The report titled "Global VR Gaming Market Outlook to 2022 - by Hardware, Software and Accessories (Motion Sensor, Masks & Gloves, Bodysuits and Others) and by Devices (PC, Consoles and Mobiles)" provides a comprehensive analysis of global gaming market, global VR gaming market size by revenue. The report also provides data points on Global VR Gaming market by type (Hardware, Software and Accessories), by Devices (PC, Consoles and Mobile), by Distribution Channel (Traditional Stores and Online Stores) and by Regions (EMEA, America and APAC) along with company profile of major players including Sony, Valve Software, HTC, Google, Samsung, Leap Motion, TCL, Nvidia, Ubisoft, Razer Inc., Oculus and Electronics Art Inc.
The report also covers Porter's Five Force analysis, Major VR Gaming Country Snapshots, Snapshot on AR/VR market along with analyst recommendation and macroeconomic variables.
Table of Contents
1.Executive Summary
- Market Overview
- Global VR Gaming Market Segmentation
- Competitive Landscape for Global VR gaming Market
- Snapshot on Major VR Gaming Countries
- Global VR Gaming Market Future Outlook
2.Research Methodology
2.1.Market Definitions
2.2.Abbreviations
2.3.Market Size and Modeling
- Research Methodology
- Approach – Market Sizing
- Limitations
- Variable (Dependant and Independent)
- Multi Factor Based Sensitivity Model
- Final Conclusion
3.Global Gaming Market Snapshot
4.Value Chain Analysis for Global Virtual Reality Gaming Market
5.Global VR Gaming Market
5.1.Global VR Gaming Market Overview and Genesis
5.2.Global VR Gaming Market Size, 2015-2017
5.3.Global VR Gaming Segmentation
5.3.1.By Type (Hardware, Software and Accessories), 2017
VR Accessories by Product, 2017
VR Accessories by Technology Adopters
5.3.2.By Devices (PC, Consoles and Mobile), 2017
5.3.3.By Distribution Channel (Traditional Stores and Online Stores), 2017
5.3.4.By Regions (EMEA, America and APAC), 2017
6.Decision Making Process for Buying Virtual Reality Gaming Products
7.SWOT Analysis for Global VR Gaming Market
8.Competitive Landscape for VR Gaming Market
8.1.Market Share of Major Players in VR Gaming Hardware, 2017
8.2.Company Profiles
8.2.1.Sony Corporation
8.2.2.Oculus VR LLC
8.2.3.HTC Corporation
8.2.4.Google Inc.
8.2.5.Samsung Electronics Company Limited
8.2.6.Leap Motion
8.2.7.TCL
8.2.8.Nvidia
8.2.9.Ubisoft
8.2.10.Razer Inc.
8.2.11.Valve Software
8.2.12.Electronic Arts Inc.
9.User Profile for Global VR Gaming
9.1.Global Market
Developers entering into Virtual Reality Market
Developers Working on VR Content for Major Leading VR Headsets Manufacturers
Age Groups Most Excited To Experience VR
9.2.America
- VR Gaming Users in US on the Basis of Gender and Age
- Share of Users who own Each Type of Device
- US Population Spending for VR Gaming Purposes
- Major VR headsets known by US Population (Respondents aged over 13 Years)
- US Population Interest in VR Gamingby Gender
- US Population Interest in VR Gaming By Age
- Factors Affecting Buying Decision while Purchasing VR Headset
9.3.Europe
- Countries with Potential VR Buyer with an annual hardware budget of More than USD 600
- Tethered HMD Considered for Quality Experience for VR Technology
- Tethered HMD Considered for Quality Experience for Content Creators
- Mobile HMD Considered for Quality Experience for VR Technology
10.AR/MR Snapshot
11.Trends and Development for Global Virtual Reality Gaming Market
11.1.Indie Games Getting Bigger
11.2.Focus on Building Standalone Devices by Headset Manufacturers
11.3.Promotion Campaign Inclined Towards Awareness Rather Than Sales
11.4.Growing Popularity of 360-Degree Videos
11.5.Growing Popularity of Smartphone Integrated VR Headsets
11.6.Growing Awareness of VR Gaming
11.7.Growing Investments in VR Technology
12.Challenges faced by players in the VR Gaming Ecosystem
13.VR Application Development
13.1.1.Expenditure
13.1.2.In-house Vs Outsourcing
14.Marketing Strategy of Major Players in VR Gaming Market
15.Upcoming VR Gaming Titles
16.Investments Done by VC Firms and Angel Investors
17.Snapshot of Major Countries in Global VR Gaming Market
17.1.US
17.2.Japan
17.3.South Korea
17.4.China
17.5.Germany
17.6.UK
17.7.Netherlands
18.Future Outlook and Projections for VR Gaming Market, 2018-2022
Aggressive Uptake scenario
Base Case Scenario
18.1.By Type (Hardware, Software and Accessories), 2022
18.2.By Device Users (Mobile, Console and PC), 2022
18.3.By Distribution Channel (Online Stores and Traditional Stores), 2022
