Market Research Reports - Ken Research Investment in VR Gaming, VR Gaming Adoption Rate

Global VR Gaming Market Future Outlook to 2022: Ken Research The report titled “Global VR Gaming Market Outlook to 2022 - by Hardware, Software and Accessories (Motion Sensor, Masks & Gloves, Bodysuits and Others) and by Devices (PC, Consoles and Mobiles)” provides a comprehensive analysis of global gaming market, global VR gaming market size by revenue. The report also provides data points on Global VR Gaming market by type (Hardware, Software and Accessories), by Devices (PC, Consoles and Mobile), by Distribution Channel (Traditional Stores and Online Stores) and by Regions (EMEA, America and APAC) along with company profile of major players including Sony, Valve Software, HTC, Google, Samsung, Leap Motion, TCL, Nvidia, Ubisoft, Razer Inc., Oculus and Electronics Art Inc. The report also covers Porter’s Five Force analysis, Major VR Gaming Country Snapshots, Snapshot on AR/VR market along with analyst recommendation and macroeconomic variables. The report is useful for VR gaming hardware companies, VR gaming software companies, VR gaming accessories companies, potential entrants and other stakeholders to align their market centric strategies according to ongoing and expected trends in the future. Global VR Gaming Market Size and Overview Market Size: Global VR gaming market has witnessed a robust growth in the past two years with recorded CAGR of ~% due to the increased adoption of VR technology both by the professional players and the casual players. The popularity of 360 degree videos has been rising over the years which have created a positive impact on the market worldwide. The virtual parks have been created in various countries where there is presence of virtual reality games for the customers. Various companies entered the market in the review period after Facebook acquired Oculus and entered the industry. The increase in funding and investment in the VR technology and industry has made a positive impact on the industry. Many M&A have taken place over the years such as the acquisition of Oculus VR by Facebook. In July 2016, approximately USD ~ billion was invested in VR for ~ deals, which was ~% higher than the total funding of 2015. Market Segmentation By Type (Hardware, Software and Accessories) The hardware segment dominated in the type of VR gaming product by contributing ~% revenues in the overall global VR gaming market in 2017 owing high requirement of investment for the product. Software segment attributed ~% revenue share to global VR gaming market in 2017 as the market is in the nascent stage and the increased acceptance of the VR technology has triggered the number of developers making a positive impact on the industry. Accessories