Showing posts with label VR Gaming Console Users. Show all posts
Showing posts with label VR Gaming Console Users. Show all posts

Wednesday, March 28, 2018

Global VR Gaming Market Future Outlook to 2022: Ken Research

The report titled “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)” 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 including Sony, Valve Software, HTC, Google, Samsung, Leap Motion, TCL, Nvidia, Ubisoft, Razer Inc., Oculus and Electronics Art Inc. 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.
The report is useful for VR gaming hardware companies, VR gaming software companies, VR gaming accessories companies, potential entrants and other stakeholders to align their market centric strategies according to ongoing and expected trends in the future.
Global VR Gaming Market Size and Overview
Market Size: Global VR gaming market has witnessed a robust growth in the past two years with recorded CAGR of ~% due to the increased adoption of VR technology both by the professional players and the casual players. The popularity of 360 degree videos has been rising over the years which have created a positive impact on the market worldwide. The virtual parks have been created in various countries where there is presence of virtual reality games for the customers. Various companies entered the market in the review period after Facebook acquired Oculus and entered the industry. The increase in funding and investment in the VR technology and industry has made a positive impact on the industry. Many M&A have taken place over the years such as the acquisition of Oculus VR by Facebook. In July 2016, approximately USD ~ billion was invested in VR for ~ deals, which was ~% higher than the total funding of 2015.
Market Segmentation
By Type (Hardware, Software and Accessories)
The hardware segment dominated in the type of VR gaming product by contributing ~% revenues in the overall global VR gaming market in 2017 owing high requirement of investment for the product. Software segment attributed ~% revenue share to global VR gaming market in 2017 as the market is in the nascent stage and the increased acceptance of the VR technology has triggered the number of developers making a positive impact on the industry. Accessories segment has contributed least share to the type of VR product in the overall global VR gaming market by attributing ~% in the revenues in 2017.
By Devices (PC, Consoles and Mobile)
PC dominated the devices in the overall revenues of global VR market with ~% share in 2017 owing to a large segment of the global population owning PCs. VR integrated PC games provide advanced gaming experiences which leads the customers to prefer this device over others for the purpose of gaming. Consoles attributed second highest revenue share of ~% in the devices of global VR gaming in 2017 owing to  a large population not spending high amount of money on the PC but rather buying console for gaming purpose. Mobile contributed the least share in the devices in the revenues of the overall global VR market in 2017 with a share of ~% with the growth in use of smart phones and internet penetration worldwide.
By Distribution Channel (Traditional Stores and Online Stores)
The traditional stores dominated the distribution channel in terms of revenues in the overall global VR market with a share of ~% in 2017. The traditional stores include the stores selling the VR gaming products such as the physical stores in mall, complexes and the sports goods retailers. The revenue generated by the online stores for purchasing the VR gaming products globally is less compared to the offline stores attributing ~% revenue share in the Global VR market in 2017.
By Regions (EMEA, America and APAC)
EMEA dominated the VR gaming market worldwide in 2017 by contributing revenue share of ~% in the overall revenues owing to large number of countries present in this region. In this region, the countries having highest penetration of VR headsets include Italy, Spain and Russia. Americas contributed the second highest revenue share in the overall revenues of the VR gaming attributing to ~% in 2017 owing to increasing consumer preference for smart gadgets and increasing demand for new technologies in the gaming industry by the young population in the region. APAC region contributed the least share of ~% in the overall revenues of the VR gaming in 2017 owing to the increasing affordability of the middle class.
Competitive Landscape for Global VR gaming Market: The VR gaming market is at a nascent stage starting in year 2014 with launch of Sony PS VR. The customer is conscious to use the VR gaming products as they are new in the market and are highly priced. The revenue share of the VR gaming in the gaming market accounted to ~% in 2017 and is expected to increase to ~% by 2022.
The growing demand for VR products has led many manufacturers to introduce their products in the market. The major companies in VR headset market include Google Inc., HTC Corporation, Oculus VR, LLC, Sony Corporation, Samsung Electronics Limited, Microsoft Corporation, Razer, Inc., Fove, Inc., Carl Zeiss AG, LG Electronics, Proteus VR Labs Limited, Sulon Technologies, Inc., Merge Labs, Inc., and Avegant Corporation.
Future Outlook to Global VR Gaming Market
The forecast is based on scenario analysis considering implementation of MR/ AR gaming, launch of VR theme parks and investment in new technology along with adoption rates. In the best case, the market is expected to grow at a five year CAGR of ~% during 2017-2022. In the base case scenario, the market is expected to grow at a five year CAGR of ~% during 2017-2022. By 2020, players will spend USD ~ Billion on immersive gaming which will further enhance the VR gaming market. The expected increase in the number of VR arcades worldwide will make a positive impact on the market as these arcades will lead the gamers to participate in such events hence leading them to purchase VR gaming related products. Moreover, the growth will be attributed to the high cost of entry to VR (approximately USD ~ a system) and the space needed to play it.
Key Topics Covered in the Report
Global Gaming Market snapshot
Global VR Gaming Market Size
Global VR gaming market segmentation by type
Global VR gaming market segmentation by Distribution Channel
Global VR gaming market segmentation by Regions
Global VR gaming market segmentation by devices
Value Chain Analysis for Global VR Gaming Market
Decision Making Process
Porter’s Five Force Analysis for Global VR Gaming Market
Competitive Landscape Global VR Gaming Market
Consumer Profile for Global VR Gaming Market
AR/MR Snapshot
Trends and Developments
Investments done by VC Firms and Angel Investors
Snapshot on Major Countries in Global VR Gaming Market
Future Outlook on Global VR Gaming Market
Analyst Recommendation
Virtual Reality Vale Chain Analysis
Professional Gamers VR Headsets Use
Major Players in Global VR gaming market
Global consumer Profile for VR Gaming market
America consumer Profile for VR Gaming market
Virtual Reality Gaming Market
Netherlands VR Gaming Market
New VR Headset Launches
Global VR software market
Germany VR Gaming Market
Casual VR Users
VR Gaming PC Users
US VR Gaming Market
For more information on the research report, refer to below link:
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