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Worldwide VR Gaming Industry to 2025 – Premium Mobile Platform to Hold Significant Market Share – ResearchAndMarkets.com

DUBLIN–(BUSINESS WIRE)–The “Global Virtual Reality In Gaming Market – Growth, Trends, and Forecast (2020 – 2025)” report has been added to ResearchAndMarkets.com’s offering.

The virtual reality (VR) in the gaming market was valued at USD 7.7 billion in 2019 and is projected to reach USD 42.50 billion by 2025, registering a CAGR of 32.75% over the forecast period, 2020 – 2025.

VR technology has gained widespread recognition and adoption over the past few years. Recent technological advancements in this field have revealed new enterprises.

Numerous players are emerging in this market with the hopes of navigating it toward mainstream adoption in the gaming market space. According to NewGenApps, by 2025, the worldwide user base of AR and VR games is expected to grow to 216 million users.

VR gaming involves a 3D environment that enables the user on a computing device with the help of a mouse, touch screen, other components to feel the physical presence in the game settings. The various accessories associated with the VR technology such as virtual reality headsets, wrap-around display screens, virtual reality rooms equipped with wearable computers, and sensory components enables gamers to interact, view and move around the objects in the game setting.

Companies Mentioned

Key Market Trends

Premium Mobile Platform to Hold Significant Market Share

Asia-Pacific Region to Witness Significant Growth

Key Topics Covered:

1 INTRODUCTION

1.1 Study Deliverables

1.2 Study Assumptions

1.3 Scope of the Study

2 RESEARCH METHODOLOGY

3 EXECUTIVE SUMMARY

4 MARKET DYNAMICS

4.1 Market Overview

4.2 Market Drivers

4.2.1 Growing availability of compelling and theme-based games in the VR format

4.2.2 Millennials and high-income groups to drive adoption in the near & medium-term

4.3 Market Restraints

4.3.1 Threshold related to visual and auditory aspects – High demand for Mobile AR Gaming

4.4 Porters 5 Force Analysis

4.5 Impact of COVID-19 on the VR Gaming industry

4.6 Analysis on the popular themes in VR Gaming and top publishers (Arcade, Adventure, Horror, etc.)

4.7 Comparative study of AR & VR-based Gaming

5 MARKET SEGMENTATION

5.1 By VR Type

5.2 By VR in Gaming

5.3 Geography

5.3.1 North America

5.3.2 Europe

5.3.3 Asia Pacific

5.3.4 Rest of The World

6 COMPETITIVE LANDSCAPE

7 INVESTMENT ANALYSIS

8 FUTURE OF THE MARKET

For more information about this report visit https://www.researchandmarkets.com/r/1t96d4

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