Spain Brazil Russia France Germany China Korea Japan

Artificial Intelligence driven Marketing Communications

May 22, 2020 1:25 PM ET

Virtual Reality in Gaming and Entertainment Market Latest Trends, Revenue Growth Rate And Application Scope | Fortune Business Insights™




iCrowd Newswire - May 22, 2020

Top Players in Virtual Reality in Gaming and Entertainment Market are Electronic Arts Inc., Google, HTC Corporation, Oculus VR, LLC, SAMSUNG Group, Sony Corporation, ZEISS International, LEAP MOTION, INC., VirZOOM

The overallvirtual reality in gaming and entertainmentmarket is expected to grow from USD 4.15 Billion in 2018 to USD 70.57 Billion by 2026 at a CAGR of 40.1% during the forecast period. This is one of the few applications allowing users to experience a 3D atmosphere. This system allows a user to interact during the game, which is one of the chief drivers of the market. Virtual Reality Gaming is ubiquitous in nature as it generates realistic sounds and images, enabling users to experience their presence in the virtual world. Virtual reality games consist of several gaming accessories. Some of them are motionless game controllers, multi-projected technology, and 3D audio headsets.

 

To Gain More Insights into the Virtual Reality in Gaming and Entertainment Market Analysis, Browse Summary of the Research Report –https://www.fortunebusinessinsights.com/industry-reports/virtual-reality-gaming-market-100271

 

List of Top Key Players:

 

 

 

 

 

 

 

 

 

 

 

An Overview of the Impact of COVID-19 on this Market:

 

The emergence of COVID-19 has brought the world to a standstill. We understand that this health crisis has brought an unprecedented impact on businesses across industries. However, this too shall pass. Rising support from governments and several companies can help in the fight against this highly contagious disease. There are some industries that are struggling and some are thriving. Overall, almost every sector is anticipated to be impacted by the pandemic.

 

We are making continuous efforts to help your business sustain and grow during COVID-19 pandemics. Based on our experience and expertise, we will offer you an impact analysis of coronavirus outbreak across industries to help you prepare for the future.

 

“North America Holds Maximum Share, Increasing MandAs in the U.S. and Canada to Support Growth”

 

North America is anticipated to dominate the global Virtual Reality in Gaming and Entertainment Market during the forecast period. This is ascribable to the rising number of mergers and acquisitions (MandA), especially in the U.S and Canada. Some of the giant gaming studios such as Ubisoft Entertainment, Electronic Arts (EA) Canada Inc., and Capcom Co. Ltd. strengthen their market position by adopting strategic initiatives. Furthermore, these companies acquired small-scale players such as Industrial Toys, GameFly, Respawn Entertainment among others. These initiatives have encouraged the companies to expand their product portfolio and substantially grow in terms of virtual reality content development.

 

The demand for virtual reality online gaming is likely to increase in Asia Pacific during the forecast period. Countries such as South Korea, China, and India are expected to show considerable growth primarily owing to the rising adoption of virtual reality technology. In addition to this, VR technology is likely to become more accessible and available over the next few years. This will further generate growth opportunities for the development of 4K motion sensors and 3D audio headsets.

 

Request a Sample Copy for more detailed Virtual Reality in Gaming and Entertainment Market Overview –https://www.fortunebusinessinsights.com/enquiry/request-sample-pdf/virtual-reality-gaming-market-100271

 

“Electronic Arts Acquired Industrial Toys to Deploy Advanced Technologies”

 

“The gaming industry is witnessing a rising demand for technological advancements,” stated a lead analyst at Fortune Business Insights. “VR developers are continuously investing in technologies such as machine learning and bio-sensing,” he added. For instance, Electronic Arts acquired industrial toys to effectively deploy biosensing technology in the Virtual Reality Gaming set up. This deployment is expected to allow users to experience a 3D view and simultaneously interact with different objects in virtual reality games. Growing adoption of cloud computing services and technological developments in nanotechnology are some other factors stimulating growth in the market. The rising awareness about virtual reality technology is likely to record steep growth in the forecast years. This is further expected to encourage companies install Virtual Reality Gaming systems over the next few years. The number of VR gaming centers and VR gaming cafes are likely to expand owing to the rising interest in VR games across the world.

 

“Disassociation with Actual Reality May Hamper the Growth”

 

As the number of VR gaming users are increasing, these users may find it difficult to know the difference between actual and virtual reality. These users are likely to disassociate themselves with the real world. This may further lead to rising levels of gaming addiction. This addiction can cause mental and physical health issues and is likely to hamper the growth of the market.

 

“Companies Launch Innovative Products to Expand their Global Reach”

 

Google, Electronic Arts Inc., HTC Corporation, LLC, SAMSUNG Group, Oculus VR, Sony Corporation, LEAP MOTION, INC., ZEISS International, and VirZOOM, Inc. are some of the leading players operating in the global reality gaming market. Companies are continuously investing in research and development (RandD) activities to bring advances in VR games.

 

Oculus VR, LLC introduced Quest’ gaming VR and Oculus Go in January 2018. Oculus Go has an Organic Light Emitting Diode (OLED) panel, offering 360-degree video experience to VR gaming users. Further, it has inbuilt headphones, which provide a three-dimensional audio effect and an integrated USB infrared sensors to offer information on positional tracking system.

 

Speak to our Analyst for any Queries about Virtual Reality in Gaming and Entertainment Market Research Report –https://www.fortunebusinessinsights.com/enquiry/speak-to-analyst/virtual-reality-gaming-market-100271

 

Major Table of Contents:

 

 

 

 

 

TOC Continued…….!

 

Purchase Full Report for Exclusive Virtual Reality in Gaming and Entertainment Market Growth Forecast –https://www.fortunebusinessinsights.com/checkout-page/100271

 

Other Exclusive Reports:

 

Event Management Software Market to Reach $16.11 Billion by 2026; Rising Usage of Social Media Platforms to Augment Growth

 

FSM Market to Exhibit an Astonishing CAGR of 15.9% by 2026; Growth of Field Service Teams to Skyrocket Demand

 

Global Blockchain Technology Market Rises at 38.4% CAGR, Increasing Venture Capital Investments Key Reason Behind Exponential Growth

 

Speech and Voice Recognition Market Worth USD 28,335.3 Million at 19.8% CAGR Forecast by 2026

 

About Us:Fortune Business Insights™ offers expert corporate analysis and accurate data, helping organizations of all sizes make timely decisions. Our reports contain a unique mix of tangible insights and qualitative analysis to help companies achieve sustainable growth. Our team of experienced analysts and consultants use industry-leading research tools and techniques to compile comprehensive market studies, interspersed with relevant data.

 

Contact:Name: Ashwin AroraEmail:[email protected]Phone: US +1 424 253 0390 / UK +44 2071 939123 / APAC: +91 744 740 1245

Press Release Distributed by The Express Wire

To view the original version on The Express Wire visit Virtual Reality in Gaming and Entertainment Market Latest Trends, Revenue Growth Rate And Application Scope | Fortune Business Insightsâ„¢








iCrowdNewswire




Tags:    Wire, Research Newswire, English