By Component (Gaming software, and Gaming hardware), By Device (Desktop, Smartphone, and Gaming Console), By Region (North America, Europe, APAC and Rest of the World)
Virtual Reality (VR) in gaming market revenue shall reach a value of $49.7 Billion in 2026, growing with a CAGR of 25.8% during the forecast period of 2018 to 2026. In terms of volume sales, the market is anticipated to reach XX Units.
The increasing demand for advanced technology in sports and increasing competition to create advanced computer games has increased the use of virtual reality in gaming market growth. User’s expectations in computerized games have increased. Using this technology, users can interact with the virtual environment and elements of the game. The Virtual Reality (VR) environment helps the user to experience the game interface as if it is a real environment. This technology generates realistic sounds, images and other sensations using virtual reality headset, speed capture methods and game controller, which imitates the users physical presence in a fictional world. Therefore, virtual reality in gaming refers to those games in which gamers and graphics use HMD, spectacles or gloves and sound technology is used as it imitates real-time environments for various purposes through the game. However, consumers are less aware of this technology and there are some device compatibility problems and its high cost is also a barrier to the virtual reality in gaming market growth.
The device segment is expected to grow the most during the forecast period. With the help of this technology, the game can be controlled using controllers and can be modified according to the users requirements. The rising trend of using electronic gadgets such as smartphones, tablets, and laptops is increasing the virtual reality market revenue. Using this technology, users can experience sound and graphics in games where the gamers use HMD (head mounted display), glasses or gloves. Products like gloves and head mounted displays are used so that it can track the movement made by gamers.
REGIONAL ANALYSIS
North America dominated over the Virtual Reality in the gaming market in 2018 and Chinese virtual reality in gaming is expected to grow at the highest rate during the forecast period. Increasing demand for computers and mobile devices is responsible for the commendable growth of the virtual reality in the gaming business in North America. However, the Asia-Pacific virtual reality in gaming market sales is certainly very low. Furthermore, Latin America is expected to grow substantially over the forecast period.
SEGMENT ANALYSIS
There is a high demand for gaming hardware such as motion sensing devices, treadmill, head-mounted display. In 2018, the market revenue generated by gaming hardware was more than 60% of the total market revenue. Due to the increasing use of the Internet, the use of smartphones is growing at a significant rate. Thus, the Smartphone segment is anticipated to dominate in contributing to market growth. The gaming console is expected to be the biggest revenue generator. Gaming console processors are specially designed for gaming, which makes gaming better than desktop and Smartphone.
Also, the gaming console segment is facing big competition from mobile platforms like Android and Apple operating systems. Mobile phones provide a cost-effective platform for gaming and with VR properties such as Google Cardboard, smartphones can easily be used as VR gaming devices. However, if a player is constantly engaged in VR gaming, then it would be difficult for the player to differentiate between reality and virtual reality and result in intense gaming addiction. Such addiction affects the physical and mental health of a person and thus there is a possibility of a decline in the growth of the market during the forecast period.
INDUSTRY PLAYER ANALYSIS
Major industry players have been analyzed with coverage on their operating areas, revenues, and other strategic aspects. These industry players include Linden Labs, Facebook/Oculus, Electronic Arts, Samsung Electronics Corporation Limited, HTC Corporation, Google Incorporated, Vituix, Leap Motion Incorporated, Lucid VR and VirZoom Incorporated. By 2016, more than 230 companies started manufacturing virtual reality in gaming products. HTC started the production of HTC Vive SteamVR headsets for the first time in 2016. Other industries in this domain that is growing at a high CAGR include Virtual Reality Market and Augmented and Virtual Reality in Healthcare Market.
