Global VR Gaming Market Outlook to 2022 - by Hardware, Software and Accessories (Motion Sensor, Masks & Gloves, Bodysuits and Others) and by Devices (PC, Consoles and Mobiles)

Global VR Gaming Market Outlook to 2022 - by Hardware, Software and Accessories (Motion Sensor, Masks & Gloves, Bodysuits and Others) and by Devices (PC, Consoles and Mobiles)


  • Products Id :- KR610
  • |
  • Pages: 156
  • |
  • |
  • |
  Request for Sample Report
  Request A Quote

Executive Summary

The report titled "Global VR Gaming Market Outlook to 2022 - by Hardware, Software and Accessories (Motion Sensor, Masks & Gloves, Bodysuits and Others) and by Devices (PC, Consoles and Mobiles)" provides a comprehensive analysis of global gaming market, global VR gaming market size by revenue. The report also provides data points on Global VR Gaming market by type (Hardware, Software and Accessories), by Devices (PC, Consoles and Mobile), by Distribution Channel (Traditional Stores and Online Stores) and by Regions (EMEA, America and APAC) along with company profile of major players including Sony, Valve Software, HTC, Google, Samsung, Leap Motion, TCL, Nvidia, Ubisoft, Razer Inc., Oculus and Electronics Art Inc. The report also covers Porter's Five Force analysis, Major VR Gaming Country Snapshots, Snapshot on AR/VR market along with analyst recommendation and macroeconomic variables.

Global VR Gaming Market

The report is useful for VR gaming hardware companies, VR gaming software companies, VR gaming accessories companies, potential entrants and other stakeholders to align their market centric strategies according to ongoing and expected trends in the future.

Global VR Gaming Market Size and Overview
Market Size: Global VR gaming market has witnessed a robust growth in the past two years with recorded CAGR of ~% due to the increased adoption of VR technology both by the professional players and the casual players. The popularity of 360 degree videos has been rising over the years which have created a positive impact on the market worldwide. The virtual parks have been created in various countries where there is presence of virtual reality games for the customers. Various companies entered the market in the review period after Facebook acquired Oculus and entered the industry. The increase in funding and investment in the VR technology and industry has made a positive impact on the industry. Many M&A have taken place over the years such as the acquisition of Oculus VR by Facebook. In July 2016, approximately USD ~ billion was invested in VR for ~ deals, which was ~% higher than the total funding of 2015.

Market Segmentation

By Type (Hardware, Software and Accessories)
The hardware segment dominated in the type of VR gaming product by contributing ~% revenues in the overall global VR gaming market in 2017 owing high requirement of investment for the product. Software segment attributed ~% revenue share to global VR gaming market in 2017 as the market is in the nascent stage and the increased acceptance of the VR technology has triggered the number of developers making a positive impact on the industry. Accessories segment has contributed least share to the type of VR product in the overall global VR gaming market by attributing ~% in the revenues in 2017.

By Devices (PC, Consoles and Mobile)
PC dominated the devices in the overall revenues of global VR market with ~% share in 2017 owing to a large segment of the global population owning PCs. VR integrated PC games provide advanced gaming experiences which leads the customers to prefer this device over others for the purpose of gaming. Consoles attributed second highest revenue share of ~% in the devices of global VR gaming in 2017 owing to a large population not spending high amount of money on the PC but rather buying console for gaming purpose. Mobile contributed the least share in the devices in the revenues of the overall global VR market in 2017 with a share of ~% with the growth in use of smart phones and internet penetration worldwide.

By Distribution Channel (Traditional Stores and Online Stores)
The traditional stores dominated the distribution channel in terms of revenues in the overall global VR market with a share of ~% in 2017. The traditional stores include the stores selling the VR gaming products such as the physical stores in mall, complexes and the sports goods retailers. The revenue generated by the online stores for purchasing the VR gaming products globally is less compared to the offline stores attributing ~% revenue share in the Global VR market in 2017.

