global virtual reality in gaming market 2015 2019

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Page 1: Global virtual reality in gaming market 2015 2019

[email protected]

Global Virtual Reality in Gaming Market 2015-2019

Page 2: Global virtual reality in gaming market 2015 2019

Covered in this Report

• This report covers the present scenario and the growth prospects of virtual reality in the global gaming market for the period 2015-2019.

• The report provides a detailed segmentation of the market based on the following: product, component, end-user, and geography.

Global Virtual Reality in Gaming Market 2015-2019

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Page 3: Global virtual reality in gaming market 2015 2019

Market Overview• Virtual reality is a technology that allows a user to

interact with a three-dimensional, computer-simulated environment.

• The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience.

• It is used in a wide variety of applications ranging from gaming devices, public entertainment, prototype creation to military exercises and medical equipment.

• Technavio's analysts forecast virtual reality in the global gaming market to grow at a CAGR of 52.32% over the period 2014-2019.

To know more aboutGlobal Virtual Reality in

Gaming Market 2015-2019,please mail us at

[email protected]

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Page 4: Global virtual reality in gaming market 2015 2019

Key Vendors and Regions

• Avegant

• Beijing ANTVR Technology

• Carl Zeiss

• Gameface Labs

• Google

• HTC

• Immersion Vrelia

View Our Report: Global Virtual Reality in Gaming Market 2015-2019

• Americas

• APAC

• EMEA

Vendors Regions

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Page 5: Global virtual reality in gaming market 2015 2019

Key Findings

• Mobile-integrated VR headsets will change the dynamics of the market.

• Leading companies such as Samsung and HTC have already entered the market with VR headsets such as Samsung Gear VR and HTC-Vive.

• This will offer benefits such as portability, untethered aspect, ease of use, and it also can be used as a stand-alone device.

• The rapid growth of the smartphone market, where close to 2 billion smartphones are expected to be shipped by 2019-2020Increased adoption of smartphones and tablets to extend an immersive experience in VR gaming is expected during the forecast period.

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Page 6: Global virtual reality in gaming market 2015 2019

Key Questions Answered in Our Report

• What will the market size be in 2019 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?

Have a question of your own about this report?

Ask our Analysts

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Page 7: Global virtual reality in gaming market 2015 2019

• Decision makers and influencers in sales & marketing, strategy, product and R&D teams rely on research from Technavio. We have a large and growing base of happy customers worldwide. Our customers include technology suppliers, end users, consulting companies, investment firms and research institutes.

• Technavio was founded in 2003 in London. We have about 300 analysts globally. We cover more than 500 technologies across 80 countries. Traditional media such as Forbes Asia and New York Times, along with other web media portals, like to quote us.

About Technavio

Some of our clients include:ACT Global, Flextronics, Huawei Technologies Co, Infosys, Harris Corporation, Infosys, Intercad, Hidaka Precision Tools & Dies Company, Huawei Technologies Co, American Capital, Analysis Group, Netscout, NTT DoCoMo

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Page 9: Global virtual reality in gaming market 2015 2019

Thank You!

Mail us at: [email protected] can visit us at:www.technavio.com

USA – CANADA – UK – CHINA – INDIA