Virtual Reality in the Global Gaming Market to Grow at a CAGR of 25.97% over the Period 2014-2019; Finds New Report

Market Research Reports, Inc. has announced the addition of “Virtual Reality (VR) in Global Gaming Market 2015-2019” research report to their website http://www.MarketResearchReports.com

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Lewes, DE -- (SBWire) -- 07/17/2015 --Report forecast virtual reality in the global gaming market to grow at a CAGR of 25.97% over the period 2014-2019.

Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from gaming devices, public entertainment, prototype creation to military exercises and medical equipment.

The emergence of many virtual reality gaming hardware manufacturers is creating growth opportunities in the market. Players such as Oculus, Sony, and Samsung through their innovative gaming hardware has given hope for the market vendors that virtual reality could be a reality in the future, and there could be wide adoption of virtual reality in the global gaming market.

This report covers the present scenario and the growth prospects of virtual reality in the global gaming market for the period 2015-2019. The report provides a detailed segmentation of the market based on the following: product, component, end-user, and geography.

Key players in Virtual Reality (VR) in Global Gaming Market: Avegant, Beijing ANTVR Technology, Carl Zeiss, Gameface Labs, Google, HTC, Immersion Vrelia, Oculus VR (Subsidiary of Facebook), Razer, Samsung, Shoogee, Sony, Virtuix and Vrizzmo

Market Driver
- Growth of Global Mobile Gaming Market
- For a full, detailed list, view our report

Market Challenge
- Motion Sickness
- For a full, detailed list, view our report

Market Trend
- Crowdfunding
- For a full, detailed list, view our report

Key Questions Answered in this Report
- What will the market size be in 2019 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?

Spanning over 60 pages, "Virtual Reality (VR) in Global Gaming Market 2015-2019" report covers Executive Summary, List of Abbreviations, Scope of the Report, Market Research Methodology, Introduction, VR Innovation in Gaming, Market Landscape, Drivers and their impact, Challenges and their impact, Trends and their impact, Key Vendor Analysis.

For further information on this report, please visit-
http://www.marketresearchreports.com/technavio/virtual-reality-vr-global-gaming-market-2015-2019

Find all Entertainment and Gaming Reports at: http://www.marketresearchreports.com/entertainment-gaming

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Media Relations Contact

Sudeep Chakravarty
GM - Operations
Market Research Reports, Inc.
302-703-7787
http://www.marketresearchreports.com/technavio/virtual-reality-vr-global-gaming-market-2015-2019

View this press release online at: http://rwire.com/611151