18.4.By Regions (EMEA, Americas and APAC), 2022
19.Analyst Recommendation for Global VR Gaming Market
20.Macroeconomic Factors Affecting Global VR Gaming Market, 2015-2022E
20.1.Global Gaming Industry, 2015-2022E
20.2.Number of Active Video Gamers Worldwide, 2015-2022E
20.3.Number of Active Virtual Reality Users Worldwide, 2015-2022E
20.4.Virtual Reality (VR) Headset User Base, 2015-2022E
List Of Figures
Figure 1 1: Flowchart for Global Virtual Reality Gaming Market, 2017
Figure 3 1: Global Gaming Market Size on the Basis of Revenues in USD Billion and Growth in Percentage Share (%), 2012-2022
Figure 4 1: Value Chain for Global Virtual Reality Gaming Market
Figure 4 2: Virtual Reality Market Ecosystem
Figure 5 1: Global VR Gaming Market Size on the basis of Revenues in USD Billion, 2015-2017
Figure 5 2: Global VR Gaming Market Segmentation by Type (Hardware, Software and Accessories) on the basis of Revenues in Percentage (%), 2017
Figure 5 3: Global VR Gaming Market Segmentation by Devices (PC, Consoles and Mobile) on the basis of Revenues in Percentage (%), 2017
Figure 5 4: Global VR Gaming Market Segmentation by Distribution Channel (Traditional Stores and Online Stores) on the basis of Revenues in Percentage (%), 2017
Figure 5 5: Global VR Gaming Market Segmentation by Regions (EMEA, Americas and APAC) on the basis of Revenues in Percentage (%), 2017
Figure 8 1: Market Share of Major VR Gaming Hardware Companies on the Basis of Revenue in Percentage (%), 2017
Figure 8 2: Financial Analysis of Sony Game and Network Services Segment in Terms of Global Revenue in USD Billion, 2014-2017
Figure 8 3: Financial Performance of Ubisoft in Terms of Overall Sales, 2017
Figure 9 1: Developers Flocking to Virtual Reality Globally in Percentage (%), 2016
Figure 9 2: Developers Working on VR Content for Major Leading VR Headsets Manufacturers in Percentage (%), 2016
Figure 9 3: Age Group Most Excited to Experience VR Globally, 2015
Figure 9 4: VR Gaming Users in the US on the Basis of Gender and Age in Percentage (%), 2016
Figure 9 5: Users owning each type of Device in Percentage (%), 2016
Figure 9 6: Millennial Spending for VR Gaming Purposes, 2016
Figure 9 7: Recognizing Name of VR Headset with Respondents Aged over 13 Years, 2016
Figure 9 8: Americans Interest in VR Gaming by Gender in Percentage (%), 2016
Figure 9 10: Factors Affecting Buying Decision in Purchasing VR Headset, 2016
Figure 9 11: Countries with Potential VR Buyer with an Annual Hardware Budget of more than USD 600
Figure 9 12: Tethered HMD for the Best Quality Experience for VR Technology on a Global Level on the Basis of Percentage (%), 2017
Figure 9 13: Tethered HMD for the Best Quality Experience for Content Creators on a Global Level on the Basis of Percentage (%), 2017
Figure 9 14: Mobile HMD for the Best Quality Experience for VR Technology on a Global Level on the Basis of Percentage (%), 2017
Figure 10 1: Global AR Market Size on the basis of Revenues in USD Billion, 2016-2022
Figure 10 2: Global MR Market on the basis of Revenues in USD Billion, 2016-2022
Figure 13 1: VR App Development Rates Worldwide
Figure 16 1: Venture Activity by Investment Rounds across VR/AR Technology Companies, 2012-2017
Figure 17 1: Ranking of Most Popular Genres for VR Gaming in Germany on the Basis of Audience, 2015
Figure 18 1: Global VR Gaming Market Future Outlook and Projections as Aggressive Approach on the basis of Revenues in USD Million and Growth Rate in Percentage (%), 2018-2022
Figure 18 2: Global VR Gaming Market Future Outlook and Projections as Base Approach on the basis of Revenues in USD Million and Growth Rate in Percentage (%), 2018-2022
Figure 18 3: Global VR Market Future Segmentation by Type (Software, Hardware and Accessories) on the basis of Revenues in Percentage (%), 2022
Figure 18 4: Global VR Market Segmentation by Device Users (Mobile, Console and PC) on the basis of Revenues in Percentage (%), 2022
Figure 18 5: Global VR Market Segmentation by Distribution Channel (Online Stores and Traditional Stores) on the basis of Revenues in Percentage (%), 2022
Figure 18 6: Global VR Market Segmentation by Regions (EMEA, Americas and APAC) on the basis of Revenues in Percentage (%), 2022
Figure 20 1: Global Gaming Industry Size in USD Billion, 2015-2022E
Figure 20 2: Number of Active Video Gamers Worldwide in Million, 2015-2022E
Figure 20 3: Number of Active Virtual Reality Users Worldwide in Million, 2015-2022E
