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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 />
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<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