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Virtual Reality in Gaming Market in APAC 2015-2019

Virtual Reality in Gaming Market in APAC 2015-2019

About Virtual reality in Gaming Market

The term virtual reality means closer to reality. In technical terms, it can be described as a three-dimensional, computer generated environment, which gives users an option to engage with the virtual world. The emergence of major VR gaming hardware manufacturing vendors in the market has given a new lease of life to the market.

Technavio's analysts forecast the virtual reality in gaming market in APAC to grow at a CAGR of 52.57% over the period 2014-2019.

Covered in this Report

This report covers the present scenario and the growth prospects of the virtual reality in gaming market in APAC for the period 2015–2019. The report provides a detailed segmentation of the market with respect to products, components, end user, and geography. In addition, the report discusses the major drivers that influence the market. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends emerging in the market.

Key Vendors

  • Avegant
  • Beijing ANTVR Technology
  • Carl Zeiss
  • Gameface Labs
  • Google
  • HTC
  • Immersion Vrelia
  • Oculus VR (Subsidiary of Facebook)
  • Razer
  • Samsung
  • Shoogee
  • Sony
  • Virtuix
  • Vrizzmo
Market Driver
  • Mobile Gaming Market
  • For a full, detailed list, view our report
Market Challenge
  • Motion Sickness
  • For a full, detailed list, view our report
Market Trend
  • Crowdfunding
  • 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 – Virtual Reality in Gaming Market in APAC 2015-2019

Technavio recognizes the following companies as the key players in the Virtual Reality in Gaming Market in APAC: Avegant, Beijing ANTVR Technology, Carl Zeiss, Gameface Labs, Google, HTC, Immersion Vrelia, Oculus VR (Subsidiary of Facebook), Razer, Samsung, Shoogee, Sony, Virtuix, Vrizzmo

Commenting on the report, an analyst from Technavio’s team said: “Mobile integrated VR headsets are expected to change the dynamics of the VR market. Leading companies such as Samsung and HTC have already entered the market with VR headsets such as Samsung Gear VR and HTC-Vive. This will offer benefits such as portability, the advantage of being used as a stand-alone device, untethered aspects, and ease of use. With the ever-growing smartphone market, more people will use smartphones and tablets to extend an immersive experience in VR gaming during the forecast period.”

According to the report, in 2014, the mobile gaming market accounted for 27% of the global video gaming market. The market is expected to capture one third of the global gaming industry in the next few years. APAC is the biggest market for mobile games worldwide, leading to the availability of more games. This is a positive news for companies like Samsung and the other upcoming VR HMD manufacturers, which makes VR headsets where cellphones can be integrated. A shift from traditional PC-console gaming to mobile gaming by hardcore gamers will propel the growth of VR technology during the forecast period.

Further, the report states that the majority of apps available in the market fail because of poor content and an inability to add new content.

Companies Mentioned

Avegant, Beijing ANTVR Technology, Carl Zeiss, Gameface Labs, Google, HTC, Immersion Vrelia, Oculus VR (Subsidiary of Facebook), Razer, Samsung, Shoogee, Sony, Virtuix, Vrizzmo

  • Executive Summary
  • List of Abbreviations
  • Scope of the Report
    • Definitions
      • VR Software
      • VR Hardware
    • End-user Segments
    • Vendor Segmentation
    • Base Year
    • Geographical Areas Included
    • Market Size Calculation and Segmentation
    • Common Currency Conversion Rates
  • Market Research Methodology
    • Market Research Process
    • Research Methodology
      • Table Market Research Methodology
  • Introduction
    • Virtual Reality
      • Components of a Virtual Reality System:
        • Table Components of VR System
      • VR Applications
      • Gaming and VR
        • Table HMDs Specific to Gaming Segments
  • VR Innovation Gaming
    • Table VR Innovation in Gaming
  • Market Landscape
    • Global Gaming Market Overview
      • Table VR Gaming Market-User reach (2017)
      • Table Global Virtual Reality Content-Gaming
    • APAC Perspective
      • What is there for VR in APAC:
    • Value Chain Analysis
      • Table Major Players in Value Chain
    • Market Size and Forecast
      • Table Market Forecast by Revenue
    • Competitive Scenario
    • Five Forces Analysis
      • Threat of Substitutes
      • Threat of New Entrants
      • Bargaining Power of Suppliers
      • Bargaining Power of Buyers
      • Threat of Rivalry
  • Market Growth Drivers and their Impact
    • Increased Awareness
    • Mobile Gaming Market
    • Compatibility of Smartphones with VR Technology
    • SLAM Technology
    • Decline in ASPs
    • Game for All Concept by Companies
  • Market Challenges and their Impact
    • Lack of VR content
    • Hardware and Software Limitations
    • Build Immersive Experience for Gamers
    • Motion Sickness
    • Monetization of Games
  • Market Trends and their Impact
    • Smartphone- integrated VR Headsets
    • Depth-sensing Cameras
    • Crowdfunding
    • Freemium Models
  • Key Vendor Analysis
    • Oculus VR (Subsidiary of Facebook)
      • Key Facts
      • Business Overview
      • Business Segmentation
      • Recent Developments
    • Samsung
      • Key Facts
      • Business Overview
      • Business Segmentation by Revenue 2014
      • Recent Developments
    • Sony
      • Key Facts
      • Business Overview
      • Business Segmentation by Revenue 2015
      • Recent Developments for VR Gaming
    • Google
      • Key Facts
      • Business Overview
      • Google in VR Gaming
    • HTC (HTC Vive)
      • Key Facts
      • Business Overview
    • Avegant
      • Key Facts
      • Business Overview
      • Avegant in VR Gaming Market
    • ImmersiON-VRelia
      • Key Facts
      • Business Overview
    • Beijing ANTVR Technology
      • Key Facts
      • Business Overview
      • Recent Developments
    • Vrizzmo
      • Key Facts
      • Business Overview
      • Recent Developments
    • GameFace Labs
      • Key Facts
      • Business Overview
    • Razer
      • Key Facts
      • Business Overview
      • Investors
      • Business Strategy
      • Recent Developments
    • Virtuix
      • Key Facts
      • Business Overview
      • Recent Developments
    • Shoogee (Durovis Dive)
      • Key Facts
      • Business Overview
      • Shoogee in VR Gaming
    • Carl Zeiss (ZEISS VR ONE)
      • Key Facts
      • Business Overview
      • Carl Zeiss in VR Gaming
  • Other Reports in this Series

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