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Virtual Reality in Gaming Market

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Published By: Syndicate <strong>Market</strong> Research<br />

<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong> - Global<br />

Industry Perspective, Comprehensive Analysis<br />

and Forecast, 2014 – 2020<br />

Joel John<br />

3422 SW 15 Street, Suit #8138,<br />

Deerfield Beach,<br />

Florida 33442, USA<br />

Tel: +1-386-310-3803<br />

Toll Free: 1-855-465-4651<br />

sales@Syndicate<strong>Market</strong>Research.com<br />

http://www.syndicatemarketresearch.com/


<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />

<strong>Virtual</strong> reality is an artificial environment created us<strong>in</strong>g software and virtual reality devices that<br />

gives experience of real atmosphere to user. The technique beh<strong>in</strong>d this is a graphics and<br />

<strong>in</strong>teractive features offered by virtual reality gam<strong>in</strong>g devices. The 3D image that is exam<strong>in</strong>ed<br />

<strong>in</strong>teractively on a personal computer is the simplest example of virtual reality. <strong>Virtual</strong> reality <strong>in</strong><br />

gam<strong>in</strong>g deals with the use of sound and graphics technology <strong>in</strong> games to create environment. To<br />

experience the game, user can wear head mounted displays (HMDs), gloves or glasses etc. HMD<br />

(head mounted display) plays vital role <strong>in</strong> virtual reality environment. VRML (<strong>Virtual</strong> <strong>Reality</strong><br />

Model<strong>in</strong>g Language), X3D, 3DML, COLLADA (Collaborative Design Activity) are the languages<br />

used <strong>in</strong> virtual reality.<br />

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<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />

Increas<strong>in</strong>g popularity of virtual reality <strong>in</strong> gam<strong>in</strong>g is becom<strong>in</strong>g very popular <strong>in</strong> teenagers is the<br />

major driv<strong>in</strong>g factor for virtual reality <strong>in</strong> gam<strong>in</strong>g market. The graphics and animation<br />

lovers also used this technique which helps to grow this market. Ris<strong>in</strong>g disposable <strong>in</strong>come of the<br />

user is expected to <strong>in</strong>crease growth of this <strong>in</strong>dustry. Additionally, advancement <strong>in</strong> technology<br />

helps to drive the virtual reality <strong>in</strong> gam<strong>in</strong>g market.<br />

The report covers forecast and analysis for the virtual reality <strong>in</strong> gam<strong>in</strong>g market on a global and<br />

regional level. The study provides historic data of 2014 along with a forecast from 2014 to 2020<br />

based on revenue (USD Million). The report also offers detailed competitive landscape of the<br />

global virtual reality <strong>in</strong> gam<strong>in</strong>g market. It <strong>in</strong>cludes company market share analysis, product<br />

portfolio of the major <strong>in</strong>dustry participants. The report provides detailed segmentation of the<br />

virtual reality <strong>in</strong> gam<strong>in</strong>g market based on component, console type segment and region.<br />

Software and hardware is the component segment of virtual reality <strong>in</strong> gam<strong>in</strong>g market. The<br />

hardware segment was the lead<strong>in</strong>g component segment of virtual reality <strong>in</strong> gam<strong>in</strong>g market <strong>in</strong><br />

2014. It <strong>in</strong>cludes different types of wearable devices such as headsets, motion trackers, body<br />

suits etc. Software component segment, give platform to the virtual reality due to the<br />

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<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />

environment of the game popular for adventures games which offers many virtual theme worlds<br />

with castle and enemies etc.<br />

Browse the full “<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong> - Global Industry Perspective,<br />

Comprehensive Analysis and Forecast, 2014 – 2020" report<br />

at http://www.syndicatemarketresearch.com/market-analysis/virtual-reality-<strong>in</strong>gam<strong>in</strong>g-market.html<br />

On the basis of console type segment virtual reality <strong>in</strong> gam<strong>in</strong>g market can be segmented as<br />

