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Virtual Reality Gaming Market Global Trends, Market Share, Industry Size, Growth, Opportunities, and Market Forecast 201

<br>Global Virtual Reality Gaming Market is estimated to value over USD 42 Billion by 2026 end and register a CAGR of over 28.9% during the forecast period 2019 to 2026.<br>

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Virtual Reality Gaming Market Global Trends, Market Share, Industry Size, Growth, Opportunities, and Market Forecast 201

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  1. Virtual Reality Gaming Market Global Trends, Market Share, Industry Size, Growth, Opportunities, and Market Forecast 2019 to 2026 Global Virtual Reality Gaming Market is estimated to value over USD 42 Billion by 2026 end and register a CAGR of over 28.9% during the forecast period 2019 to 2026. Virtual reality gaming has multiple advantages like the ability to physically involve the gamers in real-time, can digitally extend reality anytime and anywhere. Moreover, it looks appealing to occasional gamers and avid players which thus increases the sales revenue of gaming companies. Most importantly, the immersive experience that VR games offer enhances user engagement. All these factors are responsible for the proliferation of the global virtual reality gaming market. However, playing virtual reality games is physically taxing and dedicated gamers tend to play for long hours which can cause some serious physical and mental harm considering how it would become difficult to differentiate between virtual and real environment which makes it a restraining factor for the growth of global virtual reality gaming market. Adventure Gaming Segment to Gain Significant Growth Over the Forecast Period According to Statista, adventure VR games share over 73% of interested respondents thus making it the most popular genre among the consumers in the United States. Furthermore, over 48% of respondents were interested in playing VR racing games thus making it second to the adventure genre of VR games. Rocksteady Studios collaborated with Warner Bros. Interactive Entertainment to launch ‘Batman: Arkham VR’ in October 2016 worldwide for Sony’s PlayStation 4 and in April 2017 for Microsoft Windows. This game focused on using Batman’s gadgets and skills to solve puzzles and explore the immediate environment. It is a first-person game which can be played using PlayStation VR, Oculus Rift, HTC Vive VR headsets and their controllers. Such immersive experience from a game on Batman, a widely popular DC universe character, gained its immense popularity worldwide and got impressive sales revenues. Although the game lacked some substantial plot points, the sheer engaging experience into the DC universe was good enough to garner an audience.

  2. Horror games are another genre where VR technology can be effectively used. Capcom’s ‘Resident Evil 7: Biohazard’ is a first-person survival horror VR game which became the most popular game of the ‘Resident Evil’ franchise owing to the immersive experience that it offers. It can be played on PlayStation VR which has various control settings to alleviate sudden movements which may cause motion sickness for certain users. Another VR game, Paranormal activity: Lost soul, has adaptive scare mechanism which provides varied experiences for different users which is a unique prospect of the game. One of the biggest game studios, Bethesda, launched their most popular game ‘Fallout 4 VR’, the best game of the franchise in VR. It is the longest VR game available and it provides some great details regarding the portrayal of the abandoned city of Boston. This game is currently available on Steam and such adventure games are the reason for the dominance of the adventure games segment. Request a Sample Report@ https://www.futurewiseresearch.com/request- sample.aspx?id=3388&page=requestsample Competitive Landscape: Key Market Players include Google, Samsung, Oculus, HR, HTC, Razer, GoPro, AMD, NVIDIA, Zeiss International, Qualcomm, Fove, Facebook. Zeiss recently launched a new mobile VR headset, VR One, that makes users utilize the power of PCs, but without the hassle of having full VR setups. VR One is less expensive when compared to HTC Vive, which requires a room full of setup. Zeiss VR One allows users to play SteamVR games on mobile thus making it more accessible than something like HTC Vive. Such a unique product shall help Zeiss gain significant market traction over the forecast period. But this device still needs a PC to stream games directly which is a slight disadvantage. Oculus is apparently working on a VR headset which is so-called ‘Pacific’, which will reduce the gap between entry-level mobile-based VR and high-end headsets which need an expensive PC for its functioning. This device will be made by Xiaomi which shall initiate an entirely new category. It is reportedly lighter than Samsung’s Gear VR headset and Oculus Rift, but it will offer powerful graphics than the aforementioned devices thanks to a yet-unspecified Qualcomm Snapdragon CPU. The only disadvantage this device shall have is the unavailability of positional tracking, a feature present in Google’s Daydream VR headsets which they will include in the second generation of ‘Pacific’. The launch date for the device isn’t announced, but it

  3. is reported that ‘Pacific’ will be launched in October and according to The Verge, the device shall be launched at the company’s Oculus Connect 4 event. FutureWise Key Takeaways: · With companies like Oculus getting into launching their exclusive games, like ‘Lone Echo II’, shall massively expand the market owing to the seamless integration of in- house hardware and software · More PC games are re-launched with VR support, like ‘Resident Evil 7: Biohazard’, which shall increase the consumer base significantly considering a huge fan base for these games which shall augment the market growth Global Virtual Reality Gaming Market Segmentation: By Platform · Software · Hardware By Device · Personal Computers · Gaming Consoles · Mobile Devices By Age Group · Adults · Children By Game Type · Adventure

