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Virtual Reality in Gaming Market in APAC 2015-2019

  • July 2015
  • -
  • Infiniti Research Limited
  • -
  • 58 pages

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
- 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 Challenger
- 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:
South Korea:
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

View This Report »

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