Mercado de realidad virtual en juegos: mapeo competitivo y perspectivas estratégicas para 2031

  • Report Code : TIPRE00012398
  • Category : Technology, Media and Telecommunications
  • No. of Pages : 150
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INTRODUCCIÓN AL MERCADO La realidad virtual en los juegos ofrece una experiencia en tiempo real a los jugadores llevándolos a la pantalla. Las empresas ofrecen diversos accesorios de realidad virtual, como auriculares, trajes, guantes y sistemas de juego, para mejorar la experiencia del jugador. La creciente conciencia de la realidad virtual entre las personas es uno de los principales factores que respaldan el crecimiento de la realidad virtual en el mercado de los juegos. Algunas de las empresas bien establecidas poseen una participación significativa del mercado. DINÁMICA DEL MERCADO Los avances tecnológicos, la creciente conciencia sobre las tecnologías de realidad virtual y el creciente enfoque de las empresas hacia ofrecer una experiencia inmersiva son algunos de los factores importantes que impulsan el crecimiento de la realidad virtual en el mercado de los juegos. Sin embargo, los elevados costes de estos accesorios podrían obstaculizar el crecimiento de la realidad virtual en el mercado de los juegos. Las empresas que operan en el mercado están invirtiendo significativamente en actividades de I+D para el desarrollo de soluciones de vanguardia. ÁMBITO DEL MERCADO El "Análisis del mercado global de realidad virtual en juegos hasta 2031" es un estudio especializado y en profundidad del mercado de realidad virtual en juegos con un enfoque especial en el análisis de tendencias del mercado global. El informe tiene como objetivo proporcionar una descripción general de la realidad virtual en el mercado de los juegos con una segmentación detallada del mercado por componente, dispositivo de conexión, usuario final y geografía. Se espera que la realidad virtual mundial en el mercado de juegos experimente un alto crecimiento durante el período de pronóstico. El informe proporciona estadísticas clave sobre el estado del mercado de los principales actores del mercado de realidad virtual en los juegos y ofrece tendencias y oportunidades clave en el mercado de la realidad virtual en los juegos. SEGMENTACIÓN DEL MERCADO La realidad virtual global en el mercado de juegos está segmentada según el componente, el dispositivo de conexión y el usuario final. Según los componentes, el mercado se segmenta en hardware y software. Según el dispositivo de conexión, el mercado se segmenta en consola de juegos, PC/escritorio y teléfono inteligente. Según el componente, el mercado se segmenta en soluciones y servicios. Según el usuario final, el mercado se segmenta en comercial e individual. El informe proporciona una descripción detallada de la industria que incluye información tanto cualitativa como cuantitativa. Proporciona una descripción general y una previsión de la realidad virtual global en el mercado de juegos en función de varios segmentos. También proporciona el tamaño del mercado y estimaciones de pronóstico del año 2021 al 2031 con respecto a cinco regiones principales, a saber; América del Norte, Europa, Asia-Pacífico (APAC), Medio Oriente y África (MEA) y América del Sur. La realidad virtual en el mercado de juegos de cada región se subsegmenta posteriormente en los respectivos países y segmentos. El informe cubre el análisis y el pronóstico de 18 países a nivel mundial junto con las tendencias actuales y las oportunidades que prevalecen en la región. El informe analiza los factores que afectan la realidad virtual en el mercado de los juegos, tanto desde el lado de la demanda como de la oferta, y evalúa en mayor profundidad la dinámica del mercado que afecta al mercado durante el período de pronóstico, es decir, los impulsores, las restricciones, las oportunidades y las tendencias futuras. El informe también proporciona un análisis PEST exhaustivo para las cinco regiones, a saber; América del Norte, Europa, APAC, MEA y América del Sur después de evaluar los factores políticos, económicos, sociales y tecnológicos que afectan la realidad virtual en el mercado de los juegos en estas regiones. JUGADORES DEL MERCADO Los informes cubren desarrollos clave en el mercado de la realidad virtual en los juegos como estrategias de crecimiento orgánico e inorgánico. Varias empresas se están centrando en estrategias de crecimiento orgánico como lanzamientos de productos, aprobaciones de productos y otros como patentes y eventos. Las actividades de estrategias de crecimiento inorgánico observadas en el mercado fueron adquisiciones, asociaciones y colaboraciones. Estas actividades han allanado el camino para la expansión de los negocios y la base de clientes de los actores del mercado. Se prevé que los actores del mercado de la realidad virtual en el mercado de los juegos tendrán lucrativas oportunidades de crecimiento en el futuro con la creciente demanda de realidad virtual en el mercado de los juegos. A continuación se menciona la lista de algunas empresas dedicadas a la realidad virtual en el mercado de los juegos. El informe también incluye los perfiles de las empresas clave del mercado de la realidad virtual en los juegos junto con su análisis FODA y estrategias de mercado. Además, el informe se centra en los principales actores de la industria con información como perfiles de empresas, componentes y servicios ofrecidos, información financiera de los últimos 3 años y desarrollo clave en los últimos cinco años.
    •  bHaptics, Inc. •  Tecnologías de Facebook, LLC (Oculus) •  Google •  Compañía de desarrollo de HP, LP •  Corporación HTC •  Nintendo Labo •  SAMSUNG ELECTRONICS CO., LTD •  Corporación Sony •  TRAJE TESLAS •  Valve Corporation El equipo dedicado de investigación y análisis de Insight Partner está formado por profesionales experimentados con conocimientos estadísticos avanzados y ofrece varias opciones de personalización en el estudio existente.
  • Historical Analysis (2 Years), Base Year, Forecast (7 Years) with CAGR
  • PEST and SWOT Analysis
  • Market Size Value / Volume - Global, Regional, Country
  • Industry and Competitive Landscape
  • Excel Dataset
Report Coverage
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

