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Published: Mar, 2017 | Pages:
155 | Publisher: Grand View Research
Industry: Electronics | Report Format: Electronic (PDF)
The global virtual reality (VR) in gaming market size is expected to reach USD 45.09 billion by 2025, according to a new report by Grand View Research, Inc. Increasing competitiveness among key players such as Microsoft Corp., Sony Corp., and Nintendo Co. Ltd. to launch VR-compatible consoles has triggered industry growth. Virtual reality technology can enable gamers to indulge in an imaginary setting where the gamer's physical presence is simulated to be a part of the three-dimensional environment. With VR equipment and accessories, the user can view, move around, and even interact with the objects within the game. Several start-ups are developing prototypes for using the virtual reality technology in video games, which is expected to impact the growth favorably over the years to come. Gaming consoles are expected to emerge as the most favored devices for playing games equipped with VR technology on account of the presence of efficient processors as compared to desktops and smartphones which may not match the immersive simulation experience provided by a console dedicated to playing games. Lack of awareness about VR technology in games, high initial investment, compatibility issues of virtual reality devices with consoles, spatial discomfort and the risk of other physical and mental ailments may pose a challenge to the otherwise growing industry for VR technology in video games. Further key findings from the report suggest: Growing at a CAGR of around 30% during the forecast period, by 2025, the hardware segment is expected to account for a majority of the revenue a share In 2015, the estimated size of the software segment was around USD 2 billion Demand for VR accessories such as head mounted displays, motion sensing devices, treadmills, gloves, masks, backpacks, and bodysuits is expected to witness robust growth Demand for virtual reality hardware is expected to increase drastically once the consumer versions are readily available Smartphones are expected to be the fastest growing device segment during the forecast period In 2015, the U.S. VR in gaming market accounted for the largest revenue share; however, China is expected to emerge as a key regional market by 2025 The Latin America and the MEA regions are projected to experience the fastest growth which may be attributed to rising awareness and demand for the technology in the coming years As the technology is fairly new, a significant proportion of VR accessories and wearables are currently in the development stage; the Head Mounted Displays (HMDs) launched by Oculus VR, LLC, and HTC Corporation in 2015 and 2016 are popular among consumers Leap Motion Inc., Razer Inc. VirZoom Inc., and Virtuix are prominent companies developing wearables such as motion sensing devices, treadmill, and gloves
Table of Content Chapter 1. Methodology and Scope 1.1. Research Methodology 1.2. Research Scope & Assumptions 1.3. List of Data Sources Chapter 2. Executive Summary 2.1. Virtual Reality In Gaming - Market Snapshot & Key Buying Criteria, 2014 - 2025 Chapter 3. Virtual Reality In Gaming Industry Outlook 3.1. Market Segmentation & Scope 3.2. Virtual Reality in Gaming Market Size and Growth Prospects 3.3. Virtual Reality in Gaming - Value Chain Analysis 3.4. Virtual Reality in Gaming - Market Dynamics 3.4.1. Market driver analysis 3.4.1.1. Rising demand of gaming by youth population 3.4.1.2. Increasing disposable income of buyers in developing countries 3.4.1.3. Increasing competitiveness in the virtual reality gaming space 3.4.2. Market restraint analysis 3.4.2.1. Lack of awareness and high prices of technology 3.4.2.2. Huge initial investment & device compatibility constraints 3.4.2.3. Spatial discomfort & risk of other ailments 3.5. Key Opportunities - Prioritized 3.6. Industry Analysis - Porter's 3.7. Market Share Analysis, 2015 3.8. Virtual Reality in Gaming - Networking Devices 3.9. Virtual Reality in Gaming - PEST Analysis 3.10. VR Accessories - Specifications 3.10.1. Head Mounted Display (HMDs) 3.10.2. Motion sensing devices 3.10.3. Treadmills for VR gaming 3.10.4. VR gloves, masks, backpacks 3.10.5. VR bodysuits Chapter 4. Component Type Estimates & Trend Analysis 4.1. Component Type Outlook - Key Takeaways 4.2. Virtual Reality in Gaming Market: Component Type Movement Analysis 4.3. Gaming Software 4.3.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 4.3.2. Market estimates & forecasts by reigion, 2014 - 2025 (USD Million) 4.4. Gaming Hardware 4.4.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 4.4.2. Market estimates & forecasts by reigion, 2014 - 2025 (USD Million) Chapter 5. Device Estimates & Trend Analysis 5.1. Device Outlook - Key Takeaways 5.2. Virtual Reality in Gaming Market: Console Type Movement Analysis 5.3. Gaming Consoles 5.3.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 5.3.2. Market estimates & forecasts by reigion, 2014 - 2025 (USD Million) 5.4. Desktops 5.4.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 5.4.2. Market estimates & forecasts by reigion, 2014 - 2025 (USD Million) 5.5. Smartphones 5.5.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 5.5.2. Market estimates & forecasts by reigion, 2014 - 2025 (USD Million) Chapter 6. Regional Estimates & Trend Analysis 6.1. Regional Outlook - Key Takeaways 6.2. Virtual Reality in Gaming Market Share by Region, 2015 & 2025 6.3. North America 6.3.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.3.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.3.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.3.4. U.S. 6.3.4.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.3.4.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.3.4.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.3.5. Canada 6.3.5.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.3.5.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.3.5.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.4. Europe 6.4.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.4.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.4.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.4.4. Germany 6.4.4.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.4.4.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.4.4.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.4.5. UK 6.4.5.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.4.5.