市場調查報告書

遊戲產業的VR的市場規模:類型(軟體,硬體設備),主機類型(MAC,X-BOX,Play Station,PC,Nintendo Wii),各地區 - 佔有率,預測,及機會分析(2020年∼2027年)

Virtual Reality in Gaming Market, By Type (Software, Hardware), By Console type (MAC, X-BOX, Play Station, PC, Nintendo Wii), and By Region (North America, Europe, Asia Pacific, Row) - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027

出版商 Coherent Market Insights 商品編碼 968737
出版日期 內容資訊 英文 150 Pages
商品交期: 2-3個工作天內
價格
遊戲產業的VR的市場規模:類型(軟體,硬體設備),主機類型(MAC,X-BOX,Play Station,PC,Nintendo Wii),各地區 - 佔有率,預測,及機會分析(2020年∼2027年) Virtual Reality in Gaming Market, By Type (Software, Hardware), By Console type (MAC, X-BOX, Play Station, PC, Nintendo Wii), and By Region (North America, Europe, Asia Pacific, Row) - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027
出版日期: 2020年09月23日內容資訊: 英文 150 Pages
簡介

遊戲產業的VR科技的需求,由於遊戲設備提供遊戲玩家身臨其境型遊戲體驗,而急速提高。最近,主要市場參與企業,以能產生更高畫質的硬體設備的開發為焦點,使這些設備的需求急速成長。

但,高初期成本,有妨礙在預測期間內該市場成長的可能性。

本報告提供全球遊戲產業的VR市場的相關調查,提供市場趨勢和機會,成長及阻礙因素,COVID-19大流行的影響,各類型、主機類型、地區的市場分析,競爭情形,主要企業的簡介等資訊。

目錄

第1章 調查目的、前提條件

第2章 市場展望

  • 報告概要
    • 市場定義和範圍
  • 摘要整理
    • 市場明細:各類型
    • 市場明細:各主機類型
    • 市場明細:各地區
  • Coherent Opportunity Map (COM)

第3章 市場動態,法規,及趨勢分析

  • 市場動態
    • 成長要素
    • 阻礙因素
    • 市場機會
  • 法規方案
  • 產業趨勢
  • 合併和收購
  • 新系統的推出/核准

第4章 COVID-19大流行的影響

  • 短期及長期的影響:各地區
    • 北美
    • 歐洲
    • 亞太地區
    • 其他地區

第5章 市場分析:各類型(2017-2027)

  • 簡介
  • 軟體
  • 硬體設備

第6章 市場分析:各主機類型(2017-2027)

  • 簡介
  • MAC
  • X-BOX
  • Play Station
  • PC
  • Nintendo Wii

第7章 市場分析:各地區(2017-2027)

  • 簡介
  • 北美
  • 歐洲
  • 亞太地區
  • 其他地區

第8章 競爭情形

  • 企業簡介
    • Maxwell Technologies Inc.
    • NEC Tokin
    • Nesscap CO. LTD.
    • LS Mtron
    • Panasonic Corporation
    • Tesla, Inc.
    • KEMET Corporation
    • CAP-XX
    • Ioxus, Inc.
    • Supreme Power Solutions Co., Ltd.
    • YUNASKO.

第9章 Section

目錄

Title:
Virtual Reality in Gaming Market, By Type (Software, Hardware), By Console type (MAC, X-BOX, Play Station, PC, Nintendo Wii), and By Region (North America, Europe, Asia Pacific, Row) - Size, Share, Outlook, and Opportunity Analysis, 2020 - 2027.

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.

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.

Market Taxonomy

This report segments the global virtual reality in gaming market on the basis of type, console type, and region. On the basis of technology, the global virtual reality in gaming market is segmented into software and hardware. On the basis of console type, the global virtual reality in gaming market is segmented into MAC, X-BOX, play station, PC, and Nintendo Wii. On the basis of region, the global virtual reality in gaming market is segmented into North America, Europe, Asia Pacific, and RoW.

Key features of the study:

  • This report provides an in-depth analysis of the global virtual reality in gaming market and provides market size (US$ million) and compound annual growth rate (CAGR %) for the forecast period (2020-2027), considering 2019 as the base year.
  • It elucidates potential revenue opportunities across different segments and explains 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 Console type:
    • MAC
    • X-BOX
    • Play Station
    • PC
    • Nintendo Wii
  • Global Virtual Reality in Gaming Market, By Region:
    • North America
    • Europe
    • Asia Pacific
    • Row
  • Company Profiles
    • Electronic Arts Inc.*
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments
      • Future Plans
    • Kaneva LLC
    • Nintendo Co. Ltd
    • Avatar Reality Inc.
    • Sony Corporation
    • Oculus VR
    • Activision Publishing Inc.
    • Sega Corporation
  • Browse all the market data tables and figures on "Global Virtual Reality in Gaming Market- Forecast to 2027"

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/Approval

4. Impact of COVID-19 Pandemic on Virtual Reality in Gaming Market

  • Short Term and Long Term Impact, By Region
    • North America
    • Europe
    • Asia Pacific
    • RoW

5. Global Virtual Reality in Gaming Market, By Type, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2019 and 2027 (%)
    • Segment Trends
  • Software
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Hardware
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

6. Global Virtual Reality in Gaming Market, By Console Type, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, 2019 and 2027 (%)
    • Segment Trends
  • MAC
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • X-BOX
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Play Station
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • PC
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)
  • Nintendo Wii
    • Introduction
    • Market Size and Forecast, 2020-2027, (US$ Million)

7. Global Virtual Reality in Gaming Market, By Region, 2017-2027 (US$ Million)

  • Introduction
    • Market Share Analysis, By Region, 2019 and 2027 (%)
  • North America
    • Regional Trends
    • Market Size and Forecast, By Type, 2020-2027 (US$ Million)
    • Market Size and Forecast, By Console Type, 2020-2027 (US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • U.S.
    • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Type, 2020-2027 (US$ Million)
    • Market Size and Forecast, By Console Type, 2020-2027 (US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • U.K.
    • Germany
    • Italy
    • France
    • Russia
    • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Regional Trends
    • Market Size and Forecast, By Type, 2020-2027 (US$ Million)
    • Market Size and Forecast, By Console Type, 2020-2027 (US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • India
    • Japan
    • ASEAN
    • Australia
    • South Korea
    • Rest of Asia Pacific
  • RoW
    • Regional Trends
    • Market Size and Forecast, By Type, 2020-2027 (US$ Million)
    • Market Size and Forecast, By Console Type, 2020-2027 (US$ Million)
    • Market Share Analysis, By Country, 2019 and 2027 (%)
    • Brazil
    • Argentina
    • Mexico
    • GCC Countries
    • South Africa
    • Rest of the World

8. Competitive Landscape

  • Company Profiles
    • Maxwell Technologies Inc.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • NEC Tokin
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Nesscap CO. LTD.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • LS Mtron
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Panasonic Corporation
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Tesla, Inc.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • KEMET Corporation
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • CAP-XX
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Ioxus, Inc.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • Supreme Power Solutions Co., Ltd.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates
    • YUNASKO.
    • Company Overview
    • Product Portfolio
    • Financial Performance
    • Key Strategies
    • Recent Developments/Updates

9. Section

  • References
  • Research Methodology
  • About Us and Sales Contact