This report focuses on the global VR Game status, future forecast, growth opportunity, key market and key players. The study objectives are to present the VR Game development in United States, Europe and China.
Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset or through a smartphone or tablet device giving the user the ability to view three-dimensional images.Virtual reality (VR) games are based on the technology
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In 2017, the global VR Game market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2018-2025.
The key players covered in this study
Survios
Vertigo Games
CCP Games
MAD Virtual Reality Studio
Maxint
Spectral Illusions
Croteam
Beat Games
Epic Games
Bethesda Softworks
Orange Bridge Studios
Polyarc
Frontier Developments
Puzzle video game
Owlchemy Labs
Adult Swim
Capcom
Ubisoft
Ian Ball
Bossa Studios
Stress Level Zero
KUNOS-Simulazioni Srl
Sony
Playful Corp.
Market segment by Type, the product can be split into
Single-player Game
Adventure Game
Shooter Game
Racing game
Simulation Game
Other
Market segment by Application, split into
Commercial
Private Entertainment
Market segment by Regions/Countries, this report covers
United States
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global VR Game status, future forecast, growth opportunity, key market and key players.
To present the VR Game development in United States, Europe and China.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of VR Game are as follows:
History Year: 2013-2017
Base Year: 2017
Estimated Year: 2018
Forecast Year 2018 to 2025
For the data information by region, company, type and application, 2017 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
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Table of Contents
Chapter One: Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered
1.4 Market Analysis by Type
1.4.1 Global VR Game Market Size Growth Rate by Type (2013-2025)
1.4.2 Single-player Game
1.4.3 Adventure Game
1.4.4 Shooter Game
1.4.5 Racing game
1.4.6 Simulation Game
1.4.7 Other
1.5 Market by Application
1.5.1 Global VR Game Market Share by Application (2013-2025)
1.5.2 Commercial
1.5.3 Private Entertainment
1.6 Study Objectives
1.7 Years Considered
Chapter Two: Global Growth Trends
2.1 VR Game Market Size
2.2 VR Game Growth Trends by Regions
2.2.1 VR Game Market Size by Regions (2013-2025)
2.2.2 VR Game Market Share by Regions (2013-2018)
2.3 Industry Trends
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Opportunities
Chapter Three: Market Share by Key Players
3.1 VR Game Market Size by Manufacturers
3.1.1 Global VR Game Revenue by Manufacturers (2013-2018)
3.1.2 Global VR Game Revenue Market Share by Manufacturers (2013-2018)
3.1.3 Global VR Game Market Concentration Ratio (CRChapter Five: and HHI)
3.2 VR Game Key Players Head office and Area Served
3.3 Key Players VR Game Product/Solution/Service
3.4 Date of Enter into VR Game Market
3.5 Mergers & Acquisitions, Expansion Plans
Chapter Four: Breakdown Data by Type and Application
4.1 Global VR Game Market Size by Type (2013-2018)
4.2 Global VR Game Market Size by Application (2013-2018)
Chapter Five: United States
5.1 United States VR Game Market Size (2013-2018)
5.2 VR Game Key Players in United States
5.3 United States VR Game Market Size by Type
5.4 United States VR Game Market Size by Application
Chapter Six: Europe
6.1 Europe VR Game Market Size (2013-2018)
6.2 VR Game Key Players in Europe
6.3 Europe VR Game Market Size by Type
6.4 Europe VR Game Market Size by Application
Chapter Seven: China
7.1 China VR Game Market Size (2013-2018)
7.2 VR Game Key Players in China
7.3 China VR Game Market Size by Type
7.4 China VR Game Market Size by Application
Chapter Eight: Japan
8.1 Japan VR Game Market Size (2013-2018)
8.2 VR Game Key Players in Japan
8.3 Japan VR Game Market Size by Type
8.4 Japan VR Game Market Size by Application
Chapter Nine: Southeast Asia
