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Global VR Gaming Market to Grow at a CAGR of 67% by 2021: Key Vendors are Oculus VR, Samsung, HTC, Google, Sony, ZEISS International, Razer & FOVE - Research and Markets
[April 25, 2017]

Global VR Gaming Market to Grow at a CAGR of 67% by 2021: Key Vendors are Oculus VR, Samsung, HTC, Google, Sony, ZEISS International, Razer & FOVE - Research and Markets


Research and Markets has announced the addition of the "Global VR Gaming Market 2017-2021" report to their offering.

The global VR gaming market to grow at a CAGR of 67.03% during the period 2017-2021.

The report, Global VR Gaming Market 2017-2021, 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.

According to the report, one driver in market is growing awareness of VR gaming. The companies like Samsung (News - Alert), HTC, Sony, Oculus VR, and Google are experiencing intense competitions in the market. The presence of these brands in the market is expected to increase the awareness of VR technology among consumers. The acquisition of Oculus VR in July 2014 by Facebook (News - Alert) for $2 billion and Google's investment in Magic Leap are some of the major devlopments in the VR market in the past three years. In addition, leading smartphone vendors came up with VR headsets that can be integrated with smartphones to provide an enhanced viewing and gaming experience. For instance, Samsung introduced Gear VR, and HTC (News - Alert) introduced VIVE. The increasing awareness of VR technology will drive the global VR gaming market during the forecast period.



Key vendors

  • Oculus VR
  • Samsung
  • HTC
  • Google (News - Alert)
  • Sony
  • ZEISS International
  • Razer
  • FOVE

Other prominent vendors


  • Activision Blizzard
  • Disney (News - Alert)
  • Electronic Arts
  • AMD (Advanced Micro Devices)
  • Facebook
  • GoPro
  • NVIDIA
  • Qualcomm Technologies

Key Topics Covered:

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research Methodology

PART 04: Introduction

PART 05: Market landscape

PART 06: Market segmentation by product

PART 07: Market segmentation by type

PART 08: Geographical segmentation

PART 09: Key leading countries

PART 10: Decision framework

PART 11: Drivers and challenges

PART 12: Market trends

PART 13: Vendor landscape

PART 14: Appendix

For more information about this report visit http://www.researchandmarkets.com/research/dx994s/global_vr_gaming


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