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Global VR Gaming Market Outlook to 2022

by Hardware, Software and Accessories (Motion Sensor, Masks & Gloves, Bodysuits and Others) and by Devices (PC, Consoles and Mobiles)

Region:Asia

Product Code:KR610

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Published On

March 2018

Total pages

156

About the Report

The report titled "Global VR Gaming Market Outlook to 2022 - by Hardware, Software and Accessories (Motion Sensor, Masks & Gloves, Bodysuits and Others) and by Devices (PC, Consoles and Mobiles)" provides a comprehensive analysis of global gaming market, global VR gaming market size by revenue. The report also provides data points on Global VR Gaming market by type (Hardware, Software and Accessories), by Devices (PC, Consoles and Mobile), by Distribution Channel (Traditional Stores and Online Stores) and by Regions (EMEA, America and APAC) along with company profile of major players including Sony, Valve Software, HTC, Google, Samsung, Leap Motion, TCL, Nvidia, Ubisoft, Razer Inc., Oculus and Electronics Art Inc. The report also covers Porter's Five Force analysis, Major VR Gaming Country Snapshots, Snapshot on AR/VR market along with analyst recommendation and macroeconomic variables.
Global VR Gaming Market
The report is useful for VR gaming hardware companies, VR gaming software companies, VR gaming accessories companies, potential entrants and other stakeholders to align their market centric strategies according to ongoing and expected trends in the future.

Global VR Gaming Market Size and Overview:
Market Size: Global VR gaming market has witnessed a robust growth in the past two years with recorded CAGR of ~% due to the increased adoption of VR technology both by the professional players and the casual players. The popularity of 360 degree videos has been rising over the years which have created a positive impact on the market worldwide. The virtual parks have been created in various countries where there is presence of virtual reality games for the customers. Various companies entered the market in the review period after Facebook acquired Oculus and entered the industry. The increase in funding and investment in the VR technology and industry has made a positive impact on the industry. Many M&A have taken place over the years such as the acquisition of Oculus VR by Facebook. In July 2016, approximately USD ~ billion was invested in VR for ~ deals, which was ~% higher than the total funding of 2015.
 

Market Segmentation

By Type (Hardware, Software and Accessories); The hardware segment dominated in the type of VR gaming product by contributing ~% revenues in the overall global VR gaming market in 2017 owing high requirement of investment for the product. Software segment attributed ~% revenue share to global VR gaming market in 2017 as the market is in the nascent stage and the increased acceptance of the VR technology has triggered the number of developers making a positive impact on the industry. Accessories segment has contributed least share to the type of VR product in the overall global VR gaming market by attributing ~% in the revenues in 2017.

By Devices (PC, Consoles and Mobile):
PC dominated the devices in the overall revenues of global VR market with ~% share in 2017 owing to a large segment of the global population owning PCs. VR integrated PC games provide advanced gaming experiences which leads the customers to prefer this device over others for the purpose of gaming. Consoles attributed second highest revenue share of ~% in the devices of global VR gaming in 2017 owing to a large population not spending high amount of money on the PC but rather buying console for gaming purpose. Mobile contributed the least share in the devices in the revenues of the overall global VR market in 2017 with a share of ~% with the growth in use of smart phones and internet penetration worldwide.

By Distribution Channel (Traditional Stores and Online Stores):
The traditional stores dominated the distribution channel in terms of revenues in the overall global VR market with a share of ~% in 2017. The traditional stores include the stores selling the VR gaming products such as the physical stores in mall, complexes and the sports goods retailers. The revenue generated by the online stores for purchasing the VR gaming products globally is less compared to the offline stores attributing ~% revenue share in the Global VR market in 2017.

