遊戲市場中的虛擬現實,按類型(軟體和硬體),按主機類型,按地區—規模、份額、展望,機會分析,2022-2030年
市場調查報告書
商品編碼
1213937

遊戲市場中的虛擬現實,按類型(軟體和硬體),按主機類型,按地區—規模、份額、展望,機會分析,2022-2030年

Virtual Reality in Gaming Market, By Type (Software and Hardware), By Console type (MAC, X-BOX, Play Station, PC, and Nintendo Wii), and By Region (North America, Europe, APAC, RoW) - Size, Share, Outlook, and Opportunity Analysis, 2022 - 2030

出版日期: | 出版商: Coherent Market Insights | 英文 150 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

虛擬現實是為了體驗真實環境而使用軟件和硬件創建的模擬環境。 虛擬現實可以通過聲音和視覺來體驗。 VR技術被用於娛樂和遊戲等各種應用。 遊戲中的虛擬現實是指在遊戲中使用聲音和圖形技術,讓用戶戴著手套、頭戴式顯示器 (HMD)、眼鏡等進行體驗。

2021 年全球遊戲虛擬現實市場價值為 94.931 億美元。

市場動態

由於遊戲設備為遊戲玩家提供身臨其境的遊戲體驗,遊戲行業對 VR 技術的需求正在迅速增長。 近年來,市場上的主要參與者都專注於開發先進的硬件以實現更高的圖形質量。 對這些設備的需求正在迅速增長。 例如,2020 年 4 月,日本科技公司索尼公司宣佈了其最新的支持 VR 的遊戲委員會,稱為 "SONY PlayStation 5" ,該公司推出了新一代遊戲機,以支持圖形密集型遊戲。專注於硬件。 此外,該設備還支持通過高速互聯網流式傳輸 VR 遊戲。

VR 流式傳輸提供出色的遊戲體驗,但這些設備的初始成本很高。 例如,之前提到的 PlayStation 5 在美國的售價為 500-600 美元。 除了遊戲機之外,還有提供 VR 內容所必需的連接設備,例如 HMD 和音響系統。 因此,有了所有這些設備,體驗 VR 的最終成本就會顯著上升。 在預測期內,此類設備的高初始成本可能會阻礙全球遊戲虛擬現實市場的增長。

本研究的主要特點

  • 本報告對全球遊戲虛擬現實市場進行了深入分析,提供了以 2021 年為基準年的預測期 (2022-2030) 的市場規模和復合年增長率 (CAGR%)。
  • 它揭示了不同細分市場的潛在收入機會,並為該市場概述了一個有吸引力的投資建議矩陣。
  • 它還提供關鍵見解,例如市場促進因素、抑制因素、機會、新產品發佈或批准、區域前景以及主要參與者採用的競爭戰略。
  • 根據監管狀況、公司概況、業績、產品組合、區域影響力、分銷戰略、主要發展和戰略以及未來計劃等參數,介紹全球虛擬現實遊戲市場的主要參與者。
  • 全球遊戲虛擬現實市場的主要公司包括 Electronic Arts Inc.、Kaneva LLC、Nintendo Co.Ltd、Avatar Reality Inc.、Sony Corporation、Oculus VR、Activision Publishing Inc.、Stock Company Sega。
  • 市場參與者正在關注新產品創新和發佈方面的戰略協作,以滿足日益增長的消費者需求和要求。
  • 這份報告中的見解將使營銷人員和公司的高管能夠就未來的產品發佈、技術升級、市場擴張和營銷策略做出明智的決策。
  • 全球遊戲虛擬現實市場報告面向該行業的各種利益相關者,包括投資者、供應商、分銷商、新進入者和金融分析師。
  • 利益相關者可以通過用於分析全球遊戲虛擬現實市場的各種戰略矩陣來促進決策制定。

目次

第 1 章目的和先決條件

  • 調查目的
  • 先決條件
  • 縮寫說明

第 2 章市場展望

  • 報告內容
    • 市場定義和範圍
  • 執行摘要
    • 市場細分:按類型
    • 市場細分:按控制台類型
    • 按地區劃分的市場細分
  • 連貫機會圖 (COM)

