Virtual reality is an artificial environment created with the help of software and virtual reality devices. User experiences it as a real environment due to graphics and interactive features offered by virtual reality gaming devices. The simplest form of virtual reality is a 3D image that is explored interactively on a personal computer. Virtual reality in gaming refers to the use of sound and graphics technology in games where the users wear head mounted displays (HMDs), gloves or glasses as part of their experience. It offers simulation of real time environment for education and training purpose through a story or a game. In virtual reality gaming, products such as gloves and head mounted displays, sensors are used that tracks the movement made by the user and the data is fed back to the system which analyses the data and transforms the actions into appropriate response on the screen.
 
The virtual reality in gaming market is driven by various factors such as rise in disposable income of the users and constant innovation in existing gaming technologies such as motion tracking, 3D effects and interactive graphics for attracting users. With rise in the disposable income, users are looking for new entertainment sources and virtual reality games to provide distinct way of entertainment. The global market was valued at USD 466.6 million in 2012 and is expected to grow at a CAGR of 39.2% during the forecast period 2013 to 2019. High cost and difficultly in maintenance of virtual reality gaming devices are some important factors inhibiting the market growth. In the coming years, affordable and low cost motion tracking sensors and gesture control devices are expected to be launched in the market. 
 
Geographically, North America was the largest market for virtual reality gaming and accounted for 37.0% share of the global market in terms of revenue in 2012. North America was the leading regional market due to availability of advanced gaming technology and popularity of virtual reality gaming products such as head mounted displays. Europe was the second largest market globally with 31.9% market share in 2012, in terms of revenue. Asia Pacific is expected to be the fastest emerging region in the global market due to the increase in number of online gamers. Most of the players in this market are competing with each other by developing advanced virtual reality devices and games with greater performance to gain a competitive advantage. 
 
The global virtual reality in gaming market is dominated by players such as Electronic Arts Inc., Take Two Interactive Inc., and Linden Lab Inc. The popular names in the Asia Pacific market include Sony Corporation, Nintendo Co. Ltd. and Sega Corporation. Product innovation is observed as a key strategy followed by industry leaders. For instance, a new head mounted display device introduced by Sony Corporation, named as Project Morpheus Virtual Reality headset offers efficient tracking accuracy and high resolution.
The research report on virtual reality in gaming market provides detailed industry analysis and helps in understanding the driving forces behind the popularity of virtual reality games in the global market. Virtual reality provides a simulated environment created with the help of hardware and software, which the user experiences as a real environment. Virtual reality in gaming refers to the use of sound and graphics technology in games where the user wears devices such as head mounted display (HMD), gloves or glasses as a part of their experience. 
 
The report includes segmentation of the global virtual reality in gaming market by component, console and geography. Further, it provides current and forecast market size by revenue (USD million) for the aforementioned categories. Cross sectional analysis for geography segments is a part of the scope. Factors influencing and inhibiting the growth of the market have been analyzed in the report. 
 
The market overview section of the report demonstrates the market dynamics and trends such as the drivers, restraints and opportunities that influence the current nature and future status of this field. Impact factors such as market attractiveness analysis and Porter’s five forces analysis have also been explained in the market overview section of the report, in order to give a thorough analysis of the overall competitive scenario in the global virtual reality in gaming market. 
 
The global virtual reality in gaming market is categorized on the basis of components and various console type from different manufacturers. Virtual reality in gaming includes two types of components, namely, hardware and software components. The market revenue and forecast for both the type of components has been provided for the period 2011 to 2019 in terms of USD million, along with the CAGR for the forecast period 2013 to 2019.
 
Different types of gaming console from manufacturers include Microsoft Xbox, Apple Mac, Sony Play station, personal computer and Nintendo Wii. A detailed market analysis and forecast for these segments has been provided in the study, in terms of market revenue (USD million) for the period 2011 to 2019. The market revenue has been forecast for the period 2013 to 2019, considering 2012 as the base year.
 
In geographical distribution, the global enterprise search market has been classified into four regions, namely, North America, Europe, Asia Pacific and Rest of the World (RoW). This section includes market revenue (2011-2019) and forecast (2013-2019) for component and gaming console from different manufacturers in each region. The study further offers recommendations and highlights of the market, which would be useful for the present and new market players to sustain and grow in the global virtual reality in gaming market.
 
The report concludes with the company profiles section which includes key information about the major players in the market. Some of the key players profiled in this report include Electronic Art Inc., Nintendo Co. Ltd., Sony Corporation, Linden Lab Inc., Activision Publishing Inc., Oculus VR, Avatar Reality Inc and Kaneva LLC among others. Recent developments by the companies and barriers of the market will help emerging players design their strategies in an effective manner. The study is expected to help key players of the enterprise search market in formulating and developing their strategies.
 
