游戏市场中的虚拟现实,按类型(软体和硬体),按主机类型,按地区—规模、份额、展望,机会分析,2022-2030年
市场调查报告书
商品编码
1213937

游戏市场中的虚拟现实,按类型(软体和硬体),按主机类型,按地区—规模、份额、展望,机会分析,2022-2030年

Virtual Reality in Gaming Market, By Type (Software and Hardware), By Console type (MAC, X-BOX, Play Station, PC, and Nintendo Wii), and By Region (North America, Europe, APAC, RoW) - Size, Share, Outlook, and Opportunity Analysis, 2022 - 2030

出版日期: | 出版商: Coherent Market Insights | 英文 150 Pages | 商品交期: 2-3个工作天内

价格
简介目录

虚拟现实是为了体验真实环境而使用软件和硬件创建的模拟环境。 虚拟现实可以通过声音和视觉来体验。 VR技术被用于娱乐和游戏等各种应用。 游戏中的虚拟现实是指在游戏中使用声音和图形技术,让用户戴着手套、头戴式显示器 (HMD)、眼镜等进行体验。

2021 年全球游戏虚拟现实市场价值为 94.931 亿美元。

市场动态

由于游戏设备为游戏玩家提供身临其境的游戏体验,游戏行业对 VR 技术的需求正在迅速增长。 近年来,市场上的主要参与者都专注于开发先进的硬件以实现更高的图形质量。 对这些设备的需求正在迅速增长。 例如,2020 年 4 月,日本科技公司索尼公司宣布了其最新的支持 VR 的游戏委员会,称为 "SONY PlayStation 5" ,该公司推出了新一代游戏机,以支持图形密集型游戏。专注于硬件。 此外,该设备还支持通过高速互联网流式传输 VR 游戏。

VR 流式传输提供出色的游戏体验,但这些设备的初始成本很高。 例如,之前提到的 PlayStation 5 在美国的售价为 500-600 美元。 除了游戏机之外,还有提供 VR 内容所必需的连接设备,例如 HMD 和音响系统。 因此,有了所有这些设备,体验 VR 的最终成本就会显着上升。 在预测期内,此类设备的高初始成本可能会阻碍全球游戏虚拟现实市场的增长。

本研究的主要特点

  • 本报告对全球游戏虚拟现实市场进行了深入分析,提供了以 2021 年为基准年的预测期 (2022-2030) 的市场规模和復合年增长率 (CAGR%)。
  • 它揭示了不同细分市场的潜在收入机会,并为该市场概述了一个有吸引力的投资建议矩阵。
  • 它还提供关键见解,例如市场促进因素、抑制因素、机会、新产品发布或批准、区域前景以及主要参与者采用的竞争战略。
  • 根据监管状况、公司概况、业绩、产品组合、区域影响力、分销战略、主要发展和战略以及未来计划等参数,介绍全球虚拟现实游戏市场的主要参与者。
  • 全球游戏虚拟现实市场的主要公司包括 Electronic Arts Inc.、Kaneva LLC、Nintendo Co.Ltd、Avatar Reality Inc.、Sony Corporation、Oculus VR、Activision Publishing Inc.、Stock Company Sega。
  • 市场参与者正在关注新产品创新和发布方面的战略协作,以满足日益增长的消费者需求和要求。
  • 这份报告中的见解将使营销人员和公司的高管能够就未来的产品发布、技术升级、市场扩张和营销策略做出明智的决策。
  • 全球游戏虚拟现实市场报告面向该行业的各种利益相关者,包括投资者、供应商、分销商、新进入者和金融分析师。
  • 利益相关者可以通过用于分析全球游戏虚拟现实市场的各种战略矩阵来促进决策制定。

目次

第 1 章目的和先决条件

  • 调查目的
  • 先决条件
  • 缩写说明

第 2 章市场展望

  • 报告内容
    • 市场定义和范围
  • 执行摘要
    • 市场细分:按类型
    • 市场细分:按控制台类型
    • 按地区划分的市场细分
  • 连贯机会图 (COM)

第 3 章市场动态、规律及趋势分析

  • 市场动态
    • 促进因素
    • 抑制因素
    • 市场机会
  • 监管场景
  • 行业趋势
  • 併购
  • 新系统启动/批准
  • COVID-19 大流行的影响

