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Published By: Syndicate <strong>Market</strong> Research<br />
<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong> - Increas<strong>in</strong>g<br />
popularity of virtual reality <strong>in</strong> gam<strong>in</strong>g drives the market<br />
by 2015 - 2020<br />
Joel John<br />
3422 SW 15 Street, Suit #8138,<br />
Deerfield Beach,<br />
Florida 33442, USA<br />
Tel: +1-386-310-3803<br />
Toll Free: 1-855-465-4651<br />
sales@Syndicate<strong>Market</strong>Research.com<br />
http://www.syndicatemarketresearch.com/
<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />
<strong>Virtual</strong> reality is an artificial environment created us<strong>in</strong>g software and virtual reality devices<br />
that gives experience of real atmosphere to user. The technique beh<strong>in</strong>d this is a graphics and<br />
<strong>in</strong>teractive features offered by virtual reality gam<strong>in</strong>g devices. The 3D image that is exam<strong>in</strong>ed<br />
<strong>in</strong>teractively on a personal computer is the simplest example of virtual reality. <strong>Virtual</strong> reality<br />
<strong>in</strong> gam<strong>in</strong>g deals with the use of sound and graphics technology <strong>in</strong> games to create<br />
environment. To experience the game, user can wear head mounted displays (HMDs),<br />
gloves or glasses etc. HMD (head mounted display) plays vital role <strong>in</strong> virtual reality<br />
environment. VRML (<strong>Virtual</strong> <strong>Reality</strong> Model<strong>in</strong>g Language), X3D, 3DML, COLLADA<br />
(Collaborative Design Activity) are the languages used <strong>in</strong> virtual reality.<br />
Browse the ” <strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong>” full report<br />
at http://www.syndicatemarketresearch.com/market-analysis/virtual-reality-<strong>in</strong>-gam<strong>in</strong>gmarket.html<br />
sales@Syndicate<strong>Market</strong>Research.com
<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />
Increas<strong>in</strong>g popularity of virtual reality <strong>in</strong> gam<strong>in</strong>g is becom<strong>in</strong>g very popular <strong>in</strong> teenagers is<br />
the major driv<strong>in</strong>g factor for virtual reality <strong>in</strong> gam<strong>in</strong>g market. The graphics and animation<br />
lovers also used this technique which helps to grow this market. Ris<strong>in</strong>g disposable <strong>in</strong>come of<br />
the user is expected to <strong>in</strong>crease growth of this <strong>in</strong>dustry. Additionally, advancement <strong>in</strong><br />
technology helps to drive the virtual reality <strong>in</strong> gam<strong>in</strong>g market.<br />
The report covers forecast and analysis for the virtual reality <strong>in</strong> gam<strong>in</strong>g market on a global<br />
and regional level. The study provides historic data of 2014 along with a forecast from 2014<br />
to 2020 based on revenue (USD Million). The report also offers detailed competitive<br />
landscape of the global virtual reality <strong>in</strong> gam<strong>in</strong>g market. It <strong>in</strong>cludes company market share<br />
analysis, product portfolio of the major <strong>in</strong>dustry participants. The report provides detailed<br />
segmentation of the virtual reality <strong>in</strong> gam<strong>in</strong>g market based on component, console type<br />
segment and region.<br />
Request Sample Report at http://www.syndicatemarketresearch.com/request-forsample.html?flag=S&repid=50317<br />
sales@Syndicate<strong>Market</strong>Research.com
<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />
Software and hardware is the component segment of virtual reality <strong>in</strong> gam<strong>in</strong>g market. The<br />
hardware segment was the lead<strong>in</strong>g component segment of virtual reality <strong>in</strong> gam<strong>in</strong>g market<br />
<strong>in</strong> 2014. It <strong>in</strong>cludes different types of wearable devices such as headsets, motion trackers,<br />
body suits etc. Software component segment, give platform to the virtual reality due to the<br />
environment of the game popular for adventures games which offers many virtual theme<br />
