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(IT-NEWSWIRE.COM, November 20, 2018 ) This report focuses on the global VR Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the VR Gaming development in United States, Europe and China.
Request a Free PDF Sample Report @ http://decisionmarketreports.com/request-sample?productID=862371
In 2017, the global VR Gaming market size was million US$ and it is expected to reach million US$ by the end of 2025, with a CAGR of during 2018-2025.
The key players covered in this study
Oculus VR
Samsung
Activision Blizzard
Kopin
HTC
Google
Sony
ZEISS International
Razer
FOVE
Valve
Disney
Electronic Arts
AMD (Advanced Micro Devices)
Facebook
GoPro
NVIDIA
Qualcomm Technologies
Browse Complete Report with Table of Content @ http://decisionmarketreports.com/market-reports/862371/global-vr-gaming-market
Market segment by Type, the product can be split into
Role Playing Game
First Person Shooting Game
Real Time Strategy Game
Action Game
Other
Market segment by Application, split into
PCs
Consoles
Mobile Devices
Other
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global VR Gaming status, future forecast, growth opportunity, key market and key players.
To present the VR Gaming development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of VR Gaming are as follows:
History Year: 2013-2017
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025
For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global VR Gaming Market Size Growth Rate by Type (2013-2025)
1.4.2 Role Playing Game
1.4.3 First Person Shooting Game
1.4.4 Real Time Strategy Game
1.4.5 Action Game
1.4.6 Other
1.5 Market by Application
1.5.1 Global VR Gaming Market Share by Application (2013-2025)
1.5.2 PCs
1.5.3 Consoles
1.5.4 Mobile Devices
1.5.5 Other
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 VR Gaming Market Size
2.2 VR Gaming Growth Trends by Regions
2.2.1 VR Gaming Market Size by Regions (2013-2025)
2.2.2 VR Gaming Market Share by Regions (2013-2018)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities
3 Market Share by Key Players
3.1 VR Gaming Market Size by Manufacturers
3.1.1 Global VR Gaming Revenue by Manufacturers (2013-2018)
3.1.2 Global VR Gaming Revenue Market Share by Manufacturers (2013-2018)
3.1.3 Global VR Gaming Market Concentration Ratio (CR5 and HHI)
3.2 VR Gaming Key Players Head office and Area Served
3.3 Key Players VR Gaming Product/Solution/Service
3.4 Date of Enter into VR Gaming Market
3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
4.1 Global VR Gaming Market Size by Type (2013-2018)
4.2 Global VR Gaming Market Size by Application (2013-2018)
5 United States
5.1 United States VR Gaming Market Size (2013-2018)
5.2 VR Gaming Key Players in United States
5.3 United States VR Gaming Market Size by Type
5.4 United States VR Gaming Market Size by Application
6 Europe
6.1 Europe VR Gaming Market Size (2013-2018)
6.2 VR Gaming Key Players in Europe
6.3 Europe VR Gaming Market Size by Type
6.4 Europe VR Gaming Market Size by Application
7 China
7.1 China VR Gaming Market Size (2013-2018)
7.2 VR Gaming Key Players in China
7.3 China VR Gaming Market Size by Type
7.4 China VR Gaming Market Size by Application
8 Japan
8.1 Japan VR Gaming Market Size (2013-2018)
8.2 VR Gaming Key Players in Japan
8.3 Japan VR Gaming Market Size by Type
8.4 Japan VR Gaming Market Size by Application
9 Southeast Asia
9.1 Southeast Asia VR Gaming Market Size (2013-2018)
9.2 VR Gaming Key Players in Southeast Asia
9.3 Southeast Asia VR Gaming Market Size by Type
9.4 Southeast Asia VR Gaming Market Size by Application
10 India
10.1 India VR Gaming Market Size (2013-2018)
10.2 VR Gaming Key Players in India
10.3 India VR Gaming Market Size by Type
10.4 India VR Gaming Market Size by Application
11 Central & South America
11.1 Central & South America VR Gaming Market Size (2013-2018)
11.2 VR Gaming Key Players in Central & South America
11.3 Central & South America VR Gaming Market Size by Type
