DUBLIN, May 11, 2017 /PRNewswire/ --
Research and Markets has announced the addition of the "Global Gaming Laptop Market 2017-2021" report to their offering.
The global gaming laptop market to grow at a CAGR of 21.49% during the period 2017-2021.
The report, Global Gaming Laptop Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the Key vendors operating in this market.
One trend in market is increasing penetration of VR headsets. The gaming market is one of the first markets where advanced technologies are incorporated. One such trend in the gaming market is the increasing adoption of VR headsets. VR provides a simulated environment through the combination of VR hardware and software due to which it provides the closest real-life experience among all other devices.
According to the report, one driver in market is growing popularity of e-sports. Through e-sports, people can enjoy gaming by participating in competitions globally. The viewership of e-sports is increasing with their growing popularity. This is because e-sports create an environment where viewers can have an experience like playing games in real life. This type of sports, on a large scale, is one of the most popular sports entertainment events in the world. The popularity of e-sports is increasing and will continue to grow during the forecast period as well. Gamers participating in e-sports are already getting huge prize money. The highest paid gamer at the fifth edition of The Internationals, which was an electronic sports Dota 2 championship tournament of 2015, was paid nearly equal amounts to the squad member of the third-placed team at FIFA World Cup 2014.
- ORIGIN PC
Other prominent vendors
- Gigabyte Technology
- Razer USA
- XOTIC PC
Key Topics Covered:
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
PART 05: Market landscape
PART 06: Market segmentation by end-user
PART 07: Market segmentation by price
PART 08: Buying criteria
PART 09: Geographical segmentation
PART 10: Key leading countries
PART 11: Decision framework
PART 12: Drivers and challenges
PART 13: Market trends
PART 14: Vendor landscape
PART 15: Appendix
For more information about this report visit http://www.researchandmarkets.com/research/8qx8dm/global_gaming
Laura Wood, Senior Manager
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SOURCE Research and Markets