By Regions (EMEA, America and APAC):
EMEA dominated the VR gaming market worldwide in 2017 by contributing revenue share of ~% in the overall revenues owing to large number of countries present in this region. In this region, the countries having highest penetration of VR headsets include Italy, Spain and Russia. Americas contributed the second highest revenue share in the overall revenues of the VR gaming attributing to ~% in 2017 owing to increasing consumer preference for smart gadgets and increasing demand for new technologies in the gaming industry by the young population in the region. APAC region contributed the least share of ~% in the overall revenues of the VR gaming in 2017 owing to the increasing affordability of the middle class.

Competitive Landscape for Global VR gaming Market
: The VR gaming market is at a nascent stage starting in year 2014 with launch of Sony PS VR. The customer is conscious to use the VR gaming products as they are new in the market and are highly priced. The revenue share of the VR gaming in the gaming market accounted to ~% in 2017 and is expected to increase to ~% by 2022.
The growing demand for VR products has led many manufacturers to introduce their products in the market. The major companies in VR headset market include Google Inc., HTC Corporation, Oculus VR, LLC, Sony Corporation, Samsung Electronics Limited, Microsoft Corporation, Razer, Inc., Fove, Inc., Carl Zeiss AG, LG Electronics, Proteus VR Labs Limited, Sulon Technologies, Inc., Merge Labs, Inc., and Avegant Corporation.

Future Outlook to Global VR Gaming Market:
The forecast is based on scenario analysis considering implementation of MR/ AR gaming, launch of VR theme parks and investment in new technology along with adoption rates. In the best case, the market is expected to grow at a five year CAGR of ~% during 2017-2022. In the base case scenario, the market is expected to grow at a five year CAGR of ~% during 2017-2022. By 2020, players will spend USD ~ Billion on immersive gaming which will further enhance the VR gaming market. The expected increase in the number of VR arcades worldwide will make a positive impact on the market as these arcades will lead the gamers to participate in such events hence leading them to purchase VR gaming related products. Moreover, the growth will be attributed to the high cost of entry to VR (approximately USD ~ a system) and the space needed to play it.
 

Key Topics Covered in the Report

  • Global Gaming Market snapshot
  • Global VR Gaming Market Size
  • Global VR gaming market segmentation by type
  • Global VR gaming market segmentation by Distribution Channel
  • Global VR gaming market segmentation by Regions
  • Global VR gaming market segmentation by devices
  • Value Chain Analysis for Global VR Gaming Market
  • Decision Making Process
  • Porter's Five Force Analysis for Global VR Gaming Market
  • Competitive Landscape Global VR Gaming Market
  • Consumer Profile for Global VR Gaming Market
  • AR/MR Snapshot
  • Trends and Developments
  • Investments done by VC Firms and Angel Investors
  • Snapshot on Major Countries in Global VR Gaming Market
  • Future Outlook on Global VR Gaming Market
  • Analyst Recommendation

Products

The report is useful for VR gaming hardware companies, VR gaming software companies, VR gaming accessories companies, potential entrants and other stakeholders to align their market centric strategies according to ongoing and expected trends in the future.

Companies

  • Sony,
  • Valve Software,
  • HTC, Google,
  • Samsung,
  • Leap Motion,
  • TCL,
  • Nvidia,
  • Ubisoft,
  • Razer Inc.,
  • Oculus and Electronics Art Inc.

Table of Contents

1. Executive Summary

Market Overview
Global VR Gaming Market Segmentation
Competitive Landscape for Global VR gaming Market
Snapshot on Major VR Gaming Countries
Global VR Gaming Market Future Outlook

2. Research Methodology

2.1. Market Definitions
2.2. Abbreviations
2.3. Market Size and Modeling
Research Methodology
Approach – Market Sizing
Limitations
Variable (Dependant and Independent)
Multi Factor Based Sensitivity Model
Final Conclusion