The global market for virtual reality in gaming has been segmented as follows-
 
Virtual Reality in Gaming Market, by Component
  • Software 
  • Hardware
Virtual Reality in Gaming Market, by Type of Gaming Console from Different Manufacturers
  • Microsoft Xbox
  • Apple Mac
  • Sony Play station
  • Personal computer
  • Nintendo Wii
Virtual Reality in Gaming Market, by Geography
  • North America
  • Europe
  • Asia-Pacific
  • Rest of the World

This study by TMR is all-encompassing framework of the dynamics of the market. It mainly comprises critical assessment of consumers' or customers' journeys, current and emerging avenues, and strategic framework to enable CXOs take effective decisions.

Our key underpinning is the 4-Quadrant Framework EIRS that offers detailed visualization of four elements:

  • Customer Experience Maps
  • Insights and Tools based on data-driven research
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  • Strategic Frameworks to boost the growth journey

The study strives to evaluate the current and future growth prospects, untapped avenues, factors shaping their revenue potential, and demand and consumption patterns in the global market by breaking it into region-wise assessment.

The following regional segments are covered comprehensively:

  • North America
  • Asia Pacific
  • Europe
  • Latin America
  • The Middle East and Africa

The EIRS quadrant framework in the report sums up our wide spectrum of data-driven research and advisory for CXOs to help them make better decisions for their businesses and stay as leaders.

Below is a snapshot of these quadrants.

1. Customer Experience Map

The study offers an in-depth assessment of various customers’ journeys pertinent to the market and its segments. It offers various customer impressions about the products and service use. The analysis takes a closer look at their pain points and fears across various customer touchpoints. The consultation and business intelligence solutions will help interested stakeholders, including CXOs, define customer experience maps tailored to their needs. This will help them aim at boosting customer engagement with their brands.

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The findings presented in this study by TMR are an indispensable guide for meeting all business priorities, including mission-critical ones. The results when implemented have shown tangible benefits to business stakeholders and industry entities to boost their performance. The results are tailored to fit the individual strategic framework. The study also illustrates some of the recent case studies on solving various problems by companies they faced in their consolidation journey.

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The study equips businesses and anyone interested in the market to frame broad strategic frameworks. This has become more important than ever, given the current uncertainty due to COVID-19. The study deliberates on consultations to overcome various such past disruptions and foresees new ones to boost the preparedness. The frameworks help businesses plan their strategic alignments for recovery from such disruptive trends. Further, analysts at TMR helps you break down the complex scenario and bring resiliency in uncertain times.

The report sheds light on various aspects and answers pertinent questions on the market. Some of the important ones are:

1. What can be the best investment choices for venturing into new product and service lines?

2. What value propositions should businesses aim at while making new research and development funding?

3. Which regulations will be most helpful for stakeholders to boost their supply chain network?

4. Which regions might see the demand maturing in certain segments in near future?

5. What are the some of the best cost optimization strategies with vendors that some well-entrenched players have gained success with?

6. Which are the key perspectives that the C-suite are leveraging to move businesses to new growth trajectory?

7. Which government regulations might challenge the status of key regional markets?

8. How will the emerging political and economic scenario affect opportunities in key growth areas?

9. What are some of the value-grab opportunities in various segments?

10. What will be the barrier to entry for new players in the market?

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Chapter 1 Preface
1.1 Research Description
1.2 Research Scope
1.3 Research Methodology
 
Chapter 2 Executive Summary
2.1 Global virtual reality in gaming market snapshot
 
Chapter 3 Market Overview
3.1 Market Definition
3.2 Market dynamics and impact analysis
      3.2.1 Drivers
               3.2.1.1 Constant innovation in technology is making the market more lucrative to the existing users
               3.2.1.2 Rise in disposable income appeals to find better source of information
      3.2.2 Restraint
               3.2.2.1 High Cost of virtual reality gaming devices
               3.2.2.2 Difficult to maintain and upgrade the devices
      3.2.3 Opportunities
               3.2.3.1 Development of comfortable and compact virtual reality gaming devices and technological innovations to enhance user experience
3.3 Value chain analysis
3.4 Porter’s five force analysis
      3.4.1 Bargaining power of suppliers
      3.4.2 Bargaining power of buyers
      3.4.3 Threat from new entrants
      3.4.4 Threat from substitutes
      3.4.5 Degree of competition
 
Chapter 4 Global Virtual Reality in Gaming Market, by Components
4.1 Introduction
4.2 Virtual reality in gaming software
4.3 Hardware
 
Chapter 5 Global virtual reality in gaming market, By Type of Gaming Console from Different Manufacturers 
5.1 Microsoft Xbox
5.2 Apple Mac
5.3 Sony PlayStation (PS3, PS4)
5.4 Personal computer
5.5 Nintendo Wii
 
Chapter 6 Global Virtual Reality in Gaming Market, by Geography
6.1 Introduction
6.2 North America
      6.2.1 North America virtual reality in gaming market, by component
      6.2.2 North America virtual reality in gaming market, by console
6.3 Europe
      6.3.1 Europe virtual reality in gaming market, by component
      6.3.2 Europe virtual reality in gaming market, by console
6.4 Asia Pacific
      6.4.1 Asia Pacific virtual reality in gaming market, by component
      6.4.2 Asia Pacific virtual reality in gaming market, by console
6.5 Rest of the World (RoW)
      6.5.1 Rest of World virtual reality in gaming market, by component
      6.5.2 Rest of World virtual reality in gaming market, by console
 