By Regions (EMEA, America and APAC)
EMEA dominated the VR gaming market worldwide in 2017 by contributing revenue share of ~% in the overall revenues owing to large number of countries present in this region. In this region, the countries having highest penetration of VR headsets include Italy, Spain and Russia. Americas contributed the second highest revenue share in the overall revenues of the VR gaming attributing to ~% in 2017 owing to increasing consumer preference for smart gadgets and increasing demand for new technologies in the gaming industry by the young population in the region. APAC region contributed the least share of ~% in the overall revenues of the VR gaming in 2017 owing to the increasing affordability of the middle class.

Competitive Landscape for Global VR gaming Market: The VR gaming market is at a nascent stage starting in year 2014 with launch of Sony PS VR. The customer is conscious to use the VR gaming products as they are new in the market and are highly priced. The revenue share of the VR gaming in the gaming market accounted to ~% in 2017 and is expected to increase to ~% by 2022.

The growing demand for VR products has led many manufacturers to introduce their products in the market. The major companies in VR headset market include Google Inc., HTC Corporation, Oculus VR, LLC, Sony Corporation, Samsung Electronics Limited, Microsoft Corporation, Razer, Inc., Fove, Inc., Carl Zeiss AG, LG Electronics, Proteus VR Labs Limited, Sulon Technologies, Inc., Merge Labs, Inc., and Avegant Corporation.

Future Outlook to Global VR Gaming Market
The forecast is based on scenario analysis considering implementation of MR/ AR gaming, launch of VR theme parks and investment in new technology along with adoption rates. In the best case, the market is expected to grow at a five year CAGR of ~% during 2017-2022. In the base case scenario, the market is expected to grow at a five year CAGR of ~% during 2017-2022. By 2020, players will spend USD ~ Billion on immersive gaming which will further enhance the VR gaming market. The expected increase in the number of VR arcades worldwide will make a positive impact on the market as these arcades will lead the gamers to participate in such events hence leading them to purchase VR gaming related products. Moreover, the growth will be attributed to the high cost of entry to VR (approximately USD ~ a system) and the space needed to play it.

Key Topics Covered in the Report

  • Global Gaming Market snapshot
  • Global VR Gaming Market Size
  • Global VR gaming market segmentation by type
  • Global VR gaming market segmentation by Distribution Channel
  • Global VR gaming market segmentation by Regions
  • Global VR gaming market segmentation by devices
  • Value Chain Analysis for Global VR Gaming Market
  • Decision Making Process
  • Porter's Five Force Analysis for Global VR Gaming Market
  • Competitive Landscape Global VR Gaming Market
  • Consumer Profile for Global VR Gaming Market
  • AR/MR Snapshot
  • Trends and Developments
  • Investments done by VC Firms and Angel Investors
  • Snapshot on Major Countries in Global VR Gaming Market
  • Future Outlook on Global VR Gaming Market
  • Analyst Recommendation


