DUBLIN, July 29, 2015 /PRNewswire/ --
Research and Markets(http://www.researchandmarkets.com/research/29pj38/virtual_reality) has announced the addition of the "Virtual Reality (VR) in Global Gaming Market 2015-2019" report to their offering.
The virtual reality in the global gaming market to grow at a CAGR of 25.97% over the period 2014-2019.
The emergence of many virtual reality gaming hardware manufacturers is creating growth opportunities in the market. Players such as Oculus, Sony, and Samsung through their innovative gaming hardware has given hope for the market vendors that virtual reality could be a reality in the future, and there could be wide adoption of virtual reality in the global gaming market.
This report covers the present scenario and the growth prospects of virtual reality in the global gaming market for the period 2015-2019. The report provides a detailed segmentation of the market based on the following: product, component, end-user, and geography.
Mobile-integrated VR headsets will change the dynamics of the market. Leading companies such as Samsung and HTC have already entered the market with VR headsets such as Samsung Gear VR and HTC-Vive. This will offer benefits such as portability, untethered aspect, ease of use, and it also can be used as a stand-alone device. The rapid growth of the smartphone market, where close to 2 billion smartphones are expected to be shipped by 2019-2020. Increased adoption of smartphones and tablets to extend an immersive experience in VR gaming is expected during the forecast period.
According to the report, mobile-integrated VR headsets are another development in the field of VR. Major players in the smartphone segment such as Samsung and HTC have introduced VR headsets which can be integrated with smartphones to provide an enhanced viewing and gaming experience. These developments will have a positive impact on the consumer segment, triggering VR technology's acceptance in the market.
Further, the report states that as the market grows and AR technology becomes more accessible and affordable, the impact of this challenge is expected to decrease.
- Beijing ANTVR Technology
- Carl Zeiss
- Gameface Labs
- Immersion Vrelia
- Oculus VR (Subsidiary of Facebook)
Key Topics Covered:
- Executive Summary
- List of Abbreviations
- Scope of the Report
- Market Research Methodology
- VR Innovation in Gaming
- Market Landscape
- Pessimistic Scenario
- Optimistic Scenario
- Drivers and their impact
- Challenges and their impact
- Trends and their impact
- Key Vendor Analysis
For more information visit http://www.researchandmarkets.com/research/29pj38/virtual_reality
Media Contact: Laura Wood , +353-1-481-1716, firstname.lastname@example.org
SOURCE Research and Markets