Global Virtual Reality (VR) in Gaming Market Research and Forecast 2018-2023
Global VR Gaming Market Size, Share, Company Profiles, Market Trends, Market Intelligence, Strategy, Analysis, Forecast 2018-2023
According to the OMR analysis, the global Virtual gaming market is growing at a significant rate during 2018-2023. The global Virtual gaming market is showing a significant growth due to the rapid growth in the VR gaming industry. The global Virtual gaming market is segmented on the basis of technology, devices, types of games and geography. The report provides detailed and insightful chapters on market overview, key findings, strategic recommendations, market estimations, market determinants, key company analysis, market insights, company profiling, market segmentation, geographical analysis and analyst insights.
"Virtual reality is a technology which offers a user an interactive, absorbing, and computer-mediated environment, which is observed as a synthetic environment through human-computer interface equipment. Silicon Valley and major manufacturers operating in the market are continuously looking for innovation in the virtual reality technology. In the recent years, the market has shown enormous growth, which includes deployment of Internet of Things (IoT) that permits millions of users to communicate wirelessly. Moreover, nanotechnology is expected to exhibit major role in the advancement of virtual reality technology in the healthcare sector, in order to develop the digital world. This would allow the user to integrate with the virtual environment. According to Entertainment Software Association (ESA), in 2017, the number of gamers in the US is estimated to around 150 million, in which, the average age of gamers is 35 years old. Moreover, in 2016, the virtual reality industry sold around 24.5 billion games and generated over $30 billion in revenue. Augmented reality permits gamers to experience and play a digital game in a real-world environment. Various VR head mounted displays (HMD) were launched for gaming sector during the early 1990s, which include the Virtual Boy by Nintendo, the Cybermaxx by Victormaxx, the iGlasses developed by Virtual I-O, and the VFX1 Headgear by Forte Technologies."
The market on the basis of geography is divided among four major regions – North America, APAC, Europe, and Rest of the world. North America is expected to have dominance among all the regions in the global Virtual gaming market. The market growth in the North American region is primarily supported by presence of key players in the region. Furthermore, APAC is expected to grow at a high CAGR owing to the increasing per capita income as well as increasing awareness regarding VR technology in the region.
The report covers
Comprehensive research methodology of global VR gaming market.
In-depth analysis of macro and micro factors influencing the market guided by key recommendations.
Analysis of regional regulations and other government policies impacting the global VR gaming market
Insights about market determinants which are stimulating the global VR gaming market
Detailed and extensive market segments with regional distribution of researched revenues
Extensive profiles and recent developments of market player.
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