Global Virtual Reality in Gaming Market 2016-2020
About VR in Gaming
PC gaming can provide an immersive gaming experience to the users, with the integration of VR technology. Many vendors are integrating VR technology in their headsets. For instance, Oculus VR developed a headset in 2016 called the Oculus Rift. It is used for PC gaming like Elite Dangerous, in which virtual hands through the virtual controllers react while controlling certain movements. However, there are some VR hardware limitations with respect to using VR for PC gaming purposes. Due to high bandwidth requirements, the wireless technologies are not considered as a feasible option.
Technavio’s analysts forecast the global VR in gaming market to grow at a CAGR of 84.4% during the period 2016-2020.
Covered in this report
The report covers the present scenario and the growth prospects of the global VR in gaming market for 2016-2020. To calculate the market size, the report considers the revenue generated from the shipments of VR devices for gaming.
The market is divided into the following segments based on geography:
Technavio Announces the Publication of its Research Report – Global VR in Gaming Market 2016-2020
Technavio recognizes the following companies as the key players in the global VR in gaming market: Fove, Google, HTC, Oculus VR, Razer, Samsung, Sony, and Zeiss International
Commenting on the report, an analyst from Technavio’s team said: “Growing need for ubiquitous display, which is lightweight and provides full color and high resolution, has led to the development of VRD. Especially, the demand for displays for virtual environments and augmented vision to create convincing virtual environments are the major factors fueling the development of VRD. AR demands displays, which can superimpose computer graphics image on the real world, including a bright, high contrast image, and color that is appropriate. For instance, for a surgeon, an augmented vision display can help with anatomic navigation information, as the procedure should be unobtrusive. Also, it should be able to produce bright images that are visible under the operating theater lights, and the surgeon's vision should match the color images. It can also be helpful for people with partial loss of vision.”
According to the report, the increased adoption of VR technology will lead to a decline in the cost of VR components. Vendors such as Google, Microsoft, Sony, and Samsung Electronics can produce components by themselves or buy several components at a low cost. The commercialization of these products will lead to a decline in their ASP. The declining price of VR components such as sensors, cameras, and displays is encouraging vendors to develop cost-effective products. For instance, in 2014, Google introduced Google Cardboard at a price of $20. With the introduction of cost-effective products, the competition in the market is expected to become more intense. It will lead to a decline in prices of high-end VR headsets such as Oculus Rift. We expect the ASP of VR headsets to fall by $200 over the next 4-5 years.
Further, the report states that one of the major challenges with VR is the motion sickness experienced by a large number of users. A user can experience motion sickness while gaming, where the user's eyes and ears lose their sensitivity. As the eye muscles keep track of the game, the ears fail to detect any motion, which leads to disorientation. Major game publishers have expressed concerns about motion sickness, and developers are yet to find probable solutions to this problem. There have been reports about the innovation of Virtual Nose that can be inserted in the center of the display to avoid problems related to motion sickness. In addition, users tend to get emotional with the type of content viewed. For instance, in 2015, UNICEF created an 8-minute 360-degree movie named Clouds over Sidra, which is based on Syrian refugee crisis. The movie led to emotional outbreaks. Thus, VR content can cause people to experience emotional outbreaks and motion sickness, which can pose a challenge for the market.
Fove, Google, HTC, Oculus VR, Razer, Samsung, Sony, Zeiss International.
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