11.4 Central & South America VR Gaming Market Size by Application
12 International Players Profiles
12.1 Oculus VR
12.1.1 Oculus VR Company Details
12.1.2 Company Description and Business Overview
12.1.3 VR Gaming Introduction
12.1.4 Oculus VR Revenue in VR Gaming Business (2013-2018)
12.1.5 Oculus VR Recent Development
12.2 Samsung
12.2.1 Samsung Company Details
12.2.2 Company Description and Business Overview
12.2.3 VR Gaming Introduction
12.2.4 Samsung Revenue in VR Gaming Business (2013-2018)
12.2.5 Samsung Recent Development
12.3 Activision Blizzard
12.3.1 Activision Blizzard Company Details
12.3.2 Company Description and Business Overview
12.3.3 VR Gaming Introduction
12.3.4 Activision Blizzard Revenue in VR Gaming Business (2013-2018)
12.3.5 Activision Blizzard Recent Development
12.4 Kopin
12.4.1 Kopin Company Details
12.4.2 Company Description and Business Overview
12.4.3 VR Gaming Introduction
12.4.4 Kopin Revenue in VR Gaming Business (2013-2018)
12.4.5 Kopin Recent Development
12.5 HTC
12.5.1 HTC Company Details
12.5.2 Company Description and Business Overview
12.5.3 VR Gaming Introduction
12.5.4 HTC Revenue in VR Gaming Business (2013-2018)
12.5.5 HTC Recent Development
12.6 Google
12.6.1 Google Company Details
12.6.2 Company Description and Business Overview
12.6.3 VR Gaming Introduction
12.6.4 Google Revenue in VR Gaming Business (2013-2018)
12.6.5 Google Recent Development
12.7 Sony
12.7.1 Sony Company Details
12.7.2 Company Description and Business Overview
12.7.3 VR Gaming Introduction
12.7.4 Sony Revenue in VR Gaming Business (2013-2018)
12.7.5 Sony Recent Development
12.8 ZEISS International
12.8.1 ZEISS International Company Details
12.8.2 Company Description and Business Overview
12.8.3 VR Gaming Introduction
12.8.4 ZEISS International Revenue in VR Gaming Business (2013-2018)
12.8.5 ZEISS International Recent Development
12.9 Razer
12.9.1 Razer Company Details
12.9.2 Company Description and Business Overview
12.9.3 VR Gaming Introduction
12.9.4 Razer Revenue in VR Gaming Business (2013-2018)
12.9.5 Razer Recent Development
12.10 FOVE
12.10.1 FOVE Company Details
12.10.2 Company Description and Business Overview
12.10.3 VR Gaming Introduction
12.10.4 FOVE Revenue in VR Gaming Business (2013-2018)
12.10.5 FOVE Recent Development
12.11 Valve
12.12 Disney
12.13 Electronic Arts
12.14 AMD (Advanced Micro Devices)
12.15 Facebook
12.16 GoPro
12.17 NVIDIA
12.18 Qualcomm Technologies
13 Market Forecast 2018-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2018-2025)
13.10 Market Size Forecast by Application (2018-2025)
14 Analyst’s Viewpoints/Conclusions
15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details
Decision Market Reports
Gasper James
+1-866-605-1052
g.james @decisionmarketreports.com
Source: EmailWire.Com
Source: EmailWire.com
(IT-NEWSWIRE.COM, November 20, 2018 ) This report focuses on the global VR Gaming status, future forecast, growth opportunity, key market and key players. The study objectives are to present the VR Gaming development in United States, Europe and China.
Request a Free PDF Sample Report @ http://decisionmarketreports.com/request-sample?productID=862371
In 2017, the global VR Gaming market size was million US$ and it is expected to reach million US$ by the end of 2025, with a CAGR of during 2018-2025.
The key players covered in this study
Oculus VR
Samsung
Activision Blizzard
Kopin
HTC
Google
Sony
ZEISS International
Razer
FOVE
Valve
Disney
Electronic Arts
AMD (Advanced Micro Devices)
Facebook
GoPro
NVIDIA
Qualcomm Technologies
Browse Complete Report with Table of Content @ http://decisionmarketreports.com/market-reports/862371/global-vr-gaming-market
Market segment by Type, the product can be split into
Role Playing Game
First Person Shooting Game
Real Time Strategy Game
Action Game
Other
Market segment by Application, split into
PCs
Consoles
Mobile Devices
Other
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global VR Gaming status, future forecast, growth opportunity, key market and key players.
