The report on the Global Virtual Reality in Gaming Market gives an estimation of the development of the market based on historical studies and also provides forecasts on the basis of a comprehensive research. The report gives a complete market analysis for the forecasted period from 2020 to 2026. The market is divided into various segments with an in-depth outlook of the competitors and a listing of the profiled key players. The market size in terms of revenue (USD MN) is calculated and provided for the study period along with the dynamics of the market such as the drivers and the restraints.
Virtual reality in gaming refers to close to reality visuals. In technical terms virtual reality gives users a digital experience where they can visualize and interact in the virtual world. Virtual reality in gaming refers to an improved user interface which can be experienced through head mounted display or by using 3D glasses. It involves creation of a simulated environment which presents users with a substituted reality.
Virtual reality consists of mainly two components hardware and software. Increasing expectations of customers to have a real life scenario have played an important role in developing consoles. The gaming consoles which play an important role in experience part of virtual reality are MAC/PC, XBOX, PlayStation and Nintendo Wii. Innovation in hardware and software are the major drivers for this market. Changing lifestyles and urbanization of population also have a significant impact on the virtual reality in gaming market.
North America and Europe have been the major contributors to this market and also account for a lot of innovation in this industry. Asia Pacific and Latin America are the emerging markets for virtual reality as the population in these regions are experiencing an increase in their disposable income. Middle East and Africa is showing signs of substantial growth in the virtual reality market.
The key players present in this industry include:
TABLE OF CONTENTS
1 . PREFACE
1.1. Report Description
1.1.1. Objective
1.1.2. Target Audience
1.1.3. Unique Selling Proposition (USP) & offerings
1.2. Research Scope
1.3. Research Methodology
1.3.1. Market Research Process
1.3.2. Market Research Methodology
2 . EXECUTIVE SUMMARY
2.1. Highlights of Virtual Reality In Gaming Market
2.2. Global Virtual Reality In Gaming Market Snapshot
3 . VIRTUAL REALITY IN GAMING – INDUSTRY ANALYSIS
3.1. Introduction
3.2. Market Drivers of Virtual Reality In Gaming Market
3.3. Market Restraints of Virtual Reality In Gaming Market
3.4. Opportunities of Virtual Reality In Gaming Market
3.5. Trends of Virtual Reality In Gaming Market
3.6. Porter’s Five Force Analysis of Virtual Reality In Gaming Market
3.7. Virtual Reality In Gaming Market Attractiveness Analysis
3.7.1 Market Attractive Analysis by Component
3.7.2 Market Attractive Analysis by Console Type
3.7.3 Market Attractive Analysis by Region
4 . VALUE CHAIN ANALYSIS
4.1. Virtual Reality In Gaming Value Chain Analysis
4.2. Virtual Reality In Gaming Raw Material Analysis
4.2.1. List of Raw Materials
4.2.2. Virtual Reality In Gaming Raw Material Manufactures List
4.2.3. Price Trend of Virtual Reality In Gaming Key Raw Materials
4.3. List of Potential Buyers
4.4. Marketing Channel
4.4.1. Direct Marketing
4.4.2. Indirect Marketing
4.4.3. Marketing Channel Development Trend
5 . GLOBAL VIRTUAL REALITY IN GAMING MARKET ANALYSIS BY COMPONENT
5.1 Overview by Component
5.2 Global Virtual Reality In Gaming Market Analysis by Component
5.3 Market Analysis of Hardware by Regions
5.4 Market Analysis of Software by Regions
6 . GLOBAL VIRTUAL REALITY IN GAMING MARKET ANALYSIS BY CONSOLE TYPE
6.1 Overview by Console Type
6.2 Global Virtual Reality In Gaming Market Analysis by Console Type
6.3 Market Analysis of MAC/PC by Regions
6.4 Market Analysis of XBOX by Regions
6.5 Market Analysis of PlayStation by Regions
6.6 Market Analysis of Nintendo Wii by Regions
7 . GLOBAL VIRTUAL REALITY IN GAMING MARKET ANALYSIS BY GEOGRAPHY
7.1. Regional Outlook
7.2. Introduction
7.3. North America
7.3.1. Overview
7.3.2. North America Virtual Reality In Gaming Market Estimate by Market Segment
7.3.3. North America Virtual Reality In Gaming Market Estimate by Country
7.3.4. United State
7.3.5. Rest of North America
7.4. Europe
7.4.1. Overview
7.4.2. Europe Virtual Reality In Gaming Market Estimate by Market Segment
7.4.3. Europe Virtual Reality In Gaming Market Estimate by Country
7.4.4. United Kingdom
7.4.5. France
7.4.6. Germany
7.4.7 Rest of Europe
7.5. Asia Pacific
7.5.1. Overview
7.5.2. Asia Pacific Virtual Reality In Gaming Market Estimate by Market Segment
7.5.3. Asia Pacific Virtual Reality In Gaming Market Estimate by Country
7.5.4. China
7.5.5. Japan
7.5.6. India
7.5.7. Rest of Asia Pacific
7.6. Latin America
7.6.1. Overview
7.6.2. Latin America Virtual Reality In Gaming Market Estimate by Market Segment
7.6.3. Latin America Virtual Reality In Gaming Market Estimate by Country
7.6.4. Brazil
7.6.5. Rest of Latin America
7.7. Middle East & Africa
7.7.1. Overview
7.7.2. Middle East & Africa Virtual Reality In Gaming Market Estimate by Market Segment
7.7.3. Middle East & Africa Virtual Reality In Gaming Market Estimate by Country
7.7.4. Middle East
7.7.5. Africa
8 . COMPETITIVE LANDSCAPE OF THE VIRTUAL REALITY IN GAMING COMPANIES
8.1. Virtual Reality In Gaming Market Competition
8.2. Partnership/Collaboration/Agreement
8.3. Merger And Acquisitions
8.4. New Product Launch
8.5. Other Developments
9 . COMPANY PROFILES OF VIRTUAL REALITY IN GAMING INDUSTRY
9.1. Company Share Analysis
9.2. Market Concentration Rate
9.3. Activision Publishing Inc.
9.3.1. Company Overview
9.3.2. Financials
9.3.3. Products
9.3.4. Recent Developments
9.4. Avatar Reality Inc.
9.4.1. Company Overview
9.4.2. Financials
9.4.3. Products
9.4.4. Recent Developments
9.5. Electronic Art Inc.
9.5.1. Company Overview
9.5.2. Financials
9.5.3. Products
9.5.4. Recent Developments
9.6. Kaneva LLC
9.6.1. Company Overview
9.6.2. Financials
9.6.3. Products
9.6.4. Recent Developments
9.7. Linden Lab Inc.
9.7.1. Company Overview
9.7.2. Financials
9.7.3. Products
9.7.4. Recent Developments
9.8. Nintendo Co. Ltd.
9.8.1. Company Overview
9.8.2. Financials
9.8.3. Products
9.8.4. Recent Developments
9.9. Oculus VR
9.9.1. Company Overview
9.9.2. Financials
9.9.3. Products
9.9.4. Recent Developments
9.10. Sony Corporation
9.10.1. Company Overview
9.10.2. Financials
9.10.3. Products
9.10.4. Recent Developments
*Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies
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