9.1 Southeast Asia VR Game Market Size (2013-2018)
9.2 VR Game Key Players in Southeast Asia
9.3 Southeast Asia VR Game Market Size by Type
9.4 Southeast Asia VR Game Market Size by Application
Chapter Ten: India
10.1 India VR Game Market Size (2013-2018)
10.2 VR Game Key Players in India
10.3 India VR Game Market Size by Type
10.4 India VR Game Market Size by Application
Chapter Eleven: Central & South America
11.1 Central & South America VR Game Market Size (2013-2018)
11.2 VR Game Key Players in Central & South America
11.3 Central & South America VR Game Market Size by Type
11.4 Central & South America VR Game Market Size by Application
Chapter Twelve: International Players Profiles
12.1 Survios
12.1.1 Survios Company Details
12.1.2 Company Description and Business Overview
12.1.3 VR Game Introduction
12.1.4 Survios Revenue in VR Game Business (2013-2018)
12.1.5 Survios Recent Development
12.2 Vertigo Games
12.2.1 Vertigo Games Company Details
12.2.2 Company Description and Business Overview
12.2.3 VR Game Introduction
12.2.4 Vertigo Games Revenue in VR Game Business (2013-2018)
12.2.5 Vertigo Games Recent Development
12.3 CCP Games
12.3.1 CCP Games Company Details
12.3.2 Company Description and Business Overview
12.3.3 VR Game Introduction
12.3.4 CCP Games Revenue in VR Game Business (2013-2018)
12.3.5 CCP Games Recent Development
12.4 MAD Virtual Reality Studio
12.4.1 MAD Virtual Reality Studio Company Details
12.4.2 Company Description and Business Overview
12.4.3 VR Game Introduction
12.4.4 MAD Virtual Reality Studio Revenue in VR Game Business (2013-2018)
12.4.5 MAD Virtual Reality Studio Recent Development
12.5 Maxint
12.5.1 Maxint Company Details
12.5.2 Company Description and Business Overview
12.5.3 VR Game Introduction
12.5.4 Maxint Revenue in VR Game Business (2013-2018)
12.5.5 Maxint Recent Development
12.6 Spectral Illusions
12.6.1 Spectral Illusions Company Details
12.6.2 Company Description and Business Overview
12.6.3 VR Game Introduction
12.6.4 Spectral Illusions Revenue in VR Game Business (2013-2018)
12.6.5 Spectral Illusions Recent Development
12.7 Croteam
12.7.1 Croteam Company Details
12.7.2 Company Description and Business Overview
12.7.3 VR Game Introduction
12.7.4 Croteam Revenue in VR Game Business (2013-2018)
12.7.5 Croteam Recent Development
12.8 Beat Games
12.8.1 Beat Games Company Details
12.8.2 Company Description and Business Overview
12.8.3 VR Game Introduction
12.8.4 Beat Games Revenue in VR Game Business (2013-2018)
12.8.5 Beat Games Recent Development
12.9 Epic Games
12.9.1 Epic Games Company Details
12.9.2 Company Description and Business Overview
12.9.3 VR Game Introduction
12.9.4 Epic Games Revenue in VR Game Business (2013-2018)
12.9.5 Epic Games Recent Development
12.10 Bethesda Softworks
12.10.1 Bethesda Softworks Company Details
12.10.2 Company Description and Business Overview
12.10.3 VR Game Introduction
12.10.4 Bethesda Softworks Revenue in VR Game Business (2013-2018)
12.10.5 Bethesda Softworks Recent Development
12.11 Orange Bridge Studios
12.12 Polyarc
12.13 Frontier Developments
12.14 Puzzle video game
12.15 Owlchemy Labs
12.16 Adult Swim
12.17 Capcom
12.18 Ubisoft
12.19 Ian Ball
12.20 Bossa Studios
12.21 Stress Level Zero
12.22 KUNOS-Simulazioni Srl
12.23 Sony
12.24 Playful Corp.
Chapter Thirteen: Market Forecast 2018-2025
13.1 Market Size Forecast by Regions
13.2 United States
13.3 Europe
13.4 China
13.5 Japan
13.6 Southeast Asia
13.7 India
13.8 Central & South America
13.9 Market Size Forecast by Product (2018-2025)
13.10 Market Size Forecast by Application (2018-2025)
Chapter Fourteen: Analyst’s Viewpoints/Conclusions
Chapter Fifteen: Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.1.1 Research Programs/Design
15.1.1.2 Market Size Estimation
12.1.1.3 Market Breakdown and Data Triangulation
15.1.2 Data Source
15.1.2.1 Secondary Sources
15.1.2.2 Primary Sources
15.2 Disclaimer
15.3 Author Details
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