Dallas, Texas (PRWEB)
July 16, 2015
The Virtual Reality (VR) in Global Gaming Market 2015-2019 is a research report that explores the scope and growth prospect of virtual reality in the global gaming market over the period of 2015-2019. The report has a systematic inclusion of vivid market scenarios prevalent in the global gaming market. According to the report, the global gaming market is projected to grow at a CAGR of 25.97% over the period of 2015-2020.
The complete 60 page report on Virtual Reality (VR) in the Global Gaming Market is available at http://www.rnrmarketresearch.com/virtual-reality-vr-in-global-gaming-market-2015-2019-market-report.html. The report provides 13 Exhibits that support the market research and profile key vendors operating in the market.
Virtual reality is a high-end gaming technology that provides an interactive three-dimensional computer-simulated gaming interface to the user. Equipment conventionally been used to attain such interface is a computer screen or a special stereoscopic display, but the evolving technology has introduced head-mounted displays providing integrated sound and graphics for a splendid gaming experience. The application of virtual reality is not only limited to gaming but also in various other sectors like public entertainment, proto-type creation, aircraft simulation, military exercise and medical equipment. This vast scope of virtual reality has attracted the added competition in the industry, further resulting into new market accomplishments.
The leading vendors of the gaming industry are: Avegant, Beijing ANTVR Technology, Carl Zeiss, Gameface Labs, Google, HTC, Immersion Vrelia, Oculus VR (Subsidiary of Facebook), Razer, Samsung, Shoogee, Sony, Virtuix and Vrizzmo.
Virtual Reality (VR) in Global Gaming Market 2015-2019, begins with a brief introduction to the industry, explaining the industry terminology and scope of the report. Then, the report lays its focus on the market research methodology, including sub-sections like market research process and research methodology. All the possible market scenarios are thoroughly examined by experts before shaping the report to provide a flawless business understanding of the gaming industry. The report offers a market segmentation that has classified the market on the basis of product, component, end-user, and geography. Further, the report highlights the technology-breakthrough in the gaming industry with the introduction of portable mobile integrated gaming technology. According to the report, the key players of the smartphone industry are emerging rapidly into the gaming market with their VR-headsets, hence changing the market dynamics at a great-pace. Some of the leading smartphone industry players that have penetrated the VR-headset market are: Samsung with Samsung Gear VR and HTC’s HTC-Vive. Order a Copy of Virtual Reality (VR) in Global Gaming Market Report at http://www.rnrmarketresearch.com/contacts/purchase?rname=394979.
The last few sections of the report analyzes: the market growth drivers of the gaming industry like the recent growth of the global mobile gaming market, the rising challenges in the gaming market like motion sickness of the majority gamers, and the recent market trends including the crowd funding being made in the industry. The subsequent section of the report analyzes the market leader’s company profile and drafting a SWOT analysis based on their key information.
Lastly, the report concludes with providing premium insight on the scope of gaming industry over the forecast period of 2015-2019. The Virtual Reality (VR) in Global Gaming Market 2015-2019 provides an overall understand overview of the gaming industry, reinforcing the decision making machinery associated with the gaming industry and its other verticals.
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