May 15, 2019
Orbis Research Market brilliance released a new research report of 105 pages on title ‘Global Virtual Reality (VR) in Gaming Market’ with detailed analysis, forecast and strategies. The study covers important players Such as Microsoft Corporation, Sony, Electronic Arts, Samsung Electronics etc.

Dallas, United States - May 15, 2019 /MarketersMedia/ —
According to a new study published by Polaris Market Research, the Global Virtual Reality (VR) in Gaming market is anticipated to reach USD 48.2 billion by 2026. The market for VR in gaming is propelled by factors including, increasing disposable income of people worldwide and continuous improvement in existing gaming technologies including, 3D effects, motion tracking, and interactive graphics for drawing users’ attention. With the increase in spending capacity of people, people are demanding for new sources of entertainment and VR games offers a unique way of entertainment.
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Competitive Analysis: Global Virtual Reality (VR) in Gaming Market 2019
The players operating in the market are constantly focusing on development of new products to efficiently compete in the highly aggressive market for VR gaming. For instance, Sony launched Project Morpheus VR heads, a head mounted display device that offers high resolution and efficient tracking accuracy. The major players operating in the Virtual Reality in Gaming include Microsoft Corporation, Sony Corporation, Electronic Arts, Nintendo Company Ltd., Linden Labs, Samsung Electronics Co. Ltd., Facebook (Oculus), Google, Inc., HTC Corporation, and Tesla Studios among others. Companies including Microsoft, Sony and Nintendo are the major players operating in the market.
The hardware component segment of VR in gaming market held more than 50% of the market share in 2016 and is further expected to lead during the forecast period. The high-cost of hardware components is the major factor for the increasing growth. However, with the increasing demand for these products, the prices are expected to decrease in the near future.
The hardware segment is expected to grow very rapidly, the software segment is anticipated to experience modest growth. Adoption of the virtual reality technology has raised user expectation for enhanced software solutions, hence increasing challenges for developers than before. By Geography, North America region accounted for the largest share for VR gaming in terms of revenue globally in 2017. The growth of North American market is attributed to accessibility of advanced gaming technology as well as acceptance and adoption of VR gaming products including head mounted displays. Further, Europe accounted for the second dominating region in 2017. However, Asia Pacific is projected to witness the highest growth during the forecast period attributed to constantly increasing online gamers in developing countries such as China and India and a strong gamers base in countries such as Japan, Korea, Singapore, Malaysia and Indonesia.
Some Points from Table of Contents:
1. Overview and Scope
1.1. Research goal & scope
1.2. Research assumptions
1.3. Research Methodology
1.3.1. Primary data sources
1.3.2. Secondary data sources
1.4. Key take-aways
1.5. Stakeholders
2. Executive Summary
2.1. Market Definition
2.2. Market Segmentation
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3. Virtual Reality (VR) in Gaming Market Insights
3.1. Virtual Reality (VR) in Gaming – Industry snapshot
3.2. Virtual Reality (VR) in Gaming - Ecosystem analysis
3.3. Virtual Reality (VR) in Gaming market dynamics
3.3.1. Virtual Reality (VR) in Gaming – Market Forces
3.3.1.1. Virtual Reality (VR) in Gaming Market driver analysis
3.3.1.2. Virtual Reality (VR) in Gaming Market restraint/challenges analysis
3.3.1.3. Virtual Reality (VR) in Gaming Market opportunity analysis
3.3.2. Industry analysis - Porter's five force
3.3.2.1. Bargaining power of supplier
3.3.2.2. Bargaining power of buyer
3.3.2.3. Threat of substitute
3.3.2.4. Threat of new entrant
3.3.2.5. Degree of competition
3.3.3. Virtual Reality (VR) in Gaming market PEST analysis, 2017
3.3.4. Value Chain Analysis
3.3.5. Virtual Reality (VR) in Gaming Industry trends
3.3.6. Competitive Ranking Analysis
4. Virtual Reality (VR) in Gaming Market Size and Forecast by Location Outlook
4.1. Key findings
4.2. Onsite
4.2.1. Global market estimates and forecasts, 2017 - 2026
4.3. Offshore
4.3.1. Global market estimates and forecasts, 2017 - 2026
5. Virtual Reality (VR) in Gaming Market Size and Forecast by Application Outlook
5.1. Key findings
5.2. Consumer Electronics
5.2.1. Global market estimates and forecasts, 2017 - 2026
5.3. Automotive
5.3.1. Global market estimates and forecasts, 2017 - 2026
5.4. Telecom
5.4.1. Global market estimates and forecasts, 2016 – 2025
5.5. Pharmaceuticals
5.5.1. Global market estimates and forecasts, 2017 - 2026
5.6. Energy
5.6.1. Global market estimates and forecast, 2017 - 2026
5.7. Semiconductors
5.7.1. Global market estimates and forecasts, 2017 - 2026
5.8. Construction
5.8.1. Global market estimates and forecasts, 2017 – 2026
5.9. Aerospace
5.9.1. Global market estimates and forecasts, 2017 - 2026
6. Virtual Reality (VR) in Gaming Market Size and Forecast by Regions
6.1. Key findings
Continue…………….
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Contact Info:
Name: Hector Costello
Organization: Orbis Research
Website: https://www.orbisresearch.com/reports/index/virtual-reality-vr-in-gaming-market-by-component-hardware-software-by-device-smartphone-gaming-console-laptop-desktop-by-regions-market-size-and-forecast-2017-2026
Source: MarketersMedia
Release ID: 512793
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