Virtual Reality in Gaming Market Analysed & Forecast by QYResearch in Its Cutting-Edge Report Recently Added at MarketPublishers.com

19 Dec 2017 • by Natalie Aster

LONDON – Today, the world’s virtual reality (VR) market is vast and rapidly-evolving. The adoption of VR technology for various applications is gaining traction at a robust pace worldwide. VR technology has opened a new dimension in gaming, and its penetration in this sector is rapidly increasing.

The world’s VR in gaming market is enjoying sustainable, high growth fueled by escalating demand for modern technologies from the gaming industry, increasing disposable incomes of buyers (especially in the developing regions), intensifying competition in the gaming market, amidst other growth drivers. This market is set to continue rising at an exponential CAGR through to 2022.

Presently, gaming consoles are the most favored devices for playing games equipped with VR technology. Furthermore, this segment is forecast to maintain the biggest share of the VR in gaming market in the near future.

Some of the key challenges faced by the VR in gaming market comprise high initial investments, poor awareness about VR technology, spatial discomfort and certain risks of other mental and physical ailments, and also some compatibility issues of VR devices with consoles.

Cutting-edge research publication “Global Virtual Reality in Gaming Market Size, Status and Forecast 2022” worked out by QYResearch explores the virtual reality in gaming market in detail. It provides access to updated market statistics, covers the market shape and segmentation, discloses data on the market size and growth rates. Moreover, the research study traces light on the market dynamics and touches upon the key forces responsible for the market development and growth, reviews the emerging growth opportunities and major barriers. The study offers in-depth insights into the key geographical markets (namely the US, the EU, Southeast Asia, India, Japan and China), describes the current scenario and covers the historical background of the virtual reality in gaming market. Furthermore, the report investigates the competitive environment and provides reliable data on the leading companies active in this domain.

Companies profiled in the report include Nintendo, Avatar Reality, Electronic Arts, Sega Corporation, Sony Corporation, Sixense Entertainment, HTC Corporation, Samsung Electronics, Oculus VR, Microsoft Corporation, Qualcomm Incorporated, Google, Linden Lab, Activision Publishing, EON Reality, Facebook/Oculus VR, Kaneva and Virtuix Omni.

A full list of the publisher’s research studies is provided in the QYResearch online catalogue at MarketPublishers.com.

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Natalie Aster
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