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Virtual Reality in Gaming Market is anticipated to reach US$5,839.9 million in 2019

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.

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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.

The market overview section of the report demonstrates the market dynamics and trends such as the drivers, restraints and opportunities that influence the current nature and future status of this field. Impact factors such as market attractiveness analysis and Porter’s five forces analysis have also been explained in the market overview section of the report, in order to give a thorough analysis of the overall competitive scenario in the global virtual reality in gaming market.

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The global virtual reality in gaming market is categorized on the basis of components and various console type from different manufacturers. Virtual reality in gaming includes two types of components, namely, hardware and software components. The market revenue and forecast for both the type of components has been provided for the period 2011 to 2019 in terms of USD million, along with the CAGR for the forecast period 2013 to 2019.

Different types of gaming console from manufacturers include Microsoft Xbox, Apple Mac, Sony Play station, personal computer and Nintendo Wii. A detailed market analysis and forecast for these segments has been provided in the study, in terms of market revenue (USD million) for the period 2011 to 2019. The market revenue has been forecast for the period 2013 to 2019, considering 2012 as the base year.

In geographical distribution, the global enterprise search market has been classified into four regions, namely, North America, Europe, Asia Pacific and Rest of the World (RoW). This section includes market revenue (2011-2019) and forecast (2013-2019) for component and gaming console from different manufacturers in each region. The study further offers recommendations and highlights of the market, which would be useful for the present and new market players to sustain and grow in the global virtual reality in gaming market.

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The report concludes with the company profiles section which includes key information about the major players in the market. Some of the key players profiled in this report include Electronic Art Inc., Nintendo Co. Ltd., Sony Corporation, Linden Lab Inc., Activision Publishing Inc., Oculus VR, Avatar Reality Inc and Kaneva LLC among others. Recent developments by the companies and barriers of the market will help emerging players design their strategies in an effective manner. The study is expected to help key players of the enterprise search market in formulating and developing their strategies.

The global market for virtual reality in gaming has been segmented as follows-

Virtual Reality in Gaming Market, by Component



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



Rest of the World

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