Cover Image
Market Research Report

Virtual Reality (VR) in Gaming Market (By Component (Hardware, Software); By Device (Smartphone, Gaming Console, Laptop/Desktop); By Regions): Market Size & Forecast, 2017 - 2026

Published by Polaris Market Research Product code 819189
Published Content info 105 Pages
Delivery time: 1-2 business days
Price
Back to Top
Virtual Reality (VR) in Gaming Market (By Component (Hardware, Software); By Device (Smartphone, Gaming Console, Laptop/Desktop); By Regions): Market Size & Forecast, 2017 - 2026
Published: January 1, 2018 Content info: 105 Pages
Description

According to a new study published by Polaris Market Research, the Global Virtual Reality (VR) in Gaming market is anticipated to reach USD 48.2 billion by 2026. The market for VR in gaming is propelled by factors including, increasing disposable income of people worldwide and continuous improvement in existing gaming technologies including, 3D effects, motion tracking, and interactive graphics for drawing users' attention. With the increase in spending capacity of people, people are demanding for new sources of entertainment and VR games offers a unique way of entertainment.

The hardware component segment of VR in gaming market held more than 50% of the market share in 2016 and is further expected to lead during the forecast period. The high-cost of hardware components is the major factor for the increasing growth. However, with the increasing demand for these products, the prices are expected to decrease in the near future.

The hardware segment is expected to grow very rapidly, the software segment is anticipated to experience modest growth. Adoption of the virtual reality technology has raised user expectation for enhanced software solutions, hence increasing challenges for developers than before. By Geography, North America region accounted for the largest share for VR gaming in terms of revenue globally in 2017. The growth of North American market is attributed to accessibility of advanced gaming technology as well as acceptance and adoption of VR gaming products including head mounted displays. Further, Europe accounted for the second dominating region in 2017. However, Asia Pacific is projected to witness the highest growth during the forecast period attributed to constantly increasing online gamers in developing countries such as China and India and a strong gamers base in countries such as Japan, Korea, Singapore, Malaysia and Indonesia.

The players operating in the market are constantly focusing on development of new products to efficiently compete in the highly aggressive market for VR gaming. For instance, Sony launched Project Morpheus VR heads, a head mounted display device that offers high resolution and efficient tracking accuracy. The major players operating in the Virtual Reality in Gaming include Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tesla Studios among others. Companies including Microsoft, Sony and Nintendo are the major players operating in the market.

Table of Contents
Product Code: PM1082

Table of Contents

1. Overview and Scope

  • 1.1. Research goal & scope
  • 1.2. Research assumptions
  • 1.3. Research Methodology
    • 1.3.1. Primary data sources
    • 1.3.2. Secondary data sources
  • 1.4. Key take-aways
  • 1.5. Stakeholders

2. Executive Summary

  • 2.1. Market Definition
  • 2.2. Market Segmentation

3. Virtual Reality in Gaming Market Insights

  • 3.1. Virtual Reality in Gaming - Industry snapshot
  • 3.2. Virtual Reality in Gaming - Ecosystem analysis
  • 3.3. Virtual Reality in Gaming market dynamics
    • 3.3.1. Virtual Reality in Gaming - Market Forces
      • 3.3.1.1. Virtual Reality in Gaming Market driver analysis
      • 3.3.1.2. Virtual Reality in Gaming Market restraint/challenges analysis
      • 3.3.1.3. Virtual Reality in Gaming Market opportunity analysis
    • 3.3.2. Industry analysis - Porter's five force
      • 3.3.2.1. Bargaining power of supplier
      • 3.3.2.2. Bargaining power of buyer
      • 3.3.2.3. Threat of substitute
      • 3.3.2.4. Threat of new entrant
      • 3.3.2.5. Degree of competition
    • 3.3.3. Virtual Reality in Gaming market PEST analysis, 2017
    • 3.3.4. Value Chain Analysis
    • 3.3.5. Virtual Reality in Gaming Industry trends
    • 3.3.6. Competitive Ranking Analysis

4. Virtual Reality in Gaming Market Size and Forecast by Component

  • 4.1. Key findings
  • 4.2. Hardware
    • 4.2.1. Global market estimates and forecasts, 2017 - 2026
  • 4.3. Software
    • 4.3.1. Global market estimates and forecasts, 2017 - 2026

