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Market Research Report

Global VR Gaming Market 2017-2021

Published by TechNavio (Infiniti Research Ltd.) Product code 481468
Published Content info 70 Pages
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Global VR Gaming Market 2017-2021
Published: March 7, 2017 Content info: 70 Pages
Description

About VR Gaming

The virtual reality (VR) can be experienced using a head-mounted display (HMD) or glasses which display 3D experiences as part of their image. Some HMDs and glasses have options for additional sensory input in the form of audio or video. New forms of human-machine interactions are possible through the VR technology.

Technavio's analysts forecast the global VR gaming market to grow at a CAGR of 67.03% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global VR gaming market for 2017-2021. To calculate the market size, the report explains the market with a detailed forecast of its revenue along with the number of users and the shipment of the hardware.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global VR Gaming Market 2017-2021, 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

  • Oculus VR
  • Samsung
  • HTC
  • Google
  • Sony
  • ZEISS International
  • Razer
  • FOVE

Other Prominent Vendors

  • Activision Blizzard
  • Disney
  • Electronic Arts
  • AMD (Advanced Micro Devices)
  • Facebook
  • GoPro
  • NVIDIA
  • Qualcomm Technologies

Market driver

  • Growing awareness of VR gaming.
  • For a full, detailed list, view our report

Market challenge

  • High price of VR headsets.
  • For a full, detailed list, view our report

Market trend

  • Growing popularity of 360-degree videos.
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2021 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?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents
Product Code: IRTNTR11482

Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

PART 05: Market landscape

  • Market overview
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by product

  • Global VR gaming market by product
  • Global VR gaming market by PCs
  • Global VR gaming market by consoles
  • Global VR gaming market by mobile devices

PART 07: Market segmentation by type

  • Global VR gaming market by type
  • Global VR gaming market by hardware
  • Global VR gaming market by software
  • Global VR gaming market by accessories

PART 08: Geographical segmentation

  • Global VR gaming market by geography
  • VR gaming market in EMEA
  • VR gaming market in Americas
  • VR gaming market in APAC

PART 09: Key leading countries

  • Key leading countries
  • VR gaming market in US
  • VR gaming market in Japan

PART 10: Decision framework

PART 11: Drivers and challenges

  • Market drivers
  • Impact of drivers on key customer segments
  • Market challenges
  • Impact of challenges on key customer segments

PART 12: Market trends

PART 13: Vendor landscape

  • Competitive scenario
  • Key leading vendors
  • Other prominent vendors

PART 14: Appendix

  • List of abbreviations

List of Exhibits

  • Exhibit 01: Major types of HMDs available in the market
  • Exhibit 02: Value chain analysis
  • Exhibit 03: Global VR gaming market: Overview
  • Exhibit 04: Global VR gaming market 2016-2021 ($ billions)
  • Exhibit 05: Five forces analysis
  • Exhibit 06: Global VR gaming market by product 2016 and 2021
  • Exhibit 07: Global VR gaming market by PCs 2016-2021 ($ billions)
  • Exhibit 08: Global VR gaming market by consoles 2016-2021 ($ billions)
  • Exhibit 09: Global VR gaming market by mobile devices 2016-2021 ($ billions)
  • Exhibit 10: Global VR gaming market by type 2016 and 2021 (revenue)
  • Exhibit 11: Global VR gaming market by hardware 2016-2021 ($ billions)
  • Exhibit 12: Global VR gaming market by hardware 2016-2021 (millions of units)
  • Exhibit 13: ASP of VR gaming hardware 2016-2021 (USD)
  • Exhibit 14: Global VR gaming market by software 2016-2021 ($ billions)
  • Exhibit 15: Global VR gaming market by accessories 2016-2021 ($ billions)
  • Exhibit 16: Global VR gaming market by geography in 2016 and 2021 (revenue)
  • Exhibit 17: VR gaming market in EMEA 2016-2021 ($ billions)
  • Exhibit 18: VR gaming market in Americas 2016-2021 ($ billions)
  • Exhibit 19: VR gaming market in APAC 2016-2021 ($ billions)
  • Exhibit 20: Top 10 countries 2016 (revenue)
  • Exhibit 21: Top 10 countries by revenue and market share 2016
  • Exhibit 22: VR gaming market in US 2016-2021 ($ billions)
  • Exhibit 23: VR gaming market in Japan 2016-2021 ($ billions)
  • Exhibit 24: Impact of drivers
  • Exhibit 25: Impact of challenges
  • Exhibit 26: Other prominent vendors
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