COVERAGE HIGHLIGHTS
Revenue Estimation and Forecast (2018 – 2026)
Production Estimation and Forecast (2018 – 2026)
Sales/Consumption Volume Estimation and Forecast (2018 – 2026)
Breakdown of Revenue by Segments (2018 – 2026)
Breakdown of Production by Segments (2018 – 2026)
Breakdown of Sales Volume by Segments (2018 – 2026)
Gross Margin and Profitability Analysis of Companies
Business Trend and Expansion Analysis
Import and Export Analysis
Regional Analysis and Data Breakdown
SEGMENTAL ANALYSIS:
By Component Outlook ($Revenue, 2018-2026)
Gaming Software
Gaming Hardware
By Device Outlook ($Revenue, 2018-2026)
Desktop
Smartphone
Gaming Console
By Geographical Outlook ($Revenue, 2018-2026)
North America
Canada
U.S
Europe
U.K
Germany
Asia-Pacific
Japan
China
India
Rest of the World
The Middle East and Africa
Latin America
INDUSTRY PLAYER ANALYSIS:
• Linden Lab
• Facebook/Oculus
• Electronic Arts
• Samsung Electronics Corporation Limited
• HTC CCorporatio
• Google Incorporated
• Vituix
• Leap Motion Incorporate
• Lucid VR
• VirZoom Incorporated
CHAPTER 1. INTRODUCTION
1.1. RESEARCH METHODOLOGY
1.1.1. Data Collection
1.1.2. Data Modeling
1.1.3. Historical Revenue and Sales Estimation
1.1.4. Data Triangulation
1.2. RESEARCH PROCESS
1.2.1. Primary Research
1.2.2. Secondary Research
1.2.3. Survey Data
1.2.4. Validation by In-House Expert
1.3. VIRTUAL REALITY (VR) IN GAMING MARKET OVERVIEW
1.3.1. Research Scope and Market Definition
1.3.2. Executive Summary
CHAPTER 2. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET DEMAND SIDE ANALYSIS
2.1. VIRTUAL REALITY (VR) IN GAMING MARKET CONSUMPTION VOLUME (MILLION UNITS), 2018 – 2025
2.2. MARKET CONSUMPTION VOLUME SPLIT BY REGION (MILLION UNITS), 2018 – 2025
2.3. MARKET CONSUMPTION VOLUME SPLIT BY COUNTRIES (MILLION UNITS), 2018 – 2025
2.4. MARKET REVENUE (MILLION USD), 2018-2025
2.5. MARKET REVENUE SPLIT BY REGION (MILLION UNITS), 2018 – 2025
2.6. VIRTUAL REALITY (VR) IN GAMING MARKET REVENUE SPLIT BY COUNTRIES (MILLION UNITS), 2018 – 2025
CHAPTER 3. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET SUPPLY SIDE ANALYSIS
3.1. VIRTUAL REALITY (VR) IN GAMING MARKET PRODUCTION VOLUME (MILLION UNITS), 2018 – 2025
3.2. MARKET PRODUCTION VOLUME SPLIT BY REGION (MILLION UNITS), 2018-2025
3.3. MARKET PRODUCTION VOLUME SPLIT/RANKING BY COUNTRIES (MILLION UNITS), 2018 – 2025
CHAPTER 4. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET COMPETITIVE SCENARIO & BUSINESS OPPORTUNITY ANALYSIS
4.1. COMPETITIVE STRENGTH RANKING BY MAJOR COUNTRIES, 2018
4.2. MARKET ATTRACTIVENESS RANKING BY MAJOR COUNTRIES, 2018 - 2025
4.3. EMERGING BUSINESS OPPORTUNITIES AND GROWTH PROSPECTS
4.3.1. Growth Drivers
4.3.2. Market Restraints
4.3.2. Opportunities
CHAPTER 5. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET ENTRY STRATEGIES
