Germany VR Gaming Market, Global VR accessories market, Virtual Reality Gaming Market - Ken Research - PowerPoint PPT Presentation

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Germany VR Gaming Market, Global VR accessories market, Virtual Reality Gaming Market - Ken Research

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Title: Germany VR Gaming Market, Global VR accessories market, Virtual Reality Gaming Market - Ken Research


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Global VR Gaming Market Future Outlook to 2022
Ken Research
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The report titled Global VR Gaming Market
Outlook to 2022 - by Hardware, Software and
Accessories (Motion Sensor, Masks Gloves,
Bodysuits and Others) and by Devices (PC,
Consoles and Mobiles) provides a comprehensive
analysis of global gaming market, global VR
gaming market size by revenue. The report also
provides data points on Global VR Gaming market
by type (Hardware, Software and Accessories), by
Devices (PC, Consoles and Mobile), by
Distribution Channel (Traditional Stores and
Online Stores) and by Regions (EMEA, America and
APAC) along with company profile of major players
including Sony, Valve Software, HTC, Google,
Samsung, Leap Motion, TCL, Nvidia, Ubisoft, Razer
Inc., Oculus and Electronics Art Inc. The report
also covers Porters Five Force analysis, Major
VR Gaming Country Snapshots, Snapshot on AR/VR
market along with analyst recommendation and
macroeconomic variables.
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  • The report is useful for VR gaming hardware
    companies, VR gaming software companies, VR
    gaming accessories companies, potential entrants
    and other stakeholders to align their market
    centric strategies according to ongoing and
    expected trends in the future.
  • Global VR Gaming Market Size and Overview
  • Market Size Global VR gaming market has
    witnessed a robust growth in the past two years
    with recorded CAGR of due to the increased
    adoption of VR technology both by the
    professional players and the casual players. The
    popularity of 360 degree videos has been rising
    over the years which have created a positive
    impact on the market worldwide. The virtual parks
    have been created in various countries where
    there is presence of virtual reality games for
    the customers. Various companies entered the
    market in the review period after Facebook
    acquired Oculus and entered the industry. The
    increase in funding and investment in the VR
    technology and industry has made a positive
    impact on the industry.

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Many MA have taken place over the years such as
the acquisition of Oculus VR by Facebook. In July
2016, approximately USD billion was invested in
VR for deals, which was higher than the
total funding of 2015. Market Segmentation By
Type (Hardware, Software and Accessories) The
hardware segment dominated in the type of VR
gaming product by contributing revenues in the
overall global VR gaming market in 2017 owing
high requirement of investment for the product.
Software segment attributed revenue share to
global VR gaming market in 2017 as the market is
in the nascent stage and the increased acceptance
of the VR technology has triggered the number of
developers making a positive impact on the
industry. Accessories segment has contributed
least share to the type of VR product in the
overall global VR gaming market by attributing
in the revenues in 2017.
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  • By Devices (PC, Consoles and Mobile)
  • PC dominated the devices in the overall revenues
    of global VR market with share in 2017 owing
    to a large segment of the global population
    owning PCs. VR integrated PC games provide
    advanced gaming experiences which leads the
    customers to prefer this device over others for
    the purpose of gaming. Consoles attributed second
    highest revenue share of in the devices of
    global VR gaming in 2017 owing to a large
    population not spending high amount of money on
    the PC but rather buying console for gaming
    purpose. Mobile contributed the least share in
    the devices in the revenues of the overall global
    VR market in 2017 with a share of with the
    growth in use of smart phones and internet
    penetration worldwide.
  • By Distribution Channel (Traditional Stores and
    Online Stores)
  • The traditional stores dominated the distribution
    channel in terms of revenues in the overall
    global VR market with a share of in 2017. The
    traditional stores include the stores selling the
    VR gaming

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products such as the physical stores in mall,
complexes and the sports goods retailers. The
revenue generated by the online stores for
purchasing the VR gaming products globally is
less compared to the offline stores attributing
revenue share in the Global VR market in
2017. By Regions (EMEA, America and APAC) EMEA
dominated the VR gaming market worldwide in 2017
by contributing revenue share of in the
overall revenues owing to large number of
countries present in this region. In this region,
the countries having highest penetration of VR
headsets include Italy, Spain and Russia.
Americas contributed the second highest revenue
share in the overall revenues of the VR gaming
attributing to in 2017 owing to increasing
consumer preference for smart gadgets and
increasing demand for new technologies in the
gaming industry by the young population in the
region. APAC region contributed the least share
of in the overall revenues of the VR gaming in
2017
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owing to the increasing affordability of the
middle class. Competitive Landscape for Global
VR gaming Market The VR gaming market is at a
nascent stage starting in year 2014 with launch
of Sony PS VR. The customer is conscious to use
the VR gaming products as they are new in the
market and are highly priced. The revenue share
of the VR gaming in the gaming market accounted
to in 2017 and is expected to increase to
by 2022. The growing demand for VR products has
led many manufacturers to introduce their
products in the market. The major companies in VR
headset market include Google Inc., HTC
Corporation, Oculus VR, LLC, Sony Corporation,
Samsung Electronics Limited, Microsoft
Corporation, Razer, Inc., Fove, Inc., Carl Zeiss
AG, LG Electronics, Proteus VR Labs Limited,
Sulon Technologies, Inc., Merge Labs, Inc., and
Avegant Corporation.
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Future Outlook to Global VR Gaming Market The
forecast is based on scenario analysis
considering implementation of MR/ AR gaming,
launch of VR theme parks and investment in new
technology along with adoption rates. In the best
case, the market is expected to grow at a five
year CAGR of during 2017-2022. In the base
case scenario, the market is expected to grow at
a five year CAGR of during 2017-2022. By 2020,
players will spend USD Billion on immersive
gaming which will further enhance the VR gaming
market. The expected increase in the number of VR
arcades worldwide will make a positive impact on
the market as these arcades will lead the gamers
to participate in such events hence leading them
to purchase VR gaming related products. Moreover,
the growth will be attributed to the high cost of
entry to VR (approximately USD a system) and
the space needed to play it.
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Key Topics Covered in the Report Global Gaming
Market snapshot Global VR Gaming Market
Size Global VR gaming market segmentation by
type Global VR gaming market segmentation by
Distribution Channel Global VR gaming market
segmentation by Regions Global VR gaming market
segmentation by devices Value Chain Analysis for
Global VR Gaming Market Decision Making
Process Porters Five Force Analysis for Global
VR Gaming Market Competitive Landscape Global VR
Gaming Market Consumer Profile for Global VR
Gaming Market AR/MR Snapshot Trends and
Developments Investments done by VC Firms and
Angel Investors Snapshot on Major Countries in
Global VR Gaming Market
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Future Outlook on Global VR Gaming Market
Analyst Recommendation Virtual Reality Vale
Chain Analysis Professional Gamers VR Headsets
Use Major Players in Global VR gaming
market Global consumer Profile for VR Gaming
market America consumer Profile for VR Gaming
market Virtual Reality Gaming Market Netherlands
VR Gaming Market New VR Headset Launches Global
VR software market Germany VR Gaming
Market Casual VR Users VR Gaming PC Users US VR
Gaming Market
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For more information on the research report,
refer to below link https//www.kenresearch.com/m
edia-and-entertainment/gaming-and-gambling/global-
vr-gaming-market/144735-94.html Related
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