  4. · Fighting · Shooting · Mystery Thriller · Puzzle · Science Fiction · Others By Region · North America · Europe · Asia Pacific · Middle East & Africa · Latin America Purchase a Copy & Ask For Discount https://www.futurewiseresearch.com/request- sample.aspx?id=3388&page=askfordiscount Objectives of the Study: · To provide with an exhaustive analysis on the global virtual reality gaming market by platform, by device, by age group, by game type and by region · To cater comprehensive information on factors impacting market growth (drivers, restraints, opportunities, and industry-specific restraints) · To evaluate and forecast micro-markets and the overall market · To predict the market size, in key regions (along with countries)— North America, Europe, Asia Pacific, Middle East & Africa and Latin America · To record evaluate and competitive landscape mapping- product launches, technological advancements, mergers and expansions

  5. · Profiling of companies to evaluate their market shares, strategies, financials and core competencies Table of Contents 1 Introduction 2 Scope and Methodology 2.1 Objectives of the Study 2.2 Stakeholders 2.3 Data Sources 2.3.1 Primary Sources 2.3.2 Secondary Sources 2.4 Market Estimation 2.4.1 Bottom-Up Approach 2.4.2 Top-Down Approach 2.5 Forecasting Methodology 3 Executive Summary 4 Introduction 4.1 Overview 4.2 Key Industry Trends 5 Global Virtual Reality in Gaming Market

  6. 5.1 Market Overview 5.2 Market Performance 5.3 Market Segmentation by Segment 5.4 Market Segmentation by Device 5.5 Market Segmentation by Age Group 5.6 Market Segmentation by Types of Game 5.7 Market Segmentation by Region 5.8 Market Forecast 5.9 SWOT Analysis 5.9.1 Overview 5.9.2 Strengths 5.9.3 Weaknesses 5.9.4 Opportunities 5.9.5 Threats 5.10 Value Chain Analysis 5.10.1 Overview 5.10.2 Research and Development 5.10.3 Inputs 5.10.4 Products and Services 5.10.5 Marketing and Distribution 5.10.6 End-Users 5.10.7 Post Sales Service 5.11 Porters Five Forces Analysis

  7. 5.11.1 Overview 5.11.2 Bargaining Power of Buyers 5.11.3 Bargaining Power of Suppliers 5.11.4 Degree of Competition 5.11.5 Threat of New Entrants 5.11.6 Threat of Substitutes 5.12 Price Analysis 6 Market Segmentation by Platform 6.1 Software 6.1.1 Market Trends 6.1.2 Market Forecast 6.2 Hardware 6.2.1 Market Trends 6.2.2 Market Forecast 7 Market Segmentation by Device 7.1 Personal Computers 7.1.1 Market Trends 7.1.2 Market Forecast 7.2 Gaming Consoles 7.2.1 Market Trends 7.2.2 Market Forecast

  8. 7.3 Mobile Devices 7.3.1 Market Trends 7.3.2 Market Forecast 8 Market Segmentation by Age Group 8.1 Adults 8.1.1 Market Trends 8.1.2 Market Forecast 8.2 Children 8.2.1 Market Trends 8.2.2 Market Forecast 9 Market Segmentation by Types of Games 9.1 Racing 9.1.1 Market Trends 9.1.2 Market Forecast 9.2 Adventure 9.2.1 Market Trends 9.2.2 Market Forecast 9.3 Fighting 9.3.1 Market Trends 9.3.2 Market Forecast 9.4 Shooting

  9. 9.4.1 Market Trends 9.4.2 Market Forecast 9.5 Mystery Thriller 9.5.1 Market Trends 9.5.2 Market Forecast 9.6 Puzzle 9.6.1 Market Trends 9.6.2 Market Forecast 9.7 Science Fiction 9.7.1 Market Trends 9.7.2 Market Forecast 9.8 Others 9.8.1 Market Trends 9.8.2 Market Forecast 10 Market Segmentation by Region 10.1 North America 10.1.1 Market Trends 10.1.2 Market Forecast 10.2 Europe 10.2.1 Market Trends 10.2.2 Market Forecast 10.3 Asia Pacific

  10. 10.3.1 Market Trends 10.3.2 Market Forecast 10.4 Middle East and Africa 10.4.1 Market Trends 10.4.2 Market Forecast 10.5 Latin America 10.5.1 Market Trends 10.5.2 Market Forecast 11 Competitive Landscape 11.1 Competitive Structure 11.2 Key Players 11.3 Profiles of Key Players 11.3.1 Fove 11.3.2 Google 11.3.3 HTC 11.3.4 Facebook 11.3.5 Razer 11.3.6 Samsung 11.3.7 Sony 11.3.8 Zeiss International 11.3.9 AMD 11.3.10 GoPro

  11. 11.3.11 Largan Precision 11.3.12 Nvidia 11.3.13 Qualcomm Chapter 12 Research Finding and Conclusion Chapter 13 Research Methodology Chapter 14 Research Data Source Inquire further details about this report at: sales@futurewiseresearch.com About FutureWise Research: We specialise in high-growth niche markets, assuring flexibility, agility and customised solutions for our clients. Through in-depth market insights and consultancy, we present our clients with the tools they need to be at the forefront of their industry – a position secured for far more than the near future. Contact Us: Company Name: FutureWise Research Contact Person: Vinay Thaploo Email: sales@futurewiseresearch.com Phone: +44 141 628 9353 / +1 970 279 4295 City: Leeds Country: United Kingdom Website: www.futurewiseresearch.com

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