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.
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
Virtual Reality in Gaming Market in APAC 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 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 11.7 ImmersiON-VRelia 11.7.1 Key Facts 11.7.2 Business Overview 11.8 Beijing ANTVR Technology 11.8.1 Key Facts 11.8.2 Business Overview 11.8.3 Recent Developments 11.9 Vrizzmo 11.9.1 Key Facts 11.9.2 Business Overview 11.9.3 Recent Developments 11.10 GameFace Labs 11.10.1 Key Facts 11.10.2 Business Overview 11.11 Razer 11.11.1 Key Facts 11.11.2 Business Overview 11.11.3 Investors 11.11.4 Business Strategy 11.11.5 Recent Developments 11.12 Virtuix 11.12.1 Key Facts 11.12.2 Business Overview 11.12.3 Recent Developments 11.13 Shoogee (Durovis Dive) 11.13.1 Key Facts 11.13.2 Business Overview 11.13.3 Shoogee in VR Gaming 11.14 Carl Zeiss (ZEISS VR ONE) 11.14.1 Key Facts 11.14.2 Business Overview 11.14.3 Carl Zeiss in VR Gaming 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: Market Forecast by Revenue