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Global Virtual Reality in Gaming (Microsoft Xbox, Apple Mac, Sony PlayStation, Personal computer, Nintendo Wii) Market - Forecast to 2019

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Dublin, Aug. 6, 2014 (GLOBE NEWSWIRE) -- Research and Markets (http://www.researchandmarkets.com/research/z78bpl/virtual_reality) has announced the addition of the "Virtual Reality in Gaming Market - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019" report to their offering.

Virtual reality is an artificial environment created with the help of software and virtual reality devices. User experiences it as a real environment due to graphics and interactive features offered by virtual reality gaming devices. The simplest form of virtual reality is a 3D image that is explored interactively on a personal computer. Virtual reality in gaming refers to the use of sound and graphics technology in games where the users wear head mounted displays (HMDs), gloves or glasses as part of their experience.

It offers simulation of real time environment for education and training purpose through a story or a game. In virtual reality gaming, products such as gloves and head mounted displays, sensors are used that tracks the movement made by the user and the data is fed back to the system which analyses the data and transforms the actions into appropriate response on the screen.


Key Topics Covered:

Chapter 1 Preface

Chapter 2 Executive Summary

Chapter 3 Market Overview

Chapter 4 Global Virtual Reality in Gaming Market, by Components

Chapter 5 Global virtual reality in gaming market, By Type of Gaming Console from Different Manufacturers

Chapter 6 Global Virtual Reality in Gaming Market, by Geography

Chapter 7 Competitive Landscape

Chapter 8 Company Profiles


Companies Mentioned:

  • Activision Publishing Inc.
  • Avatar Reality Inc.
  • Electronic Arts Inc.
  • Kaneva LLC
  • Linden Lab Inc.
  • Nintendo Co. Ltd
  • Oculus VR
  • Sega Corporation
  • Sony Corporation


For more information visit http://www.researchandmarkets.com/research/z78bpl/virtual_reality


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Source:Research and Markets