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Virtual Reality in Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019 Product Image

Virtual Reality in Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019

  • Published: June 2014
  • Region: Global
  • 64 Pages
  • Transparency Market Research

FEATURED COMPANIES

  • Avatar Reality Inc.
  • Electronic Arts Inc.
  • Kaneva LLC
  • Linden Lab Inc.
  • Nintendo Co. Ltd
  • Oculus VR
  • MORE

'Virtual Reality in Gaming Market By Component (Software, Hardware), By Type of Gaming Console from Different Manufacturers - (Microsoft Xbox, Apple Mac, Sony PlayStation, Personal computer, Nintendo Wii) - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019'

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 READ MORE >

Chapter 1 Preface
1.1 Research Description
1.2 Research Scope
1.3 Research Methodology

Chapter 2 Executive Summary
2.1 Global virtual reality in gaming market snapshot

Chapter 3 Market Overview
3.1 Market Definition
3.2 Market dynamics and impact analysis
3.2.1 Drivers
3.2.1.1 Constant innovation in technology is making the market more lucrative to the existing users
3.2.1.2 Rise in disposable income appeals to find better source of information
3.2.2 Restraint
3.2.2.1 High Cost of virtual reality gaming devices
3.2.2.2 Difficult to maintain and upgrade the devices
3.2.3 Opportunities
3.2.3.1 Development of comfortable and compact virtual reality gaming devices and technological innovations to enhance user experience
3.3 Value chain analysis
3.4 Porter's five force analysis
3.4.1 Bargaining power of suppliers
3.4.2 Bargaining power of buyers
3.4.3 Threat from new entrants
3.4.4 Threat from substitutes
3.4.5 Degree of competition

Chapter 4 Global Virtual Reality in Gaming Market, by Components
4.1 Introduction
4.2 Virtual reality in gaming software
4.3 Hardware

Chapter 5 Global virtual reality in gaming market, By Type of Gaming Console from Different Manufacturers
5.1 Microsoft Xbox
5.2 Apple Mac
5.3 Sony PlayStation (PS3, PS4)
5.4 Personal computer
5.5 Nintendo Wii

Chapter 6 Global Virtual Reality in Gaming Market, by Geography
6.1 Introduction
6.2 North America
6.2.1 North America virtual reality in gaming market, by component
6.2.2 North America virtual reality in gaming market, by console
6.3 Europe
6.3.1 Europe virtual reality in gaming market, by component
6.3.2 Europe virtual reality in gaming market, by console
6.4 Asia Pacific
6.4.1 Asia Pacific virtual reality in gaming market, by component
6.4.2 Asia Pacific virtual reality in gaming market, by console
6.5 Rest of the World (RoW)
6.5.1 Rest of World virtual reality in gaming market, by component
6.5.2 Rest of World virtual reality in gaming market, by console

Chapter 7 Competitive Landscape
7.1 Market share by key players
7.2 Competitive strategies adopted by key players

Chapter 8 Company Profiles
8.1 Electronic Arts Inc.
8.1.1 Company overview
8.1.2 Financial overview
8.1.3 Business strategy
8.1.4 Recent developments
8.2 Nintendo Co. Ltd
8.2.1 Company overview
8.2.2 Financial overview
8.2.3 Business strategy
8.2.4 Recently developments
8.3 Linden Lab Inc.
8.3.1 Company overview
8.3.2 Financial Overview
8.3.3 Business strategy
8.3.4 Recent developments
8.4 Sony Corporation
8.4.1 Company overview
8.4.2 Financial overview
8.4.3 Business strategy
8.4.4 Recent developments
8.5 Activision Publishing Inc.
8.5.1 Company overview
8.5.2 Financial overview
8.5.3 Business strategy
8.5.4 Recent developments
8.6 Sega Corporation
8.6.1 Company overview
8.6.2 Financial overview
8.6.3 Business strategy
8.6.4 Recent developments
8.7 Oculus VR
8.7.1 Company overview
8.7.2 Financial overview
8.7.3 Business strategy
8.7.4 Recent developments
8.8 Avatar Reality Inc.
8.8.1 Company overview
8.8.2 Financial overview
8.8.3 Business strategy
8.8.4 Recent developments
8.9 Kaneva LLC
8.9.1 Company overview
8.9.2 Financial overview
8.9.3 Business strategy
8.9.4 Recent development