Read More



Contact Us:
Ken Research
Ankur Gupta, Head Marketing & Communications

+91-9015378249

1. Executive Summary
Market Overview
Global VR Gaming Market Segmentation
Competitive Landscape for Global VR gaming Market
Snapshot on Major VR Gaming Countries
Global VR Gaming Market Future Outlook
2. Research Methodology
2.1. Market Definitions
2.2. Abbreviations
2.3. Market Size and Modeling
Research Methodology
Approach – Market Sizing
Limitations
Variable (Dependant and Independent)
Multi Factor Based Sensitivity Model
Final Conclusion
3. Global Gaming Market Snapshot
4. Value Chain Analysis for Global Virtual Reality Gaming Market
5. Global VR Gaming Market
5.1. Global VR Gaming Market Overview and Genesis
5.2. Global VR Gaming Market Size, 2015-2017
5.3. Global VR Gaming Segmentation
5.3.1. By Type (Hardware, Software and Accessories), 2017
VR Accessories by Product, 2017
VR Accessories by Technology Adopters
5.3.2. By Devices (PC, Consoles and Mobile), 2017
5.3.3. By Distribution Channel (Traditional Stores and Online Stores), 2017
5.3.4. By Regions (EMEA, America and APAC), 2017
6. Decision Making Process for Buying Virtual Reality Gaming Products
7. SWOT Analysis for Global VR Gaming Market
8. Competitive Landscape for VR Gaming Market
8.1. Market Share of Major Players in VR Gaming Hardware, 2017
8.2. Company Profiles
8.2.1. Sony Corporation
8.2.2. Oculus VR LLC
8.2.3. HTC Corporation
8.2.4. Google Inc.
8.2.5. Samsung Electronics Company Limited
8.2.6. Leap Motion
8.2.7. TCL
8.2.8. Nvidia
8.2.9. Ubisoft
8.2.10. Razer Inc.
8.2.11. Valve Software
8.2.12. Electronic Arts Inc.
9. User Profile for Global VR Gaming
9.1. Global Market
Developers entering into Virtual Reality Market
Developers Working on VR Content for Major Leading VR Headsets Manufacturers
Age Groups Most Excited To Experience VR
9.2. America
VR Gaming Users in US on the Basis of Gender and Age
Share of Users who own Each Type of Device
US Population Spending for VR Gaming Purposes
Major VR headsets known by US Population (Respondents aged over 13 Years)
US Population Interest in VR Gamingby Gender
US Population Interest in VR Gaming By Age
Factors Affecting Buying Decision while Purchasing VR Headset
9.3. Europe
Countries with Potential VR Buyer with an annual hardware budget of More than USD 600
Tethered HMD Considered for Quality Experience for VR Technology
Tethered HMD Considered for Quality Experience for Content Creators
Mobile HMD Considered for Quality Experience for VR Technology
10. AR/MR Snapshot
11. Trends and Development for Global Virtual Reality Gaming Market
11.1. Indie Games Getting Bigger
11.2. Focus on Building Standalone Devices by Headset Manufacturers
11.3. Promotion Campaign Inclined Towards Awareness Rather Than Sales
11.4. Growing Popularity of 360-Degree Videos
11.5. Growing Popularity of Smartphone Integrated VR Headsets
11.6. Growing Awareness of VR Gaming
11.7. Growing Investments in VR Technology
12. Challenges faced by players in the VR Gaming Ecosystem
13. VR Application Development
13.1.1. Expenditure
13.1.2. In-house Vs Outsourcing
14. Marketing Strategy of Major Players in VR Gaming Market
15. Upcoming VR Gaming Titles
16. Investments Done by VC Firms and Angel Investors
17. Snapshot of Major Countries in Global VR Gaming Market
17.1. US
17.2. Japan
17.3. South Korea
17.4. China
17.5. Germany
17.6. UK
17.7. Netherlands
18. Future Outlook and Projections for VR Gaming Market, 2018-2022
Aggressive Uptake scenario
Base Case Scenario
18.1. By Type (Hardware, Software and Accessories), 2022
18.2. By Device Users (Mobile, Console and PC), 2022
18.3. By Distribution Channel (Online Stores and Traditional Stores), 2022
18.4. By Regions (EMEA, Americas and APAC), 2022
19. Analyst Recommendation for Global VR Gaming Market
20. Macroeconomic Factors Affecting Global VR Gaming Market, 2015-2022E
20.1. Global Gaming Industry, 2015-2022E
20.2. Number of Active Video Gamers Worldwide, 2015-2022E
20.3. Number of Active Virtual Reality Users Worldwide, 2015-2022E
20.4. Virtual Reality (VR) Headset User Base, 2015-2022E

