
Virtual Reality in Gaming Market, By Type (Software, Hardware), By Console type (MAC, X-BOX, Play Station, PC, Nintendo Wii), and By Region (North America, Europe, Asia Pacific, Row) - Size, Share, Outlook, and Opportunity Analysis, 2022 - 2028
Description
Virtual Reality in Gaming Market, By Type (Software, Hardware), By Console type (MAC, X-BOX, Play Station, PC, Nintendo Wii), and By Region (North America, Europe, Asia Pacific, Row) - Size, Share, Outlook, and Opportunity Analysis, 2022 - 2028
Virtual reality refers to a simulated environment created by using software and hardware, in order to provide real environment experience to users. Virtual reality is experienced through sound and sight. VR technology has been used in many applications including entertainment and gaming. Virtual reality in gaming is referred to the use of sound and graphics technology in games where the user wears gloves, head-mounted display (HMD), and glasses as a part of their experience.
Market Dynamics
The demand of VR technology in the gaming industry is rapidly growing owing to the immersive gaming experience offered by the gaming devices to the gamers. In the recent past, key market players in the market are focusing on the developing advanced hardware which can produce higher graphic quality results. The demand for these devices is rapidly growing. For instance, In April 2020, Sony Corporation, a Japan based technology company announced its latest VR supported gaming council known as Sony PlayStation 5, where company focused on new generation hardware to support graphics intensive gaming. Further, this device also supports VR game streaming using high speed internet.
Although VR streaming offers superior gaming experience, initial cost of these devices is high. For instance, PlayStation 5 (which is mentioned in earlier example) costs around US$ 500 - 600. Apart from gaming console other connected devices such as HMD, sound system also needs be equipped to provide VR content. Thus, combining all these devices the end cost to experience VR drastically increases. Such high initial cost of the devices may hamper the growth of the global virtual reality in gaming market during the forecast period.
Market Taxonomy
This report segments the global virtual reality in gaming market on the basis of type, console type, and region. On the basis of technology, the global virtual reality in gaming market is segmented into software and hardware. On the basis of console type, the global virtual reality in gaming market is segmented into MAC, X-BOX, play station, PC, and Nintendo Wii. On the basis of region, the global virtual reality in gaming market is segmented into North America, Europe, Asia Pacific, and RoW.
Key features of the study:
This report provides an in-depth analysis of the global virtual reality in gaming market and provides market size (US$ million) and compound annual growth rate (CAGR %) for the forecast period (2022-2028), considering 2021 as the base year.
It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrix for this market
This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, regional outlook, and competitive strategy adopted by leading players
It profiles leading players in the global virtual reality in gaming market based on the following parameters – regulatory landscape, company overview, financial performance, product portfolio, geographical presence, distribution strategies, key developments and strategies, and future plans
Key companies covered in the global virtual reality in gaming market are Electronic Arts Inc., Kaneva LLC, Nintendo Co. Ltd, Avatar Reality Inc., Sony Corporation, Oculus VR, Activision Publishing Inc., and Sega Corporation.
The market players are focusing on strategic collaborations to innovate and launch new products to meet the increasing needs and requirements of consumers.
Insights from this report would allow marketers and management authorities of companies to make informed decision regarding future product launches, technology upgradation, market expansion, and marketing tactics
The global virtual reality in gaming market report caters to various stakeholders in this industry including investors, suppliers, distributors, new entrants, and financial analysts
Stakeholders would have ease in decision-making through the various strategy matrices used in analyzing the global virtual reality in gaming market.
Detailed Segmentation:
Global Virtual Reality in Gaming Market, By Type:
Software
Hardware
Global Virtual Reality in Gaming Market, By Console type:
MAC
X-BOX
Play Station
PC
Nintendo Wii
Global Virtual Reality in Gaming Market, By Region:
North America
Europe
Asia Pacific
Row
Company Profiles
Electronic Arts Inc.*
Company Overview
Product Portfolio
Financial Performance
Key Strategies
Recent Developments
Future Plans
Kaneva LLC
Nintendo Co. Ltd
Avatar Reality Inc.
