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VR Game Market Report by CAGR +30.0%, Technology and Major Types Single-Player Game, Adventure Game, Racing Game, Simulation Game

 

Maharashtra, India -- (SBWIRE) -- 11/06/2018 -- VR Game Market

A healthy momentum is building for virtual reality (VR) VR Game Market. With its applications possibilities currently reaching the education and training sectors, virtual reality is set to wind up becoming the new normal in hyper-intuitive technology services. In spite of the fact that the innovation currently finds noteworthy application in different non-entertainment segments, its predominance in the gaming sector stay undisputed. Three-dimensional image is the most well-known type of virtual reality.

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Scope of the Report:

Integrating virtual reality in different applications has revolutionized the gaming industry. Several video games are driven by VR technology, making a substantially more realistic game play. Above all, VR has upgraded the user experience, bringing nearer the virtual and real world. With the assistance of VR, it is currently possible to make hyper-realistic gaming environment. Throughout the years, gaming consoles have additionally developed, VR games require special gloves, glasses, and head-mounted displays that make for a prevalent gaming experience. Some of the gaming environment is completely inspired by the real-time environment, making them highly realistic in nature. The previously mentioned elements are provoking game developers to integrate VR in their products.

This Study converges on the top players in the global VR Game market: 
Survios, Vertigo Games, CCP Games, MAD Virtual Reality Studio, Maxint, Spectral Illusions, Croteam, Beat Games, Epic Games, Bethesda Softworks, Orange Bridge Studios, Polyarc, Frontier Developments, Puzzle video game, Owlchemy Labs, Adult Swim, Capcom, Ubisoft, Ian Ball, Bossa Studios, Stress Level Zero, KUNOS-Simulazioni Srl, Sony, Playful Corp.

Segmentation by product type:, Single-player Game, Adventure Game, Racing game, Simulation Game, Other

Segmentation by application:, Commercial, Private Entertainment, Other

The report also provides the regional level of the VR Game market analysis and future outlook for North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa.

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Increasing prevalence of 3-D environment, the arrival of compact and user-friendly VR gaming devices, and superior gaming technologies are contributing to the growth of the VR gaming market over the forecast period. Additionally, increasing disposable income and ceaseless developments in VR is creating lucrative growth opportunities for market players.

360-Degree Videos to be One of the Emerging Trends for the VR Gaming Market

The growing prevalence of 360-degree videos is an emerging trend in the VR game market. It is one of the most recent advancements in the entertainment sector and is making its way to various digital arenas. As of 2016, one of the mainstream platforms for gaming is the VR content market, which has led to the technological progression of the digital world. Tech giants such as Facebook, Sony, and HTC have launched their VR gaming devices such as the Oculus Rift, Project Morpheus, and VIVE respectively. With these tech pioneers launching their leading-edge products, the market is expected to witness the advent of more new VR devices during the forecast period.

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High Demand From Emerging Economies

On the basis of the regional analysis, the global VR game market has been categorized into North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. Among these, North America is the most lucrative market for VR gaming and is expected to uphold its position over the forecast period. This growth can be attributed to the easy availability of a wide range of VR integrated gaming devices, the presence of leading market players, and growing preferences of customers towards next-gen gadgets. On the other hand, the Asia Pacific VR gaming market is expected to witness a higher CAGR during the forecast period. This is primarily because of the increasing per capita income and increasing awareness about VR technology.