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VR Gaming 2018: Worldwide Market Outlook to 2022 - Trends, Drivers and Opportunities

(July 12, 2018)

Dublin, July 12, 2018 (GLOBE NEWSWIRE) -- The "Global VR Gaming Market Outlook to 2022 - by Hardware, Software and Accessories (Motion Sensor, Masks & Gloves, Bodysuits and Others) and by Devices (PC, Consoles and Mobiles)" report has been added to ResearchAndMarkets.com's offering.

This report provides a comprehensive analysis of global gaming market, global VR gaming market size by revenue.

The report also provides data points on Global VR Gaming market by type (Hardware, Software and Accessories), by Devices (PC, Consoles and Mobile), by Distribution Channel (Traditional Stores and Online Stores) and by Regions (EMEA, America and APAC) along with company profile of major players.

The report also covers Porter's Five Force analysis, Major VR Gaming Country Snapshots, Snapshot on AR/VR market along with analyst recommendation and macroeconomic variables.

Key Topics Covered

1.Executive Summary

  • Market Overview
  • Global VR Gaming Market Segmentation
  • Competitive Landscape for Global VR gaming Market
  • Snapshot on Major VR Gaming Countries
  • Global VR Gaming Market Future Outlook

2.Research Methodology


2.1.Market Definitions
2.2.Abbreviations
2.3.Market Size and Modeling

  • Research Methodology
  • Approach - Market Sizing
  • Limitations
  • Variable (Dependant and Independent)
  • Multi Factor Based Sensitivity Model
  • Final Conclusion

3.Global Gaming Market Snapshot

4.Value Chain Analysis for Global Virtual Reality Gaming Market

5.Global VR Gaming Market
5.1.Global VR Gaming Market Overview and Genesis
5.2.Global VR Gaming Market Size, 2015-2017
5.3.Global VR Gaming Segmentation
5.3.1.By Type (Hardware, Software and Accessories), 2017
VR Accessories by Product, 2017
VR Accessories by Technology Adopters
5.3.2.By Devices (PC, Consoles and Mobile), 2017
5.3.3.By Distribution Channel (Traditional Stores and Online Stores), 2017
5.3.4.By Regions (EMEA, America and APAC), 2017

6.Decision Making Process for Buying Virtual Reality Gaming Products

7.SWOT Analysis for Global VR Gaming Market

8.Competitive Landscape for VR Gaming Market
8.1.Market Share of Major Players in VR Gaming Hardware, 2017
8.2.Company Profiles
8.2.1.Sony Corporation
8.2.2.Oculus VR LLC
8.2.3.HTC Corporation
8.2.4.Google Inc.
8.2.5.Samsung Electronics Company Limited
8.2.6.Leap Motion
8.2.7.TCL
8.2.8.Nvidia
8.2.9.Ubisoft
8.2.10.Razer Inc.
8.2.11.Valve Software
8.2.12.Electronic Arts Inc.

9.User Profile for Global VR Gaming
9.1.Global Market
Developers entering into Virtual Reality Market
Developers Working on VR Content for Major Leading VR Headsets Manufacturers
Age Groups Most Excited To Experience VR
9.2.America

  • VR Gaming Users in US on the Basis of Gender and Age
  • Share of Users who own Each Type of Device
  • US Population Spending for VR Gaming Purposes
  • Major VR headsets known by US Population (Respondents aged over 13 Years)
  • US Population Interest in VR Gamingby Gender
  • US Population Interest in VR Gaming By Age
  • Factors Affecting Buying Decision while Purchasing VR Headset

9.3.Europe

  • Countries with Potential VR Buyer with an annual hardware budget of More than USD 600
  • Tethered HMD Considered for Quality Experience for VR Technology
  • Tethered HMD Considered for Quality Experience for Content Creators
  • Mobile HMD Considered for Quality Experience for VR Technology

10.AR/MR Snapshot

11.Trends and Development for Global Virtual Reality Gaming Market
11.1.Indie Games Getting Bigger
11.2.Focus on Building Standalone Devices by Headset Manufacturers
11.3.Promotion Campaign Inclined Towards Awareness Rather Than Sales
11.4.Growing Popularity of 360-Degree Videos
11.5.Growing Popularity of Smartphone Integrated VR Headsets
11.6.Growing Awareness of VR Gaming
11.7.Growing Investments in VR Technology

12.Challenges faced by players in the VR Gaming Ecosystem

13.VR Application Development
13.1.1.Expenditure
13.1.2.In-house Vs Outsourcing

14.Marketing Strategy of Major Players in VR Gaming Market

15.Upcoming VR Gaming Titles

16.Investments Done by VC Firms and Angel Investors

17.Snapshot of Major Countries in Global VR Gaming Market
17.1.US
17.2.Japan
17.3.South Korea
17.4.China
17.5.Germany
17.6.UK
17.7.Netherlands

18.Future Outlook and Projections for VR Gaming Market, 2018-2022
Aggressive Uptake scenario
Base Case Scenario
18.1.By Type (Hardware, Software and Accessories), 2022
18.2.By Device Users (Mobile, Console and PC), 2022
18.3.By Distribution Channel (Online Stores and Traditional Stores), 2022
18.4.By Regions (EMEA, Americas and APAC), 2022

19.Analyst Recommendation for Global VR Gaming Market

20.Macroeconomic Factors Affecting Global VR Gaming Market, 2015-2022E
20.1.Global Gaming Industry, 2015-2022E
20.2.Number of Active Video Gamers Worldwide, 2015-2022E
20.3.Number of Active Virtual Reality Users Worldwide, 2015-2022E
20.4.Virtual Reality (VR) Headset User Base, 2015-2022E

For more information about this report visit https://www.researchandmarkets.com/research/jxgb9n/vr_gaming_2018?w=12

CONTACT: CONTACT: ResearchAndMarkets.com         Laura Wood, Senior Manager         press@researchandmarkets.com         For E.S.T Office Hours Call 1-917-300-0470         For U.S./CAN Toll Free Call 1-800-526-8630         For GMT Office Hours Call +353-1-416-8900         Related Topics: Hardware, Software, Gaming, Computer Accessories, Tablet and Mobile Device Hardware, Virtual and Augmented Reality , Motion Sensors 

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