Global VR And AR Gaming Market 2021-2026

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    GLOBAL VR AND AR GAMING MARKET

     

    INTRODUCTION

    With the emergence of user-focused technology, it appears that every part of our lives is changing at a rapid rate every single instant. Incredibly, AR and VR have brought about a game revolution that was previously thought to be inconceivable.

     

    In recent years, the gaming business has experienced rapid expansion. Smartphone users, who spend the most time playing games on their phones or new gaming technologies, are driving the rise of the gaming business.

     

    Globally, it is considered that smartphones and cutting-edge technology have resulted in a complete revolution of the gaming experience.

     

    AR emerged as a creative and immersive experience that allows people to feel delighted after engaging directly with the digital environment with the introduction of virtual in the actual world.

     

    infographic: VR And AR Gaming Market, VR And AR Gaming Market Size, VR And AR Gaming Market Trends, VR And AR Gaming Market Forecast, VR And AR Gaming Market Risks, VR And AR Gaming Market Report, VR And AR Gaming Market Share

    Augmented reality is a real-time integration of game images and audio material with relation to the user surroundings that aids in the creation of an artificial world.

     

    In the game business, augmented reality (AR) is utilized to establish a play zone within an existing artificial world. When played on smartphones, tablets, or gaming consoles, this technology is known to overwhelm people.

     

    This technology has had a significant influence in the game business with the advent of the interactive experience of a real-world environment in which every object in the real-world is augmented.

     

    It has had a significant influence on the technical world, including healthcare, e-commerce, marketing, automotive, education, military, and retail, among other things.

     

    Virtual reality (VR) is a technology that simulates an environment. VR, like the user interface, allows people to immerse themselves in the best of the artificial world.

     

    Instead of observing the screen, users are immersed and able to engage with 3D environments. It stimulates all of the senses, including vision, hearing, touch, and smell.

     

    GLOBAL VR AND AR GAMING MARKET DEVELOPMENTS AND INNOVATIONS

    S No Overview of Development Development Detailing Region of Development Possible Future Outcomes
    1 Microgravity Launches Ar/Vr Gaming Facility In Gurgaon Microgravity has launched virtual reality-augmented reality experience centre in Gurgaon, Haryana. The gaming facility is spread over 12,000 sq ft and offers various single and multiplayer experiences – including free-roaming & racing, virtual reality bays, classic video gaming docks, and a golf experience. Microgravity’s facility will be open for public 28 February onwards. Anyone over the age of 12 years is allowed at the Microgravity gaming center. India This would enhance better Technological Controls

     

    To know more about Global Mixed Reality Headset Market, read our report

     

    GLOBAL VR AND AR GAMING MARKET DYNAMICS

    SI No Timeline Developments
    1 Q4-2021 American multifunctional company, Qualcomm is developing a new microchip for 5G mobile devices to gaming consoles and XR (Extended Reality) experience includes both AR and VR. 
    2 Q4-2021 Global social media giant Facebook announced its new Metaverse technology. The technology is based on virtually enhanced physical experience. Facebook changed its name to Meta and invested $10 billion to build the metaverse. Meta also acquired six VR based companies to strengthen its Oculus VR business in the market. Oct
    3 Q4-2021 Leading electronics products developer firm Qualcomm stepped into the metaverse environment by creating a software platform and also made some acquisitions by acquiring Wikitude and Clay AIR to support its XR development platform which includes AR, VR and MR. 
    4 Q4-2021 Apple to release AR/VR headset in 2022, especially for gaming with two processors, two 4K OLED microdisplays from Sony, a fan and 15 camera modules with a sport sleek design.

     

     

    The display technology distinguishes the regular user interface from the VR system. CAVE automation is used in VR technology to create a virtual world in which content is easily accessible on a room-sized screen.

     

    This can be accomplished via the use of wearable apparatus that must be unfurled over time. It is seen to be a lot of fun for individuals in technical colleges, larger tech labs, tech consumers, and industrial zones that make technological items.

     

    Virtual reality has been launched as a game-changer for the gaming industry, offering a better version of a basic user experience.

     

    The immersive and participatory experience that VR games deliver to consumers is projected to boost market growth. VR racing games, shooter games, horror games, adventure games, and more forms of VR games are available.

     

    In recent years, the increasing availability of smartphones and the internet has accentuated the emergence of augmented reality games.

     

    However, health-related risks linked with augmented reality and virtual reality games, such as eye problems, simulator sickness, and others, are limiting industry expansion.

     

    Products like the Oculus Rift and Oculus Quest are gaining popularity in fitness classes these days. Because VR equipment is pricey, it is in high demand.

     

    The fast development of virtual reality peripherals, which will be supported by compatible computers and gaming consoles, is expected to fuel market growth.

