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Global Virtual Reality in Gaming Market 2016-2020: Limitations of Hardware & Software Limit Growth - Research and Markets
[January 09, 2017]

Global Virtual Reality in Gaming Market 2016-2020: Limitations of Hardware & Software Limit Growth - Research and Markets


Research and Markets has announced the addition of the "Global Virtual Reality in Gaming Market 2016-2020" report to their offering.

The report forecasts 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.



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 (News - Alert), 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.

Key Vendors:


  • Fove
  • Google (News - Alert)
  • HTC
  • Oculus VR
  • Razer
  • Samsung
  • Sony
  • Zeiss International

Key Topics Covered:

Part 01: Executive summary

Part 02: Scope of the report

Part 03: Market research methodology

Part 04: Introduction

Part 05: Global gaming market

Part 06: Global VR headset market

Part 07: Market landscape

Part 08: Market segmentation by components

Part 09: Market segmentation by compatibility

Part 10: Geographical segmentation

Part 11: Market drivers

Part 12: Impact of drivers

Part 13: Market challenges

Part 14: Impact of drivers and challenges

Part 15: Market trends

Part 16: Vendor landscape

Part 17: Appendix

For more information about this report visit http://www.researchandmarkets.com/research/9cn4vv/global_virtual


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