Global Virtual Reality in Gaming Market 2016-2020

  • ID: 4013362
  • Report
  • Region: Global
  • 66 pages
  • TechNavio
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FEATURED COMPANIES

  • Fove
  • Google
  • HTC
  • Oculus VR
  • Razer
  • Samsung
  • MORE
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.

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:
- Americas
- APAC
- EMEA

Global VR in Gaming Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key Vendors:
- Fove
- Google
- HTC
- Oculus VR
- Razer
- Samsung
- Sony
- Zeiss International

Market Drivers:
- Rapid increase in awareness of VR technology
- For a full, detailed list, view the full report

Market challenges:
- Limitations of hardware and software
- For a full, detailed list, view the full report

Market Trends:
- Introduction of depth-sensing camera for VR headsets
- For a full, detailed list, view the full report

Key Questions Answered in This Report:
- What will the market size be in 2020 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?
- What are the strengths and weaknesses of the key vendors?

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Note: Product cover images may vary from those shown
2 of 5

FEATURED COMPANIES

  • Fove
  • Google
  • HTC
  • Oculus VR
  • Razer
  • Samsung
  • MORE
Part 01: Executive summary
  • Highlights
Part 02: Scope of the report
  • Market overview
  • Top-vendor offerings
Part 03: Market research methodology
  • Research methodology
  • Economic indicators
Part 04: Introduction
  • Key market highlights
  • VR
Part 05: Global gaming market
  • Global gaming market by application 2015-2020
  • TV consoles
  • MMOs
  • Smartphones
  • Casual web games
  • Boxed PC
  • Tablet
  • Handheld gaming consoles
Part 06: Global VR headset market

Part 07: Market landscape
  • Market size and forecast
  • Five forces analysis
Part 08: Market segmentation by components
  • Market segmentation by components
  • Hardware segment
  • Software segment
Part 09: Market segmentation by compatibility
  • Global VR in gaming market by PCs
  • Global VR in gaming market by gaming consoles
  • Global VR in gaming market by mobile devices
Part 10: Geographical segmentation
  • Global VR in gaming market by geography
  • VR in gaming market in Americas
  • VR in gaming market in EMEA
  • VR in gaming market in APAC
Part 11: Market drivers
  • Rapid increase in awareness of VR technology
  • Growth in mobile gaming
  • Decline in ASP of VR components
  • Increase in funding
Part 12: Impact of drivers

Part 13: Market challenges
  • Health-related issues
  • Insufficient VR content
  • Limitations of hardware and software
Part 14: Impact of drivers and challenges

Part 15: Market trends
  • Introduction of VRD
  • Growing popularity of 360-degree videos
  • Introduction of depth-sensing camera for VR headsets
Part 16: Vendor landscape
  • Competitive scenario
  • Vendor landscape
Part 17: Appendix
  • List of abbreviations
Part 18: About the Author

List of Exhibits
Exhibit 01: Key regions
Exhibit 02: Product offerings
Exhibit 03: Components of VR device
Exhibit 04: Popular HMDs for gaming segment
Exhibit 05: Value chain analysis
Exhibit 06: VR timeline
Exhibit 07: Global gaming market segmentation by application 2015
Exhibit 08: Global gaming market segmentation by application 2020
Exhibit 09: Percentage of smartphone gamers making in-app purchases for different reasons in 2015
Exhibit 10: Percentage of tablet gamers making in-app purchases for different reasons in 2015
Exhibit 11: Global VR headset market 2015-2020 ($ billions)
Exhibit 12: Global VR market by industry 2015 (% revenue share)
Exhibit 13: Global VR in gaming market 2015-2020 ($ billions)
Exhibit 14: Global VR in gaming market 2015-2020 (millions of units)
Exhibit 15: Five forces analysis
Exhibit 16: Global VR in gaming market by components 2015 (% share)
Exhibit 17: Global VR in gaming market by components 2020 (% share)
Exhibit 18: Global VR in gaming market by compatibility 2015-2020 (% revenue share)
Exhibit 19: Global VR in gaming market by compatibility 2015-2020 ($ billions)
Exhibit 20: Global VR in gaming market by PCs 2015-2020 ($ billions)
Exhibit 21: Global VR in gaming market by gaming consoles 2015-2020 ($ billions)
Exhibit 22: Global VR in gaming market by mobile devices 2015-2020 ($ billions)
Exhibit 23: Global VR in gaming market by geography 2015-2020 (% share)
Exhibit 24: Global VR in gaming market by geography 2015-2020 ($ billions)
Exhibit 25: VR in gaming market in Americas 2015-2020 ($ billions)
Exhibit 26: VR in gaming market in EMEA 2015-2020 ($ billions)
Exhibit 27: VR in gaming market in APAC 2015-2020 ($ billions)
Exhibit 28: ASP of VR used in gaming 2015-2020 ($)
Exhibit 29: YoY growth of funding on VR
Exhibit 30: Founding members of VRVCA
Exhibit 31: Impact of drivers
Exhibit 32: Impact of drivers and challenges
Exhibit 33: Comparison of pixel-based display and VRD
Note: Product cover images may vary from those shown
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FEATURED COMPANIES

  • Fove
  • Google
  • HTC
  • Oculus VR
  • Razer
  • Samsung
  • MORE
Global VR in Gaming Market 2016-2020

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 the 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.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.
Note: Product cover images may vary from those shown
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  • Fove
  • Google
  • HTC
  • Oculus VR
  • Razer
  • Samsung
  • Sony
  • Zeiss International.
Note: Product cover images may vary from those shown
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Note: Product cover images may vary from those shown
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