第 4 章全球游戏虚拟现实市场,2017-2030 年

  • 软体
  • 硬体

第 5 章游戏虚拟现实全球市场(按控制台类型),2017-2030

  • MAC
  • X-BOX
  • PlayStation
  • PC
  • 任天堂 Wii

第 6 章全球游戏虚拟现实市场:地区,2017-2030

  • 北美
  • 美国
  • 加拿大
  • 欧洲
  • 英国
  • 德国
  • 法国
  • 意大利
  • 俄罗斯
  • 其他欧洲地区
  • 亚太地区
  • 中国
  • 印度
  • 日本
  • 东盟
  • 澳大利亚
  • 韩国
  • 其他亚太地区
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 墨西哥
  • 其他拉丁美洲地区
  • 中东和非洲
  • 南非
  • 海湾合作委员会国家
  • 其他中东和非洲地区

第 7 章竞争格局

  • 公司简介
    • Electronic Arts Inc.
  • 最近的发展和更新
    • Kaneva LLC
    • Nintendo Co. Ltd
    • Avatar Reality Inc.
    • Sony Corporation
    • Oculus VR
    • Activision Publishing Inc.
    • Sega Corporation.

第 8 章

  • 参考文献
  • 调查方法
简介目录
Product Code: CMI4197

Virtual reality refers to a simulated environment created by using software and hardware, in order to provide real environment experience to users. Virtual reality is experienced through sound and sight. VR technology has been used in many applications including entertainment and gaming. Virtual reality in gaming is referred to the use of sound and graphics technology in games where the user wears gloves, head-mounted display (HMD), and glasses as a part of their experience.

The global Virtual Reality in Gaming market was valued for US$ 9493.1 Mn in 2021.

Market Dynamics

The demand of VR technology in the gaming industry is rapidly growing owing to the immersive gaming experience offered by the gaming devices to the gamers. In the recent past, key market players in the market are focusing on the developing advanced hardware which can produce higher graphic quality results. The demand for these devices is rapidly growing. For instance, In April 2020, Sony Corporation, a Japan based technology company announced its latest VR supported gaming council known as Sony PlayStation 5, where company focused on new generation hardware to support graphics intensive gaming. Further, this device also supports VR game streaming using high speed internet.

Although VR streaming offers superior gaming experience, initial cost of these devices is high. For instance, PlayStation 5 (which is mentioned in earlier example) costs around US$ 500 - 600. Apart from gaming console other connected devices such as HMD, sound system also needs be equipped to provide VR content. Thus, combining all these devices the end cost to experience VR drastically increases. Such high initial cost of the devices may hamper the growth of the global virtual reality in gaming market during the forecast period.

Key features of the study:

  • This report provides an in-depth analysis of the global virtual reality in the gaming market and provides market size (US$ million) and compound annual growth rate (CAGR %) for the forecast period (2022-2030), considering 2021 as the base year
  • It elucidates potential revenue opportunities across different segments and explains an attractive investment proposition matrix for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approval, regional outlook, and competitive strategy adopted by leading players
  • It profiles leading players in the global virtual reality in gaming market based on the following parameters - regulatory landscape, company overview, financial performance, product portfolio, geographical presence, distribution strategies, key developments and strategies, and future plans
  • Key companies covered in the global virtual reality in gaming market are Electronic Arts Inc., Kaneva LLC, Nintendo Co. Ltd, Avatar Reality Inc., Sony Corporation, Oculus VR, Activision Publishing Inc., and Sega Corporation.
  • The market players are focusing on strategic collaborations to innovate and launch new products to meet the increasing needs and requirements of consumers.
  • Insights from this report would allow marketers and management authorities of companies to make informed decision regarding future product launches, technology upgradation, market expansion, and marketing tactics
  • The global virtual reality in gaming market report caters to various stakeholders in this industry including investors, suppliers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through the various strategy matrices used in analyzing the global virtual reality in gaming market.