Figure 20 4: Virtual Reality (VR) Headset User Base Worldwide in Million, 2015-2022E
List Of Tables
Table 2 1: List of Abbreviations
Table 2 2: Correlation Matrix for Global VR Gaming Market
Table 2 3: Regression Coefficients Output for Global VR Gaming Market
Table 3 1: Snapshot for Global Gaming Market
Table 3 2: Top Ten Countries in Global Gaming Market in Terms of Revenue and Percentage Share (%), 2017
Table 3 3: Global Gaming Market Segmentations by Type, Geography, Hardcore and Casual Gamers, 2017
Table 3 4: Global Gaming Market Future Segmentations by Type, Geography, Hardcore and Casual Gamers, 2022
Table 3 5: Proportion of Global VR Gaming Market out of Global Gaming Market on the Basis of Revenue in USD Billion and Percentage Share (%), 2015-2022
Table 5 1: Timeline for Global VR Gaming Market
Table 5 2: Global VR Market by End User Sector on the basis of Revenue in Percentage (%) and USD Billion, 2017
Table 5 3: How VR/AR Technology is being used in Various Industries
Table 5 4: Rationale and Description for Global VR Gaming Market Size on the Basis of Revenue in USD Billion, 2015-2017
Table 5 5: Rationale and Description of Global VR Gaming Market Segmentation by Type (Hardware, Software and Accessories) on the basis of Revenues in USD Billion, 2017
Table 5 6: VR Accessories Revenue Share by Product on the Basis of Ranking, 2017
Table 5 7: VR Accessories by Technology Adopters on the Basis of Revenue in USD Million and Percentage (%), 2017
Table 5 8: Rationale and Description of Global VR Gaming Market Segmentation by Devices (PC, Consoles and Mobile) on the basis of Active Users, 2017
Table 5 9: PC Requirements for VR Headsets including HTC Vive and Oculus Rift
Table 5 10: Rationale and Description of Global VR Gaming Market Segmentation by Distribution Channel (Traditional Stores and Online Stores) on the basis of Revenues in USD Billion, 2017
Table 5 11: Rationale and Description of Global VR Gaming Market Segmentation by Regions (EMEA, America and APAC) on the basis of Revenues in USD Billion, 2017
Table 6 1: Decision Making Process for Buying Virtual Reality Gaming Product
Table 7 1: SWOT Analysis for Global VR Gaming Market
Table 8 1: Competitive scenario of VR Gaming Market Players on the Basis of Parameters including VR Headset Name, Number of Models Sold, Number of Models of Headsets and Name of Models, as of March 2017
Table 8 2: Description of Market Share of Major Players in VR Gaming Hardware, 2017
Table 8 3: Price Comparison of VR Gaming Headsets/HMD’s on the Basis of Parameters including Type, Price, Platform, positional Tracking and Controller
Table 8 4: Company Profile for Sony Corporation including Company Overview, Business Strategies, Key Developments, Gaming Product Portfolio, New Product Launches and Key Personnel
Table 8 5: Product Portfolio for Sony VR Products with Prices in USD, 2018
Table 8 6: Company Profile for Oculus VR LLC including Company Overview, Business Strategies, Recent Development, Published Games by Oculus Studios, Revenue, Employee Base and Key Personnel
Table 8 7: Product Portfolio for Oculus Products with Prices in USD collated as on 1st February 2018
Table 8 8: Company Profile for HTC Corporation including Company Overview, Business Strategies, Product Portfolio, Revenue, Employee Base and Key Personnel
Table 8 9: Product Portfolio for HTC Corporation with Prices in USD, 2018
Table 8 10: Company Profile for Google Inc. including Company Overview, Business Strategies, Key Development, Product Portfolio, New Product Launches, Employee Base and Key Personnel
Table 8 11: Company Profile for Samsung Electronics Company Limited including Company Overview, Business Strategies, New Title Launches, Sales, Annual Net Revenue, Employee Base and Key Personnel
Table 8 12: Product Portfolio for Samsung Products with Prices in USD, 2018
Table 8 13: Company Profile for Leap Motion including Company Overview, Business Strategies, Key Development, Leap Motion Partner Program, New Product Launches, Investors, Revenue, Employee Base and Key Personnel
Table 8 14: Product Portfolio for Leap Motion with Prices in USD, 2018
Table 8 15: Company Profile for TCL including Company Overview, Business Strategies, Key Developments, New Product Launches, Presence, Revenue, Employee Base and Key Personnel
Table 8 16: Company Profile for Nvidia including Company Overview, Business Strategies, New Product Launches, Revenue, Employee Base and Key Personnel
