ゲーム用VR (仮想現実) の世界市場：市場のシナリオ・規模・展望・動向・予測
Virtual Reality In Gaming Market (By Component: Software, And Hardware; By Type of Gaming Console: Xbox, Personal Computer, Mac, PlayStation, And Nintendo Wii; By Geography) Global Scenario, Market Size, Outlook, Trend and Forecast, 2015 - 2024
|発行||Variant Market Research LLP||商品コード||573616|
|出版日||ページ情報||英文 114 Pages
|ゲーム用VR (仮想現実) の世界市場：市場のシナリオ・規模・展望・動向・予測 Virtual Reality In Gaming Market (By Component: Software, And Hardware; By Type of Gaming Console: Xbox, Personal Computer, Mac, PlayStation, And Nintendo Wii; By Geography) Global Scenario, Market Size, Outlook, Trend and Forecast, 2015 - 2024|
|出版日: 2017年10月08日||ページ情報: 英文 114 Pages||
当レポートでは、世界のゲーム用仮想現実 (VR) の市場について分析し、現在の市場構造・製品概要や最新情勢、主な市場促進・抑制要因とその影響力、コンポーネント別・ゲーム機別・地域別の市場動向見通し (過去2年間・今後8年間分)、主要企業のプロファイル (業績、主要製品・サービス、事業戦略ほか) などを調査しております。
Global Virtual Reality In Gaming Market is estimated to reach $43.4 Billion by 2024; growing at a CAGR of 29.5% from 2016 to 2024. Virtual Reality (VR) technology is a computer technology and a computer-generated simulation of a 3-dimensional image or environment that enable gamers to indulge in a fantasy setting where the gamer's corporal presence is replicated to be a chunk of the three-dimensional environment. With VR equipment, devices and accessories, the user or the gamer can view, move around, and even can interact with the objects or things within the game. Several start-ups and new entries in technology are developing models for using the VR technology in video games, which is anticipated to affect the growth positively over the years to come.
The major aspects driving the global virtual reality in gaming market are rising disposable income of buyers in the developing nations, budding demand for latest technologies in electronic games, and growing competition for developing virtual reality technology in computerized games. Lack of consciousness about the concept of virtual reality technology in games, high initial investment, compatibility subjects of virtual reality devices or systems with consoles, 3-D effect discomfort and the danger of other physical and psychological sicknesses may pose a challenge to the otherwise growing business for virtual reality technology in video games.
The global virtual reality in gaming market has been categorized as component, type of gaming console, and geography. Component segment is further bifurcated into hardware and software. Similarly type of console segment is again divided as Xbox, Personal Computer, Mac, PlayStation, And Nintendo Wii. By geography, the global virtual reality in gaming market is segmented into North America, Europe, Asia-Pacific, and Rest of the world (RoW). The U.S., Canada, and Mexico are covered under North America wherein Europe covers UK, Germany, France, Italy, and others. Asia-Pacific covers China, India, Japan, South Korea, and others. Rest of the World covers South America, Middle East, and Africa.
Key players in the global virtual reality in gaming market are Sony Corporation, Google Inc., Oculus VR, LLC, Microsoft Corporation, Samsung Electronics Co., Ltd., HTC Corporation, EON Reality Inc., Vuzix Corporation, CyberGlove Systems Inc., and Sixense Entertainment, Inc., among others.