Chapter 7 Competitive Landscape
7.1 Market share by key players
7.2 Competitive strategies adopted by key players
 
Chapter 8 Company Profiles
8.1 Electronic Arts Inc.
      8.1.1 Company overview
      8.1.2 Financial overview
      8.1.3 Business strategy
      8.1.4 Recent developments
8.2 Nintendo Co. Ltd
      8.2.1 Company overview
      8.2.2 Financial overview
      8.2.3 Business strategy
      8.2.4 Recently developments
8.3 Linden Lab Inc.
      8.3.1 Company overview
      8.3.2 Financial Overview
      8.3.3 Business strategy
      8.3.4 Recent developments
8.4 Sony Corporation
      8.4.1 Company overview
      8.4.2 Financial overview
      8.4.3 Business strategy
      8.4.4 Recent developments
8.5 Activision Publishing Inc.
      8.5.1 Company overview
      8.5.2 Financial overview
      8.5.3 Business strategy
      8.5.4 Recent developments
8.6 Sega Corporation
      8.6.1 Company overview
      8.6.2 Financial overview
      8.6.3 Business strategy
      8.6.4 Recent developments
8.7 Oculus VR
      8.7.1 Company overview
      8.7.2 Financial overview
      8.7.3 Business strategy
      8.7.4 Recent developments
8.8 Avatar Reality Inc.
      8.8.1 Company overview
      8.8.2 Financial overview
      8.8.3 Business strategy
      8.8.4 Recent developments
8.9 Kaneva LLC
      8.9.1 Company overview
      8.9.2 Financial overview
      8.9.3 Business strategy
      8.9.4 Recent development
List of Tables
 
TABLE 1 Global virtual reality in gaming market snapshot
TABLE 2 Impact analysis of drivers
TABLE 3 Impact analysis of restraint
TABLE 4 North America virtual reality in gaming market, by component 2011-2019 (USD million)
TABLE 5 North America virtual reality in gaming market, by console 2011-2019 (USD million)
TABLE 6 Europe virtual reality in gaming market, by component 2011-2019 (USD million)
TABLE 7 Europe virtual reality in gaming market, by console 2011-2019 (USD million)
TABLE 8 Asia Pacific virtual reality in gaming market, by component 2011-2019 (USD million)
TABLE 9 Asia Pacific virtual reality in gaming market, by console 2011-2019 (USD million)
TABLE 10 Rest of World virtual reality in gaming market, by component 2011-2019 (USD million)
TABLE 11 Rest of World virtual reality in gaming market, by console 2011-2019 (USD million)
List of Figures
 
FIG. 1 Market segmentation: Virtual reality in gaming market
FIG. 2 Purchasing power parity trend, United States 2009-2012 (USD)
FIG. 3 Value chain analysis for Virtual Reality in Gaming
FIG. 4 Porters five forces analysis for virtual reality in gaming market
FIG. 5 Global virtual reality in gaming market, by component, 2012 and 2019 (revenue %)
FIG. 6 Software market size and forecast, 2011 – 2019 (USD million)
FIG. 7 Hardware market size and forecast, 2011 – 2019 (USD million)
FIG. 8 Global virtual reality in gaming market shares, by console type, 2012 and 2019 (%)
FIG. 9 The Xbox market size and forecast, 2011 – 2019 (USD million)
FIG. 10 The Mac market size and forecast, 2011 – 2019 (USD million)
FIG. 11 Play station  market size and forecast, 2011 – 2019 (USD million)
FIG. 12 Personal computer  market size and forecast, 2011 – 2019 (USD million)
FIG. 13 Nintendo  market size and forecast, 2011 – 2019 (USD million)
FIG. 14 Global virtual reality in gaming market shares, by geography, 2012 and 2019 (%)
FIG. 15 North America virtual reality in gaming market revenue, 2011 – 2019 (USD million)
FIG. 16 Europe virtual reality in gaming market revenue, 2011 – 2019 (USD million)
FIG. 17 Asia Pacific virtual reality in gaming market revenue, 2011 – 2019 (USD million)
FIG. 18 Rest of world virtual reality in gaming market revenue, 2011 – 2019 (USD million)
FIG. 19 Market share of major players, Virtual reality in gaming market, 2012 (%)
FIG. 20 Electronic arts Inc., annual revenue, 2010 – 2012 (USD million)
FIG. 21 Nintendo Co. Ltd, annual revenue, 2010 – 2012 (USD million)
FIG. 22 Linden Lab Inc., annual revenue, 2010 – 2011 (USD million)
FIG. 23 Sony Corporation, gaming  segment  annual revenue, 2010 – 2012 (USD million)
FIG. 24 Activision Inc, annual revenue, 2010 – 2012 (USD million)
FIG. 25 Sega corporation, annual revenue, 2010 – 2012 (USD million)

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Virtual Reality Gaming Market