第 3 章市場動態、規律及趨勢分析

  • 市場動態
    • 促進因素
    • 抑制因素
    • 市場機會
  • 監管場景
  • 行業趨勢
  • 併購
  • 新系統啟動/批准
  • COVID-19 大流行的影響

第 4 章全球遊戲虛擬現實市場,2017-2030 年

  • 軟體
  • 硬體

第 5 章遊戲虛擬現實全球市場(按控制台類型),2017-2030

  • MAC
  • X-BOX
  • PlayStation
  • PC
  • 任天堂 Wii

第 6 章全球遊戲虛擬現實市場:地區,2017-2030

  • 北美
  • 美國
  • 加拿大
  • 歐洲
  • 英國
  • 德國
  • 法國
  • 意大利
  • 俄羅斯
  • 其他歐洲地區
  • 亞太地區
  • 中國
  • 印度
  • 日本
  • 東盟
  • 澳大利亞
  • 韓國
  • 其他亞太地區
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 墨西哥
  • 其他拉丁美洲地區
  • 中東和非洲
  • 南非
  • 海灣合作委員會國家
  • 其他中東和非洲地區

第 7 章競爭格局

  • 公司簡介
    • Electronic Arts Inc.
  • 最近的發展和更新
    • Kaneva LLC
    • Nintendo Co. Ltd
    • Avatar Reality Inc.
    • Sony Corporation
    • Oculus VR
    • Activision Publishing Inc.
    • Sega Corporation.

第 8 章

  • 參考文獻
  • 調查方法
簡介目錄
Product Code: CMI4197

Virtual reality refers to a simulated environment created by using software and hardware, in order to provide real environment experience to users. Virtual reality is experienced through sound and sight. VR technology has been used in many applications including entertainment and gaming. Virtual reality in gaming is referred to the use of sound and graphics technology in games where the user wears gloves, head-mounted display (HMD), and glasses as a part of their experience.

The global Virtual Reality in Gaming market was valued for US$ 9493.1 Mn in 2021.

Market Dynamics

The demand of VR technology in the gaming industry is rapidly growing owing to the immersive gaming experience offered by the gaming devices to the gamers. In the recent past, key market players in the market are focusing on the developing advanced hardware which can produce higher graphic quality results. The demand for these devices is rapidly growing. For instance, In April 2020, Sony Corporation, a Japan based technology company announced its latest VR supported gaming council known as Sony PlayStation 5, where company focused on new generation hardware to support graphics intensive gaming. Further, this device also supports VR game streaming using high speed internet.

Although VR streaming offers superior gaming experience, initial cost of these devices is high. For instance, PlayStation 5 (which is mentioned in earlier example) costs around US$ 500 - 600. Apart from gaming console other connected devices such as HMD, sound system also needs be equipped to provide VR content. Thus, combining all these devices the end cost to experience VR drastically increases. Such high initial cost of the devices may hamper the growth of the global virtual reality in gaming market during the forecast period.

Key features of the study:

  • This report provides an in-depth analysis of the global virtual reality in the gaming market and provides market size (US$ million) and compound annual growth rate (CAGR %) for the forecast period (2022-2030), considering 2021 as the base year
  • It elucidates potential revenue opportunities across different segments and explains an attractive investment proposition matrix for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, regional outlook, and competitive strategy adopted by leading players
  • It profiles leading players in the global virtual reality in gaming market based on the following parameters - regulatory landscape, company overview, financial performance, product portfolio, geographical presence, distribution strategies, key developments and strategies, and future plans
  • Key companies covered in the global virtual reality in gaming market are Electronic Arts Inc., Kaneva LLC, Nintendo Co. Ltd, Avatar Reality Inc., Sony Corporation, Oculus VR, Activision Publishing Inc., and Sega Corporation.
  • The market players are focusing on strategic collaborations to innovate and launch new products to meet the increasing needs and requirements of consumers.
  • Insights from this report would allow marketers and management authorities of companies to make informed decision regarding future product launches, technology upgradation, market expansion, and marketing tactics
  • The global virtual reality in gaming market report caters to various stakeholders in this industry including investors, suppliers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through the various strategy matrices used in analyzing the global virtual reality in gaming market.

