Virtual Reality in Gaming Market (By Component - Software, Hardware; By Type of Gaming Console from Different Manufacturers - Microsoft Xbox, Apple Mac, Sony PlayStation, Personal computer, Nintendo Wii) - Global Industry Analysis, Size, Share, Growth, Tr
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The research report on virtual reality in gaming market provides detailed industry analysis and helps in understanding the driving forces behind the popularity of virtual reality games in the global market. Virtual reality provides a simulated environment created with the help of hardware and software, which the user experiences as a real environment. Virtual reality in gaming refers to the use of sound and graphics technology in games where the user wears devices such as head mounted display (HMD), gloves or glasses as a part of their experience.
The report includes segmentation of the global virtual reality in gaming market by component, console and geography. Further, it provides current and forecast market size by revenue (USD million) for the aforementioned categories. Cross sectional analysis for geography segments is a part of the scope. Factors influencing and inhibiting the growth of the market have been analyzed in the report. Porter's five forces analysis offers insights into market competition.
The study also includes profiles of key players in the market and the strategies adopted by them to sustain the competition. The study consists of recent developments and barriers for the market, which will help emerging and existing players in formulating and developing their strategies in an effective manner.
The global market for virtual reality in gaming has been segmented as follows-
Virtual Reality in Gaming Market, by Component
Software
Hardware
Virtual Reality in Gaming Market, by Type of Gaming Console from Different Manufacturers
Microsoft Xbox
Apple Mac
Sony Play station
Personal computer
Nintendo Wii
Virtual Reality in Gaming Market, by Geography
North America
Europe
Asia-Pacific
Rest of the World
Chapter 1 Preface
1.1 Research Description
1.2 Research Scope
1.3 Research Methodology
Chapter 2 Executive Summary
2.1 Global virtual reality in gaming market snapshot
Chapter 3 Market Overview
3.1 Market Definition
3.2 Market dynamics and impact analysis
3.2.1 Drivers
3.2.1.1 Constant innovation in technology is making the market more lucrative to the existing users
3.2.1.2 Rise in disposable income appeals to find better source of information
3.2.2 Restraint
3.2.2.1 High Cost of virtual reality gaming devices
3.2.2.2 Difficult to maintain and upgrade the devices
3.2.3 Opportunities
3.2.3.1 Development of comfortable and compact virtual reality gaming devices and technological innovations to enhance user experience
3.3 Value chain analysis
3.4 Porter's five force analysis
3.4.1 Bargaining power of suppliers
3.4.2 Bargaining power of buyers
3.4.3 Threat from new entrants
3.4.4 Threat from substitutes
3.4.5 Degree of competition
Chapter 4 Global Virtual Reality in Gaming Market, by Components
4.1 Introduction
4.2 Virtual reality in gaming software
4.3 Hardware
Chapter 5 Global virtual reality in gaming market, By Type of Gaming Console from Different Manufacturers