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.4.5.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.5. Asia Pacific 6.5.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.5.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.5.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.5.4. China 6.5.4.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.5.4.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.5.4.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.5.5. Japan 6.5.5.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.5.5.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.5.5.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.5.6. India 6.5.6.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.5.6.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.5.6.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.6. Latin America 6.6.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.6.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.6.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.6.4. Brazil 6.6.4.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.6.4.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.6.4.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.6.5. Mexico 6.6.5.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.6.5.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.6.5.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) 6.7. Middle East & Africa (MEA) 6.7.1. Market estimates & forecasts, 2014 - 2025 (USD Million) 6.7.2. Market estimates & forecasts by component, 2014 - 2025 (USD Million) 6.7.3. Market estimates & forecasts by device, 2014 - 2025 (USD Million) Chapter 7. Competitive Landscape 7.1. Company Profiles 7.1.1. Sony Corporation 7.1.1.1. Company overview 7.1.1.2. Financial performance 7.1.1.3. Product benchmarking 7.1.1.4. Strategic initiatives 7.1.2. Microsoft Corporation 7.1.2.1. Company overview 7.1.2.2. Financial performance 7.1.2.3. Product benchmarking 7.1.2.4. Strategic initiatives 7.1.3. Nintendo Co. Ltd. 7.1.3.1. Company overview 7.1.3.2. Financial performance 7.1.3.3. Product benchmarking 7.1.3.4. Strategic initiatives 7.1.4. Linden Labs 7.1.4.1. Company overview 7.1.4.2. Financial performance 7.1.4.3. Product benchmarking 7.1.4.4. Strategic initiatives 7.1.5. Electronic Arts 7.1.5.1. Company overview 7.1.5.2. Financial performance 7.1.5.3. Product benchmarking 7.1.5.4. Strategic initiatives 7.1.6. Facebook/Oculus VR 7.1.6.1. Company overview 7.1.6.2. Financial performance 7.1.6.3. Product benchmarking 7.1.6.4. Strategic initiatives 7.1.7. Samsung Electronics Co. Ltd. 7.1.7.1. Company overview 7.1.7.2. Financial performance 7.1.7.3. Product benchmarking 7.1.7.4. Strategic initiatives 7.1.8. Google Inc. 7.1.8.1. Company overview 7.1.8.2. Financial performance 7.1.8.3. Product benchmarking 7.1.8.4. Strategic initiatives 7.1.9. HTC Corporation 7.1.9.1. Company overview 7.1.9.2. Financial performance 7.1.9.3. Product benchmarking 7.1.9.4. Strategic initiatives 7.1.10. Virtuix Omni 7.1.10.1. Company overview 7.1.10.2. Financial performance 7.1.10.3. Product benchmarking 7.1.10.4. Strategic initiatives 7.1.11. Leap Motion 7.1.11.1. Company overview 7.1.11.2. Financial performance 7.1.11.3. Product benchmarking 7.1.11.4. Strategic initiatives 7.1.12. Telsa Studios 7.1.12.1. Company overview 7.1.12.2. Financial performance 7.1.12.3. Product benchmarking 7.1.12.4. Strategic initiatives 7.1.13. Qualcomm Incorporated 7.1.13.1. Company overview 7.1.13.2. Financial performance 7.1.13.3. Product benchmarking 7.1.13.4. Strategic initiatives 7.1.14. Lucid VR 7.1.14.1. Company overview 7.1.14.2. Financial performance 7.1.14.3. Product benchmarking 7.1.14.4. Strategic initiatives
List of Tables TABLE 1 Virtual Reality Gaming- Industry Snapshot & Key Buying Criteria, 2014 - 2024 TABLE 2 Global Virtual Reality Gaming Market, 2014 - 2025 (USD Billion) TABLE 3 Global Virtual Reality Gaming Market Estimates and Forecasts by Component, 2014 - 2025 (USD Million) TABLE 4 Global Virtual Reality Gaming Market Estimates and Forecasts by Console, 2014 - 2025 (USD Million) TABLE 5 Virtual Reality Gaming Market- Key Market Driver Impact TABLE 6 Global Software Virtual Reality Gaming Market by Region, 2014 - 2025 (USD Million) TABLE 7 Global Hardware Virtual Reality Gaming Market by Region, 2015 - 2025 (USD Million) TABLE 8 Gaming Console Market for VR Gaming by Region, 2014 - 2025 (USD Million) TABLE 9 Desktop Market for VR Gaming by region, 2014 - 2025 (USD Million) TABLE 10 Smartphone Market for VR Gaming by region, 2014 - 2025 (USD Million) TABLE 11 North America Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 12 North America Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 13 U.S. Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 14 U.S. Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 15 Canada Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 16 Canada Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 17 Europe Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 18 Europe Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 19 Germany Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 20 Germany Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 21 UK Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 22 UK Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 23 Asia Pacific Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 24 Asia Pacific Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 25 China Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 26 China Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 27 Japan Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 28 Japan Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 29 India Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 30 India Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 31 Latin America VR Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 32 Latin America VR Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 33 Brazil Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 34 Brazil Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 35 Mexico Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 36 Mexico Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million) TABLE 37 MEA Virtual Reality Gaming Market by Component, 2014 - 2025 (USD Million) TABLE 38 MEA Virtual Reality Gaming Market by Device, 2014 - 2025 (USD Million)
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