{"id":177468,"date":"2018-01-16T03:35:01","date_gmt":"2018-01-16T03:35:01","guid":{"rendered":"http:\/\/www.abnewswire.com\/pressreleases\/?p=177468"},"modified":"2018-01-16T03:35:01","modified_gmt":"2018-01-16T03:35:01","slug":"virtual-reality-vr-2018-global-market-expected-to-grow-at-cagr-2597-and-forecast-to-2021","status":"publish","type":"post","link":"https:\/\/www.abnewswire.com\/pressreleases\/virtual-reality-vr-2018-global-market-expected-to-grow-at-cagr-2597-and-forecast-to-2021_177468.html","title":{"rendered":"Virtual Reality (VR) 2018 Global Market Expected to Grow at CAGR 25.97% and Forecast to 2021"},"content":{"rendered":"<div style=\" width:250px; padding:8px 10px 10px 10px; float:right;\"><a href=\"http:\/\/www.abnewswire.com\/pressreleases\/wp-content\/uploads\/2018\/01\/1516090329.png\" style=\"border:none !important;\" target=\"_blank\" rel=\"nofollow\" ><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-29\" title=\"image\" src=\"http:\/\/www.abnewswire.com\/pressreleases\/wp-content\/uploads\/2018\/01\/1516090329.png\" alt=\"\" width=\"225\" height=\"270\" style=\"padding:0px 0px 10px 10px; border:0 solid !important;\" \/><\/a><\/p>\n<div class=\"quotes\" style=\" font-weight:bold; font-style:italic;\">\n<div>&#8220;\\&#8221;Virtual Reality (VR) Market\\&#8221;&#8221;<\/div>\n<\/div>\n<\/div>\n<div style=\"font-style:italic; padding:8px 0px;\">The analysts forecast virtual reality in the global gaming market to grow at a CAGR of 25.97% over the period 2014-2019.<\/div>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Global Virtual Reality (VR) Market<\/strong><\/p>\n<p><strong>Description<\/strong><\/p>\n<p>WiseGuyReports.Com adds&rdquo; Virtual Reality (VR) in Global Gaming Market 2015-2019 &ldquo;Research To Its Database.<\/p>\n<p>Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from gaming devices, public entertainment, prototype creation to military exercises and medical equipment.&nbsp;<br \/> The emergence of many virtual reality gaming hardware manufacturers is creating growth opportunities in the market. Players such as Oculus, Sony, and Samsung through their innovative gaming hardware has given hope for the market vendors that virtual reality could be a reality in the future, and there could be wide adoption of virtual reality in the global gaming market.&nbsp;<\/p>\n<p>The analysts forecast virtual reality in the <strong>global gaming market<\/strong> to grow at a <strong>CAGR of 25.97% <\/strong>over the period 2014-2019.<\/p>\n<p><strong>Covered in this Report<\/strong>&nbsp;<br \/> This report covers the present scenario and the growth prospects of virtual reality in the global gaming market for the period 2015-2019. The report provides a detailed segmentation of the market based on the following: product, component, end-user, and geography.<\/p>\n<p>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<\/p>\n<p><strong>Get sample Report @<\/strong><strong> &nbsp;<a rel=\"nofollow\" href=\"https:\/\/www.wiseguyreports.com\/sample-request\/86076-virtual-reality-vr-in-global-gaming-market-2015-2019\">https:\/\/www.wiseguyreports.com\/sample-request\/86076-virtual-reality-vr-in-global-gaming-market-2015-2019<\/a><\/strong><\/p>\n<p><strong>&nbsp;<\/strong><\/p>\n<p><strong>Key Vendors&nbsp;<br \/> <\/strong>o Avegant&nbsp;<br \/> o Beijing ANTVR Technology&nbsp;<br \/> o Carl Zeiss&nbsp;<br \/> o Gameface Labs&nbsp;<br \/> o Google&nbsp;<br \/> o HTC&nbsp;<br \/> o Immersion Vrelia&nbsp;<br \/> o Oculus VR (Subsidiary of Facebook)&nbsp;<br \/> o Razer&nbsp;<br \/> o Samsung&nbsp;<br \/> o Shoogee&nbsp;<br \/> o Sony&nbsp;<br \/> o Virtuix&nbsp;<br \/> o Vrizzmo<\/p>\n<p><strong>Market Driver<\/strong>&nbsp;<br \/> o Growth of Global Mobile Gaming Market&nbsp;<br \/> o For a full, detailed list, view our report<\/p>\n<p><strong>Market Challenge&nbsp;<br \/> <\/strong>o Motion Sickness&nbsp;<br \/> o For a full, detailed list, view our report<\/p>\n<p><strong>Market Trend&nbsp;<br \/> <\/strong>o Crowdfunding&nbsp;<br \/> o For a full, detailed list, view our report<\/p>\n<p><strong>Key Questions Answered in this Report<\/strong>&nbsp;<br \/> o What will the market size be in 2019 and what will the growth rate be?