Global Virtual Reality (VR) Market
Description
WiseGuyReports.Com adds” Virtual Reality (VR) in Global Gaming Market 2015-2019 “Research To Its Database.
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.
The 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.
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Key Vendors
o Avegant
o Beijing ANTVR Technology
o Carl Zeiss
o Gameface Labs
o Google
o HTC
o Immersion Vrelia
o Oculus VR (Subsidiary of Facebook)
o Razer
o Samsung
o Shoogee
o Sony
o Virtuix
o Vrizzmo
Market Driver
o Growth of Global Mobile Gaming Market
o For a full, detailed list, view our report
Market Challenge
o Motion Sickness
o For a full, detailed list, view our report
Market Trend
o Crowdfunding
o For a full, detailed list, view our report
Key Questions Answered in this Report
o What will the market size be in 2019 and what will the growth rate be?
o What are the key market trends?
o What is driving this market?
o What are the challenges to market growth?
o Who are the key vendors in this market space?
o What are the market opportunities and threats faced by the key vendors?
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Table of Contents -Major Key Points
- Executive Summary
- List of Abbreviations
- 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 - Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology - Introduction
05.1 Virtual Reality
05.1.1 Components of VR System:
05.1.2 VR Applications
05.1.3 Gaming and VR - VR Innovation in Gaming
- 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 - 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 - 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 - Trends and their impact
10.1 Smartphone-integrated VR headsets
10.2 Depth-sensing Cameras
10.3 Crowdfunding
………..CONTINUED
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