5. Virtual Reality in Gaming Market Size and Forecast by Device

  • 5.1. Key findings
  • 5.2. Smartphone
    • 5.2.1. Global market estimates and forecasts, 2017 - 2026
  • 5.3. Gaming Console
    • 5.3.1. Global market estimates and forecasts, 2017 - 2026
  • 5.4. Laptop/Desktop
    • 5.4.1. Global market estimates and forecasts, 2017 - 2026

6. Virtual Reality in Gaming Market Size and Forecast by Regions

  • 6.1. Key findings
  • 6.2. North America
    • 6.2.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
    • 6.2.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
    • 6.2.3. U.S.
      • 6.2.3.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.2.3.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
    • 6.2.4. Canada
      • 6.2.4.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.2.4.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
  • 6.3. Europe
    • 6.3.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
    • 6.3.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
    • 6.3.3. Germany
      • 6.3.3.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.3.3.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
    • 6.3.4. UK
      • 6.3.4.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.3.4.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
    • 6.3.5. France
      • 6.3.5.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.3.5.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
    • 6.3.6. Italy
      • 6.3.6.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.3.6.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
  • 6.4. Asia Pacific
    • 6.4.1.
      • 6.4.1.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.4.1.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
      • 6.4.1.3. China
      • 6.4.1.3.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.4.1.3.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
      • 6.4.1.4. South Korea
      • 6.4.1.4.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.4.1.4.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
      • 6.4.1.5. Japan
      • 6.4.1.5.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.4.1.5.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
      • 6.4.1.6. India
      • 6.4.1.6.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.4.1.6.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
  • 6.5. Latin America
    • 6.5.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
    • 6.5.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
    • 6.5.3. Brazil
      • 6.5.3.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.5.3.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
    • 6.5.4. Mexico
      • 6.5.4.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
      • 6.5.4.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026
  • 6.6. Middle East & Africa
    • 6.6.1. Virtual Reality in Gaming market by Component (USD Million), 2017 - 2026
    • 6.6.2. Virtual Reality in Gaming market by Device (USD Million), 2017 - 2026

7. Company Profiles

  • 7.1. Microsoft Corporation
    • 7.1.1. Overview
    • 7.1.2. Financials
    • 7.1.3. Product Benchmarking
    • 7.1.4. Recent Developments
  • 7.2. Sony Corporation
    • 7.2.1. Overview
    • 7.2.2. Financials
    • 7.2.3. Product Benchmarking
    • 7.2.4. Recent Developments
  • 7.3. Electronic Arts
    • 7.3.1. Overview
    • 7.3.2. Financials
    • 7.3.3. Product Benchmarking
    • 7.3.4. Recent Developments
  • 7.4. Nintendo Co. Ltd.
    • 7.4.1. Overview
    • 7.4.2. Financials
    • 7.4.3. Product Benchmarking
    • 7.4.4. Recent Developments
  • 7.5. Linden Labs
    • 7.5.1. Overview
    • 7.5.2. Financials
    • 7.5.3. Product Benchmarking
    • 7.5.4. Recent Developments
  • 7.6. Samsung Electronics Co. Ltd.
    • 7.6.1. Overview
    • 7.6.2. Financials
    • 7.6.3. Product Benchmarking
    • 7.6.4. Recent Developments
  • 7.7. Facebook (Oculus)
    • 7.7.1. Overview
    • 7.7.2. Financials
    • 7.7.3. Product Benchmarking
    • 7.7.4. Recent Developments
  • 7.8. HTC Corporation
    • 7.8.1. Overview
    • 7.8.2. Financials
    • 7.8.3. Product Benchmarking
    • 7.8.4. Recent Developments
  • 7.9. Google Inc.
    • 7.9.1. Overview
    • 7.9.2. Financials
    • 7.9.3. Product Benchmarking
    • 7.9.4. Recent Developments
  • 7.10. Telsa Studios
    • 7.10.1. Overview
    • 7.10.2. Financials
    • 7.10.3. Product Benchmarking
    • 7.10.4. Recent Developments
Back to Top