Figure 1-1: Flowchart for Global Virtual Reality Gaming Market, 2017
Figure 3-1: Global Gaming Market Size on the Basis of Revenues in USD Billion and Growth in Percentage Share (%), 2012-2022
Figure 4-1: Value Chain for Global Virtual Reality Gaming Market
Figure 4-2: Virtual Reality Market Ecosystem
Figure 5-1: Global VR Gaming Market Size on the basis of Revenues in USD Billion, 2015-2017
Figure 5-2: Global VR Gaming Market Segmentation by Type (Hardware, Software and Accessories) on the basis of Revenues in Percentage (%), 2017
Figure 5-3: Global VR Gaming Market Segmentation by Devices (PC, Consoles and Mobile) on the basis of Revenues in Percentage (%), 2017
Figure 5-4: Global VR Gaming Market Segmentation by Distribution Channel (Traditional Stores and Online Stores) on the basis of Revenues in Percentage (%), 2017
Figure 5-5: Global VR Gaming Market Segmentation by Regions (EMEA, Americas and APAC) on the basis of Revenues in Percentage (%), 2017
Figure 8-1: Market Share of Major VR Gaming Hardware Companies on the Basis of Revenue in Percentage (%), 2017
Figure 8-2: Financial Analysis of Sony Game and Network Services Segment in Terms of Global Revenue in USD Billion, 2014-2017
Figure 8-3: Financial Performance of Ubisoft in Terms of Overall Sales, 2017
Figure 9-1: Developers Flocking to Virtual Reality Globally in Percentage (%), 2016
Figure 9-2: Developers Working on VR Content for Major Leading VR Headsets Manufacturers in Percentage (%), 2016
Figure 9-3: Age Group Most Excited to Experience VR Globally, 2015
Figure 9-4: VR Gaming Users in the US on the Basis of Gender and Age in Percentage (%), 2016
Figure 9-5: Users owning each type of Device in Percentage (%), 2016
Figure 9-6: Millennial Spending for VR Gaming Purposes, 2016
Figure 9-7: Recognizing Name of VR Headset with Respondents Aged over 13 Years, 2016
Figure 9-8: Americans Interest in VR Gaming by Gender in Percentage (%), 2016
Figure 9-10: Factors Affecting Buying Decision in Purchasing VR Headset, 2016
Figure 9-11: Countries with Potential VR Buyer with an Annual Hardware Budget of more than USD 600
Figure 9-12: Tethered HMD for the Best Quality Experience for VR Technology on a Global Level on the Basis of Percentage (%), 2017
Figure 9-13: Tethered HMD for the Best Quality Experience for Content Creators on a Global Level on the Basis of Percentage (%), 2017
Figure 9-14: Mobile HMD for the Best Quality Experience for VR Technology on a Global Level on the Basis of Percentage (%), 2017
Figure 10-1: Global AR Market Size on the basis of Revenues in USD Billion, 2016-2022
Figure 10-2: Global MR Market on the basis of Revenues in USD Billion, 2016-2022
Figure 13-1: VR App Development Rates Worldwide
Figure 16-1: Venture Activity by Investment Rounds across VR/AR Technology Companies, 2012-2017
Figure 17-1: Ranking of Most Popular Genres for VR Gaming in Germany on the Basis of Audience, 2015
Figure 18-1: Global VR Gaming Market Future Outlook and Projections as Aggressive Approach on the basis of Revenues in USD Million and Growth Rate in Percentage (%), 2018-2022
Figure 18-2: Global VR Gaming Market Future Outlook and Projections as Base Approach on the basis of Revenues in USD Million and Growth Rate in Percentage (%), 2018-2022
Figure 18-3: Global VR Market Future Segmentation by Type (Software, Hardware and Accessories) on the basis of Revenues in Percentage (%), 2022
Figure 18-4: Global VR Market Segmentation by Device Users (Mobile, Console and PC) on the basis of Revenues in Percentage (%), 2022
Figure 18-5: Global VR Market Segmentation by Distribution Channel (Online Stores and Traditional Stores) on the basis of Revenues in Percentage (%), 2022
Figure 18-6: Global VR Market Segmentation by Regions (EMEA, Americas and APAC) on the basis of Revenues in Percentage (%), 2022
Figure 20-1: Global Gaming Industry Size in USD Billion, 2015-2022E
Figure 20-2: Number of Active Video Gamers Worldwide in Million, 2015-2022E
Figure 20-3: Number of Active Virtual Reality Users Worldwide in Million, 2015-2022E
Figure 20-4: Virtual Reality (VR) Headset User Base Worldwide in Million, 2015-2022E

