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Global Virtual Reality In Gaming Market Is Driven By Increasing Disposable Income Of Buyers In The Developing Nations

Global Virtual Reality in Gaming Market Report, published by Variant Market Research, forecast that global market is expected to reach $43.3 billion
Kavya Borgaonkar | 13.04.2018
Global Virtual Reality in Gaming Market Report, published by Variant Market Research, forecast that the global market is expected to reach $43.3 billion by 2024 from $5.5 billion in 2016; growing at a CAGR of 29.5% from 2016 to 2024.
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Major factors supporting growth of theglobal virtual reality in gamingmarket are growing competition for developing virtual reality technology in computerized games, increasing disposable income of buyers in the developing nations, and budding demand for latest technologies in electronic games. Although, high initial investment, lack of awareness about VR technology in games, and compatibility issues of VR with consoles are some major glitches to deal with respect to market growth. Furthermore, advancement in booming VR technology, introduction of depth-sensing camera for VR headsets is highly expected to create numerous growth opportunities for the market in the future.
Component, type of gaming console, and geography are the major segments of global virtual reality in gaming market. The component segment comprises hardware and software. Type of gaming console segment includes Xbox, PlayStation, Mac, personal computers, and Nintendo Wii. Software accounted for the largest market share in 2016, and is expected to continue its dominance during the forecast period 2016-2024, owing to the growing acceptance of VR software platforms and applications around the globe. The augmented use of mobile VR would help to drive or facilitate the growth of the VR market for software components.
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Based on geography, the global virtual reality in gaming market has been segmented into North America, Europe, Asia-Pacific and Rest of the World (RoW).Asia-Pacific is expected to attain the fastest CAGR of 31.1% during the forecast period 2016-2024, driven by the expanding technological advancements in the countries such as India and China among others. North America held the largest market share of 36.8% in 2016, due to the widespread R&D and presence of various VR companies in the region.
The major key players operating in the market are Google Inc., Sony Corporation, VuzixCorporation,Oculus VR, LLC, Microsoft Corporation, HTC Corporation, Samsung Electronics Co., Ltd., EON Reality Inc., CyberGlove Systems Inc., and Sixense Entertainment, Inc., among others.
To browse the complete report, visit at https://www.variantmarketresearch.com/report-categories/semiconductor-electronics/virtual-reality-in-gaming-market
Scope of Virtual Reality In Gaming Market
Component Segments
• Hardware
• Software
Type of Gaming Console Segments
• Xbox
• Personal Computer
• Mac
• PlayStation
• Nintendo Wii
Geographical Segments
• North America
o U.S.
o Canada
o Mexico
• Europe
o UK
o Germany
o France
o Italy
o Others
• Asia Pacific
o India
o China
o Japan
o South Korea
o Others
• RoW
o South America
o Middle East
o Africa
About Variant Market Research
Variant Market Research offers syndicated and customized reports to fulfill clients' objectives. We also provide customized data pack proposing market sizing in an Excel/PDF/PowerPoint or Word format as per the requirement of clients. We cover several industry domains, namely Semiconductor & Electronics, Consumer Electronics, Information and Communication Technology, Automotive, Consumer Goods, Food & Beverages, Pharmaceuticals, Medical Devices, Chemicals, Industrial, Mining Equipment, Automation, Manufacturing, Construction, Energy & Power, Defense& Aerospace and Banking, Financial services and Insurance (BFSI). Our expertise are data triangulation, competitor benchmarking, parent market benchmarking, estimating market size and forecast of the market from 2016 to 2024.
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