Detailed Segmentation

  • Global Virtual Reality in Gaming Market, By Type:
    • Software
    • Hardware
  • Global Virtual Reality in Gaming Market, By End-Use Industry:
    • MAC
    • X-BOX
    • Play Station
    • PC
    • Nintendo Wii
  • Global Virtual Reality in Gaming Market, By Region:
    • North America
    • Europe
    • Asia Pacific
    • Latin America
    • Middle East and Africa
  • Company Profiles
    • Electronic Arts Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments
    • Kaneva LLC.
    • Nintendo Co. Ltd.
    • Avatar Reality Inc.
    • Sony Corporation
    • Oculus VR
    • Activision Publishing Inc.
    • Sega Corporation.

"*" marked represents similar segmentation in other categories in the respective section

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Type
    • Market Snippet, By Console Type
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Industry Trend
  • Merger and Acquisitions
  • New system Launch/Approvals
  • Impact of COVID-19 Pandemic

4. Global Virtual Reality in Gaming Market, By Type, 2017-2030 (US$ Million)

  • Introduction
    • Market Share Analysis, 2022 and 2030 (%)
    • Segment Trends
  • Software
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)
  • Hardware
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)

5. Global Virtual Reality in Gaming Market, By Console Type, 2017 - 2030 (US$ Million)

  • Introduction
    • Market Share Analysis, 2022 and 2030 (%)
    • Segment Trends
  • MAC
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)
  • X-BOX
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)
  • Play Station
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)
  • PC
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)
  • Nintendo Wii
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)

6. Global Virtual Reality in Gaming Market, By Region, 2017-2030 (US$ Million)

  • Introduction
    • Market Share Analysis, By Region, 2022 and 2030 (%)
  • North America
    • Regional Trends
    • Market Size and Forecast, By Type, 2017 - 2030 (US$ Million)
    • Market Size and Forecast, By Console Type, 2017-2030 (US$ Million)
    • Market Share Analysis, By Country, 2022 and 2030 (%)
  • U.S.
  • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Type, 2017 - 2030 (US$ Million)
    • Market Size and Forecast, By Console Type, 2017-2030 (US$ Million)
    • Market Share Analysis, By Country, 2022 and 2030 (%)
  • U.K.
  • Germany
  • France
  • Italy
  • Russia
  • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By Type, 2017 - 2030 (US$ Million)
    • Market Size and Forecast, By Console Type, 2017-2030 (US$ Million)
    • Market Share Analysis, By Country, 2022 and 2030 (%)
  • China
  • India
  • Japan
  • ASEAN
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By Type, 2017 - 2030 (US$ Million)
    • Market Size and Forecast, By Console Type, 2017-2030 (US$ Million)
    • Market Share Analysis, By Country, 2022 and 2030 (%)
  • Brazil
  • Argentina
  • Mexico
  • Rest of Latin America
  • Middle East and Africa
    • Regional Trends
    • Market Size and Forecast, By Type, 2017 - 2030 (US$ Million)
    • Market Size and Forecast, By Console Type, 2017-2030 (US$ Million)
    • Market Share Analysis, By Country, 2022 and 2030 (%)
  • South Africa
  • GCC Countries
  • Rest of the Middle East and Africa

7. Competitive Landscape

  • Company Profiles
    • Electronic Arts Inc.
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/ Updates
    • Kaneva LLC
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Nintendo Co. Ltd
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Avatar Reality Inc.
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Sony Corporation
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Oculus VR
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Activision Publishing Inc.
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Sega Corporation.
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
  • Analyst Views

8. Section

  • References
  • Research Methodology
  • About us and Sales Contact