5.1. ENTRY STRATEGIES IN DEVELOPING MARKETS
5.2. ENTRY STRATEGIES IN DEVELOPED MARKETS
CHAPTER 6. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET BY COMPONENT
6.1. SEGMENT OUTLINE
6.2. REVENUE SHARE BY COMPONENT, $MILION, 2018 – 2025
6.2. CONSUMPTION SHARE BY COMPONENT, MILLION UNITS, 2018 - 2025
6.3. PRODUCTION SHARE BY COMPONENT, MILLION UNITS, 2018 – 2025
6.4. GAMING SOFTWARE
6.4.1. Market determinants and trend analysis
6.4.2. Market revenue, sales and production volume, 2018 – 2025
6.5. GAMING HARDWARE
6.5.1. Market determinants and trend analysis
6.5.2. Market revenue, sales and production volume, 2018 – 2025
CHAPTER 7. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET BY DEVICE
7.1. SEGMENT OUTLINE
7.2. REVENUE SHARE BY DEVICE, $MILION, 2018 – 2025
7.2. CONSUMPTION SHARE BY DEVICE, MILLION UNITS, 2018 - 2025
7.3. PRODUCTION SHARE BY DEVICE, MILLION UNITS, 2018 – 2025
7.4. DESKTOP
7.4.1. Market determinants and trend analysis
7.4.2. Market revenue, sales and production volume, 2018 – 2025
7.5. SMARTPHONE
7.5.1. Market determinants and trend analysis
7.5.2. Market revenue, sales and production volume, 2018 – 2025
7.6. GAMING CONSOLE
7.6.1. Market determinants and trend analysis
7.6.2. Market revenue, sales and production volume, 2018 – 2025
CHAPTER 8. GLOBAL VIRTUAL REALITY (VR) IN GAMING MARKET BY REGIONS
8.1. REGIONAL OUTLOOK
8.2. MARKET PRODUCTION, CONSUMPTION & REVENUE BY REGION, 2018-2025
8.3. NORTH AMERICA
8.3.1. Current Trends and Future Prospects
8.3.2. North America market revenue, sales and production volume, 2018 – 2025
8.3.3. U.S.
8.3.3.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.3.3.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.3.3.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.3.4. Canada
8.3.4.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.3.4.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.3.4.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.3.5. Mexico
8.3.5.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.3.5.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.3.5.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.4. EUROPE
8.4.1. Current Trends and Future Prospects
8.4.2. Europe market revenue, sales and production volume, 2018 – 2025
8.4.3. U.K
8.4.3.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.4.3.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.4.3.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.4.4. Germany
8.4.4.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.4.4.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.4.4.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.4.5. France
8.4.5.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.4.5.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.4.5.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.4.6. Italy
8.4.6.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.4.6.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.4.6.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.4.7. Rest of Europe
8.4.7.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.4.7.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.4.7.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.5. ASIA PACIFIC
8.5.1. Current Trends and Future Prospects
8.5.2. Europe market revenue, sales and production volume, 2018 – 2025
8.5.3. India
8.5.3.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.5.3.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.5.3.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.5.4. Japan
8.5.4.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.5.4.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.5.4.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.5.5. China
8.5.5.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.5.5.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.5.5.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.5.6. South Korea
8.5.6.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.5.6.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.5.6.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.5.7. Rest of APAC
8.5.7.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.5.7.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.5.7.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.6. REST OF THE WORLD
8.6.1. Current Trends and Future Prospects
8.6.2. Europe market revenue, sales and production volume, 2018 – 2025
8.6.3. Latin America
8.6.3.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.6.3.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.6.3.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.6.4. Middle East
8.6.4.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.6.4.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.6.4.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
8.6.5. Africa
8.6.5.1. Virtual Reality (VR) in Gaming Market Revenue $Million (2018 – 2025)
8.6.5.2. Virtual Reality (VR) in Gaming Market Consumption Million Units (2018 – 2025)
8.6.5.3. Virtual Reality (VR) in Gaming Market Production Million Units (2018 – 2025)
CHAPTER 9. KEY VENDOR PROFILES
9.1. Linden Labs
9.1.1. Company overview
9.1.2. Portfolio Analysis
9.1.3. Estimated revenue from virtual reality (VR) in gaming business and market share
9.1.4. Regional & business segment Revenue Analysis
9.2. Face book/Oculus
9.2.1. Company overview
9.2.2. Portfolio Analysis
9.2.3. Estimated revenue from virtual reality (VR) in gaming business and market share
9.2.4. Regional & business segment Revenue Analysis
9.3. Electronic Arts
9.3.1. Company overview
9.3.2. Portfolio Analysis
9.3.3. Estimated revenue from virtual reality (VR) in gaming business and market share
9.3.4. Regional & business segment Revenue Analysis
9.4. Samsung Electronics Corporation Limited
9.4.1. Company overview
9.4.2. Portfolio Analysis
9.4.3. Estimated revenue from virtual reality (VR) in gaming business and market share
9.4.4. Regional & business segment Revenue Analysis
9.5. HTC Corporation
9.5.1. Company overview
9.5.2. Portfolio Analysis
9.5.3. Estimated revenue from virtual reality (VR) in gaming business and market share
9.5.4. Regional & business segment Revenue Analysis
9.6. Google Incorporated
9.6.1. Company overview
9.6.2. Portfolio Analysis
9.6.3. Estimated revenue from virtual reality (VR) in gaming business and market share
9.6.4. Regional & business segment Revenue Analysis
9.7. Vituix
9.7.1. Company overview
9.7.2. Portfolio Analysis
9.7.3. Estimated revenue from virtual reality (VR) in gaming business and market share
9.7.4. Regional & business segment Revenue Analysis
9.8. Leap Motion Incorporated
9.8.1. Company overview
9.8.2. Portfolio Analysis
9.8.3. Estimated revenue from virtual reality (VR) in gaming business and market share
9.8.4. Regional & business segment Revenue Analysis
9.9. Lucid VR
9.9.1. Company overview
9.9.2. Portfolio Analysis
9.9.3. Estimated revenue from virtual reality (VR) in gaming business and market share
9.9.4. Regional & business segment Revenue Analysis
9.10. VirZoom Incorporated
9.10.1. Company overview
9.10.2. Portfolio Analysis
9.10.3. Estimated revenue from virtual reality (VR) in gaming business and market share
9.10.4. Regional & business segment Revenue Analysis
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