Sony Corporation
Oculus VR
Activision Publishing Inc.
Sega Corporation
*Browse all the market data tables and figures on “Global Virtual Reality in Gaming Market- Forecast to 2027”
Virtual reality refers to a simulated environment created by using software and hardware, in order to provide real environment experience to users. Virtual reality is experienced through sound and sight. VR technology has been used in many applications including entertainment and gaming. Virtual reality in gaming is referred to the use of sound and graphics technology in games where the user wears gloves, head-mounted display (HMD), and glasses as a part of their experience.
Market Dynamics
The demand of VR technology in the gaming industry is rapidly growing owing to the immersive gaming experience offered by the gaming devices to the gamers. In the recent past, key market players in the market are focusing on the developing advanced hardware which can produce higher graphic quality results. The demand for these devices is rapidly growing. For instance, In April 2020, Sony Corporation, a Japan based technology company announced its latest VR supported gaming council known as Sony PlayStation 5, where company focused on new generation hardware to support graphics intensive gaming. Further, this device also supports VR game streaming using high speed internet.
Although VR streaming offers superior gaming experience, initial cost of these devices is high. For instance, PlayStation 5 (which is mentioned in earlier example) costs around US$ 500 - 600. Apart from gaming console other connected devices such as HMD, sound system also needs be equipped to provide VR content. Thus, combining all these devices the end cost to experience VR drastically increases. Such high initial cost of the devices may hamper the growth of the global virtual reality in gaming market during the forecast period.
Market Taxonomy
This report segments the global virtual reality in gaming market on the basis of type, console type, and region. On the basis of technology, the global virtual reality in gaming market is segmented into software and hardware. On the basis of console type, the global virtual reality in gaming market is segmented into MAC, X-BOX, play station, PC, and Nintendo Wii. On the basis of region, the global virtual reality in gaming market is segmented into North America, Europe, Asia Pacific, and RoW.
Key features of the study:
This report provides an in-depth analysis of the global virtual reality in gaming market and provides market size (US$ million) and compound annual growth rate (CAGR %) for the forecast period (2022-2028), considering 2021 as the base year.
It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrix for this market
This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, regional outlook, and competitive strategy adopted by leading players
It profiles leading players in the global virtual reality in gaming market based on the following parameters – regulatory landscape, company overview, financial performance, product portfolio, geographical presence, distribution strategies, key developments and strategies, and future plans
Key companies covered in the global virtual reality in gaming market are Electronic Arts Inc., Kaneva LLC, Nintendo Co. Ltd, Avatar Reality Inc., Sony Corporation, Oculus VR, Activision Publishing Inc., and Sega Corporation.
The market players are focusing on strategic collaborations to innovate and launch new products to meet the increasing needs and requirements of consumers.
Insights from this report would allow marketers and management authorities of companies to make informed decision regarding future product launches, technology upgradation, market expansion, and marketing tactics
The global virtual reality in gaming market report caters to various stakeholders in this industry including investors, suppliers, distributors, new entrants, and financial analysts
Stakeholders would have ease in decision-making through the various strategy matrices used in analyzing the global virtual reality in gaming market.
Detailed Segmentation:
Global Virtual Reality in Gaming Market, By Type:
Software
Hardware
Global Virtual Reality in Gaming Market, By Console type:
MAC
X-BOX
Play Station
PC
Nintendo Wii
Global Virtual Reality in Gaming Market, By Region:
North America
Europe
Asia Pacific
Row
Company Profiles
Electronic Arts Inc.*
Company Overview
Product Portfolio
Financial Performance
Key Strategies
Recent Developments
Future Plans
Kaneva LLC
Nintendo Co. Ltd
Avatar Reality Inc.
