Global Virtual Reality in Gaming Market 2016-2020

SKU ID :TNV-10293218 | Published Date: 12-Dec-2016 | No. of pages: 66
Table of Contents PART 01: Executive summary • Highlights PART 02: Scope of the report • Market overview • Top-vendor offerings PART 03: Market research methodology • Research methodology • Economic indicators PART 04: Introduction • Key market highlights • VR PART 05: Global gaming market • Global gaming market by application 2015-2020 • TV consoles • MMOs • Smartphones • Casual web games • Boxed PC • Tablet • Handheld gaming consoles PART 06: Global VR headset market PART 07: Market landscape • Market size and forecast • Five forces analysis PART 08: Market segmentation by components • Market segmentation by components • Hardware segment • Software segment PART 09: Market segmentation by compatibility • Global VR in gaming market by PCs • Global VR in gaming market by gaming consoles • Global VR in gaming market by mobile devices PART 10: Geographical segmentation • Global VR in gaming market by geography • VR in gaming market in Americas • VR in gaming market in EMEA • VR in gaming market in APAC PART 11: Market drivers • Rapid increase in awareness of VR technology • Growth in mobile gaming • Decline in ASP of VR components • Increase in funding PART 12: Impact of drivers PART 13: Market challenges • Health-related issues • Insufficient VR content • Limitations of hardware and software PART 14: Impact of drivers and challenges PART 15: Market trends • Introduction of VRD • Growing popularity of 360-degree videos • Introduction of depth-sensing camera for VR headsets PART 16: Vendor landscape • Competitive scenario • Vendor landscape PART 17: Appendix • List of abbreviations PART 18: Explore Technavio List of Exhibits Exhibit 01: Key regions Exhibit 02: Product offerings Exhibit 03: Components of VR device Exhibit 04: Popular HMDs for gaming segment Exhibit 05: Value chain analysis Exhibit 06: VR timeline Exhibit 07: Global gaming market segmentation by application 2015 Exhibit 08: Global gaming market segmentation by application 2020 Exhibit 09: Percentage of smartphone gamers making in-app purchases for different reasons in 2015 Exhibit 10: Percentage of tablet gamers making in-app purchases for different reasons in 2015 Exhibit 11: Global VR headset market 2015-2020 ($ billions) Exhibit 12: Global VR market by industry 2015 (% revenue share) Exhibit 13: Global VR in gaming market 2015-2020 ($ billions) Exhibit 14: Global VR in gaming market 2015-2020 (millions of units) Exhibit 15: Five forces analysis Exhibit 16: Global VR in gaming market by components 2015 (% share) Exhibit 17: Global VR in gaming market by components 2020 (% share) Exhibit 18: Global VR in gaming market by compatibility 2015-2020 (% revenue share) Exhibit 19: Global VR in gaming market by compatibility 2015-2020 ($ billions) Exhibit 20: Global VR in gaming market by PCs 2015-2020 ($ billions) Exhibit 21: Global VR in gaming market by gaming consoles 2015-2020 ($ billions) Exhibit 22: Global VR in gaming market by mobile devices 2015-2020 ($ billions) Exhibit 23: Global VR in gaming market by geography 2015-2020 (% share) Exhibit 24: Global VR in gaming market by geography 2015-2020 ($ billions) Exhibit 25: VR in gaming market in Americas 2015-2020 ($ billions) Exhibit 26: VR in gaming market in EMEA 2015-2020 ($ billions) Exhibit 27: VR in gaming market in APAC 2015-2020 ($ billions) Exhibit 28: ASP of VR used in gaming 2015-2020 ($) Exhibit 29: YoY growth of funding on VR Exhibit 30: Founding members of VRVCA Exhibit 31: Impact of drivers Exhibit 32: Impact of drivers and challenges Exhibit 33: Comparison of pixel-based display and VRD
Fove, Google, HTC, Oculus VR, Razer, Samsung, Sony, Zeiss International.
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