     

    With multiple firms going into the virtual reality gaming field, the industry for wearable components such as Head-Mounted Displays (HMDs), bodysuits, motion trackers, gloves, and others is likely to see a surge in demand from gamers.

     

    For the past five years, investors and entrepreneurs have shown a keen interest in the virtual reality field. Significant investments in immersive technology by tech-based organizations signal a new trend in the entertainment and communications industries.

     

    infographic: VR And AR Gaming Market, VR And AR Gaming Market Size, VR And AR Gaming Market Trends,  VR And AR Gaming Market Forecast,  VR And AR Gaming Market Risks, VR And AR Gaming Market Report, VR And AR Gaming Market Share

     

    GLOBAL VR AND AR GAMING MARKET SEGMENTATION

    The Global VR and AR Gaming Market can be segmented into following categories for further analysis.

    VR And AR Gaming Market By Technology

    • Hardware based Integration Technology
    • Software based Integration Technology

     

    VR And AR Gaming Market By Usage

    • PC / Desktop
    • Gaming Console
    • Smartphone
    • MMO

     

    VR And AR Gaming Market By Construction

    • Motion Tracking
    • Camera Tracking
    • RFID
    • GPS

     

    VR And AR Gaming Market By Regional Classification

    • Asia Pacific Region – APAC
    • Middle East and Gulf Region
    • Africa Region
    • North America Region
    • Europe Region
    • Latin America and Caribbean Region

     

    RECENT TECHNOLOGICAL TRENDS IN GLOBAL VR AND AR GAMING MARKET

     

    SI No Timeline Company Developments
    1 Q4-2021 Oculus Facebook revealed its new premium VR headset at the Facebook Connect 2021 event, the new product Quest 2 Pro by Oculus.
    2 Q4-2021 Google Google is working on Augmented Reality operating systems for its innovative AR products.
    3 Q4-2021 Resolution Games VR and AR games creator Resolution Games acquired game studio platform Zero Index to expand its games library across VR and AR platforms.
    4 Q4-2021 HTC Corporation HTC Corporation launched a new VR device HTC Vive Flow, which comes with some upgraded features from its older Vive models.
    5 Q4-2021 Schell Games and Innersloth Schell Games and Innersloth to launch Among US VR with initial release will be on headsets of Quest and PlayStation VR. 

     

    The way the AR and VR investigates the three-dimensional image on the computer is the most popular and frequent type of the AR/VR gaming sector.

     

    As a result, virtual reality in the gaming business entails the use of visuals and sound technologies in games. With this technology, gamers may experience top-tier gaming quality by wearing head mount displays, or HMDs, gloves, and glasses.

     

    Every movement made by the user is tracked by the gloves, eyewear, head-mounted displays, and sensors. The system then receives all of the data acquired from the motion, which aids in data analysis.

     

    Virtual reality (VR) in the gaming sector allows for the reproduction of real-time environments through games for a variety of applications.

     

    With the passage of time, an increasing number of creators became interested in VR games. This altered the appearance of the games by introducing new VR content or altering existing stuff.

     

    Businesses interested in the game began to develop more intriguing solutions in order to attract more new users. While introducing VR game goods, VR is assisting suppliers in overcoming time-consuming problems in the market.

     

    With the aid of this new disruptive technology, the VR gaming industry is growing its business value. Virtual reality headsets are becoming increasingly popular among gamers. Innovative applications demonstrate the great benefits of augmented reality.

     

    The idea of 3D movies is not new to the globe. However, due to its excessive cost, it has not gained an audience appeal.

     

    However, in a select few cases, 3D has acquired popularity, such as the film “Avatar,” and the next issue is tied to the gaming business, where 3D effects give the player an engrossing experience and serve as the game’s backbone.

     

    With the passage of time, the gaming industry has grown in popularity, and with it, consumer desire for captive experiences.

     

    This experience does not allow consumers to distinguish between actual and virtual worlds, which is a critical component for the success of any game in today’s world.

     

    infographic: VR And AR Gaming Market, VR And AR Gaming Market Size, VR And AR Gaming Market Trends,  VR And AR Gaming Market Forecast,  VR And AR Gaming Market Risks, VR And AR Gaming Market Report, VR And AR Gaming Market Share

     

    VR AND AR GAMING MARKET COMPETITIVE LANDSCAPE

     

    SI No Timeline Company Developments
    1 Q4-2021 Niantic American software company Niantic develops augmented reality games and has raised  $300 million at $9 billion valuation to develop metaverse projects that bring people closer to the outside world and named it as ‘real-world metaverse’.
    2 Q4-2021 Jadu US based digital service provider Jadu raised $7 million to develop blockchain based augmented reality game world called Mirrorverse and hoverboards for metaverse.
    3 Q4-2021 Niantic The San Francisco based startup Niantic developed augmented reality mobile game Pokémon Go in 2016, the game became very popular and it recorded more than $1 billion revenue in 2020.
    4 Q4-2021 Spatial  US based company Spatial provides augmented reality and virtual reality environments solutions and has raised $25 million for the metaverse events

     

    Augmented reality is growing in popularity because users, whether dedicated gamers or not, may engage in the games using smart devices they already own.