Sony Corporation
Oculus VR
Activision Publishing Inc.
Sega Corporation
*Browse all the market data tables and figures on “Global Virtual Reality in Gaming Market- Forecast to 2027”
Table of Contents
150 Pages
- 1. Research Objectives and Assumptions
- Research Objectives
- Assumptions
- Abbreviations
- 2. Market Purview
- Report Description
- Market Definition and Scope
- Executive Summary
- Market Snippet, By Type
- Market Snippet, By Console Type
- Market Snippet, By Region
- Coherent Opportunity Map (COM)
- 3. Market Dynamics, Regulations, and Trends Analysis
- Market Dynamics
- Drivers
- Restraints
- Market Opportunities
- Regulatory Scenario
- Industry Trend
- Merger and Acquisitions
- New System Launch/Approval
- 4. Impact of COVID-19 Pandemic on Virtual Reality in Gaming Market
- Short Term and Long Term Impact, By Region
- North America
- Europe
- Asia Pacific
- RoW
- 5. Global Virtual Reality in Gaming Market, By Type, 2017 - 2028 (US$ Million)
- Introduction
- Market Share Analysis, 2022 and 2028 (%)
- Segment Trends
- Software
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- Hardware
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- 6. Global Virtual Reality in Gaming Market, By Console Type, 2017 - 2028 (US$ Million)
- Introduction
- Market Share Analysis, 2022 and 2028 (%)
- Segment Trends
- MAC
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- X-BOX
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- Play Station
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- PC
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- Nintendo Wii
- Introduction
- Market Size and Forecast, 2017 - 2028, (US$ Million)
- 7. Global Virtual Reality in Gaming Market, By Region, 2017 - 2028 (US$ Million)
- Introduction
- Market Share Analysis, By Region, 2022 and 2028 (%)
- North America
- Regional Trends
- Market Size and Forecast, By Type, 2017 - 2028 (US$ Million)
- Market Size and Forecast, By Console Type, 2017 - 2028 (US$ Million)
- Market Share Analysis, By Country, 2022 and 2028 (%)
- U.S.
- Canada
- Europe
- Regional Trends
- Market Size and Forecast, By Type, 2017 - 2028 (US$ Million)
- Market Size and Forecast, By Console Type, 2017 - 2028 (US$ Million)
- Market Share Analysis, By Country, 2022 and 2028 (%)
- U.K.
- Germany
- Italy
- France
- Russia
- Rest of Europe
- Asia Pacific
- Regional Trends
- Regional Trends
- Market Size and Forecast, By Type, 2017 - 2028 (US$ Million)
- Market Size and Forecast, By Console Type, 2017 - 2028 (US$ Million)
- Market Share Analysis, By Country, 2022 and 2028 (%)
- India
- Japan
- ASEAN
- Australia
- South Korea
- Rest of Asia Pacific
- RoW
- Regional Trends
- Market Size and Forecast, By Type, 2017 - 2028 (US$ Million)
- Market Size and Forecast, By Console Type, 2017 - 2028 (US$ Million)
- Market Share Analysis, By Country, 2022 and 2028 (%)
- Brazil
- Argentina
- Mexico
- GCC Countries
- South Africa
- Rest of the World
- 8. Competitive Landscape
- Company Profiles
- Maxwell Technologies Inc.
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- NEC Tokin
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Nesscap CO. LTD.
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- LS Mtron
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Panasonic Corporation
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Tesla, Inc.
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- KEMET Corporation
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- CAP-XX
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Ioxus, Inc.
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- Supreme Power Solutions Co., Ltd.
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- YUNASKO.
- Company Overview
- Product Portfolio
- Financial Performance
- Key Strategies
- Recent Developments/Updates
- 9. Section
- References
- Research Methodology
- About Us and Sales Contact
- *Browse XX market data tables and XX figures on “Global Virtual Reality in Gaming Market-forecast to 2028”
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