Technological
modifications and its implementation on the gaming industry is primarily
driving this market. These technologies include cloud streaming, 3D graphic
effects, motion tracking, 360 degree vision, full immersion, high-quality sound
and increased realism are driving this market. The market players are now
launching body suits to attract a new range of consumers that primarily include
gamers. These body suits include gloves, headsets, HMDs, sensing devices,
backpacks, treadmills and many more. Other factors including the convenience of
the virtual reality environment is bolstering this market. The acute dearth of
technical awareness and skilled workforce in this area is impeding growth of
this market. The increasing population stepping into this virtual reality can
act as an opportunity to broaden consumer base.
The
global Virtual Reality in Gaming market size is projected to reach US$ 35.65 billion
by 2028, from US$ 4.48 billion in 2020, at a CAGR of 29.6% during 2021-2028.
In
terms of production side, this report researches the Virtual Reality in Gaming
production capacity, value, ex-factory price, growth rate, market share by
manufacturers, regions (or countries) and by Type.
In
terms of consumption side, this report focuses on the consumption of Virtual
Reality in Gaming by regions (countries) and by Application.
The
global Virtual Reality in Gaming market is thoroughly, accurately, and
comprehensively assessed in the report with a large focus on market dynamics,
market competition, regional growth, segmental analysis, and key growth
strategies. Buyers of the report will have access to verified market figures,
including global market size in terms of revenue and volume. As part of
production analysis, the authors of the report have provided reliable
estimations and calculations for global revenue and volume by Type segment of
the global Virtual Reality in Gaming market. These figures have been provided
in terms of both revenue and volume for the period 2016-2028. Additionally, the
report provides accurate figures for production by region in terms of revenue
as well as volume for the same period. The report also includes production
capacity statistics for the same period.
Geographic Segmentation
The
report offers exhaustive assessment of different region-wise Virtual Reality in
Gaming markets such as North America, Europe, China and Japan, etc. Key regions
covered in the report are U.S., Canada, Germany, France, U.K., Italy, Russia,
China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand,
Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E
For
the period 2016-2028, the report provides country-wise revenue and volume sales
analysis and region-wise revenue and volume analysis of the global Virtual
Reality in Gaming market. For the period 2020-2028, it provides sales
(consumption) analysis and forecast of different regional markets by each
application as well as type segment in terms of volume.
Manufacturers
The
report includes comprehensive company profiling of leading and emerging
companies competing in the global Virtual Reality in Gaming market. It provides
a detailed list of players operating at a global level. The players have been
listed according to the type of products they offer in the global Virtual
Reality in Gaming market and other factors. As part of the company profiling,
the analysts authoring the report has provided the market entry year of each
player considered for the research study. The report also offers extensive
price, volume sales, and revenue analysis by the manufacturer at the global
level for the period 2016-2028.
By Type and Application
Segments
The
report includes a detailed analysis of leading and type and application
segments of the global Virtual Reality in Gaming market. All of the segments
covered in the report are broadly analyzed based on some deciding factors. The
segmental analysis section of the report offers revenue sales analysis and
forecast of the global Virtual Reality in Gaming market by each type segment
for the period 2016-2028. It also offers volume sales (consumption) analysis
and forecast of the global Virtual Reality in Gaming market by each type
segment for the same period. Also, it provides volume sales (consumption)
analysis and forecast of the global Virtual Reality in Gaming market by each
application segment for the same period.
This report includes the
following manufacturers:
bHaptics
Inc
Facebook
Technologies LLC
Google
VR
HTC
Corporation
Samsung
Electronics Co Ltd
Sony
Interactive Entertainment LLC
TESLASUIT
Magic
Leap Inc
NextVR
Inc
Apple
Inc
Market
Segment by Component
Hardware
Software
Component
Market
Segment by Device
Mobile
Console
Standalone
Research Methodology
To
compile the detailed study of the global Virtual Reality in Gaming market, a
robust research methodology has been adopted that aids in determining the key
insights and also evaluates the growth prospects of the Virtual Reality in
Gaming market. Data Insights Partner Research analysts have conducted in-depth
primary and secondary research to obtain crucial insights into the Virtual
Reality in Gaming market. To carry out secondary research, the analysts have
collected the information through company annual reports, journals, company
press releases, and paid databases that were referred to gain and identify
better opportunities in the global market.
Salient Features:
Ø
This study offers
comprehensive yet detailed analysis of the Virtual
Reality in Gaming market, size of the
market (US$ Mn), and Compound Annual Growth Rate (CAGR (%)) for the period of
forecast: 2020-2028, taking into account 2019 as the base year
Ø
It explains upcoming
revenue opportunities across various market segments and attractive matrix of
investment proposition for the said market
Ø
This market intelligence
report also offers pivotal insights about various market opportunities,
restraints, drivers, competitive market strategies of leading market players,
emerging market trends, and regional outlook
Ø
Profiling of
key market players in the world Virtual Reality in Gaming market is done by taking into account various parameters such
as company strategies, distribution strategies, product portfolio, financial
performance, key developments, geographical presence, and company overview
Ø
The data of
this report would allow management authorities and marketers of companies alike
to take informed decision when it comes to launch of Type of models, government
initiatives, marketing tactics and expansion, and technical up gradation
Ø
The world
market for Virtual Reality in Gaming caters to the needs of various stakeholders pertaining to this
industry, namely suppliers, manufacturers, investors, and distributors for Virtual
Reality in Gaming market. The research
also caters to the rising needs of consulting and research firms, financial
analysts, and new market entrants
Ø
Research
methodologies that have been adopted for the purpose of this study have been
clearly elaborated so as to facilitate better understanding of the reports
Ø
Reports have
been made based on the guidelines as mandated by General Data Protection
Regulation
Ø
Ample number
of examples and case studies have been taken into consideration before coming
to a conclusion
Reasons to buy:
v
Identify
opportunities and plan strategies by having a strong understanding of the investment
opportunities in the Virtual Reality in Gaming market
v
Identification
of key factors driving investment opportunities in the Virtual
Reality in Gaming market
v
Facilitate
decision-making based on strong historic and forecast data
v
Position
yourself to gain the maximum advantage of the industry’s growth potential
v
Develop
strategies based on the latest regulatory events
v
Identify key
partners and business development avenues
v
Respond to
your competitors’ business structure, strategy and prospects
v
Identify key
strengths and weaknesses of important market participants