To present the VR Gaming development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of VR Gaming are as follows:
History Year: 2013-2017
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025
For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
Table of Contents
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global VR Gaming Market Size Growth Rate by Type (2013-2025)
1.4.2 Role Playing Game
1.4.3 First Person Shooting Game
1.4.4 Real Time Strategy Game
1.4.5 Action Game
1.4.6 Other
1.5 Market by Application
1.5.1 Global VR Gaming Market Share by Application (2013-2025)
1.5.2 PCs
1.5.3 Consoles
1.5.4 Mobile Devices
1.5.5 Other
1.6 Study Objectives
1.7 Years Considered
2 Global Growth Trends
2.1 VR Gaming Market Size
2.2 VR Gaming Growth Trends by Regions
2.2.1 VR Gaming Market Size by Regions (2013-2025)
2.2.2 VR Gaming Market Share by Regions (2013-2018)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities
3 Market Share by Key Players
3.1 VR Gaming Market Size by Manufacturers
3.1.1 Global VR Gaming Revenue by Manufacturers (2013-2018)
3.1.2 Global VR Gaming Revenue Market Share by Manufacturers (2013-2018)
3.1.3 Global VR Gaming Market Concentration Ratio (CR5 and HHI)
3.2 VR Gaming Key Players Head office and Area Served
3.3 Key Players VR Gaming Product/Solution/Service
3.4 Date of Enter into VR Gaming Market
3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
4.1 Global VR Gaming Market Size by Type (2013-2018)
4.2 Global VR Gaming Market Size by Application (2013-2018)
5 United States
5.1 United States VR Gaming Market Size (2013-2018)
5.2 VR Gaming Key Players in United States
5.3 United States VR Gaming Market Size by Type
5.4 United States VR Gaming Market Size by Application
6 Europe
6.1 Europe VR Gaming Market Size (2013-2018)
6.2 VR Gaming Key Players in Europe
6.3 Europe VR Gaming Market Size by Type
6.4 Europe VR Gaming Market Size by Application
7 China
7.1 China VR Gaming Market Size (2013-2018)
7.2 VR Gaming Key Players in China
7.3 China VR Gaming Market Size by Type
7.4 China VR Gaming Market Size by Application
8 Japan
8.1 Japan VR Gaming Market Size (2013-2018)
8.2 VR Gaming Key Players in Japan
8.3 Japan VR Gaming Market Size by Type
8.4 Japan VR Gaming Market Size by Application
9 Southeast Asia
9.1 Southeast Asia VR Gaming Market Size (2013-2018)
9.2 VR Gaming Key Players in Southeast Asia
9.3 Southeast Asia VR Gaming Market Size by Type
9.4 Southeast Asia VR Gaming Market Size by Application
10 India
10.1 India VR Gaming Market Size (2013-2018)
10.2 VR Gaming Key Players in India
10.3 India VR Gaming Market Size by Type
10.4 India VR Gaming Market Size by Application
11 Central & South America
11.1 Central & South America VR Gaming Market Size (2013-2018)
11.2 VR Gaming Key Players in Central & South America
11.3 Central & South America VR Gaming Market Size by Type
11.4 Central & South America VR Gaming Market Size by Application
12 International Players Profiles
12.1 Oculus VR
12.1.1 Oculus VR Company Details
12.1.2 Company Description and Business Overview
12.1.3 VR Gaming Introduction
12.1.4 Oculus VR Revenue in VR Gaming Business (2013-2018)
12.1.5 Oculus VR Recent Development
12.2 Samsung
12.2.1 Samsung Company Details
12.2.2 Company Description and Business Overview
12.2.3 VR Gaming Introduction
12.2.4 Samsung Revenue in VR Gaming Business (2013-2018)
12.2.5 Samsung Recent Development
12.3 Activision Blizzard
12.3.1 Activision Blizzard Company Details
12.3.2 Company Description and Business Overview
12.3.3 VR Gaming Introduction
12.3.4 Activision Blizzard Revenue in VR Gaming Business (2013-2018)
12.3.5 Activision Blizzard Recent Development
12.4 Kopin
12.4.1 Kopin Company Details
12.4.2 Company Description and Business Overview
12.4.3 VR Gaming Introduction
12.4.4 Kopin Revenue in VR Gaming Business (2013-2018)
12.4.5 Kopin Recent Development
12.5 HTC
12.5.1 HTC Company Details
12.5.2 Company Description and Business Overview
12.5.3 VR Gaming Introduction
12.5.4 HTC Revenue in VR Gaming Business (2013-2018)
12.5.5 HTC Recent Development
12.6 Google
12.6.1 Google Company Details
12.6.2 Company Description and Business Overview
12.6.3 VR Gaming Introduction
12.6.4 Google Revenue in VR Gaming Business (2013-2018)
12.6.5 Google Recent Development
12.7 Sony
12.7.1 Sony Company Details
12.7.2 Company Description and Business Overview
12.7.3 VR Gaming Introduction
12.7.4 Sony Revenue in VR Gaming Business (2013-2018)
12.7.5 Sony Recent Development
12.8 ZEISS International
12.8.1 ZEISS International Company Details
12.8.2 Company Description and Business Overview
12.8.3 VR Gaming Introduction
12.8.4 ZEISS International Revenue in VR Gaming Business (2013-2018)
12.8.5 ZEISS International Recent Development
12.9 Razer
12.9.1 Razer Company Details
12.9.2 Company Description and Business Overview
12.9.3 VR Gaming Introduction
12.9.4 Razer Revenue in VR Gaming Business (2013-2018)
12.9.5 Razer Recent Development
12.10 FOVE
12.10.1 FOVE Company Details
12.10.2 Company Description and Business Overview
12.10.3 VR Gaming Introduction
12.10.4 FOVE Revenue in VR Gaming Business (2013-2018)
12.10.5 FOVE Recent Development
12.11 Valve
12.12 Disney
12.13 Electronic Arts
12.14 AMD (Advanced Micro Devices)
12.15 Facebook
12.16 GoPro
12.17 NVIDIA
12.18 Qualcomm Technologies
13 Market Forecast 2018-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2018-2025)
13.10 Market Size Forecast by Application (2018-2025)
14 Analyst’s Viewpoints/Conclusions
15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details
Decision Market Reports
Gasper James
+1-866-605-1052
g.james @decisionmarketreports.com
Source: EmailWire.Com
Source: EmailWire.com
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