Table 2-1: List of Abbreviations
Table 2-2: Correlation Matrix for Global VR Gaming Market
Table 2-3: Regression Coefficients Output for Global VR Gaming Market
Table 3-1: Snapshot for Global Gaming Market
Table 3-2: Top Ten Countries in Global Gaming Market in Terms of Revenue and Percentage Share (%), 2017
Table 3-3: Global Gaming Market Segmentations by Type, Geography, Hardcore and Casual Gamers, 2017
Table 3-4: Global Gaming Market Future Segmentations by Type, Geography, Hardcore and Casual Gamers, 2022
Table 3-5: Proportion of Global VR Gaming Market out of Global Gaming Market on the Basis of Revenue in USD Billion and Percentage Share (%), 2015-2022
Table 5-1: Timeline for Global VR Gaming Market
Table 5-2: Global VR Market by End User Sector on the basis of Revenue in Percentage (%) and USD Billion, 2017
Table 5-3: How VR/AR Technology is being used in Various Industries
Table 5-4: Rationale and Description for Global VR Gaming Market Size on the Basis of Revenue in USD Billion, 2015-2017
Table 5-5: Rationale and Description of Global VR Gaming Market Segmentation by Type (Hardware, Software and Accessories) on the basis of Revenues in USD Billion, 2017
Table 5-6: VR Accessories Revenue Share by Product on the Basis of Ranking, 2017
Table 5-7: VR Accessories by Technology Adopters on the Basis of Revenue in USD Million and Percentage (%), 2017
Table 5-8: Rationale and Description of Global VR Gaming Market Segmentation by Devices (PC, Consoles and Mobile) on the basis of Active Users, 2017
Table 5-9: PC Requirements for VR Headsets including HTC Vive and Oculus Rift
Table 5-10: Rationale and Description of Global VR Gaming Market Segmentation by Distribution Channel (Traditional Stores and Online Stores) on the basis of Revenues in USD Billion, 2017
Table 5-11: Rationale and Description of Global VR Gaming Market Segmentation by Regions (EMEA, America and APAC) on the basis of Revenues in USD Billion, 2017
Table 6-1: Decision Making Process for Buying Virtual Reality Gaming Product
Table 7-1: SWOT Analysis for Global VR Gaming Market
Table 8-1: Competitive scenario of VR Gaming Market Players on the Basis of Parameters including VR Headset Name, Number of Models Sold, Number of Models of Headsets and Name of Models, as of March 2017
Table 8-2: Description of Market Share of Major Players in VR Gaming Hardware, 2017
Table 8-3: Price Comparison of VR Gaming Headsets/HMD's on the Basis of Parameters including Type, Price, Platform, positional Tracking and Controller
Table 8-4: Company Profile for Sony Corporation including Company Overview, Business Strategies, Key Developments, Gaming Product Portfolio, New Product Launches and Key Personnel
Table 8-5: Product Portfolio for Sony VR Products with Prices in USD, 2018
Table 8-6: Company Profile for Oculus VR LLC including Company Overview, Business Strategies, Recent Development, Published Games by Oculus Studios, Revenue, Employee Base and Key Personnel
Table 8-7: Product Portfolio for Oculus Products with Prices in USD collated as on 1st February 2018
Table 8-8: Company Profile for HTC Corporation including Company Overview, Business Strategies, Product Portfolio, Revenue, Employee Base and Key Personnel
Table 8-9: Product Portfolio for HTC Corporation with Prices in USD, 2018
Table 8-10: Company Profile for Google Inc. including Company Overview, Business Strategies, Key Development, Product Portfolio, New Product Launches, Employee Base and Key Personnel
Table 8-11: Company Profile for Samsung Electronics Company Limited including Company Overview, Business Strategies, New Title Launches, Sales, Annual Net Revenue, Employee Base and Key Personnel
Table 8-12: Product Portfolio for Samsung Products with Prices in USD, 2018
Table 8-13: Company Profile for Leap Motion including Company Overview, Business Strategies, Key Development, Leap Motion Partner Program, New Product Launches, Investors, Revenue, Employee Base and Key Personnel
Table 8-14: Product Portfolio for Leap Motion with Prices in USD, 2018
Table 8-15: Company Profile for TCL including Company Overview, Business Strategies, Key Developments, New Product Launches, Presence, Revenue, Employee Base and Key Personnel
Table 8-16: Company Profile for Nvidia including Company Overview, Business Strategies, New Product Launches, Revenue, Employee Base and Key Personnel
