Assessment of the Gesture Recognition Market for Gaming Consoles 2015-2019

Assessment of the Gesture Recognition Market for Gaming Consoles 2015-2019

About Gesture Recognition

Gesture recognition is the ability of a device to identify and respond to different gestures, such as movement of hands, fingers, arms, head, or the entire body, of an individual. Gesture recognition technology can be 2D-based or 3D-based. It uses a camera-enabled device that beams an invisible infrared light onto the individual, which is reflected back to the camera and onto a gesture recognition IC. The IC, with the help of gesture recognition software, creates depth maps of the images received and responds appropriately to the movements. Thus, no physical contact is required between individuals and devices. For instance, Microsoft has developed Kinect that can be used for Xbox gaming consoles. The device would ideally contain a chip with gesture recognition software to detect the gestures by users. Gesture recognition technology when combined with voice recognition, facial recognition, eye-tracking, and other related technologies provide a very powerful technology that can completely change the way we control machines.

Technavio's analysts forecast the global gesture recognition market for gaming consoles to grow at a CAGR of 48% in terms of revenue over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the global gesture recognition market for gaming consoles for the period 2015-2019. It presents the vendor landscape and a corresponding detailed analysis of the vendors in the market.

Technavio's report, Global Gesture Recognition Market for Gaming Consoles 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the Americas, APAC, and EMEA; it covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.Key Regions

  • Americas
  • APAC
  • EMEA
Key Vendors
  • Microsoft
  • SoftKinetic
  • Sony
Market Driver
  • Use of 3D Camera
  • For a full, detailed list, view our report
Market Challenge
  • Lack of Compatible Games
  • For a full, detailed list, view our report
Market Trend
  • Growing Number of Vendors
  • For a full, detailed list, view our report
Key Questions Answered in this Report
  • What will the market size be in 2019 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?

Press Release

Technavio Announces the Publication of its Research Report – Assessment of the Gesture Recognition Market for Gaming Consoles 2015-2019

Technavio recognizes the following companies as the key players in the Assessment of the Gesture Recognition Market for Gaming Consoles: Microsoft, SoftKinetic and Sony

Commenting on the report, an analyst from Technavio’s team said: “Several vendors are entering the gesture recognition market for gaming consoles with different products. Companies such as Creative, Intel, ASUS, and Primesense are launching 3D cameras that can be used for consumer electronic devices such as gaming consoles, PCs, and laptops: Asus launched the Xtion 3D camera, which had several advantages over the Kinect, but the company failed to market the product. In 2012, the company partnered with SoftKinetic to provide better content for Xtion cameras. Primesense had a 3D camera called Carmine, but with Apple buying the company in 2013, this is no longer available. In 2013 Creative, in partnership with Intel, launched a 3D camera called Senz3D that is available for approximately $100. There are other vendors such as Leap Motion, Thalmic Labs, PointGrab, and eyeSight who are developing products related to gesture recognition. These devices are yet to be integrated with gaming consoles but it is certain to happen in the near future. Therefore, with vendors introducing innovative products, gamers will have several options to choose from during the forecast period.”

According to the report, motion-control gaming has gained traction in the gaming console market. Major gaming console manufacturers such as Microsoft, Sony, and Nintendo have motion controllers in their product line. Microsoft's Kinect works as a motion controller as well as a gesture recognition device. Sony's PlayStation Move can be used with its PlayStation Eye camera and up to four motion controllers can be connected at once to enable multi-player gaming. Nintendo's Wii Remote is a motion controller that can be used with the Wii and Wii U game consoles. High usage of motion controlled-gaming will familiarize gamers with the idea of using hand gestures to control a game. Motion controllers can be considered the first step toward gesture recognition for gaming, and we can expect these motion controllers to be replaced with gesture recognition devices in the near future.

Further, the report states that lack of compatible games is restricting the market growth.

Companies Mentioned

Microsoft, SoftKinetic, Sony

  • Executive Summary
  • Market Overview
  • List of Abbreviations
  • Scope of the Report
    • Definitions
      • Gaming Consoles
      • Gesture
      • 2D Gesture Recognition
      • 3D Gesture Recognition
    • Market Size Calculation
    • Geographical Segmentation
    • Vendor Segmentation
    • Base Year
    • Common Currency Conversion Rates
  • Introduction
    • Gesture Recognition Technology Overview
      • Definition
      • How it works
    • History
    • Current Scenario
    • Future Perspective
  • Market Size and Forecast
    • Table Global Gesture Recognition Market for Gaming Consoles by Unit Shipments 2014-2019 (millions of units)
    • Table Global Gesture Recognition Market for Gaming Consoles by Revenue 2014-2019 ($ millions)
    • Table Comparison Between Gaming Consoles and Gesture Recognition Devices for Gaming Consoles 2014-2019 (millions of units)
  • Geographical Analysis
    • Americas
    • EMEA
    • APAC
  • Five Forces Analysis
    • Bargaining Power of Suppliers
    • Bargaining Power of Buyers
    • Threat of Rivalry
    • Threat of New Entrants
    • Threat of Substitutes
  • Market Growth Drivers
  • Market Challenges
  • Market Trends
  • Vendor Landscape
    • Competitive Scenario
  • Key Vendor Analysis
    • Microsoft
      • Key Facts
      • Business overview
      • Business segmentation by revenue 2014
      • Microsoft in gesture recognition for gaming consoles
    • SoftKinetic
      • Key facts
      • Business overview
      • Key offerings
      • Markets served
      • Key partners
      • Gesture recognition for gaming consoles
      • Recent developments
      • Key highlights
    • Sony
      • Key facts
      • Business overview
      • Business segmentation by revenue 2015
      • Key highlights for gesture recognition in gaming consoles
  • Other Reports in this Series

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