DUBLIN, Sept. 1, 2022 /PRNewswire/ --The "Virtual Reality (VR) in Gaming Market 2021-2027" report has been added to ResearchAndMarkets.com's offering.
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The global virtual reality (VR) market is growing at a significant CAGR of around 18.0% during the forecast period. The market is mainly driven due to various factors including rising demand for VR in various industries such as consumer electronics, gaming, increasing demand for interactive video platforms in the retail sector, rising penetration of smartphones and other smart devices.
The COVID-19 pandemic has a positive impact on the global VR market since December 2019. The pandemic has increased the digital transformation of companies, The industries are focusing more on the digital platform to interact with their customers. as well Persons working from home are more consistent on digital sources. The e-commerce market is growing faster in this pandemic and virtual reality can be taken benefit of by creating an artificial vision of the clothes that people like, also superimpose the image of furniture on the place it needs to be placed, the growing adoption of virtual events is driving the growth of the market in COVID-19 pandemic.
The is global VR market segmented based on components, system, application, device, based on components, global VR market is segmented into hardware and software. Based on system, the global VR market is segmented into non-immersive VR, semi-immersive VR, fully immersive VR. based on the application, the global VR market is segmented into entertainment, gaming, tourism, automotive, training, and education, defense, healthcare. based on the device, the global VR market is segmented into the head-mounted display (HMD), gesture-tracking device (GTD), projectors & display wall (PDW).
The global VR market is analyzed based on the geographical regions that are contributing considerably towards the growth of the market. Based on the geography, the market is segmented into North America, Europe, Asia-Pacific, and the Rest of the World. North America held the largest share in the VR market.
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The factors that drive the market in the region included rising research activities in the field of VR, and the presence of key market players in the region such as Apple, Inc., Google LLC, Microsoft Corp. Invention by the US government by deploying virtual training sessions on public health veterinary, and speedy internet penetration and advancement in immersive technology. Moreover, South America is projected to witness steady growth due to rapid internet penetration and developments in immersive technology.
The Report Covers
Comprehensive research methodology of the Global VR market.
This report also includes a detailed and extensive market overview with key analyst insights.
An exhaustive analysis of macro and micro factors influencing the market guided by key recommendations.
Analysis of regional regulations and other government policies impacting the Global VR market.
Insights about market determinants that are stimulating the Global VR market.
Detailed and extensive market segments with the regional distribution of forecasted revenues.
Extensive profiles and recent developments of market players.
Key Topics Covered:
1. Report Summary
2. Market Overview and Insights2.1. Scope of the Report2.2. Analyst Insight & Current Market Trends2.2.1. Key Findings2.2.2. Recommendations2.2.3. Conclusion
3. Competitive Landscape3.1. Key Company Analysis3.1.1. Overview3.1.2. Financial Analysis3.1.3. SWOT Analysis3.1.4. Recent Developments3.2. Key Strategy Analysis3.3. Impact of COVID-19on key players
4. Market Determinants4.1. Motivators4.2. Restraints4.3. Opportunities
5. Market Segmentation5.1. Global Virtual Gaming Market by Device Type5.1.1. Gaming Console5.1.2. Desktop5.1.3. Smartphones5.2. Global Virtual Gaming Market by Game Type5.2.1. Racing games5.2.2. Adventurous games5.2.3. Fighting games5.2.4. Shooting games5.2.5. Mystery thriller games5.2.6. Science fiction games5.2.7. Simulation Games5.2.8. Other games
6. Regional Analysis6.1. North America6.1.1. United States6.1.2. Canada6.2. Europe6.2.1. UK6.2.2. Germany6.2.3. Italy6.2.4. Spain6.2.5. France6.2.6. Rest of Europe6.3. Asia-Pacific6.3.1. China6.3.2. India6.3.3. Japan6.3.4. South Korea6.3.5. Rest of Asia-Pacific6.4. Rest of the World
7. Company Profiles7.1. Advanced Micro Devices, Inc.7.2. Arctic Sun VRVR7.3. bHaptics, Inc.7.4. Cloudhead Games Ltd.7.5. Firsthand Technology Inc.7.6. GoogleLLC7.7. HTC Corp.7.8. Microsoft, Inc.7.9. nDreams Ltd.7.10. Niantic, Inc.7.11. Nintendo Co., Ltd.7.12. NVIDIA Corp.7.13. Oculus (Facebook Technologies, LLC.)7.14. Samsung Corp.7.15. Sony Interactive Entertainment LLC7.16. Surreal VR Studios7.17. UBISOFT ENTERTAINMENT SA7.18. Unity Technologies, Inc.
For more information about this report visit https://www.researchandmarkets.com/r/jurvjf
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