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Global Virtual Reality in Gaming Market 2017 Industry Trends, Growth Rate with 52.57 %CAGR Analysis 2019: Samsung, Shoogee, Sony, Virtuix

Virtual reality in Gaming SWOT Analysis And Forecast 2019

Posted: Friday, October 27, 2017 at 6:14 AM CDT

New York, NY -- (SBWire) -- 10/27/2017 --About Virtual reality in Gaming Market 
The term virtual reality means ""closer to reality."" In technical terms, it can be described as a three-dimensional, computer generated environment, which gives users an option to engage with the virtual world. The emergence of major VR gaming hardware manufacturing vendors in the market has given a new lease of life to the market.

Technavio's analysts forecast the virtual reality in gaming market in APAC to grow at a CAGR of 52.57% over the period 2014-2019.

Covered in this Report 
This report covers the present scenario and the growth prospects of the virtual reality in gaming market in APAC for the period 2015–2019. The report provides a detailed segmentation of the market with respect to products, components, end user, and geography. In addition, the report discusses the major drivers that influence the market. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends emerging in the market.

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Key Vendors 
- Avegant 
- Beijing ANTVR Technology 
- Carl Zeiss 
- Gameface Labs 
- Google 
- HTC 
- Immersion Vrelia 
- Oculus VR (Subsidiary of Facebook) 
- Razer 
- Samsung 
- Shoogee 
- Sony 
- Virtuix 
- Vrizzmo

Market Driver 
- Mobile Gaming Market 
- For a full, detailed list, view our report

Market Challenge 
- Motion Sickness 
- For a full, detailed list, view our report

Market Trend 
- Crowdfunding 
- For a full, detailed list, view our report

Key Questions Answered in this Report 
- What will the market size be in 2019 and what will the growth rate be? 
- What are the key market trends? 
- What is driving this market? 
- What are the challenges to market growth? 
- Who are the key vendors in this market space? 
- What are the market opportunities and threats faced by the key vendors?

 Table Of Contents

Executive Summary 
02. List of Abbreviations 
03. Scope of the Report 
03.1 Definitions 
      03.1.1 VR Software 
      03.1.2 VR Hardware 
    03.2 End-user Segments 
    03.3 Vendor Segmentation 
    03.4 Base Year 
    03.5 Geographical Areas Included 
    03.6 Market Size Calculation and Segmentation 
    03.7 Common Currency Conversion Rates 
04. Market Research Methodology 
04.1 Market Research Process 
    04.2 Research Methodology 
05. Introduction 
    05.1 Virtual Reality 
      05.1.1 Components of a Virtual Reality System: 
      05.1.2 VR Applications 
      05.1.3 Gaming and VR 
06. VR Innovation Gaming 
07. Market Landscape 
    07.1 Global Gaming Market Overview 
    07.2 APAC Perspective 
      07.2.1 What is there for VR in APAC: 
China: 
South Korea: 
Japan: 
Emerging Countries: Thailand, Malaysia, Vietnam, Singapore, and Indonesia 
    07.3 Value Chain Analysis 
    07.4 Market Size and Forecast 
Localization with respect to game development and VR headsets 
Presence of established Asian players 
Increased use of smartphone users and easy access to Internet 
    07.5 Competitive Scenario 
Global Market Scenario 
APAC Scenario 
    07.6 Five Forces Analysis 
      07.6.1 Threat of Substitutes 
      07.6.2 Threat of New Entrants 
      07.6.3 Bargaining Power of Suppliers 
      07.6.4 Bargaining Power of Buyers 
      07.6.5 Threat of Rivalry 
08. Market Growth Drivers and their Impact 
    08.1 Increased Awareness 
    08.2 Mobile Gaming Market 
    08.3 Compatibility of Smartphones with VR Technology 
    08.4 SLAM Technology 
    08.5 Decline in ASPs 
    08.6 Game for All Concept by Companies 
09. Market Challenges and their Impact 
    09.1 Lack of VR content 
    09.2 Hardware and Software Limitations 
    09.3 Build Immersive Experience for Gamers 
    09.4 Motion Sickness 
    09.5 Monetization of Games 
10. Market Trends and their Impact 
    10.1 Smartphone- integrated VR Headsets 
    10.2 Depth-sensing Cameras 
    10.3 Crowdfunding 
    10.4 Freemium Models 
11. Key Vendor Analysis 
    11.1 Oculus VR (Subsidiary of Facebook) 
      11.1.1 Key Facts 
      11.1.2 Business Overview 
      11.1.3 Business Segmentation 
      11.1.4 Recent Developments 
    11.2 Samsung 
      11.2.1 Key Facts 
      11.2.2 Business Overview 
      11.2.3 Business Segmentation by Revenue 2014 
      11.2.4 Recent Developments 
    11.3 Sony 
      11.3.1 Key Facts 
      11.3.2 Business Overview 
      11.3.3 Business Segmentation by Revenue 2015 
      11.3.4 Recent Developments for VR Gaming 
    11.4 Google 
      11.4.1 Key Facts 
      11.4.2 Business Overview 
      11.4.3 Google in VR Gaming 
    11.5 HTC (HTC Vive) 
      11.5.1 Key Facts 
      11.5.2 Business Overview 
    11.6 Avegant 
      11.6.1 Key Facts 
      11.6.2 Business Overview 
      11.6.3 Avegant in VR Gaming Market 

Other Reports in this Series 
         
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