global virtual reality in gaming market 2016 - 2020

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Page 1: Global Virtual Reality in Gaming Market 2016 - 2020

www.MarketResearchReports.com

Global Virtual

Reality in Gaming

Market 2016-2020

Category : Electrical Components

All logos and Images mentioned on this slide belong to their respective owners.

Page 2: Global Virtual Reality in Gaming Market 2016 - 2020

www.MarketResearchReports.com

Introduction to Report

Launch Date: December 12, 2016

Number of Pages: 66

Geography Coverage: Global

Available Format: PDF

Price For Single User License: USD 2,500

Price For Site User License: USD 4,000

Price For Global User License: USD 10,000

Delivery Time: Within 24 Hours (During Working Days)

Page 3: Global Virtual Reality in Gaming Market 2016 - 2020

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About the Report

Global Virtual Reality 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.

Report forecast the global VR in gaming market to grow at a CAGR of 84.4% during the period 2016-2020.

Page 4: Global Virtual Reality in Gaming Market 2016 - 2020

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Key Highlights:

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.

Page 5: Global Virtual Reality in Gaming Market 2016 - 2020

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Key Highlights: Continues…

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.

Page 6: Global Virtual Reality in Gaming Market 2016 - 2020

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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?

Page 7: Global Virtual Reality in Gaming Market 2016 - 2020

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Report Coverage:

1. Executive summary

2. Scope of the report

3. Market research methodology

4. Introduction

5. Global gaming market

6. Global VR headset market

7. Market landscape

8. Market segmentation by components

9. Market segmentation by compatibility

10. Geographical segmentation

11. Market driversFor more details regarding Report coverage see the last slide

All logos and Images mentioned on this slide belong to their respective owners.

Page 8: Global Virtual Reality in Gaming Market 2016 - 2020

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Report Coverage: Continues…

12. Impact of drivers

13. Market challenges

14. Impact of drivers and challenges

15. Market trends

16. Vendor landscape

17. Appendix

For more details regarding Report coverage see the last slideAll logos and Images mentioned on this slide belong to their respective owners.

Page 9: Global Virtual Reality in Gaming Market 2016 - 2020

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Company Coverage:

1. Fove

2. Google

3. HTC

4. Oculus VR

5. Razer

6. Samsung

7. Sony

8. Zeiss International

For more details regarding Report coverage see the last slideAll logos and Images mentioned on this slide belong to their respective owners.

Page 10: Global Virtual Reality in Gaming Market 2016 - 2020

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Custom Research: Are you an industry professional, entrepreneur,

venture capitalist, investors and organization, then let us know your specific research requirements. Our goal is to cater to your requirements be it for a custom market research project, syndicated research report on a specific market or industry sector, newsletter creation, case study development or anything else related to marketing research.

For Any Customization Related query Visit IdeaCenter @http://www.marketresearchreports.com/idea-center

For regular industry updates subscribe to our newsletter at: http://www.marketresearchreports.com/subscribe-to-newsletter

Page 11: Global Virtual Reality in Gaming Market 2016 - 2020

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How To Buy This Report?Visit following URL to see Table of Content and purchase this publication:

http://mrr.cm/3R6

About Market Research Reports, Inc.Market Research Reports provides a customized set of reports from reputed Publishers, built on the intelligence available within organizations and leverages on our motto of “Intelligence Redefined”.

Contact : Mr. Sudeep ChakravartyEmail : [email protected]: +1 302-703-7787 (USA) +91-8762746600 (India)