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Virtual Reality (VR) in Gaming Market with Report In Depth Industry Analysis on Trends, Growth, Opportunities and Forecast till 2026

Author : Market Study Report | Published Date : 2020-12-08 

The study on the ‘Virtual Reality (VR) in Gaming market’ by Market Study Report, LLC, is a compilation of systematic details in terms of market valuation, market size, revenue estimation, and geographical spectrum of the business vertical. The study also offers a precise analysis of the key challenges and growth prospects awaiting key players of the Virtual Reality (VR) in Gaming market, including a concise summary of their corporate strategies and competitive setting.

The players operating in the market are constantly focusing on development of new products to efficiently compete in the highly aggressive market for VR gaming. For instance, Sony launched Project Morpheus VR heads, a head mounted display device that offers high resolution and efficient tracking accuracy. The major players operating in the Virtual Reality in Gaming include Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tesla Studios among others. Companies including Microsoft, Sony and Nintendo are the major players operating in the market.

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According to a new study, the Global Virtual Reality (VR) in Gaming market is anticipated to reach USD 48.2 billion by 2026. The market for VR in gaming is propelled by factors including, increasing disposable income of people worldwide and continuous improvement in existing gaming technologies including, 3D effects, motion tracking, and interactive graphics for drawing users’ attention. With the increase in spending capacity of people, people are demanding for new sources of entertainment and VR games offers a unique way of entertainment.

The hardware segment is expected to grow very rapidly, the software segment is anticipated to experience modest growth. Adoption of the virtual reality technology has raised user expectation for enhanced software solutions, hence increasing challenges for developers than before. By Geography, North America region accounted for the largest share for VR gaming in terms of revenue globally in 2017. The growth of North American market is attributed to accessibility of advanced gaming technology as well as acceptance and adoption of VR gaming products including head mounted displays. Further, Europe accounted for the second dominating region in 2017. However, Asia Pacific is projected to witness the highest growth during the forecast period attributed to constantly increasing online gamers in developing countries such as China and India and a strong gamers base in countries such as Japan, Korea, Singapore, Malaysia and Indonesia.

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The hardware component segment of VR in gaming market held more than 50% of the market share in 2016 and is further expected to lead during the forecast period. The high-cost of hardware components is the major factor for the increasing growth. However, with the increasing demand for these products, the prices are expected to decrease in the near future.

Virtual Reality (VR) in Gaming Market share by Major regions included:

United States
North America
Asia Pacific
Europe
Middle East & Africa

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Table of Contents

1. Overview and Scope
1.1. Research goal & scope
1.2. Research assumptions
1.3. Research Methodology
1.3.1. Primary data sources
1.3.2. Secondary data sources
1.4. Key take-aways
1.5. Stakeholders
2. Executive Summary
2.1. Market Definition
2.2. Market Segmentation
3. Virtual Reality in Gaming Market Insights
3.1. Virtual Reality in Gaming – Industry snapshot
3.2. Virtual Reality in Gaming - Ecosystem analysis
3.3. Virtual Reality in Gaming market dynamics
3.3.1. Virtual Reality in Gaming – Market Forces
3.3.1.1. Virtual Reality in Gaming Market driver analysis
3.3.1.2. Virtual Reality in Gaming Market restraint/challenges analysis
3.3.1.3. Virtual Reality in Gaming Market opportunity analysis
3.3.2. Industry analysis - Porter's five force
3.3.2.1. Bargaining power of supplier
3.3.2.2. Bargaining power of buyer
3.3.2.3. Threat of substitute
3.3.2.4. Threat of new entrant
3.3.2.5. Degree of competition
3.3.3. Virtual Reality in Gaming market PEST analysis, 2017
3.3.4. Value Chain Analysis
3.3.5. Virtual Reality in Gaming Industry trends
3.3.6. Competitive Ranking Analysis
4. Virtual Reality in Gaming Market Size and Forecast by Component
4.1. Key findings
4.2. Hardware
4.2.1. Global market estimates and forecasts, 2017 - 2026
4.3. Software
4.3.1. Global market estimates and forecasts, 2017 – 2026
5. Virtual Reality in Gaming Market Size and Forecast by Device
5.1. Key findings
5.2. Smartphone
5.2.1. Global market estimates and forecasts, 2017 - 2026

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