About Virtual Reality in Gaming Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from gaming devices, public entertainment, prototype creation to military exercises and medical equipment. The emergence of many virtual reality gaming hardware manufacturers is creating growth opportunities in the market. Players such as Oculus, Sony, and Samsung through their innovative gaming hardware has given hope for the market vendors that virtual reality could be a reality in the future, and there could be wide adoption of virtual reality in the global gaming market. Technavio's analysts forecast virtual reality in the global gaming market to grow at a CAGR of 25.97% over the period 2014-2019. Covered in this Report This report covers the present scenario and the growth prospects of virtual reality in the global gaming market for the period 2015-2019. The report provides a detailed segmentation of the market based on the following: product, component, end-user, and geography. Key Vendors o Avegant o Beijing ANTVR Technology o Carl Zeiss o Gameface Labs o Google o HTC o Immersion Vrelia o Oculus VR (Subsidiary of Facebook) o Razer o Samsung o Shoogee o Sony o Virtuix o Vrizzmo Market Driver o Growth of Global Mobile Gaming Market o For a full, detailed list, view our report Market Challenge o Motion Sickness o For a full, detailed list, view our report Market Trend o Crowdfunding o For a full, detailed list, view our report Key Questions Answered in this Report o What will the market size be in 2019 and what will the growth rate be? o What are the key market trends? o What is driving this market? o What are the challenges to market growth? o Who are the key vendors in this market space? o What are the market opportunities and threats faced by the key vendors?
Table Of Contents
Virtual Reality (VR) in Global Gaming Market 2015-2019 01. 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 Base Year 03.4 Geographical Areas 03.5 Market Size Calculation and Segmentation 03.6 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 VR System: 05.1.2 VR Applications 05.1.3 Gaming and VR 06. VR Innovation in Gaming 07. Market Landscape 07.1 Market Overview 07.2 Value Chain Analysis 07.3 Competitive Scenario 07.4 Market Size and Forecast Pessimistic Scenario: 17 Optimistic Scenario: 18 07.5 Market Segmentation by Components 07.5.1 Software 07.5.2 Hardware 07.6 Geographical Segmentation by Revenue 07.7 Porter's Five Forces and Impact Analysis 07.7.1 Threat of Substitutes 07.7.2 Threat of New Entrants 07.7.3 Bargaining power of Suppliers 07.7.4 Bargaining Power Of Buyers 07.7.5 Threat of Rivalry 08. 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 09. 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 10. Trends and their impact 10.1 Smartphone-integrated VR headsets 10.2 Depth-sensing Cameras 10.3 Crowdfunding 11. Key Vendor Analysis 11.1 Avegant 11.1.1 Key Facts 11.1.2 Business Overview 11.2 Beijing ANTVR Technology 11.2.1 Key Facts 11.2.2 Business Overview 11.2.3 Recent Developments 11.3 Carl Zeiss (ZEISS VR ONE) 11.3.1 Key Facts 11.3.2 Business Overview 11.3.3 Carl Zeiss in VR Gaming 11.4 GameFace Labs 11.4.1 Key Facts 11.4.2 Business Overview 11.5 Google 11.5.1 Key Facts 11.5.2 Business Overview 11.5.3 Google in VR Gaming 11.6 HTC (HTC Vive) 11.6.1 Key Facts 11.6.2 Business Overview 11.6.3 HTC in VR Gaming 11.7 ImmersiON-VRelia 11.7.1 Key facts 11.7.2 Business overview 11.8 Oculus VR (Subsidiary of Facebook) 11.8.1 Key Facts 11.8.2 Business Overview 11.8.3 Business Segmentation 11.8.4 Recent Developments 11.9 Razer 11.9.1 Key Facts 11.9.2 Business Overview 11.9.3 Investors 11.9.4 Business Strategy 11.9.5 Recent Developments 11.10 Samsung 11.10.1 Key Facts 11.10.2 Business Overview 11.10.3 Business Segmentation by Revenue 2014 11.10.4 VR in Gaming 11.10.5 Recent Developments 11.11 Shoogee (Durovis Dive) 11.11.1 Key Facts 11.11.2 Business Overview 11.12 Sony 11.12.1 Key Facts 11.12.2 Business Overview 11.12.3 Business Segmentation by Revenue 2015 11.12.4 Recent Developments for VR Gaming 11.13 Virtuix 11.13.1 Key facts 11.13.2 Business overview 11.13.3 Recent Developments 11.14 Vrizzmo 11.14.1 Key Facts 11.14.2 Business Overview 11.14.3 Recent Developments 12. Other Reports in this Series
List of Exhibits Exhibit 1: Market Research Methodology Exhibit 2: Components of VR System Exhibit 3: HMDs Specific to Gaming Segments Exhibit 4: VR Innovation in Gaming Exhibit 5: VR Gaming Market - User Reach (2017) Exhibit 6: Global Virtual Reality Content-Gaming Exhibit 7: Major Players in Value Chain Exhibit 8: Unit Shipment (Pessimistic Scenario) Exhibit 9: Revenue (Pessimistic Scenario) Exhibit 10: Unit Shipment (Optimistic Scenario) Exhibit 11: Revenue (Optimistic Scenario) Exhibit 12: Revenue Contribution Split (Hardware versus Software) Exhibit 13: Revenue Contribution by Geographies