worlds with castle and enemies etc.<br />
On the basis of console type segment virtual reality <strong>in</strong> gam<strong>in</strong>g market can be segmented as<br />
Xbox, MAC, Play Station, Personal Computer and N<strong>in</strong>tendo Wii. <strong>Virtual</strong> reality <strong>in</strong> gam<strong>in</strong>g<br />
market is largely constitute of Xbox by the manufacturer Microsoft, PlayStation by Sony, the<br />
N<strong>in</strong>tendo Wii game console, and personal computers & MAC systems. The latest version<br />
PlayStation 4 head mounted display and the dedicated virtual reality console, Xbox 360<br />
after the success of Xbox and K<strong>in</strong>et, Sony PlayStations are expected to dom<strong>in</strong>ate the market<br />
over the forecast period.<br />
sales@Syndicate<strong>Market</strong>Research.com
<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />
Major regional segments analyzed <strong>in</strong> this study <strong>in</strong>clude North America, Europe, Asia Pacific,<br />
Lat<strong>in</strong> America and Middle East and Africa. This report also provides further bifurcation of<br />
region on the country level. Major countries analyzed <strong>in</strong> this reports are U.S., Germany,<br />
France, UK, Ch<strong>in</strong>a, Japan, India, and Brazil. <strong>Virtual</strong> reality <strong>in</strong> gam<strong>in</strong>g market was<br />
dom<strong>in</strong>ated by North America due to the high disposable <strong>in</strong>come and easy availability of<br />
advanced gam<strong>in</strong>g technology <strong>in</strong> the region. North America is followed by Europe. Asia<br />
Pacific is expected to be the fastest emerg<strong>in</strong>g region <strong>in</strong> the global market due to the <strong>in</strong>crease<br />
<strong>in</strong> number of onl<strong>in</strong>e gamers.<br />
The report covers detailed competitive outlook <strong>in</strong>clud<strong>in</strong>g company profiles of the key<br />
participants operat<strong>in</strong>g <strong>in</strong> the global market. Key players profiled <strong>in</strong> the report<br />
<strong>in</strong>clude Electronic Arts Inc., Electronic Arts Inc., N<strong>in</strong>tendo Co. Ltd, Avatar <strong>Reality</strong> Inc.,<br />
L<strong>in</strong>den Lab Inc., Oculus VR, Sony Corporation, Sega Corporation and Sega Corporation.<br />
The report segments the global virtual reality <strong>in</strong> gam<strong>in</strong>g market <strong>in</strong>to:<br />
sales@Syndicate<strong>Market</strong>Research.com
<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />
Global <strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong>: Component Segment Analysis<br />
<br />
<br />
Software<br />
Hardware<br />
Global <strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong>: Console Type (Manufacturer)<br />
Segment Analysis<br />
<br />
<br />
<br />
<br />
<br />
Xbox (Microsoft)<br />
MAC (Apple)<br />
Play Station (Sony)<br />
Personal Computer<br />
N<strong>in</strong>tendo Wii (N<strong>in</strong>tendo)<br />
Global <strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong>: Regional Segment Analysis<br />
sales@Syndicate<strong>Market</strong>Research.com
<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />
<br />
<br />
<br />
<br />
<br />
North America<br />
o U.S.<br />
Europe<br />
o UK<br />
o France<br />
o Germany<br />
Asia Pacific<br />
o Ch<strong>in</strong>a<br />
o Japan<br />
o India<br />
Lat<strong>in</strong> America<br />
o Brazil<br />
Middle East & Africa<br />
sales@Syndicate<strong>Market</strong>Research.com
<strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong><br />
Browse the ” <strong>Virtual</strong> <strong>Reality</strong> <strong>in</strong> Gam<strong>in</strong>g <strong>Market</strong>” full report<br />
at http://www.syndicatemarketresearch.com/market-analysis/virtual-reality-<strong>in</strong>-gam<strong>in</strong>gmarket.html<br />
Syndicate market research<br />
Address: Suite #8138, 3422 SW 15 Street, Deerfield Beach, Florida 33442, USA<br />
Tel: +1-386-310-3803<br />
FREE)<br />
Email: sales@Syndicate<strong>Market</strong>Research.com<br />
Tel: +1-855-465-4651 (US/CAN TOLL<br />
Web:http://www.syndicatemarketresearch.com/<br />
sales@Syndicate<strong>Market</strong>Research.com