Table 8-17: Nvidia Product Portfolio with Product Name and Description, 2017
Table 8-18: Company Profile for Ubisoft including Company Overview, Business Strategies, New Product Launches, Popular Products, Sales, Team Members, Revenue, Employee Base and Key Personnel
Table 8-19: Company Profile for Razer Inc. including Company Overview, Business Strategies, Product Portfolio, Number of Gamers, Number of Registered Users, Revenue, Employee Base and Key Personnel
Table 8-20: Company Profile for Valve Software including Company Overview, Business Strategies, Product Portfolio, New Product Launches, Revenue and Key Personnel
Table 8-21: Product Portfolio for Valve Software with Prices in USD, 2018
Table 8-22: Company Profile for Electronic Arts Inc. including Company Overview, Business Strategies, Brand Portfolio, New Products, Products in Pipeline, Subsidiaries, Global Registered Players, Net Sales, Revenue, Employee Base and Key Personnel
Table 9-1: VR Buying Intention in Europe, 2016
Table 10-1: Augmented Reality (AR) Market Snapshot
Table 10-2: Mixed Reality (MR) Market Snapshot
Table 10-3: Key Characteristics of AR, MR and VR Technology
Table 11-1: Recent Investments in Global VR Gaming Market, 2014-2017
Table 12-1: Challenges Faced by Software Developers in Global VR Gaming Market
Table 12-2: Challenges Faced by Hardware Manufacturers in Global VR Gaming Market
Table 13-1: Approximate Cost of VR/AR Development
Table 13-2: Rationale behind In-House Vs Outsource of VR Gaming Software Development
Table 14-1: Marketing Strategy of Sony Playstation VR in Global VR Gaming Market in terms of 4Ps
Table 14-2: Marketing Mix of Oculus Rift in Global VR Gaming Market in terms of 4Ps
Table 14-3: Promotion Strategy of VR Game Publishers in Global VR Gaming Market
Table 16-1: Description of Financial Investors and Association
Table 16-2: VC investments in VR/AR Technology Firms, 2010-2017
Table 16-3: VR Investment Matrix by Acquirer, Acquired, Deal Value, Year, Deal Type, and Description of Business of Acquired Entity
Table 17-2: US VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17-3: Snapshot of Japan VR Gaming Market
Table 17-4: Japan VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17-5: Snapshot of South Korea VR Gaming Market
Table 17-6: South Korea VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17-7: Companies Operating in South Korea VR Gaming Market
Table 17-8: Snapshot of China VR Gaming Market
Table 17-9: China VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17-10: Companies Operating in China VR Gaming Market on the Basis of their Description
Table 17-11: Snapshot of Germany VR Gaming Market
Table 17-12: Germany VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17-13: Companies Operating in Germany VR Gaming Market on the Basis of their Description
Table 17-14: Snapshot of UK VR Gaming Market
Table 17-15: The UK VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17-16: Price for VR Headsets of Different Brands in UK
Table 17-17: Major Companies Operating in UK VR Gaming Market
Table 17-18: Snapshot of Netherlands VR Gaming Market
Table 17-19: The Netherlands VR Gaming Market Size on the Basis of Revenue and Market Share in USD Million and Percentage (%), 2017
Table 17-22: Companies Operating in Netherlands VR Gaming Market on the Basis of their Description
Table 18-1: Rationale and Description for Global VR Gaming Market Future Outlook and Projections on the Basis of Revenue in USD Million, 2018-2022
Table 18-2: Upcoming Headsets in Future with their Price
Table 18-3: Virtual Reality Headsets Worldwide Shipments in Millions, 2017 and 2021
Table 18-6: Global VR Market Future Segmentation by Distribution Channel (Online Stores and Traditional Stores) on the basis of Revenues in USD Billion, 2022
Table 18-7: Global VR Market Segmentation by Regions (EMEA, America and APAC) on the basis of Revenues in USD Billion, 2022
Table 19-1: Analyst Recommendation for Global VR Gaming Market
Table 20-1: Rationale and Description for Global Gaming Industry, 2015-2022E
Table 20-2: Rationale and Description for Number of Active Video Gamers Worldwide, 2015-2022E
Table 20-3: Rationale and Description for Number of Active Virtual Reality Users Worldwide, 2015-2022E
Table 20-4: Rationale and Description for Virtual Reality (VR) Headset Sales, 2015-2022E