List of Figures

FIG. 1 Market segmentation: Virtual reality in gaming market
FIG. 2 Purchasing power parity trend, United States 2009-2012 (USD)
FIG. 3 Value chain analysis for Virtual Reality in Gaming
FIG. 4 Porters five forces analysis for virtual reality in gaming market
FIG. 5 Global virtual reality in gaming market, by component, 2012 and 2019 (revenue %)
FIG. 6 Software market size and forecast, 2011 - 2019 (USD million)
FIG. 7 Hardware market size and forecast, 2011 - 2019 (USD million)
FIG. 8 Global virtual reality in gaming market shares, by console type, 2012 and 2019 (%)
FIG. 9 The Xbox market size and forecast, 2011 - 2019 (USD million)
FIG. 10 The Mac market size and forecast, 2011 - 2019 (USD million)
FIG. 11 Play station market size and forecast, 2011 - 2019 (USD million)
FIG. 12 Personal computer market size and forecast, 2011 - 2019 (USD million)
FIG. 13 Nintendo market size and forecast, 2011 - 2019 (USD million)
FIG. 14 Global virtual reality in gaming market shares, by geography, 2012 and 2019 (%)
FIG. 15 North America virtual reality in gaming market revenue, 2011 - 2019 (USD million)
FIG. 16 Europe virtual reality in gaming market revenue, 2011 - 2019 (USD million)
FIG. 17 Asia Pacific virtual reality in gaming market revenue, 2011 - 2019 (USD million)
FIG. 18 Rest of world virtual reality in gaming market revenue, 2011 - 2019 (USD million)
FIG. 19 Market share of major players, Virtual reality in gaming market, 2012 (%)
FIG. 20 Electronic arts Inc., annual revenue, 2010 - 2012 (USD million)
FIG. 21 Nintendo Co. Ltd, annual revenue, 2010 - 2012 (USD million)
FIG. 22 Linden Lab Inc., annual revenue, 2010 - 2011 (USD million)
FIG. 23 Sony Corporation, gaming segment annual revenue, 2010 - 2012 (USD million)
FIG. 24 Activision Inc, annual revenue, 2010 - 2012 (USD million)
FIG. 25 Sega corporation, annual revenue, 2010 - 2012 (USD million)

List of Tables

TABLE 1 Global virtual reality in gaming market snapshot
TABLE 2 Impact analysis of drivers
TABLE 3 Impact analysis of restraint
TABLE 4 North America virtual reality in gaming market, by component 2011-2019 (USD million)
TABLE 5 North America virtual reality in gaming market, by console 2011-2019 (USD million)
TABLE 6 Europe virtual reality in gaming market, by component 2011-2019 (USD million)
TABLE 7 Europe virtual reality in gaming market, by console 2011-2019 (USD million)
TABLE 8 Asia Pacific virtual reality in gaming market, by component 2011-2019 (USD million)
TABLE 9 Asia Pacific virtual reality in gaming market, by console 2011-2019 (USD million)
TABLE 10 Rest of World virtual reality in gaming market, by component 2011-2019 (USD million)
TABLE 11 Rest of World virtual reality in gaming market, by console 2011-2019 (USD million)

Virtual reality is an artificial environment created with the help of software and virtual reality devices. User experiences it as a real environment due to graphics and interactive features offered by virtual reality gaming devices. The simplest form of virtual reality is a 3D image that is explored interactively on a personal computer. Virtual reality in gaming refers to the use of sound and graphics technology in games where the users wear head mounted displays (HMDs), gloves or glasses as part of their experience. It offers simulation of real time environment for education and training purpose through a story or a game. In virtual reality gaming, products such as gloves and head mounted displays, sensors are used that tracks the movement made by the user and the data is fed back to the system which analyses the data and transforms the actions into appropriate response on the screen.

The virtual reality in gaming market is driven by various factors such as rise in disposable income of the users and constant innovation in existing gaming technologies such as motion tracking, 3D effects and interactive graphics for attracting users. With rise in the disposable income, users are looking for new entertainment sources and virtual reality games to provide distinct way of entertainment. The global market was valued at USD 466.6 million in 2012 and is expected to grow at a CAGR of 39.2% during the forecast period 2013 to 2019. High cost and difficultly in maintenance of virtual reality gaming devices are some important factors inhibiting the market growth. In the coming years, affordable and low cost motion tracking sensors and gesture control devices are expected to be launched in the market.

- Activision Publishing Inc.
- Avatar Reality Inc.
- Electronic Arts Inc.
- Kaneva LLC
- Linden Lab Inc.
- Nintendo Co. Ltd
- Oculus VR
- Sega Corporation
- Sony Corporation

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