3. Global Gaming Market Snapshot

4. Value Chain Analysis for Global Virtual Reality Gaming Market

5. Global VR Gaming Market

5.1. Global VR Gaming Market Overview and Genesis
5.2. Global VR Gaming Market Size, 2015-2017
5.3. Global VR Gaming Segmentation
5.3.1. By Type (Hardware, Software and Accessories), 2017
VR Accessories by Product, 2017
VR Accessories by Technology Adopters
5.3.2. By Devices (PC, Consoles and Mobile), 2017
5.3.3. By Distribution Channel (Traditional Stores and Online Stores), 2017
5.3.4. By Regions (EMEA, America and APAC), 2017

6. Decision Making Process for Buying Virtual Reality Gaming Products

7. SWOT Analysis for Global VR Gaming Market

8. Competitive Landscape for VR Gaming Market

8.1. Market Share of Major Players in VR Gaming Hardware, 2017
8.2. Company Profiles
8.2.1. Sony Corporation
8.2.2. Oculus VR LLC
8.2.3. HTC Corporation
8.2.4. Google Inc.
8.2.5. Samsung Electronics Company Limited
8.2.6. Leap Motion
8.2.7. TCL
8.2.8. Nvidia
8.2.9. Ubisoft
8.2.10. Razer Inc.
8.2.11. Valve Software
8.2.12. Electronic Arts Inc.

9. User Profile for Global VR Gaming

9.1. Global Market
Developers entering into Virtual Reality Market
Developers Working on VR Content for Major Leading VR Headsets Manufacturers
Age Groups Most Excited To Experience VR
9.2. America
VR Gaming Users in US on the Basis of Gender and Age
Share of Users who own Each Type of Device
US Population Spending for VR Gaming Purposes
Major VR headsets known by US Population (Respondents aged over 13 Years)
US Population Interest in VR Gamingby Gender
US Population Interest in VR Gaming By Age
Factors Affecting Buying Decision while Purchasing VR Headset
9.3. Europe
Countries with Potential VR Buyer with an annual hardware budget of More than USD 600
Tethered HMD Considered for Quality Experience for VR Technology
Tethered HMD Considered for Quality Experience for Content Creators
Mobile HMD Considered for Quality Experience for VR Technology

10. AR/MR Snapshot

11. Trends and Development for Global Virtual Reality Gaming Market

11.1. Indie Games Getting Bigger
11.2. Focus on Building Standalone Devices by Headset Manufacturers
11.3. Promotion Campaign Inclined Towards Awareness Rather Than Sales
11.4. Growing Popularity of 360-Degree Videos
11.5. Growing Popularity of Smartphone Integrated VR Headsets
11.6. Growing Awareness of VR Gaming
11.7. Growing Investments in VR Technology

12. Challenges faced by players in the VR Gaming Ecosystem

13. VR Application Development

13.1.1. Expenditure
13.1.2. In-house Vs Outsourcing
14. Marketing Strategy of Major Players in VR Gaming Market

15. Upcoming VR Gaming Titles

16. Investments Done by VC Firms and Angel Investors

17. Snapshot of Major Countries in Global VR Gaming Market

17.1. US
17.2. Japan
17.3. South Korea
17.4. China
17.5. Germany
17.6. UK
17.7. Netherlands

18. Future Outlook and Projections for VR Gaming Market, 2018-2022

Aggressive Uptake scenario

Base Case Scenario

18.1. By Type (Hardware, Software and Accessories), 2022
18.2. By Device Users (Mobile, Console and PC), 2022
18.3. By Distribution Channel (Online Stores and Traditional Stores), 2022
18.4. By Regions (EMEA, Americas and APAC), 2022

19. Analyst Recommendation for Global VR Gaming Market

20. Macroeconomic Factors Affecting Global VR Gaming Market, 2015-2022E

20.1. Global Gaming Industry, 2015-2022E
20.2. Number of Active Video Gamers Worldwide, 2015-2022E
20.3. Number of Active Virtual Reality Users Worldwide, 2015-2022E
20.4. Virtual Reality (VR) Headset User Base, 2015-2022E

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