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Virtual Reality (VR) in Global Gaming Market 2015-2019

Published: Jul-2015 | Format: PDF | Technavio | Number of pages: 60 | Code: MRS - 24103

About Virtual Reality in Gaming

Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from gaming devices, public entertainment, prototype creation to military exercises and medical equipment. 

The emergence of many virtual reality gaming hardware manufacturers is creating growth opportunities in the market. Players such as Oculus, Sony, and Samsung through their innovative gaming hardware has given hope for the market vendors that virtual reality could be a reality in the future, and there could be wide adoption of virtual reality in the global gaming market.

Technavio's analysts forecast virtual reality in the global gaming market to grow at a CAGR of 25.97% over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of virtual reality in the global gaming market for the period 2015-2019. The report provides a detailed segmentation of the market based on the following: product, component, end-user, and geography. 

Key Vendors
• Avegant
• Beijing ANTVR Technology
• Carl Zeiss
• Gameface Labs
• Google
• Immersion Vrelia
• Oculus VR (Subsidiary of Facebook)
• Razer
• Samsung
• Shoogee
• Sony
• Virtuix
• Vrizzmo

Market Driver
• Growth of Global Mobile Gaming Market
• For a full, detailed list, view our report

Market Challenge
• Motion Sickness
• For a full, detailed list, view our report

Market Trend
• Crowdfunding
• For a full, detailed list, view our report

Key Questions Answered in this Report
• What will the market size be in 2019 and what will the growth rate be
• What are the key market trends
• What is driving this market
• What are the challenges to market growth
• Who are the key vendors in this market space
• What are the market opportunities and threats faced by the key vendors
"01. Executive Summary
02. List of Abbreviations

03. Scope of the Report
03.1 Definitions
03.1.1 VR Software
03.1.2 VR Hardware
03.2 End-user Segments
03.3 Base Year
03.4 Geographical Areas
03.5 Market Size Calculation and Segmentation
03.6 Common Currency Conversion Rates

04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology

05. Introduction
05.1 Virtual Reality
05.1.1 Components of VR System:
05.1.2 VR Applications
05.1.3 Gaming and VR

06. VR Innovation in Gaming

07. Market Landscape
07.1 Market Overview
07.2 Value Chain Analysis
07.3 Competitive Scenario
07.4 Market Size and Forecast
Pessimistic Scenario: 17
Optimistic Scenario: 18
07.5 Market Segmentation by Components
07.5.1 Software
07.5.2 Hardware
07.6 Geographical Segmentation by Revenue
07.7 Porter’s Five Forces and Impact Analysis
07.7.1 Threat of Substitutes
07.7.2 Threat of New Entrants
07.7.3 Bargaining power of Suppliers
07.7.4 Bargaining Power Of Buyers
07.7.5 Threat of Rivalry

08. Drivers and their impact
08.1 Increased Awareness
08.2 Mobile Gaming Market
08.3 Compatibility of Smartphones with VR Technology
08.4 SLAM Technology
08.5 Decline in ASPs

09. Challenges and their impact
09.1 Lack of VR Content
09.2 Hardware and Software Limitations
09.3 Build Immersive Experience For Gamers
09.4 Motion Sickness

10. Trends and their impact
10.1 Smartphone-integrated VR headsets
10.2 Depth-sensing Cameras
10.3 Crowdfunding

11. Key Vendor Analysis
11.1 Avegant
11.1.1 Key Facts
11.1.2 Business Overview
11.2 Beijing ANTVR Technology
11.2.1 Key Facts
11.2.2 Business Overview
11.2.3 Recent Developments
11.3 Carl Zeiss (ZEISS VR ONE)
11.3.1 Key Facts
11.3.2 Business Overview
11.3.3 Carl Zeiss in VR Gaming
11.4 GameFace Labs
11.4.1 Key Facts
11.4.2 Business Overview
11.5 Google
11.5.1 Key Facts
11.5.2 Business Overview
11.5.3 Google in VR Gaming
11.6 HTC (HTC Vive)
11.6.1 Key Facts
11.6.2 Business Overview
11.6.3 HTC in VR Gaming
11.7 ImmersiON-VRelia
11.7.1 Key facts
11.7.2 Business overview
11.8 Oculus VR (Subsidiary of Facebook)
11.8.1 Key Facts
11.8.2 Business Overview
11.8.3 Business Segmentation
11.8.4 Recent Developments
11.9 Razer
11.9.1 Key Facts
11.9.2 Business Overview
11.9.3 Investors
11.9.4 Business Strategy
11.9.5 Recent Developments
11.10 Samsung
11.10.1 Key Facts
11.10.2 Business Overview
11.10.3 Business Segmentation by Revenue 2014
11.10.4 VR in Gaming
11.10.5 Recent Developments
11.11 Shoogee (Durovis Dive)
11.11.1 Key Facts
11.11.2 Business Overview
11.12 Sony
11.12.1 Key Facts
11.12.2 Business Overview
11.12.3 Business Segmentation by Revenue 2015
11.12.4 Recent Developments for VR Gaming
11.13 Virtuix
11.13.1 Key facts
11.13.2 Business overview
11.13.3 Recent Developments
11.14 Vrizzmo
11.14.1 Key Facts
11.14.2 Business Overview
11.14.3 Recent Developments

12. Other Reports in this Series

List Of Exhibits 
Exhibit 1: Market Research Methodology
Exhibit 2: Components of VR System
Exhibit 3: HMDs Specific to Gaming Segments
Exhibit 4: VR Innovation in Gaming
Exhibit 5: VR Gaming Market - User Reach (2017)
Exhibit 6: Global Virtual Reality Content-Gaming
Exhibit 7: Major Players in Value Chain
Exhibit 8: Unit Shipment (Pessimistic Scenario)
Exhibit 9: Revenue (Pessimistic Scenario)
Exhibit 10: Unit Shipment (Optimistic Scenario)
Exhibit 11: Revenue (Optimistic Scenario)
Exhibit 12: Revenue Contribution Split (Hardware versus Software)
Exhibit 13: Revenue Contribution by Geographies


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