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Global Virtual Reality in Gaming Market 2018 Industry Research Report

This report focuses on the global Virtual Reality in Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Virtual Reality in Gaming development in United States, Europe and China. Virtual reality technology can enable gamers to indulge in an imaginary setting where the gamer's physical presence is simulated to be a part of the three-dimensional environment. With VR equipment and accessories, the user can view, move around, and even interact with the objects within the game. Gaming consoles are expected to emerge as the most favored devices for playing games equipped with VR technology on account of the presence of efficient processors as compared to desktops and smartphones which may not match the immersive simulation experience provided by a console dedicated to playing games. In 2017, the global Virtual Reality in Gaming market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025. The key players covered in this study SONY Microsoft Nintendo Linden Labs Electronic Arts Facebook Samsung Electronics Google HTC Virtuix Omni Leap Motion Telsa Studios Qualcomm Incorporated Lucid VR Market segment by Type, the product can be split into Gaming Software Gaming Hardware Market segment by Application, split into Private Commerce Market segment by Regions/Countries, this report covers United States Europe China Japan Southeast Asia India Central & South America The study objectives of this report are: To analyze global Virtual Reality in Gaming status, future forecast, growth opportunity, key market and key players. To present the Virtual Reality in Gaming development in United States, Europe and China. To strategically profile the key players and comprehensively analyze their development plan and strategies. To define, describe and forecast the market by product type, market and key regions. In this study, the years considered to estimate the market size of Virtual Reality in Gaming are as follows: History Year: 2013-2017 Base Year: 2017 Estimated Year: 2018 Forecast Year 2018 to 2025 For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Table of Contents 1 Report Overview 1.1 Study Scope 1.2 Key Market Segments 1.3 Players Covered 1.4 Market Analysis by Type 1.4.1 Global Virtual Reality in Gaming Market Size Growth Rate by Type (2013-2025) 1.4.2 Gaming Software 1.4.3 Gaming Hardware 1.5 Market by Application 1.5.1 Global Virtual Reality in Gaming Market Share by Appl
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About this Report
Report ID 291666
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Published on 14-Aug
Number of Pages 98
Publisher Name QY Research
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