The virtual reality (VR) can be experienced using a head-mounted display (HMD) or glasses which display 3D experiences as part of their image. Some HMDs and glasses have options for additional sensory input in the form of audio or video. New forms of human-machine interactions are possible through the VR technology.
Publisher’s analysts forecast the global VR gaming market to grow at a CAGR of 67.03% during the period 2017-2021.
Complete Report Available at http://www.reportsweb.com/global-vr-gaming-market-2017-2021 .
Covered in this report
The report covers the present scenario and the growth prospects of the global VR gaming market for 2017-2021. To calculate the market size, the report explains the market with a detailed forecast of its revenue along with the number of users and the shipment of the hardware.
The market is divided into the following segments based on geography:
– Americas
– APAC
– EMEA
Publisher’s report, Global VR Gaming Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
Key vendors
– Oculus VR
– Samsung
– HTC
– Google
– Sony
– ZEISS International
– Razer
– FOVE
Get Sample of the Report at: http://www.reportsweb.com/inquiry&RW0001692649/sample .
Other prominent vendors
– Activision Blizzard
– Disney
– Electronic Arts
– AMD (Advanced Micro Devices)
– Facebook
– GoPro
– NVIDIA
– Qualcomm Technologies
Market driver
– Growing awareness of VR gaming.
– For a full, detailed list, view our report
Market challenge
– High price of VR headsets.
– For a full, detailed list, view our report
Market trend
– Growing popularity of 360-degree videos.
– For a full, detailed list, view our report
Inquire about Report at: http://www.reportsweb.com/inquiry&RW0001692649/buying .
Table of Contents:
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Market research methodology
PART 04: Introduction
PART 05: Market landscape
PART 06: Market segmentation by product
PART 07: Market segmentation by type
PART 08: Geographical segmentation
PART 09: Key leading countries
PART 10: Decision framework
PART 11: Drivers and challenges
PART 12: Market trends
PART 13: Vendor landscape
PART 14: Appendix
Purchase this Premium Research Report at: http://www.reportsweb.com/buy&RW0001692649/buy/3500 . (Priced at US$ 3500).
Media Contact
Company Name: ReportsWeb
Contact Person: Rajat Sahni
Email: sam@reportsweb.com
Phone: +1-646-491-9876
Country: India
Website: http://www.reportsweb.com/global-vr-gaming-market-2017-2021