Detailed Segmentation

  • Global Virtual Reality in Gaming Market, By Type:
    • Software
    • Hardware
  • Global Virtual Reality in Gaming Market, By End-Use Industry:
    • MAC
    • X-BOX
    • Play Station
    • PC
    • Nintendo Wii
  • Global Virtual Reality in Gaming Market, By Region:
    • North America
    • Europe
    • Asia Pacific
    • Latin America
    • Middle East and Africa
  • Company Profiles
    • Electronic Arts Inc.
      • Company Overview
      • Product Portfolio
      • Financial Performance
      • Key Strategies
      • Recent Developments
    • Kaneva LLC.
    • Nintendo Co. Ltd.
    • Avatar Reality Inc.
    • Sony Corporation
    • Oculus VR
    • Activision Publishing Inc.
    • Sega Corporation.

"*" marked represents similar segmentation in other categories in the respective section

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Market Snippet, By Type
    • Market Snippet, By Console Type
    • Market Snippet, By Region
  • Coherent Opportunity Map (COM)

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
    • Drivers
    • Restraints
    • Market Opportunities
  • Regulatory Scenario
  • Industry Trend
  • Merger and Acquisitions
  • New system Launch/Approvals
  • Impact of COVID-19 Pandemic

4. Global Virtual Reality in Gaming Market, By Type, 2017-2030 (US$ Million)

  • Introduction
    • Market Share Analysis, 2022 and 2030 (%)
    • Segment Trends
  • Software
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)
  • Hardware
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)

5. Global Virtual Reality in Gaming Market, By Console Type, 2017 - 2030 (US$ Million)

  • Introduction
    • Market Share Analysis, 2022 and 2030 (%)
    • Segment Trends
  • MAC
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)
  • X-BOX
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)
  • Play Station
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)
  • PC
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)
  • Nintendo Wii
    • Introduction
    • Market Size and Forecast, 2017-2030, (US$ Million)

6. Global Virtual Reality in Gaming Market, By Region, 2017-2030 (US$ Million)

  • Introduction
    • Market Share Analysis, By Region, 2022 and 2030 (%)
  • North America
    • Regional Trends
    • Market Size and Forecast, By Type, 2017 - 2030 (US$ Million)
    • Market Size and Forecast, By Console Type, 2017-2030 (US$ Million)
    • Market Share Analysis, By Country, 2022 and 2030 (%)
  • U.S.
  • Canada
  • Europe
    • Regional Trends
    • Market Size and Forecast, By Type, 2017 - 2030 (US$ Million)
    • Market Size and Forecast, By Console Type, 2017-2030 (US$ Million)
    • Market Share Analysis, By Country, 2022 and 2030 (%)
  • U.K.
  • Germany
  • France
  • Italy
  • Russia
  • Rest of Europe
  • Asia Pacific
    • Regional Trends
    • Market Size and Forecast, By Type, 2017 - 2030 (US$ Million)
    • Market Size and Forecast, By Console Type, 2017-2030 (US$ Million)
    • Market Share Analysis, By Country, 2022 and 2030 (%)
  • China
  • India
  • Japan
  • ASEAN
  • Australia
  • South Korea
  • Rest of Asia Pacific
  • Latin America
    • Regional Trends
    • Market Size and Forecast, By Type, 2017 - 2030 (US$ Million)
    • Market Size and Forecast, By Console Type, 2017-2030 (US$ Million)
    • Market Share Analysis, By Country, 2022 and 2030 (%)
  • Brazil
  • Argentina
  • Mexico
  • Rest of Latin America
  • Middle East and Africa
    • Regional Trends
    • Market Size and Forecast, By Type, 2017 - 2030 (US$ Million)
    • Market Size and Forecast, By Console Type, 2017-2030 (US$ Million)
    • Market Share Analysis, By Country, 2022 and 2030 (%)
  • South Africa
  • GCC Countries
  • Rest of the Middle East and Africa

7. Competitive Landscape

  • Company Profiles
    • Electronic Arts Inc.
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/ Updates
    • Kaneva LLC
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Nintendo Co. Ltd
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Avatar Reality Inc.
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Sony Corporation
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Oculus VR
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Activision Publishing Inc.
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
    • Sega Corporation.
  • Company Overview
  • Product Portfolio
  • Financial Performance
  • Key Strategies
  • Recent Developments/Updates
  • Analyst Views

8. Section

  • References
  • Research Methodology
  • About us and Sales Contact