&nbsp;<br \/> o What are the key market trends?&nbsp;<br \/> o What is driving this market?&nbsp;<br \/> o What are the challenges to market growth?&nbsp;<br \/> o Who are the key vendors in this market space?&nbsp;<br \/> o What are the market opportunities and threats faced by the key vendors?<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Enquiry About Report @ <\/strong><strong><a rel=\"nofollow\" href=\"https:\/\/www.wiseguyreports.com\/enquiry\/86076-virtual-reality-vr-in-global-gaming-market-2015-2019\">https:\/\/www.wiseguyreports.com\/enquiry\/86076-virtual-reality-vr-in-global-gaming-market-2015-2019<\/a><\/strong><\/p>\n<p><strong>&nbsp;<\/strong><\/p>\n<p><strong>Table of Contents -Major Key Points<\/strong><\/p>\n<ol>\n<li><strong> Executive Summary&nbsp;<\/strong><\/li>\n<li><strong> List of Abbreviations&nbsp;<\/strong><\/li>\n<li><strong> Scope of the Report&nbsp;<br \/> <\/strong>03.1 Definitions&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;03.1.1 VR Software&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;03.1.2 VR Hardware&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;03.2 End-user Segments&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;03.3 Base Year&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;03.4 Geographical Areas&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;03.5 Market Size Calculation and Segmentation&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;03.6 Common Currency Conversion Rates&nbsp;<\/li>\n<li><strong> Market Research Methodology&nbsp;<br \/> <\/strong>04.1 Market Research Process&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;04.2 Research Methodology&nbsp;<\/li>\n<li><strong> Introduction&nbsp;<br \/> <\/strong>05.1 Virtual Reality&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05.1.1 Components of VR System:&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05.1.2 VR Applications&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;05.1.3 Gaming and VR&nbsp;<\/li>\n<li><strong> VR Innovation in Gaming&nbsp;<\/strong><\/li>\n<li><strong> Market Landscape&nbsp;<br \/> <\/strong>07.1 Market Overview&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;07.2 Value Chain Analysis&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;07.3 Competitive Scenario&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;07.4 Market Size and Forecast&nbsp;<br \/> Pessimistic Scenario: 17&nbsp;<br \/> Optimistic Scenario: 18&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;07.5 Market Segmentation by Components&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;07.5.1 Software&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;07.5.2 Hardware&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;07.6 Geographical Segmentation by Revenue&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;07.7 Porter&rsquo;s Five Forces and Impact Analysis&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;07.7.1 Threat of Substitutes&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;07.7.2 Threat of New Entrants&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;07.7.3 Bargaining power of Suppliers&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;07.7.4 Bargaining Power Of Buyers&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;07.7.5 Threat of Rivalry&nbsp;<\/li>\n<li><strong> Drivers