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Global Virtual Reality in Gaming Market to Grow at a CAGR of 84.4% During the Period 2016-2020; Finds New Report

Market Research Reports, Inc. has announced the addition of “Global Virtual Reality in Gaming Market 2016 - 2020” research report to their website


Lewes, DE -- (SBWIRE) -- 01/25/2017 -- Report forecast the global VR in gaming market to grow at a CAGR of 84.4% during the period 2016-2020.

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.

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

According to the report, the increased adoption of VR technology will lead to a decline in the cost of VR components. Vendors such as Google, Microsoft, Sony, and Samsung Electronics can produce components by themselves or buy several components at a low cost. The commercialization of these products will lead to a decline in their ASP. The declining price of VR components such as sensors, cameras, and displays is encouraging vendors to develop cost-effective products. For instance, in 2014, Google introduced Google Cardboard at a price of $20. With the introduction of cost-effective products, the competition in the market is expected to become more intense. It will lead to a decline in prices of high-end VR headsets such as Oculus Rift. We expect the ASP of VR headsets to fall by $200 over the next 4-5 years.

Further, the report states that one of the major challenges with VR is the motion sickness experienced by a large number of users. A user can experience motion sickness while gaming, where the user's eyes and ears lose their sensitivity. As the eye muscles keep track of the game, the ears fail to detect any motion, which leads to disorientation. Major game publishers have expressed concerns about motion sickness, and developers are yet to find probable solutions to this problem. There have been reports about the innovation of Virtual Nose that can be inserted in the center of the display to avoid problems related to motion sickness. In addition, users tend to get emotional with the type of content viewed. For instance, in 2015, UNICEF created an 8-minute 360-degree movie named Clouds over Sidra, which is based on Syrian refugee crisis. The movie led to emotional outbreaks. Thus, VR content can cause people to experience emotional outbreaks and motion sickness, which can pose a challenge for the market.

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 players in the global VR in gaming market: Fove, Google, HTC, Oculus VR, Razer, Samsung, Sony, and 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?

Spanning over 66 pages and 33 Exhibits "Global Virtual Reality in Gaming Market 2016 - 2020" report covers Executive summary, Scope of the report, Market research methodology, Introduction, Market landscape, Global gaming market, Global VR headset market, Market segmentation by components, Market segmentation by compatibility, Geographical segmentation, Market drivers, Impact of drivers, Market challenges, Impact of drivers and challenges, Market trends, Vendor landscape, Appendix.

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