Xbox, MAC, Play Station, Personal Computer and N<strong>in</strong>tendo Wii. <strong>Virtual</strong> reality <strong>in</strong> gam<strong>in</strong>g<br />

market is largely constitute of Xbox by the manufacturer Microsoft, PlayStation by Sony, the<br />

N<strong>in</strong>tendo Wii game console, and personal computers & MAC systems. The latest version<br />

PlayStation 4 head mounted display and the dedicated virtual reality console, Xbox 360 after the<br />

success of Xbox and K<strong>in</strong>et, Sony PlayStations are expected to dom<strong>in</strong>ate the market over the<br />

forecast period.<br />

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<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />

Major regional segments analyzed <strong>in</strong> this study <strong>in</strong>clude North America, Europe, Asia Pacific,<br />

Lat<strong>in</strong> America and Middle East and Africa. This report also provides further bifurcation of<br />

region on the country level. Major countries analyzed <strong>in</strong> this reports are U.S., Germany, France,<br />

UK, Ch<strong>in</strong>a, Japan, India, and Brazil. <strong>Virtual</strong> reality <strong>in</strong> gam<strong>in</strong>g market was dom<strong>in</strong>ated by North<br />

America due to the high disposable <strong>in</strong>come and easy availability of advanced gam<strong>in</strong>g technology<br />

<strong>in</strong> the region. North America is followed by Europe. Asia Pacific is expected to be the fastest<br />

emerg<strong>in</strong>g region <strong>in</strong> the global market due to the <strong>in</strong>crease <strong>in</strong> number of onl<strong>in</strong>e gamers.<br />

The report covers detailed competitive outlook <strong>in</strong>clud<strong>in</strong>g company profiles of the key<br />

participants operat<strong>in</strong>g <strong>in</strong> the global market. Key players profiled <strong>in</strong> the report <strong>in</strong>clude Electronic<br />

Arts Inc., Electronic Arts Inc., N<strong>in</strong>tendo Co. Ltd, Avatar <strong>Reality</strong> Inc., L<strong>in</strong>den Lab Inc., Oculus<br />

VR, Sony Corporation, Sega Corporation and Sega Corporation.<br />

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<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />

The report segments the global virtual reality <strong>in</strong> gam<strong>in</strong>g market <strong>in</strong>to:<br />

Global <strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong>: Component Segment Analysis<br />

<br />

<br />

Software<br />

Hardware<br />

Global <strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong>: Console Type (Manufacturer) Segment<br />

Analysis<br />

<br />

<br />

<br />

<br />

<br />

Xbox (Microsoft)<br />

MAC (Apple)<br />

Play Station (Sony)<br />

Personal Computer<br />

N<strong>in</strong>tendo Wii (N<strong>in</strong>tendo)<br />

Global <strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong>: Regional Segment Analysis<br />

sales@Syndicate<strong>Market</strong>Research.com


<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />

<br />

<br />

<br />

<br />

<br />

North America<br />

o U.S.<br />

Europe<br />

o UK<br />

o France<br />

o Germany<br />

Asia Pacific<br />

o Ch<strong>in</strong>a<br />

o Japan<br />

o India<br />

Lat<strong>in</strong> America<br />

o Brazil<br />

Middle East & Africa<br />

sales@Syndicate<strong>Market</strong>Research.com


<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />

Browse the full “<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong> - Global Industry Perspective,<br />

Comprehensive Analysis and Forecast, 2014 – 2020" report<br />

at http://www.syndicatemarketresearch.com/market-analysis/virtual-reality-<strong>in</strong>gam<strong>in</strong>g-market.html<br />

Syndicate market research<br />

Address: Suite #8138, 3422 SW 15 Street, Deerfield Beach, Florida 33442, USA<br />

Tel: +1-386-310-3803<br />

FREE)<br />

Email: sales@Syndicate<strong>Market</strong>Research.com<br />

Tel: +1-855-465-4651 (US/CAN TOLL<br />

Web:http://www.syndicatemarketresearch.com/<br />

sales@Syndicate<strong>Market</strong>Research.com

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