Dublin, July 12, 2018 (GLOBE NEWSWIRE) -- The "Global VR Gaming Market Outlook to 2022 - by Hardware, Software and Accessories (Motion Sensor, Masks & Gloves, Bodysuits and Others) and by Devices (PC, Consoles and Mobiles)" report has been added to ResearchAndMarkets.com's offering.

This report provides a comprehensive analysis of global gaming market, global VR gaming market size by revenue.

The report also provides data points on Global VR Gaming market by type (Hardware, Software and Accessories), by Devices (PC, Consoles and Mobile), by Distribution Channel (Traditional Stores and Online Stores) and by Regions (EMEA, America and APAC) along with company profile of major players.

The report also covers Porter's Five Force analysis, Major VR Gaming Country Snapshots, Snapshot on AR/VR market along with analyst recommendation and macroeconomic variables.

Key Topics Covered

1.Executive Summary

  • Market Overview
  • Global VR Gaming Market Segmentation
  • Competitive Landscape for Global VR gaming Market
  • Snapshot on Major VR Gaming Countries
  • Global VR Gaming Market Future Outlook

2.Research Methodology 2.1.Market Definitions 2.2.Abbreviations 2.3.Market Size and Modeling

  • Research Methodology
  • Approach - Market Sizing
  • Limitations
  • Variable (Dependant and Independent)
  • Multi Factor Based Sensitivity Model
  • Final Conclusion

3.Global Gaming Market Snapshot 4.Value Chain Analysis for Global Virtual Reality Gaming Market 5.Global VR Gaming Market 5.1.Global VR Gaming Market Overview and Genesis 5.2.Global VR Gaming Market Size, 2015-2017 5.3.Global VR Gaming Segmentation 5.3.1.By Type (Hardware, Software and Accessories), 2017 VR Accessories by Product, 2017 VR Accessories by Technology Adopters 5.3.2.By Devices (PC, Consoles and Mobile), 2017 5.3.3.By Distribution Channel (Traditional Stores and Online Stores), 2017 5.3.4.By Regions (EMEA, America and APAC), 2017 6.Decision Making Process for Buying Virtual Reality Gaming Products 7.SWOT Analysis for Global VR Gaming Market 8.Competitive Landscape for VR Gaming Market 8.1.Market Share of Major Players in VR Gaming Hardware, 2017 8.2.Company Profiles 8.2.1.Sony Corporation 8.2.2.Oculus VR LLC 8.2.3.HTC Corporation 8.2.4.Google Inc. 8.2.5.Samsung Electronics Company Limited 8.2.6.Leap Motion 8.2.7.TCL 8.2.8.Nvidia 8.2.9.Ubisoft 8.2.10.Razer Inc. 8.2.11.Valve Software 8.2.12.Electronic Arts Inc. 9.User Profile for Global VR Gaming 9.1.Global Market Developers entering into Virtual Reality Market Developers Working on VR Content for Major Leading VR Headsets Manufacturers Age Groups Most Excited To Experience VR 9.2.America

  • VR Gaming Users in US on the Basis of Gender and Age
  • Share of Users who own Each Type of Device
  • US Population Spending for VR Gaming Purposes
  • Major VR headsets known by US Population (Respondents aged over 13 Years)
  • US Population Interest in VR Gamingby Gender
  • US Population Interest in VR Gaming By Age
  • Factors Affecting Buying Decision while Purchasing VR Headset

9.3.Europe

  • Countries with Potential VR Buyer with an annual hardware budget of More than USD 600
  • Tethered HMD Considered for Quality Experience for VR Technology
  • Tethered HMD Considered for Quality Experience for Content Creators
  • Mobile HMD Considered for Quality Experience for VR Technology

10.AR/MR Snapshot 11.Trends and Development for Global Virtual Reality Gaming Market 11.1.Indie Games Getting Bigger 11.2.Focus on Building Standalone Devices by Headset Manufacturers 11.3.Promotion Campaign Inclined Towards Awareness Rather Than Sales 11.4.Growing Popularity of 360-Degree Videos 11.5.Growing Popularity of Smartphone Integrated VR Headsets 11.6.Growing Awareness of VR Gaming 11.7.Growing Investments in VR Technology 12.Challenges faced by players in the VR Gaming Ecosystem 13.VR Application Development 13.1.1.Expenditure 13.1.2.In-house Vs Outsourcing 14.Marketing Strategy of Major Players in VR Gaming Market 15.Upcoming VR Gaming Titles 16.Investments Done by VC Firms and Angel Investors 17.Snapshot of Major Countries in Global VR Gaming Market 17.1.US 17.2.Japan 17.3.South Korea 17.4.China 17.5.Germany 17.6.UK 17.7.Netherlands 18.Future Outlook and Projections for VR Gaming Market, 2018-2022 Aggressive Uptake scenario Base Case Scenario 18.1.By Type (Hardware, Software and Accessories), 2022 18.2.By Device Users (Mobile, Console and PC), 2022 18.3.By Distribution Channel (Online Stores and Traditional Stores), 2022 18.4.By Regions (EMEA, Americas and APAC), 2022 19.Analyst Recommendation for Global VR Gaming Market 20.Macroeconomic Factors Affecting Global VR Gaming Market, 2015-2022E 20.1.Global Gaming Industry, 2015-2022E 20.2.Number of Active Video Gamers Worldwide, 2015-2022E 20.3.Number of Active Virtual Reality Users Worldwide, 2015-2022E 20.4.Virtual Reality (VR) Headset User Base, 2015-2022E

For more information about this report visit https://www.researchandmarkets.com/research/j..._2018?w=12

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