segment has contributed least share to the type of VR product in the overall global VR gaming market by attributing ~% in the revenues in 2017.
By Devices( PC, Consoles and Mobile)
PC dominated the devices in the overall revenues of global VR market with ~% share in 2017 owing to a large segment of the global population owning PCs. VR integrated PC games provide advanced gaming experiences which leads the customers to prefer this device over others for the purpose of gaming. Consoles attributed second highest revenue share of ~% in the devices of global VR gaming in 2017 owing to a large population not spending high amount of money on the PC but rather buying console for gaming purpose. Mobile contributed the least share in the devices in the revenues of the overall global VR market in 2017 with a share of ~% with the growth in use of smart phones and internet penetration worldwide.
By Distribution Channel( Traditional Stores and Online Stores)
The traditional stores dominated the distribution channel in terms of revenues in the overall global VR market with a share of ~% in 2017. The traditional stores include the stores selling the VR gaming products such as the physical stores in mall, complexes and the sports goods retailers. The revenue generated by the online stores for purchasing the VR gaming products globally is less compared to the offline stores attributing ~% revenue share in the Global VR market in 2017.
By Regions( EMEA, America and APAC)
EMEA dominated the VR gaming market worldwide in 2017 by contributing revenue share of ~% in the overall revenues owing to large number of countries present in this region. In this region, the countries having highest penetration of VR headsets include Italy, Spain and Russia. Americas contributed the second highest revenue share in the overall revenues of the VR gaming attributing to ~% in 2017 owing to increasing consumer preference for smart gadgets and increasing demand for new technologies in the gaming industry by the young population in the region. APAC region contributed the least share of ~% in the overall revenues of the VR gaming in 2017 owing to the increasing affordability of the middle class.
Competitive Landscape for Global VR gaming Market: The VR gaming market is at a nascent stage starting in year 2014 with launch of Sony PS VR. The customer is conscious to use the VR gaming products as they are new in the market and are highly priced. The revenue share of the VR gaming in the gaming market accounted to ~% in 2017 and is expected to increase to ~% by 2022.