Dublin, Jan. 29, 2020 (GLOBE NEWSWIRE) -- The "Virtual Reality (VR) Market in Gaming, Education, and Simulations 2020-2025" report has been added to ResearchAndMarkets.com's offering.
This report evaluates VR applications for the consumer and enterprise sectors for which we see gaming, education, and simulations training leading the way. The report assesses leading companies, strategies, products and services. It provides analysis and forecasts for VR gaming, education, and simulations for 2020 through 2025.
Report Benefits
The report's analyst sees fully immersive virtual reality systems gaining substantial market momentum in consumer markets within the next few years. These VR systems will provide an unprecedented digital experience for humans, often including multiple senses as well as interaction with virtual objects and/or interaction between the real and virtual worlds.
In terms of the consumer segment, we see current VR gaming evolving from current offerings such as HTC Vive, Oculus Rift, and PlayStation VR to more sophisticated entertainment that involves elements of casual gaming combined with real-world interests involving economy and social status.
In many respects, VR gaming is a greenfield opportunity, which will bring many new market entrants into the fray as application and content providers aggressively compete to establish a loyal user base. For example, Skydance Interactive, a division of Skydance Media, has recently unveiled The Walking Dead: Saints & Sinners, initially available on Oculus Rift, Rift S, Quest, and HTC Vive.
Successful companies will be those that develop communities of interest based on game-play and follower dynamics including innovation in interactive e-sports entertainment, in-game reward systems, and real-world to VR gamification integration. Long-term success will be dependent upon game delivery platform, system, and connectivity independence. This will occur coincident with a few key trends in platform/network transformation and service delivery such as the shift from console to cloud supported platforms and 5G communications supported by edge computing.
Some very compelling enterprise VR applications are anticipated to emerge over the next three to five years. Many of these will be solution-focused upon achieving very specific internal business goals such as risk mitigation, expense reduction, and employee training.
For education, we see everything from situational training (such as Verizon using Striver to train its employees how to better deal with robberies) to more traditional expectations such as VR enhanced simulations for flight and vehicle training.
We also see enterprise applications extending beyond internal use and B2B as businesses embrace the use of VR to reach consumer markets. Real estate is a prime example where VR may be used for education-sales such as training new home buyers while simultaneously marketing properties.
The analyst sees the virtual reality market gaining ground once 5G is more firmly in place commercially, but not entirely due to wireless VR. Instead, we see a massive build-out of broadband as a whole (due to competition from the 5G market) as one of the fundamental drivers for VR adoption. This will be driven in part by substantially greater availability of FTTX and HFC as well as greater bandwidth overall at lower costs.
5G will act as a launchpad for enhanced consumer wireless services such as augmented reality, virtual reality, and cloud gaming. Previously encumbered by a combination of technology gaps and consumer readiness issues, virtual reality market is poised for substantive global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers.
While today many apps and services within the XR universe are very device-dependent and network constrained, convergence is on the horizon from a device perspective as well as substantial opportunities through untethering via 5G and Mobile Edge Computing (MEC).
MEC will be particularly important in support of latency-sensitive apps and services for various consumer, enterprise, and industrial use cases. This will be particularly the case for VR portability, and to some extent, mobility to the extent that there is good 5G coverage.
Substantially lower latency facilitated by the combination of 5G and MEC will lead to many new and enhanced applications. For example, VR based telepresence will ultimately become the norm, starting with private enterprise solutions and the SMB markets through the likes of Zoom.
Through Voice over 5G (Vo5G), there will also be support for Ultra High Definition (UHD) audio communications, streaming video and ultra-clear voice communication for next-generation virtual reality applications and services. Vo5G will benefit VR for consumer and enterprise applications in many respects such as UHD becoming the norm in immersive experiences.
