Virtual Reality in Gaming Market : Rising Disposable Incomes of Users
The research report on virtual
reality in gaming market provides detailed industry analysis and
helps in understanding the driving forces behind the popularity of
virtual reality games in the global market. Virtual reality provides
a simulated environment created with the help of hardware and
software, which the user experiences as a real environment. Virtual
reality in gaming refers to the use of sound and graphics technology
in games where the user wears devices such as head mounted display
(HMD), gloves or glasses as a part of their experience.
The report includes
segmentation of the global virtual reality in gaming market by
component, console and geography. Further, it provides current and
forecast market size by revenue (USD million) for the aforementioned
categories. Cross sectional analysis for geography segments is a part
of the scope. Factors influencing and inhibiting the growth of the
market have been analyzed in the report.
The market overview section of
the report demonstrates the market dynamics and trends such as the
drivers, restraints and opportunities that influence the current
nature and future status of this field. Impact factors such as market
attractiveness analysis and Porter’s five forces analysis have also
been explained in the market overview section of the report, in order
to give a thorough analysis of the overall competitive scenario in
the global virtual reality in gaming market.
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The global virtual reality in
gaming market is categorized on the basis of components and various
console type from different manufacturers. Virtual reality in gaming
includes two types of components, namely, hardware and software
components. The market revenue and forecast for both the type of
components has been provided for the period 2011 to 2019 in terms of
USD million, along with the CAGR for the forecast period 2013 to
2019.
Different types of gaming
console from manufacturers include Microsoft Xbox, Apple Mac, Sony
Play station, personal computer and Nintendo Wii. A detailed market
analysis and forecast for these segments has been provided in the
study, in terms of market revenue (USD million) for the period 2011
to 2019. The market revenue has been forecast for the period 2013 to
2019, considering 2012 as the base year.
In geographical distribution,
the global enterprise search market has been classified into four
regions, namely, North America, Europe, Asia Pacific and Rest of the
World (RoW). This section includes market revenue (2011-2019) and
forecast (2013-2019) for component and gaming console from different
manufacturers in each region. The study further offers
recommendations and highlights of the market, which would be useful
for the present and new market players to sustain and grow in the
global virtual reality in gaming market.
The report concludes with the
company profiles section which includes key information about the
major players in the market. Some of the key players profiled in this
report include Electronic Art Inc., Nintendo Co. Ltd., Sony
Corporation, Linden Lab Inc., Activision Publishing Inc., Oculus VR,
Avatar Reality Inc and Kaneva LLC among others. Recent developments
by the companies and barriers of the market will help emerging
players design their strategies in an effective manner. The study is
expected to help key players of the enterprise search market in
formulating and developing their strategies.
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