming gadgets and availability of these gadgets at affordable prices are also fueling the growth of the global virtual reality market.
Global Virtual Reality In Gaming Market Segmental Analysis:
The global market for virtual reality in gaming is segmented on the basis of hardware, software, and compatibility. Based on hardware, the global virtual reality in gaming market has been segmented into devices, glasses, gloves, headsets, and others. Based on compatibility, the global virtual reality in gaming market has been segmented into MMOs, smartphones, casual web games, box Pc, tablets, consoles, and others.
- Casual Web games
- Box PC
Global Virtual Reality In Gaming Market Regional Analysis:
Geographically, the global virtual reality in gaming market has been divided into four major regions such as North America, Asia Pacific (APAC), Europe, and the rest of the world. The North America region commands the maximum share of the global virtual reality in gaming market owing to the increased popularity of virtual reality technology among the young population, high demand for virtual reality gaming devices that introduce various advanced features, and easy adoption of technologically advanced gaming devices due to their availability at affordable prices in this region.
The Asia Pacific region is virtual reality in gaming market to expand at the fastest growth rate in the global virtual reality in gaming market during the assessment period owing to the increasing penetration of smart gadgets in the developing economies, rise in availability of affordable advanced gaming devices, increasing popularity of virtual reality and introduction of new virtual reality games and gadgets in this region.
Global Virtual Reality In Gaming Market Industry Updates:
In February 2019, The City Point Shopping Center at Downtown Brooklyn has announced its partnership with YokeyPokey Virtual Reality for hosting its first annual e-sport virtual tournament.
In February 2019, it has been announced that VR Exodrome, a virtual reality lounge is opened in Palisades Mall, Rockland. This lounge is packed with various virtual gaming experiences such as virtual maze, roller coaster, and other competitive cybersports.
In February 2019, Tilt Pinball, a gaming arcade in Louisville, has announced that it will be installing virtual reality arcade games for the public in Boulder County.
In February 2019, it has been announced by jetSynthesys that it will be launching a multiplayer virtual reality game in collaboration with Sachin Tendulkar, a former Indian international cricket player. The game will be launched under the name ‘Sachin Saga’ with limited edition headset that is equipped with customizable Bluetooth controller.
In January 2019, it has been announced that Canada’s first virtual reality shooter gaming center is now open in Richmond.
Table of Content:
1 Market Introduction
1.2 Scope of Study
1.2.1 Research Objective
1.3 Market Structure
2 Research Methodology
2.1 Research Network
2.2 Primary Research
2.3 Secondary Research
2.4 Forecast Model
2.4.1 Market Data Collection, Analysis & Forecast
2.4.2 Market Size Estimation
3 Market Dynamics
3.2 Market Drivers
3.3 Market Challenges
3.4 Market Opportunities
3.5 Market Restraints
Continued. . .
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List of Tables:
Table 1 Virtual Reality in Gaming Market, By Compatibility
Table 2 Virtual Reality in Gaming Market, By Hardware
Table 3 Virtual Reality in Gaming Market, By Software
Table 4 Virtual Reality in Gaming Market, By Geography
Table 5 North America Virtual Reality in Gaming Market, By Compatibility
Continued. . .
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