Global Virtual Reality in Gaming Market to witness a disruption driven by covid 19
The virtual reality in gaming market is reaching astonishing heights in recent years and will continue to evolve in the near future. The valuation of virtual reality in gaming market is estimated to reach around 14.6 billion by 2023, and the CAGR of the market is going to attain 30.5 percent in the assessment period from 2017 to 2023.
The study further serves as a unique research for stakeholders, product owners, and field marketing executives looking for actionable data and unique resource on Virtual Reality in Gaming market size, share, and growth. The Virtual Reality in Gaming market intelligence report gives business evangelists an authority to review the major trends, opportunities, and challenges expected to shape the future of the industry during the estimated period. Importantly, the study not only helps spot the major vendors but also their winning strategies. The real-time data accumulated through qualitative and quantitative research technique further help business owners determine where they stand in comparison to their region, country, and product category.
Competitive Landscape of the market
The prominent market players of the global virtual reality in gaming market are:
Electronic Arts Inc (U.S.),
HTC Corporation (Taiwan)
SAMSUNG (South Korea)
LEAP MOTION, INC. (U.S.)
Sony Corporation (Japan)
Oculus VR, LLC (U.S.)
VirZOOM, Inc (U.S.)
ZEISS International (Germany)
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The inclusion of certain elements of functionality in production facilities is likely to create better supply potential for the overall Virtual Reality in Gaming market. The momentum of change in the market is predicted to create new opportunities for growth in the forecast period. The availability of new sources of raw material is likely to induce more opportunities for growth in the Virtual Reality in Gaming market. The streamlining of the distribution channels is expected to create better supply chains and lead to a more positive effect on the global market. The effect of global currencies is expected to have a significant effect on the market growth. The upsurge in exports is expected to create constructive situation for expansion in the coming period. The influence of global trade policies by various administrations is expected to further enhance the market expansion potential in the forecast period. The inventions being discovered or attempted in the market are also considered to provide further opportunities for growth in the coming period.
The global business regional analysis was conducted in four major regions including Asia Pacific , North America, Europe and the rest of the world. The European region will dominate the market for Virtual Reality in Gaming due to Growing demand for natural gas for generating power and heating spaces. The region needs better transport facilities for gas as the current physical pipelines have become outdated and require high maintenance and upgrade costs. Asia-Pacific is the fastest growing region, since the region’s developing nations are the net importers of natural gas. China itself was the largest consumer of natural gas in 2017, with industrialization and urbanization projects expected to increase consumption. The region’s emerging markets, such as Indonesia and Pakistan, are also experiencing high demand for natural gas, which brings opportunities for Virtual Reality in Gaming in Asia Pacific.
The global Virtual Reality in Gaming market is segmented based on component, payload capacity, application, industry vertical and region. By component the global Virtual Reality in Gaming market is segmented based on hardware, software and, services. The hardware segment is further segmented into controller, arm, drive, end-effector and sensor. By payload capacity the global Virtual Reality in Gaming market is segmented into low, medium, high, and heavy. By application the global Virtual Reality in Gaming market is segmented into material handling, welding, load/unload, bin picking, assembly, processing, washing, painting, and others. By industry vertical the global Virtual Reality in Gaming market is segmented into automotive, aerospace, EMS (electronic manufacturing services), food & beverages, metals & machinery, chemicals, rubber, & plastics, precision engineering & optics, pharmaceuticals & cosmetics, and others.
Covid 19 Analysis
Due to a rise in phishing activities, COVID-19 has substantially increased the adoption of cloud infrastructure and services. In addition, COVID-19 has significantly increased the security budget, which has resulted in a large increase in cloud infrastructure and services. According to the findings of a study conducted by Microsoft and published in August 2020, 36% of the total 800 respondents said that the budget for cybersecurity had risen as a consequence of the pandemic outbreak. Additionally, 42 percent of those who answered the survey said that the company altered its personnel by adding more security experts.
Drivers and Restraints
The Virtual Reality in Gaming market is driven by numerous factors such as increasing construction FDI in the Asia Pacific region, and policy reforms and policies that support them. Governments across all regions are observed, their construction sector supported, and created. The emerging economies are the ones that put in various reforms and regulations in particular to fuel their infrastructure growth and the real estate market. Such expansion is slated to increase scaffolding’s market growth. The Virtual Reality in Gaming market has constraints such as fluctuating prices of raw materials and slower economic growth, which hinder market development.
Table of contents:
1 EXECUTIVE SUMMARY
1.1 GLOBAL VIRTUAL REALITY IN GAMING MARKET, BY COMPONENT
1.2 GLOBAL VIRTUAL REALITY IN GAMING MARKET, BY ORGANIZATION SIZE
1.3 GLOBAL VIRTUAL REALITY IN GAMING MARKET, BY DEPLOYMENT
1.4 GLOBAL VIRTUAL REALITY IN GAMING MARKET, BY END-USERS
1.5 GLOBAL VIRTUAL REALITY IN GAMING MARKET, BY REGION
2 MARKET INTRODUCTIONS
2.2 SCOPE OF THE STUDY
2.3 RESEARCH OBJECTIVE
2.4 MARKET STRUCTURE
3 RESEARCH METHODOLOGY
3.1 RESEARCH PROCESS
3.2 PRIMARY RESEARCH
3.3 SECONDARY RESEARCH
3.4 MARKET SIZE ESTIMATION
3.5 FORECAST MODEL
3.6 LIST OF ASSUMPTIONS
4 MARKET DYNAMICS
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