Technavio, a tech-focused market research firm, has published a new report on the global VR in gaming market, which is expected to experience significant growth rate with a CAGR of more than 84% during the forecast period 2016-2020.
This latest report by Technavio covers the market outlook and growth prospects of the global VR in gaming market for 2016-2020, considering 2015 as the base year. In addition, an overview of the market, key leading countries, vendor landscape, and a detailed analysis of the top vendors operating in this market are covered in the report.
Based on geographical division, Technavio market researchers segment the global VR in gaming market into the following key regions: the Americas, APAC, and EMEA.
Geographical segmentation of the global VR in gaming market for 2015 (market share %)
Americas |
83.29% |
EMEA |
11.87% |
APAC |
4.84% |
Source: Technavio
The Americas: largest revenue generating region for global VR in gaming market
The Americas accounted for more than 83% of the global VR in gaming market during 2015. In 2015, North America contributed for more than 70% of the revenue in the Americas, with the US being the leading revenue-generating country. The high growth of the market in this region is attributable to the increased sales of developer version kits of Sony and Oculus VR in the US. The adoption of VR technology by industry giants like Sony and Microsoft during the forecast period is expected to fuel further growth of the VR in gaming market in the Americas.
According to Sunil Kumar Singh, a lead analyst at Technavio for human machine interference, “Depth-sensing cameras are expected to revolutionize the way an individual uses VR devices in the future. These special cameras contain sensors that can scan objects in 3D. This is expected to create a new dimension for gaming, photography, buying and selling, and several other applications. For instance, users can scan the environment within their home using the 3D camera to build a terrain that can be used for gaming.”
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VR in gaming market in APAC
The VR in gaming market in APAC accounted for almost 12% of the overall market share during 2015. The market’s growth is backed by the growing gaming industry in this region. The growth of VR in the gaming market in APAC is anticipated to be led by China, which is the major revenue-contributing country in the region. In 2015, China was followed by Japan, which was the second-highest revenue-contributing country in APAC. The large number of local and global players developing software and hardware for VR in the region is also expected to contribute to the growth of the VR in gaming market in APAC during the forecast period.
VR in gaming market in EMEA
VR is expected to become an integral part of the mobile gaming market in Europe. The popularity of console gaming in the UK and France will offer VR players an opportunity to spread awareness about the technology in the console gaming market. The growing awareness about AR and VR technologies is expected to fuel a stable demand for HMDs in the market. Countries such as Israel, France, Germany, Italy, Russia, Saudi Arabia, and the UK are some of the key contributors to the growth of the global VR in gaming market. Furthermore, countries such as the UK, Germany, France, Spain, and Italy are likely to undergo an upsurge in the adoption of VR technology in gaming during the forecast period.
The top leading vendors operating in the global VR in gaming market are:
- Fove
- HTC
- Oculus VR
- Razer
- Samsung
- Sony
- Zeiss International
A more detailed analysis is available in the Technavio report tilted, ‘Global VR in Gaming Market 2016-2020’. Technavio also customizes reports by other regions and specific segments upon request.
Other related reports:
- Global Virtual Reality Content Market 2016-2020
- Global Virtual Reality Glove Market 2016-2020
- Global Gaming Market 2016-2020
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