Table 8 17: Nvidia Product Portfolio with Product Name and Description, 2017
Table 8 18: Company Profile for Ubisoft including Company Overview, Business Strategies, New Product Launches, Popular Products, Sales, Team Members, Revenue, Employee Base and Key Personnel
Table 8 19: Company Profile for Razer Inc. including Company Overview, Business Strategies, Product Portfolio, Number of Gamers, Number of Registered Users, Revenue, Employee Base and Key Personnel
Table 8 20: Company Profile for Valve Software including Company Overview, Business Strategies, Product Portfolio, New Product Launches, Revenue and Key Personnel
Table 8 21: Product Portfolio for Valve Software with Prices in USD, 2018
Table 8 22: Company Profile for Electronic Arts Inc. including Company Overview, Business Strategies, Brand Portfolio, New Products, Products in Pipeline, Subsidiaries, Global Registered Players, Net Sales, Revenue, Employee Base and Key Personnel
Table 9 1: VR Buying Intention in Europe, 2016
Table 10 1: Augmented Reality (AR) Market Snapshot
Table 10 2: Mixed Reality (MR) Market Snapshot
10 3: Key Characteristics of AR, MR and VR Technology
Table 11 1: Recent Investments in Global VR Gaming Market, 2014-2017
Table 12 1: Challenges Faced by Software Developers in Global VR Gaming Market
Table 12 2: Challenges Faced by Hardware Manufacturers in Global VR Gaming Market
13 1: Table Showing Approximate Cost of VR/AR Development
13 2: Rationale behind In-House Vs Outsource of VR Gaming Software Development
Table 14 1: Marketing Strategy of Sony Playstation VR in Global VR Gaming Market in terms of 4Ps
Table 14 2: Marketing Mix of Oculus Rift in Global VR Gaming Market in terms of 4Ps
Table 14 3: Promotion Strategy of VR Game Publishers in Global VR Gaming Market
Table 16 1: Description of Financial Investors and Association
Table 16 2: VC investments in VR/AR Technology Firms, 2010-2017
Table 16 3: VR Investment Matrix by Acquirer, Acquired, Deal Value, Year, Deal Type, and Description of Business of Acquired Entity
Table 17 2: US VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17 3: Snapshot of Japan VR Gaming Market
Table 17 4: Japan VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17 5: Snapshot of South Korea VR Gaming Market
Table 17 6: South Korea VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17 7: Companies Operating in South Korea VR Gaming Market
Table 17 8: Snapshot of China VR Gaming Market
Table 17 9: China VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17 10: Companies Operating in China VR Gaming Market on the Basis of their Description
Table 17 11: Snapshot of Germany VR Gaming Market
Table 17 12: Germany VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17 13: Companies Operating in Germany VR Gaming Market on the Basis of their Description
Table 17 14: Snapshot of UK VR Gaming Market
Table 17 15: The UK VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17 16: Price for VR Headsets of Different Brands in UK
Table 17 17: Major Companies Operating in UK VR Gaming Market
Table 17 18: Snapshot of Netherlands VR Gaming Market
Table 17 19: The Netherlands VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17 22: Companies Operating in Netherlands VR Gaming Market on the Basis of their Description
Table 18 1: Rationale and Description for Global VR Gaming Market Future Outlook and Projections on the Basis of Revenue in USD Million, 2018-2022
Table 18 2: Upcoming Headsets in Future with their Price
Table 18 3: Virtual Reality Headsets Worldwide Shipments in Millions, 2017 and 2021
Table 18 6: Global VR Market Future Segmentation by Distribution Channel (Online Stores and Traditional Stores) on the basis of Revenues in USD Billion, 2022
Table 18 7: Global VR Market Segmentation by Regions (EMEA, America and APAC) on the basis of Revenues in USD Billion, 2022
Table 19 1: Analyst Recommendation for Global VR Gaming Market
Table 20 1: Rationale and Description for Global Gaming Industry, 2015-2022E
Table 20 2: Rationale and Description for Number of Active Video Gamers Worldwide, 2015-2022E
Table 20 3: Rationale and Description for Number of Active Virtual Reality Users Worldwide, 2015-2022E
Table 20 4: Rationale and Description for Virtual Reality (VR) Headset Sales, 2015-2022E
Companies Mentioned
A selection of companies mentioned in this report includes:
- HTC
- Leap Motion
- Nvidia
- Oculus and Electronics Art Inc.
- Razer Inc.
- Samsung
- Sony
- TCL
- Ubisoft
- Valve Software