The report forecasts the global VR glove market to grow at a CAGR of 82.2% during the period 2016-2020.
Following 3D, 4D, and 5D, advances in technology in the global VR content market have led to the introduction of 360-degree videos. VR is the new rage in the entertainment sphere and is making its way to various digital arenas. As of 2016, the concept of VR is emerging as one of the mainstream platforms that is leading to the technological transformation of the digital world. As of 2016, tech giants such as Facebook, Sony, and HTC have launched their flagship VR devices such as Oculus Rift, Morpheus, and Vive, respectively. With these companies launching their products, the market is set to see the launch of more new VR devices during the forecast period.
According to the report, the gaming market is amongst the fastest growing markets in terms of technology adoption. Moreover, gaming being the highest adopter of VR content is supporting the growth of the market. As of 2015, VR gaming accounted for 5% of the global gaming market, and the contribution will increase to 12% by 2020. The share of VR content in the gaming segment is mainly influenced by the emergence and increased adoption of VR headsets and consoles. One of the major trends likely to foster the growth of VR consoles during the forecast period will be the ability to touch virtual objects through VR gloves.
This provides an enhanced simulated environment through VR hardware and software. The gloves provide the closest real-life experience. VR uses synchronized sound, sight, and touch with data suites. This has increased the number of gamers who prefer VR over traditional gaming devices. The increasing disposable income and enhanced adaptability with devices are making VR headsets and consoles more and more affordable for consumers.
- Manus VR
Key Topics Covered:
Part 01: Executive summary
Part 02: Scope of the report
Part 03: Market research methodology
Part 04: Introduction
Part 05: Market landscape
Part 06: End-user industry
Part 07: Market segmentation by technology adopter
Part 08: Geographical segmentation
Part 09: Key leading countries
Part 10: Buying criterion
Part 11: Market drivers
Part 12: Impact of drivers
Part 13: Market challenges
Part 14: Impact of drivers and challenges
Part 15: Market trends
Part 16: Vendor landscape
Part 17: Appendix
For more information about this report visit http://www.researchandmarkets.com/research/n9bvnt/global_virtual
Research and Markets
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SOURCE Research and Markets