Virtual Reality In Gaming Market (By Component: Software, And Hardware; By Type of Gaming Console: Xbox, Personal Computer, Mac, PlayStation, And Nintendo Wii; By Geography) Global Scenario, Market Size, Outlook, Trend and Forecast, 2015 - 2024
|出版商||Variant Market Research LLP||商品編碼||573616|
|出版日期||內容資訊||英文 114 Pages
|遊戲用VR (虛擬實境)的全球市場:市場情況、規模、展望、趨勢、預測 Virtual Reality In Gaming Market (By Component: Software, And Hardware; By Type of Gaming Console: Xbox, Personal Computer, Mac, PlayStation, And Nintendo Wii; By Geography) Global Scenario, Market Size, Outlook, Trend and Forecast, 2015 - 2024|
|出版日期: 2017年10月08日||內容資訊: 英文 114 Pages||
本報告提供全球遊戲用虛擬實境 (VR)的市場相關分析，目前市場結構、產品概要和最新形勢，主要的推動及市場的阻礙要素與其影響力，各零件、各遊戲主機、各地區的市場趨勢預測 (過去2年、今後8年份)，主要企業的簡介 (業績，主要產品與服務，事業策略等) 等調查。
Global Virtual Reality In Gaming Market is estimated to reach $43.4 Billion by 2024; growing at a CAGR of 29.5% from 2016 to 2024. Virtual Reality (VR) technology is a computer technology and a computer-generated simulation of a 3-dimensional image or environment that enable gamers to indulge in a fantasy setting where the gamer's corporal presence is replicated to be a chunk of the three-dimensional environment. With VR equipment, devices and accessories, the user or the gamer can view, move around, and even can interact with the objects or things within the game. Several start-ups and new entries in technology are developing models for using the VR technology in video games, which is anticipated to affect the growth positively over the years to come.
The major aspects driving the global virtual reality in gaming market are rising disposable income of buyers in the developing nations, budding demand for latest technologies in electronic games, and growing competition for developing virtual reality technology in computerized games. Lack of consciousness about the concept of virtual reality technology in games, high initial investment, compatibility subjects of virtual reality devices or systems with consoles, 3-D effect discomfort and the danger of other physical and psychological sicknesses may pose a challenge to the otherwise growing business for virtual reality technology in video games.
The global virtual reality in gaming market has been categorized as component, type of gaming console, and geography. Component segment is further bifurcated into hardware and software. Similarly type of console segment is again divided as Xbox, Personal Computer, Mac, PlayStation, And Nintendo Wii. By geography, the global virtual reality in gaming market is segmented into North America, Europe, Asia-Pacific, and Rest of the world (RoW). The U.S., Canada, and Mexico are covered under North America wherein Europe covers UK, Germany, France, Italy, and others. Asia-Pacific covers China, India, Japan, South Korea, and others. Rest of the World covers South America, Middle East, and Africa.
Key players in the global virtual reality in gaming market are Sony Corporation, Google Inc., Oculus VR, LLC, Microsoft Corporation, Samsung Electronics Co., Ltd., HTC Corporation, EON Reality Inc., Vuzix Corporation, CyberGlove Systems Inc., and Sixense Entertainment, Inc., among others.