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Global Virtual Reality in Gaming Market 2016-2020

Published By :

Technavio

Published Date : Dec 2016

Category :

Gaming

No. of Pages : 66 Pages

About VR in Gaming
PC gaming can provide an immersive gaming experience to the users, with the integration of VR technology. Many vendors are integrating VR technology in their headsets. For instance, Oculus VR developed a headset in 2016 called the Oculus Rift. It is used for PC gaming like Elite Dangerous, in which virtual hands through the virtual controllers react while controlling certain movements. However, there are some VR hardware limitations with respect to using VR for PC gaming purposes. Due to high bandwidth requirements, the wireless technologies are not considered as a feasible option.

Technavios analysts forecast the global VR in gaming market to grow at a CAGR of 84.4% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global VR in gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from the shipments of VR devices for gaming.

The market is divided into the following segments based on geography:
Americas
APAC
EMEA

Technavio's report, Global VR in Gaming Market 2016-2020, 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
Fove
Google
HTC
Oculus VR
Razer
Samsung
Sony
Zeiss International

Market driver
Rapid increase in awareness of VR technology
For a full, detailed list, view our report

Market challenge
Limitations of hardware and software
For a full, detailed list, view our report

Market trend
Introduction of depth-sensing camera for VR headsets
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2020 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?
What are the strengths and weaknesses of the key vendors?

Table of Contents
PART 01: Executive summary
Highlights
PART 02: Scope of the report
Market overview
Top-vendor offerings
PART 03: Market research methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
VR
PART 05: Global gaming market
Global gaming market by application 2015-2020
TV consoles
MMOs
Smartphones
Casual web games
Boxed PC
Tablet
Handheld gaming consoles
PART 06: Global VR headset market
PART 07: Market landscape
Market size and forecast
Five forces analysis
PART 08: Market segmentation by components
Market segmentation by components
Hardware segment
Software segment
PART 09: Market segmentation by compatibility
Global VR in gaming market by PCs
Global VR in gaming market by gaming consoles
Global VR in gaming market by mobile devices
PART 10: Geographical segmentation
Global VR in gaming market by geography
VR in gaming market in Americas
VR in gaming market in EMEA
VR in gaming market in APAC
PART 11: Market drivers
Rapid increase in awareness of VR technology
Growth in mobile gaming
Decline in ASP of VR components
Increase in funding
PART 12: Impact of drivers
PART 13: Market challenges
Health-related issues
Insufficient VR content
Limitations of hardware and software
PART 14: Impact of drivers and challenges
PART 15: Market trends
Introduction of VRD
Growing popularity of 360-degree videos
Introduction of depth-sensing camera for VR headsets
PART 16: Vendor landscape
Competitive scenario
Vendor landscape
PART 17: Appendix
List of abbreviations
PART 18: Explore Technavio
List of Exhibits
Exhibit 01: Key regions
Exhibit 02: Product offerings
Exhibit 03: Components of VR device
Exhibit 04: Popular HMDs for gaming segment
Exhibit 05: Value chain analysis
Exhibit 06: VR timeline
Exhibit 07: Global gaming market segmentation by application 2015
Exhibit 08: Global gaming market segmentation by application 2020
Exhibit 09: Percentage of smartphone gamers making in-app purchases for different reasons in 2015
Exhibit 10: Percentage of tablet gamers making in-app purchases for different reasons in 2015
Exhibit 11: Global VR headset market 2015-2020 ($ billions)
Exhibit 12: Global VR market by industry 2015 (% revenue share)
Exhibit 13: Global VR in gaming market 2015-2020 ($ billions)
Exhibit 14: Global VR in gaming market 2015-2020 (millions of units)
Exhibit 15: Five forces analysis
Exhibit 16: Global VR in gaming market by components 2015 (% share)
Exhibit 17: Global VR in gaming market by components 2020 (% share)
Exhibit 18: Global VR in gaming market by compatibility 2015-2020 (% revenue share)
Exhibit 19: Global VR in gaming market by compatibility 2015-2020 ($ billions)
Exhibit 20: Global VR in gaming market by PCs 2015-2020 ($ billions)
Exhibit 21: Global VR in gaming market by gaming consoles 2015-2020 ($ billions)
Exhibit 22: Global VR in gaming market by mobile devices 2015-2020 ($ billions)
Exhibit 23: Global VR in gaming market by geography 2015-2020 (% share)
Exhibit 24: Global VR in gaming market by geography 2015-2020 ($ billions)
Exhibit 25: VR in gaming market in Americas 2015-2020 ($ billions)
Exhibit 26: VR in gaming market in EMEA 2015-2020 ($ billions)
Exhibit 27: VR in gaming market in APAC 2015-2020 ($ billions)
Exhibit 28: ASP of VR used in gaming 2015-2020 ($)
Exhibit 29: YoY growth of funding on VR
Exhibit 30: Founding members of VRVCA
Exhibit 31: Impact of drivers
Exhibit 32: Impact of drivers and challenges
Exhibit 33: Comparison of pixel-based display and VRD

List of Table

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