Report forecast the global VR in gaming market to grow at a
CAGR of 84.4% during the period 2016-2020.
PC gaming can provide an immersive gaming experience to the
users, with the integration of VR technology. Many vendors are integrating VR
technology in their headsets. For instance, Oculus VR developed a headset in
2016 called the Oculus Rift. It is used for PC gaming like Elite Dangerous, in
which virtual hands through the virtual controllers react while controlling
certain movements. However, there are some VR hardware limitations with respect
to using VR for PC gaming purposes. Due to high bandwidth requirements, the
wireless technologies are not considered as a feasible option.
The report covers the present scenario and the growth
prospects of the global VR in gaming market for 2016-2020. To calculate the
market size, the report considers the revenue generated from the shipments of
VR devices for gaming.
The market is divided into the following segments based
on geography:
- Americas
- APAC
- EMEA
According to the report, the increased adoption of VR
technology will lead to a decline in the cost of VR components. Vendors such as
Google, Microsoft, Sony, and Samsung Electronics can produce components by
themselves or buy several components at a low cost. The commercialization of
these products will lead to a decline in their ASP. The declining price of VR
components such as sensors, cameras, and displays is encouraging vendors to
develop cost-effective products. For instance, in 2014, Google introduced
Google Cardboard at a price of $20. With the introduction of cost-effective
products, the competition in the market is expected to become more intense. It
will lead to a decline in prices of high-end VR headsets such as Oculus Rift.
We expect the ASP of VR headsets to fall by $200 over the next 4-5 years.
Further, the report states that one of the major challenges
with VR is the motion sickness experienced by a large number of users. A user
can experience motion sickness while gaming, where the user's eyes and ears
lose their sensitivity. As the eye muscles keep track of the game, the ears
fail to detect any motion, which leads to disorientation. Major game publishers
have expressed concerns about motion sickness, and developers are yet to find
probable solutions to this problem. There have been reports about the
innovation of Virtual Nose that can be inserted in the center of the display to
avoid problems related to motion sickness. In addition, users tend to get
emotional with the type of content viewed. For instance, in 2015, UNICEF
created an 8-minute 360-degree movie named Clouds over Sidra, which is based on
Syrian refugee crisis. The movie led to emotional outbreaks. Thus, VR content
can cause people to experience emotional outbreaks and motion sickness, which
can pose a challenge for the market.
Global VR in Gaming Market 2016-2020, has been
prepared based on an in-depth market analysis with inputs from industry
experts. The report covers the market landscape and its growth prospects over
the coming years. The report also includes a discussion of the key vendors
operating in this market.
key players in the global VR in gaming market: Fove, Google,
HTC, Oculus VR, Razer, Samsung, Sony, and Zeiss International
Market driver
- Rapid increase in awareness of VR technology
- For a full, detailed list, view our report
Market challenge
- Limitations of hardware and software
- For a full, detailed list, view our report
Market trend
- Introduction of depth-sensing camera for VR headsets
- For a full, detailed list, view our report
Key questions answered in this report
- What will the market size be in 2020 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?
- What are the strengths and weaknesses of the key vendors?
Spanning over 66 pages and 33 Exhibits “Global
Virtual Reality in Gaming Market 2016 - 2020” report covers Executive
summary, Scope of the report, Market research methodology, Introduction, Market
landscape, Global gaming market, Global VR headset market, Market segmentation
by components, Market segmentation by compatibility, Geographical segmentation,
Market drivers, Impact of drivers, Market challenges, Impact of drivers and
challenges, Market trends, Vendor landscape, Appendix.
For
more information Visit at: http://mrr.cm/3R6
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