and their impact<\/strong><br \/> &nbsp;&nbsp;&nbsp;&nbsp;08.1 Increased Awareness&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;08.2 Mobile Gaming Market&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;08.3 Compatibility of Smartphones with VR Technology&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;08.4 SLAM Technology&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;08.5 Decline in ASPs&nbsp;<\/li>\n<li><strong> Challenges and their impact&nbsp;<br \/> <\/strong>09.1 Lack of VR Content&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;09.2 Hardware and Software Limitations&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;09.3 Build Immersive Experience For Gamers&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;09.4 Motion Sickness&nbsp;<\/li>\n<li><strong> Trends and their impact<\/strong><br \/> &nbsp;&nbsp;&nbsp;&nbsp;10.1 Smartphone-integrated VR headsets&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;10.2 Depth-sensing Cameras&nbsp;<br \/> &nbsp;&nbsp;&nbsp;&nbsp;10.3 Crowdfunding&nbsp;<\/li>\n<\/ol>\n<p><strong>&hellip;&hellip;&hellip;..CONTINUED<\/strong><\/p>\n<p><strong>&nbsp;<\/strong><\/p>\n<p><span style='font-size:18px !important;'>Media Contact<\/span><br \/><strong>Company Name:<\/strong> Wiseguyreports.com<br \/><strong>Contact Person:<\/strong> Norah Trent<br \/><strong>Email:<\/strong> sales@wiseguyreports.com<br \/><strong>Phone:<\/strong> +1 646 845 9349, +44 208 133 9349<br \/><strong>City:<\/strong> Pune<br \/><strong>State:<\/strong> Maharashtra<br \/><strong>Country:<\/strong> India<br \/><strong>Website:<\/strong> <a href=\"http:\/\/www.wiseguyreports.com\" target=\"_blank\" rel=\"nofollow\">www.wiseguyreports.com<\/a><\/p>\n<p><object type=\"text\/html\" data=\"http:\/\/www.wiseguyreports.com\" style=\"width:605px; height:400px;\"><\/object><\/p>\n<p><img decoding=\"async\" src=\"http:\/\/www.abnewswire.com\/press_stat.php?pr=virtual-reality-vr-2018-global-market-expected-to-grow-at-cagr-2597-and-forecast-to-2021\" alt=\"\" width=\"1px\" height=\"1px\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&#8220;\\&#8221;Virtual Reality (VR) Market\\&#8221;&#8221; The analysts forecast virtual reality in the global gaming market to grow at a CAGR of 25.97% over the period 2014-2019. &nbsp; &nbsp; Global Virtual Reality (VR) Market Description WiseGuyReports.Com adds&rdquo; Virtual Reality (VR) in Global &hellip; <a href=\"https:\/\/www.abnewswire.com\/pressreleases\/virtual-reality-vr-2018-global-market-expected-to-grow-at-cagr-2597-and-forecast-to-2021_177468.html\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":0,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[401],"tags":[],"class_list":["post-177468","post","type-post","status-publish","format-standard","hentry","category-Business"],"_links":{"self":[{"href":"https:\/\/www.abnewswire.com\/pressreleases\/wp-json\/wp\/v2\/posts\/177468","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.abnewswire.com\/pressreleases\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.abnewswire.com\/pressreleases\/wp-json\/wp\/v2\/types\/post"}],"replies":[{"embeddable":true,"href":"https:\/\/www.abnewswire.com\/pressreleases\/wp-json\/wp\/v2\/comments?post=177468"}],"version-history":[{"count":0,"href":"https:\/\/www.abnewswire.com\/pressreleases\/wp-json\/wp\/v2\/posts\/177468\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.abnewswire.com\/pressreleases\/wp-json\/wp\/v2\/media?parent=177468"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.abnewswire.com\/pressreleases\/wp-json\/wp\/v2\/categories?post=177468"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.abnewswire.com\/pressreleases\/wp-json\/wp\/v2\/tags?post=177468"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}