A healthy momentum is building for virtual reality (VR). With its applications potentials now reaching the education and training sector, virtual reality is set to become the new normal in hyper interactive technology services. Although the technology now finds significant application in various non-entertainment segments, its dominance in the gaming world remain undisputed. Three-dimensional image is the most common form of virtual reality. Integration of virtual reality has revolutionized the gaming industry. Many of latest video games are driven by VR technology, creating a much more realistic game play.Segmental Analysis
MRFR in its report has offered a comprehensive analysis of the market based on software, hardware and compatibility. On the basis of hardware, [FURL=https://www.marketresearchfuture.com/reports/virtual-reality-gaming-market-2967]Virtual Reality in Gaming Industry[/FURL] has been segmented into devices, gloves, headsets and glasses. Based on compatibility, the market has been segmented into smartphones, console, casual web games and MMOs.
Competitive Dashboard
ZEISS International (Germany), Google (U.S.), HTC Corporation (Taiwan), Kaneva (U.S.), Oculus VR, LLC (U.S.), Sony Corporation ( Japan), VirZOOM, Inc (U.S.), Newzoo (Netheralnds), LEAP MOTION, INC. (U.S.)The key players in the global virtual reality in gaming market include, SAMSUNG (South Korea) and Electronic Arts Inc (U.S.) are some of the leading market participants profiled in the MRFR’s report.
About Market Research Future:
At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research & Consulting Services.
Contact:
Email: sales@marketresearchfuture.com
Blog: http://mrfrblog.com/