     

    However, the exorbitant pricing may deter the typical consumer from purchasing VR games, limiting participation to just committed gamers for the time being.

     

    The cost of these gadgets is projected to fall as technology advances and becomes more widely available. The speed and efficiency with which data is used is a problem that many AR gaming applications face.

     

    Unity is part of the software-based requirement to be developed within the gaming requirements of AR and VR gaming market.

     

    The industry-leading developer experience provided by Unity, along with our high-optimization rendering pipeline, authoring tools, and quick iteration capabilities.

     

    When using HDRP for a VR project, you may use all of the render pipeline’s characteristics to create experiences that are only limited by your creativity.

     

    HDRP’s cutting-edge rendering algorithms enable it to produce breath taking, lifelike pictures of a quality rarely seen in virtual reality situations.

     

    Although HDRP enables multipass rendering, because the programme will require twice as much CPU power for rendering, thus doubling the amount of draw calls.

     

    In addition, shadows will be rendered. The XR Interaction Toolkit allows you to hover over, pick, grasp (directly or indirectly), toss, and rotate items in a VR scenario.

     

    When utilized in conjunction with AR Foundation, the same interactions are also supported with AR. The toolkit also allows tap, drag, pinch, and zoom for interacting with AR items in the real world.

     

    The toolkit allows you to teleport within a VR scenario, including the usage of snap turns. This locomotion system may be extended to encompass different modes of mobility inside a room-scale VR experience.

     

    Samsung Corporation has been developing the latest technologies of VR gaming equipment which is focused on better enhancements and developments for the market.

     

    The Gear VR is the major development for AR and VR Gaming experience by Samsung, within which the Gear VR controller as a remote control to navigate your virtual reality with ease or use it as a gamepad complete with trigger to win battles.

     

    The controller is meant to be operated with one hand intuitively. It was created in partnership with Oculus Inc. The built-in battery doubles your playtime, allowing you to focus from the first step to the final objective.

     

    Facebook has updated the Oculus Quest 2 with a new feature that allows developers to build mixed reality experiences using the headset’s cameras.

     

    The developers are already demonstrating the creative possibilities of Oculus’ new Passthrough API Experimental by incorporating it into fresh new VR/AR experiences on the Oculus Quest 2.

     

     

    VR AND AR GAMING MARKET COMPANIES PROFILED

     

    THIS VR AND AR GAMING MARKET REPORT WILL ANSWER FOLLOWING QUESTIONS

    1. VR And AR Gaming Market size and Forecast, by region, by application
    2. Average B-2-B price for VR And AR Gaming Market, by region, per user
    3. Technology trends and related opportunity for new VR And AR Gaming Market tech suppliers
    4. VR And AR Gaming Market share of leading vendors, by region,
    5. Coronavirus impact on VR And AR Gaming Market earnings
    Sl no Topic
    1 Market Segmentation
    2 Scope of the report
    3 Abbreviations
    4 Research Methodology
    5 Executive Summary
    6 Introduction
    7 Insights from Industry stakeholders
    8 Cost breakdown of Product by sub-components and average profit margin
    9 Disruptive innovation in the Industry
    10 Technology trends in the Industry
    11 Consumer trends in the industry
    12 Recent Production Milestones
    13 Component Manufacturing in US, EU and China
    14 COVID-19 impact on overall market
    15 COVID-19 impact on Production of components
    16 COVID-19 impact on Point of sale
    17 Market Segmentation, Dynamics and Forecast by Geography, 2021-2026
    18 Market Segmentation, Dynamics and Forecast by Product Type, 2021-2026
    19 Market Segmentation, Dynamics and Forecast by Application, 2021-2026
    20 Market Segmentation, Dynamics and Forecast by End use, 2021-2026
    21 Product installation rate by OEM, 2021
    22 Incline/Decline in Average B-2-B selling price in past 5 years
    23 Competition from substitute products
    24 Gross margin and average profitability of suppliers
    25 New product development in past 12 months
    26 M&A in past 12 months
    27 Growth strategy of leading players
    28 Market share of vendors, 2021
    29 Company Profiles
    30 Unmet needs and opportunity for new suppliers
    31 Conclusion
    32 Appendix
     
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