Virtual Reality in Gaming 2017 Global Market Expected to Grow at CAGR 84.4% and Forecast to 2021

WiseGuyReports.Com Publish a New Market Research Report On – “Virtual Reality in Gaming 2017 Global Market Expected to Grow at CAGR 84.4% and Forecast to 2020”.


New York, NY -- (SBWIRE) -- 04/28/2017 -- The analysts 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.

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Covered in this report

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

The report, 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 vendors
- Fove
- Google
- Oculus VR
- Razer
- Samsung
- Sony
- 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

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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?

Table Of Contents – Major Key Points

PART 01: Executive summary
- Highlights

PART 02: Scope of the report
- Market overview
- Top-vendor offerings

PART 03: Market research methodology
- Research methodology
- Economic indicators

PART 04: Introduction
- Key market highlights
- VR

PART 05: Global gaming market
- Global gaming market by application 2015-2020
- TV consoles
- MMOs
- Smartphones
- Casual web games
- Boxed PC
- Tablet
- Handheld gaming consoles

PART 06: Global VR headset market
PART 07: Market landscape
- Market size and forecast
- Five forces analysis

PART 08: Market segmentation by components
- Market segmentation by components
- Hardware segment
- Software segment

PART 09: Market segmentation by compatibility
- Global VR in gaming market by PCs
- Global VR in gaming market by gaming consoles
- Global VR in gaming market by mobile devices

PART 10: Geographical segmentation
- Global VR in gaming market by geography
- VR in gaming market in Americas
- VR in gaming market in EMEA
- VR in gaming market in APAC


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