Single User License:
Access to the soft copy of the report will be granted to individual user/ Authorized User within the organization The Authorized User may store, display or archive the information but will not be able to print, copy and use any information in the report for circulation or citation purpose. The individual user will treat the information in the report as confidential and will only use this for internal purpose. In no circumstance, the complete / part of the publication may be resold for monetary terms by the client or any other party related to the client or can be made available on third party website or on Google for general public view. The report will be MAC address protected and will only be accessible on 1 platform.

Hard Copy License:
The license provides the access to hard copy/ printed copy of the report to the Authorized User only. The report will be delivered to the user on the address provided during making the purchase. The Authorized User may store, display, or archive the information but will not use any information in the report for circulation or citation purpose. The individual user will treat the information in the report as confidential and will only use this for internal purpose. In no circumstance, the complete / part of the publication may be resold for monetary terms by the client or any other party related to the client or can be made available on third party website or on Google for general public view. No soft copy access will be provided in this case.

Corporate User License:
Access to the soft copy of the report will be granted to multiple users within the organization. The users are authorized to store, display, duplicate, archive, print and distribute the information within the organization either electronically or in paper. The users are not authorized to use any information in the report for citation and circulation externally. The users will treat the information in the report as confidential and will only use this for internal purpose. In no circumstance, the complete / part of the publication may be resold for monetary terms by the client or any other party related to the client or can be made available on third party website or on Google for general public view.

To know more information on Purchase by Section, please send a mail to sales [@] kenresearch.com
 

Sony, Valve Software, HTC, Google, Samsung, Leap Motion, TCL, Nvidia, Ubisoft, Razer Inc., Oculus and Electronics Art Inc.

VR Motion Sensor, Masks & Gloves, Bodysuits and Others, VR Headsets, VR Accessories, VR Smartphone Headsets, VR Thethered Headsets, VR PC Users, Console Users, VR Smartphone Users, VR Gaming Titles, VR Gaming Adoption Rate, Investment in VR Gaming, New VR Product Launches, Casual VR Users, Professional Gamers, VR Users

select a license

Single User License
USD 4000 INR 287520
Hard Copy License
USD 5000 INR 359400
Corporate User License
USD 8000 INR 575040

NEWSLETTER BY CATEGORY




Testimonials

An excellent provider. Thorough, precise and outstanding insight. They drill down to what we need and their reports are effective at integrating text with supporting graphics and charts. Their reports are a great resource to go back too. ...

Coherent, high-quality, thoroughly-researched reports. We received a very quick response to all our queries which eventually expedited the entire process....

Well structured, the insights they shared with us were very helpful and reliable. Their timely assistance make their services invaluable to us. I would highly recommend them and would definitely use them again in the future if needed...

The report sent to us was on the point, and its information was quite extensive, well structured, and well researched. More importantly what we valued was your response time and professionalism. As a leading global consulting firm, our clients expect high quality deliverables in short periods of time, so a reliable research partner is essential. For the price that you have charged the quality of your services were exceptional. We look forward to continue our relationship with your team on future engagements....

This is with regards to your report on India PVC pipes and fitting market outlook industry outlook to 2019. This is a very well written report and accept my compliments on the same.... ...



Ken Research, Unit 14, Tower B3, Spaze I Tech Business Park, Sohna Road, sector 49
     Gurgaon, Haryana - 122001, India

download

Company Brochure

Engage with Us

sales [@] kenresearch.com