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(IT-NEWSWIRE.COM, April 20, 2018 ) Global Virtual Reality in Gaming Market Size Status and Forecast 2022
Virtual reality technology can enable gamers to indulge in an imaginary setting where the gamer’s physical presence is simulated to be a part of the three-dimensional environment. With VR equipment and accessories, the user can view, move around, and even interact with the objects within the game. Several start-ups are developing prototypes for using the virtual reality technology in video games, which is expected to impact the growth favorably over the years.
Factors such as growing demand for latest technologies in electronic games by the younger generation, rising disposable income of buyers in the emerging countries, and increasing competition for developing VR technology in computerized games have boosted industry growth.
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Top Manufacturers: Electronic Arts Inc, Nintendo Co. Ltd, Linden Lab Inc, Sony Corporation, Microsoft Corporation, Samsung Electronics Co. Ltd, Google Inc, HTC Corporation, Facebook/Oculus VR, Virtuix Omni, Activision Publishing Inc, Qualcomm Incorporated, Sega Corporation, Oculus VR, EON Reality Inc, Avatar Reality Inc, Kaneva LLC, Sixense Entertainment, Inc
Market Segment by Regions, regional analysis covers
United States
EU
Japan
China
India
Southeast Asia
Market Segment by Type, covers
Gaming Hardware
Gaming Software
Market Segment by Applications, can be divided into
Gaming Console
Desktop
Smartphone
Other
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Use of crowd funding by start-ups in the VR space to develop innovative software, accessories, and wearable’s is one of the most recent trends in the electronic games industry. Gaming consoles are expected to emerge as the most favored devices for playing games equipped with VR technology on account of the presence of efficient processors as compared to desktops and smartphones which may not match the immersive simulation experience provided by a console dedicated to playing games.
Lack of awareness about VR technology in games, high initial investment, compatibility issues of virtual reality devices with consoles, spatial discomfort and the risk of other physical and mental ailments may pose a challenge to the otherwise growing industry for VR technology in video games.
Table of Content:
Global Virtual Reality in Gaming Market Size, Status and Forecast 2022
1 Industry Overview of Virtual Reality in Gaming
2 Global Virtual Reality in Gaming Competition Analysis by Players
3 Company (Top Players) Profiles
3.1 Electronic Arts Inc
3.1.1 Company Profile
3.1.2 Main Business/Business Overview
3.1.3 Products, Services and Solutions
3.1.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
3.1.5 Recent Developments
3.2 Nintendo Co. Ltd
3.2.1 Company Profile
3.2.2 Main Business/Business Overview
3.2.3 Products, Services and Solutions
3.2.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
3.2.5 Recent Developments
3.3 Linden Lab Inc
3.3.1 Company Profile
3.3.2 Main Business/Business Overview
3.3.3 Products, Services and Solutions
3.3.4 Virtual Reality in Gaming Revenue (Value) (2012-2017)
3.3.5 Recent Developments
4 Global Virtual Reality in Gaming Market Size by Type and Application (2012-2017)
5 United States Virtual Reality in Gaming Development Status and Outlook
6 EU Virtual Reality in Gaming Development Status and Outlook
7 Japan Virtual Reality in Gaming Development Status and Outlook
8 China Virtual Reality in Gaming Development Status and Outlook
9 India Virtual Reality in Gaming Development Status and Outlook
10 Southeast Asia Virtual Reality in Gaming Development Status and Outlook
11 Market Forecast by Regions, Type and Application (2017-2022)
12 Virtual Reality in Gaming Market Dynamics
13 Market Effect Factors Analysis
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