Virtual Reality in Gaming Market in APAC 2017 Industry Trends, Growth Rate with 52.57 %CAGR Analysis 2019: Samsung, Shoogee, Sony, Virtuix

Virtual reality in Gaming SWOT Analysis And Forecast 2019

About Virtual reality in Gaming Market
The term virtual reality means “”closer to reality.”” In technical terms, it can be described as a three-dimensional, computer generated environment, which gives users an option to engage with the virtual world. The emergence of major VR gaming hardware manufacturing vendors in the market has given a new lease of life to the market.

Technavio’s analysts forecast the virtual reality in gaming market in APAC to grow at a CAGR of 52.57% over the period 2014-2019.

Covered in this Report
This report covers the present scenario and the growth prospects of the virtual reality in gaming market in APAC for the period 2015–2019. The report provides a detailed segmentation of the market with respect to products, components, end user, and geography. In addition, the report discusses the major drivers that influence the market. It also outlines the challenges faced by the vendors and the market at large, as well as the key trends emerging in the market.

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Key Vendors
• Avegant
• Beijing ANTVR Technology
• Carl Zeiss
• Gameface Labs
• Google
• HTC
• Immersion Vrelia
• Oculus VR (Subsidiary of Facebook)
• Razer
• Samsung
• Shoogee
• Sony
• Virtuix
• Vrizzmo

Market Driver
• Mobile Gaming Market
• For a full, detailed list, view our report

Market Challenge
• Motion Sickness
• For a full, detailed list, view our report

Market Trend
• Crowdfunding
• For a full, detailed list, view our report

Key Questions Answered in this 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?

 Table Of Contents

  1. Executive Summary
    02. List of Abbreviations
    03. Scope of the Report
    03.1 Definitions
    03.1.1 VR Software
    03.1.2 VR Hardware
    03.2 End-user Segments
    03.3 Vendor Segmentation
    03.4 Base Year
    03.5 Geographical Areas Included
    03.6 Market Size Calculation and Segmentation
    03.7 Common Currency Conversion Rates
    04. Market Research Methodology
    04.1 Market Research Process
    04.2 Research Methodology
    05. Introduction
        05.1 Virtual Reality
    05.1.1 Components of a Virtual Reality System:
    05.1.2 VR Applications
    05.1.3 Gaming and VR
    06. VR Innovation Gaming
    07. Market Landscape
        07.1 Global Gaming Market Overview
    07.2 APAC Perspective
    07.2.1 What is there for VR in APAC:
    China:
    South Korea:
    Japan:
    Emerging Countries: Thailand, Malaysia, Vietnam, Singapore, and Indonesia
    07.3 Value Chain Analysis
    07.4 Market Size and Forecast
    Localization with respect to game development and VR headsets
    Presence of established Asian players
    Increased use of smartphone users and easy access to Internet
    07.5 Competitive Scenario
    Global Market Scenario
    APAC Scenario
    07.6 Five Forces Analysis
    07.6.1 Threat of Substitutes
    07.6.2 Threat of New Entrants
    07.6.3 Bargaining Power of Suppliers
    07.6.4 Bargaining Power of Buyers
    07.6.5 Threat of Rivalry
    08. Market Growth Drivers and their Impact
        08.1 Increased Awareness
    08.2 Mobile Gaming Market
    08.3 Compatibility of Smartphones with VR Technology
    08.4 SLAM Technology
    08.5 Decline in ASPs
    08.6 Game for All Concept by Companies
    09. Market Challenges and their Impact
        09.1 Lack of VR content
    09.2 Hardware and Software Limitations
    09.3 Build Immersive Experience for Gamers
    09.4 Motion Sickness
    09.5 Monetization of Games
    10. Market Trends and their Impact
        10.1 Smartphone- integrated VR Headsets
    10.2 Depth-sensing Cameras
    10.3 Crowdfunding
    10.4 Freemium Models
    11. Key Vendor Analysis
    11.1 Oculus VR (Subsidiary of Facebook)
          11.1.1 Key Facts
    11.1.2 Business Overview
    11.1.3 Business Segmentation
    11.1.4 Recent Developments
        11.2 Samsung
          11.2.1 Key Facts
    11.2.2 Business Overview
    11.2.3 Business Segmentation by Revenue 2014
    11.2.4 Recent Developments
        11.3 Sony
          11.3.1 Key Facts
    11.3.2 Business Overview
    11.3.3 Business Segmentation by Revenue 2015
    11.3.4 Recent Developments for VR Gaming
        11.4 Google
          11.4.1 Key Facts
    11.4.2 Business Overview
    11.4.3 Google in VR Gaming
        11.5 HTC (HTC Vive)
          11.5.1 Key Facts
    11.5.2 Business Overview
        11.6 Avegant
          11.6.1 Key Facts
    11.6.2 Business Overview
    11.6.3 Avegant in VR Gaming Market
    ……
  2. Other Reports in this Series 

 Continued…….

 

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