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Key Topics Covered
1. Executive Summary1.1 Target Audience1.2 Company Coverage
2. Introduction2.1 Immersive Technologies2.2 Virtual Reality Market Overview2.2.1 Virtual Reality Systems2.2.2 Virtual Reality Technologies, Systems, and Architectures2.3 Virtual Reality Ecosystem2.3.1 Virtual Reality Devices2.3.1.1 Head Mounted Displays2.3.1.2 Gesture Tracking Devices2.3.1.2.1 Haptic Gloves2.3.1.2.2 Haptic Suits2.3.1.2.3 Other VR Devices2.3.1.3 Projectors and Display Walls2.3.1.4 Heads-Up Displays2.3.2 Virtual Reality Hardware Components2.3.2.1 Sensors2.3.2.1.1 Accelerometers2.3.2.1.2 Proximity Sensor2.3.2.1.3 Magnetometers2.3.2.1.4 GPS System2.3.2.1.5 Gyroscopes2.3.2.1.6 3D Image Sensor2.3.2.2 Semiconductor Component2.3.2.2.1 Haptic Controller and Integrated Circuits2.3.2.2.2 Graphic Processing Units2.3.2.2.3 VR Displays2.3.2.2.4 Central Processing Units2.3.2.2.5 Memory2.3.2.2.6 Tracking System2.3.2.2.7 Process Acceleration Cards2.3.2.2.8 Input Devices2.3.2.2.9 USB Connector2.3.2.3 Audio Hardware2.3.3 Virtual Reality Software Market2.3.3.1 Virtual Reality Applications2.3.3.2 Software Component2.3.3.2.1 Reality Engine2.3.3.2.2 Software Development Kits2.3.3.2.3 3D Modeling2.3.3.2.4 2D Graphics2.3.3.2.5 Digital Sound Editing2.3.4 Virtual Reality Services Market2.3.4.1 Virtual Reality Simulation Services2.3.4.2 Virtual Reality Application Store Services2.3.4.3 Deployment and Management Service2.3.5 Virtual Reality Content Market2.3.5.1 Games and Entertainment2.3.5.2 VR, Video, and an Emphasis on Instructional Content2.3.5.3 VR Theme Park: An Immersive Experience2.3.5.4 VR Content Developer Engagement2.4 Virtual Reality Market Drivers2.4.1 Increasing Popularity of Immersive Vision2.4.2 Usability to Increase Adoption of VR Devices2.4.3 Virtual Reality Functions Embedded in Devices2.4.4 Virtual Reality in Training and Simulation2.4.5 Increasing Affordability of Devices and Components2.4.6 Virtual Reality in Enterprise
3. Virtual Reality Ecosystem Analysis3.1 Virtual Reality Stakeholder Analysis3.1.1 Virtual Reality Device Manufacturers3.1.2 Virtual Reality Component Manufacturers3.1.3 Virtual Reality Software Solution Providers3.1.4 VR Service Suit Providers3.1.5 Virtual Reality Content Providers3.1.6 Virtual Reality End Users
4. VR Company Analysis4.1 Oculus VR, LLC4.2 Sony Corporation4.3 Samsung Electronics Co. Ltd.4.4 HTC Corporation4.5 EON Reality Inc.4.6 Google Inc.4.7 Microsoft Corporation4.8 Vuzix Corporation4.9 Cyber Glove Systems4.10 Sensics Inc.4.11 Leap Motion Inc.4.12 Sixense Entertainment Inc.4.13 Avegant Corp.4.14 FOVE Inc.4.15 Open Source Virtual Reality (OSVR)4.16 Zeiss VR One4.17 Intel Corporation4.18 Alcatel Mobile4.19 ZTE Corporation4.20 Unity Technologies4.21 Magic Leap4.22 NVidia Corporation4.23 BARCO4.24 MYO4.25 NGRAIN Corporation4.26 WorldViz4.27 Wevr4.28 NextVR4.29 Osterhout Design Group (ODG)4.30 Niantic Inc.4.31 Virtual Reality Company (VRC)4.32 VIRTALIS4.33 Facebook4.34 Huawei Technologies4.35 Qualcomm Inc.4.36 SK Telecom4.37 LG Corporation4.38 Nokia StarGazing VR Application4.39 VREAL4.40 StreamVR4.41 Analog Devices Inc.4.42 Atmel Corporation4.43 Cypress Semiconductor Corp.4.44 NXP4.45 Integrated Device Technology Inc.4.46 Maxim Integrated4.47 NKK Switches4.48 Rohm Semiconductor4.49 Semtech Corporation4.50 Texas Instruments
5. Virtual Reality Market in Gaming, Learning, and Simulations 2020-20255.1 Virtual Reality by Consumer and Enterprise 2020-20255.2 Virtual Reality Consumer Applications 2020-20255.3 Virtual Reality Enterprise Applications 2020-2025
For more information about this report visit https://www.researchandmarkets.com/r/68pklv
Research and Markets also offers Custom Research services providing focused, comprehensive and tailored research.
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Virtual Reality (VR) Market in Gaming, Education, and Simulations 2020-2025 - Yahoo Finance
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