5.1 Microsoft Xbox
5.2 Apple Mac
5.3 Sony PlayStation (PS3, PS4)
5.4 Personal computer
5.5 Nintendo Wii
Chapter 6 Global Virtual Reality in Gaming Market, by Geography
6.1 Introduction
6.2 North America
6.2.1 North America virtual reality in gaming market, by component
6.2.2 North America virtual reality in gaming market, by console
6.3 Europe
6.3.1 Europe virtual reality in gaming market, by component
6.3.2 Europe virtual reality in gaming market, by console
6.4 Asia Pacific
6.4.1 Asia Pacific virtual reality in gaming market, by component
6.4.2 Asia Pacific virtual reality in gaming market, by console
6.5 Rest of the World (RoW)
6.5.1 Rest of World virtual reality in gaming market, by component
6.5.2 Rest of World virtual reality in gaming market, by console
Chapter 7 Competitive Landscape
7.1 Market share by key players
7.2 Competitive strategies adopted by key players
Chapter 8 Company Profiles
8.1 Electronic Arts Inc.
8.1.1 Company overview
8.1.2 Financial overview
8.1.3 Business strategy
8.1.4 Recent developments
8.2 Nintendo Co. Ltd
8.2.1 Company overview
8.2.2 Financial overview
8.2.3 Business strategy
8.2.4 Recently developments
8.3 Linden Lab Inc.
8.3.1 Company overview
8.3.2 Financial Overview
8.3.3 Business strategy
8.3.4 Recent developments
8.4 Sony Corporation
8.4.1 Company overview
8.4.2 Financial overview
8.4.3 Business strategy
8.4.4 Recent developments
8.5 Activision Publishing Inc.
8.5.1 Company overview
8.5.2 Financial overview
8.5.3 Business strategy
8.5.4 Recent developments
8.6 Sega Corporation
8.6.1 Company overview
8.6.2 Financial overview
8.6.3 Business strategy
8.6.4 Recent developments
8.7 Oculus VR
8.7.1 Company overview
8.7.2 Financial overview
8.7.3 Business strategy
8.7.4 Recent developments
8.8 Avatar Reality Inc.
8.8.1 Company overview
8.8.2 Financial overview
8.8.3 Business strategy
8.8.4 Recent developments
8.9 Kaneva LLC
8.9.1 Company overview
8.9.2 Financial overview
8.9.3 Business strategy
8.9.4 Recent development
List of Figures
FIG. 1 Market segmentation: Virtual reality in gaming market
FIG. 2 Purchasing power parity trend, United States 2009-2012 (USD)
FIG. 3 Value chain analysis for Virtual Reality in Gaming
FIG. 4 Porters five forces analysis for virtual reality in gaming market
FIG. 5 Global virtual reality in gaming market, by component, 2012 and 2019 (revenue %)
FIG. 6 Software market size and forecast, 2011 – 2019 (USD million)
FIG. 7 Hardware market size and forecast, 2011 – 2019 (USD million)
FIG. 8 Global virtual reality in gaming market shares, by console type, 2012 and 2019 (%)
FIG. 9 The Xbox market size and forecast, 2011 – 2019 (USD million)
FIG. 10 The Mac market size and forecast, 2011 – 2019 (USD million)
FIG. 11 Play station market size and forecast, 2011 – 2019 (USD million)
FIG. 12 Personal computer market size and forecast, 2011 – 2019 (USD million)
FIG. 13 Nintendo market size and forecast, 2011 – 2019 (USD million)
FIG. 14 Global virtual reality in gaming market shares, by geography, 2012 and 2019 (%)
FIG. 15 North America virtual reality in gaming market revenue, 2011 – 2019 (USD million)
FIG. 16 Europe virtual reality in gaming market revenue, 2011 – 2019 (USD million)
FIG. 17 Asia Pacific virtual reality in gaming market revenue, 2011 – 2019 (USD million)
FIG. 18 Rest of world virtual reality in gaming market revenue, 2011 – 2019 (USD million)
FIG. 19 Market share of major players, Virtual reality in gaming market, 2012 (%)
FIG. 20 Electronic arts Inc., annual revenue, 2010 – 2012 (USD million)
FIG. 21 Nintendo Co. Ltd, annual revenue, 2010 – 2012 (USD million)
FIG. 22 Linden Lab Inc., annual revenue, 2010 – 2011 (USD million)
FIG. 23 Sony Corporation, gaming segment annual revenue, 2010 – 2012 (USD million)
FIG. 24 Activision Inc, annual revenue, 2010 – 2012 (USD million)
FIG. 25 Sega corporation, annual revenue, 2010 – 2012 (USD million)
List of Tables
TABLE 1 Global virtual reality in gaming market snapshot
TABLE 2 Impact analysis of drivers
TABLE 3 Impact analysis of restraint
TABLE 4 North America virtual reality in gaming market, by component 2011-2019 (USD million)
TABLE 5 North America virtual reality in gaming market, by console 2011-2019 (USD million)
TABLE 6 Europe virtual reality in gaming market, by component 2011-2019 (USD million)
TABLE 7 Europe virtual reality in gaming market, by console 2011-2019 (USD million)
TABLE 8 Asia Pacific virtual reality in gaming market, by component 2011-2019 (USD million)
TABLE 9 Asia Pacific virtual reality in gaming market, by console 2011-2019 (USD million)
TABLE 10 Rest of World virtual reality in gaming market, by component 2011-2019 (USD million)