This text is related
to segments covered.

Regional Scope
Regional Scope

North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Country Scope

This text is related
to country scope.

Frequently Asked Questions


What is expected CAGR of Virtual Reality (VR) in gaming Market?

The market is expected to register a CAGR of 21.9% during 2023–2031

What are factors impacting on Virtual Reality (VR) in gaming market growth?

The growth in the virtual reality gaming industry can be attributed mainly to the advancement in technology, the reduction of cost in the hardware industry and the rapidly growing market for the involvement of the consumers to have immersion experience. As more and more game developers step in investing in the game content, thus the VR content is also growing rapidly, eventually leading to a rapidly increasing adoption by gamers.

What are future trends in Virtual Reality (VR) in gaming market?

Trends include the development of social VR and multiplayer experiences (an increasing aspect of game design) that bolster community, growing concerns for cross-platform compatibility and the adoption of VR games for mobile platforms, and the use of artificial intelligence designing game spaces specifically for individuals (and in line with their tastes and preferences and interests).

Which are key players in Virtual Reality (VR) in gaming market?

Key players in this market are - bHaptics, Inc.,Facebook Technologies, LLC (Oculus),Google,HP Development Company, L.P.,HTC Corporation,Nintendo Labo,SAMSUNG ELECTRONICS CO., LTD,Sony Corporation,TESLASUIT,Valve Corporation

What are the deliverable formats of Virtual Reality (VR) in gaming Market report?

The report can be delivered in PDF/PPT format; we can also share excel dataset based on the request.

What are the options available for the customization of this report?

Some of the customization options available based on request are additional 3–5 company profiles and country-specific analysis of 3–5 countries of your choice. Customizations are to be requested/discussed before making final order confirmation, as our team would review the same and check the feasibility.

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The List of Companies

1. bHaptics, Inc.
2. Facebook Technologies, LLC (Oculus)
3. Google
4. HP Development Company, L.P.
5. HTC Corporation
6. Nintendo Labo
7. SAMSUNG ELECTRONICS CO., LTD
8. Sony Corporation
9. TESLASUIT
10. Valve Corporation

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The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.

  1. Data Collection and Secondary Research:

As a market research and consulting firm operating from a decade, we have published and advised several client across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.

Several associations trade associates, technical forums, institutes, societies and organization are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in last 3 years are scrutinized and analyzed to understand the current market trends.

  1. Primary Research:

The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.

For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.

A typical research interview fulfils the following functions:

  • Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
  • Validates and strengthens in-house secondary research findings
  • Develops the analysis team’s expertise and market understanding

Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:

  • Industry participants: VPs, business development managers, market intelligence managers and national sales managers
  • Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.

Below is the breakup of our primary respondents by company, designation, and region:

Research Methodology

Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.

  1. Data Analysis:

Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.

  • Macro-Economic Factor Analysis:

We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.

  • Country Level Data:

Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.

  • Company Profile:

The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.

  • Developing Base Number:

Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.

  1. Data Triangulation and Final Review:

The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.

We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.

We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.