wearable gaming market size reached USD 19.13 Billion in 2020 and is expected to register a revenue CAGR of 16.5%, during the forecast period, according to latest analysis by Emergen Research. Rising demand for virtual reality/augmented reality-based games is a key factor driving global wearable gaming market revenue growth. In addition, increasing adoption of 5G technology is another key factor contributing to revenue growth of the global wearable gaming market.
Virtual reality and augmented reality provide a realistic and immersive simulation of a three-dimensional environment to gamers. With rapid growth in digitalization, virtual reality has gained momentum in the gaming industry to enable developers and manufacturers to maximize profits and significantly improve customer experience. Majority of large-scale game development companies are thus leveraging virtual reality to transform the user experience and drive business value. Most of the virtual reality games available in the market are online, individual or multiplayers virtual reality games. Rising demand for online video gaming is expected to drive growth of the market. Virtual reality games can be played on different computing devices including specialized game consoles, standalone systems, or on advanced laptops and PCs, which is further preopening up opportunities for market players to develop more advanced VR headsets to provide gamers a more immersive experience.
The report offers a comprehensive assessment of recent technological developments, product advancements, current and emerging trends, key statistical data, forecast estimation, and major companies operating in the market. The report covers the impact of the pandemic on the Wearable Gaming industry with a special focus on the affected key segments of the industry. According to our analysts, the market is expected to regain momentum in a post-COVID-19 scenario. The report also analyses key elements such as growth trends, concentration area, business expansion strategies, market reach, and other key features that offer companies insightful data to fortify their position in the Wearable Gaming industry.
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The research study presents an industry-wide summary of the Wearable Gaming market including drivers, constraints, technological advancements, product developments, limitations, growth strategies, growth prospects, etc. among others. The global Wearable Gaming research report is an investigative study of the market that offers key statistical data with regards to market size, market share, revenue growth, and CAGR over the forecast period 2021-2028.
Key Highlights From the Report
VR headset segment is expected to account for largest revenue share over the forecast period due to increasing development and popularity of VR-based games and increasing availability of and accessibility to affordable and low-cost VR headsets.
15–30 years segment is expected to account for largest revenue share over the forecast period owing to increasing popularity of online gaming and video gaming among this age group, rising adoption of VR headsets, and increasing demand for wearable gaming accessories.
Commercial space segment is expected to register significantly robust CAGR in terms of revenue over the forecast period due to rising popularity of e-sports gaming and growth in number of gaming parlors or gaming cafés.
North America is expected to account largest revenue share over the forecast period due to increasing adoption of advanced wearable gaming accessories, growing demand for head mounted displays and gesture tracking devices, and robust presence of VR-based start-up companies.
The research report offers in-depth insights into company profiles along with their production values, production capacity, product portfolio, strategic plans such as mergers and acquisitions, joint ventures, collaborations, product launches and brand promotions, government and corporate deals, among others. The report, additionally, offers a comprehensive SWOT analysis and Porter’s Five Forces analysis to offer a better understanding of the competitive landscape of the industry.
Leading Players Profiled in the Report:
Oculus VR Inc., HTC Corporation, Sony Corporation, Google LLC, Microsoft Corporation, Avegant Corporation, Lenovo Group Ltd., LG Electronics Inc., ICAROS GmBH, and Fove Inc.
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The report on the Wearable Gaming market gives an in-depth statistical analysis to examine the fastest growing sectors in the market while speculating the demand and supply, consumption power, spending capacity and distribution channel globally. The report identifies the overall growth in the import and export and derives the future trends that the industry might witness. The study also applies primary and secondary research methods to assess the annual and financial performance of the top vendors and insights from market leaders. The researcher also discusses the recent trends and developments including joint ventures, collaborations, investments, product launches and acquisitions and mergers constitute a substantial part of the research on the Wearable Gaming market for the forecast period from 2020 to 2028. The report will empower companies to understand the opportunities, adapt to their consumer demands, needs, and concentrate on their best end-users.
Regional Outlook (Revenue, USD Billion; 2018–2028)
North America
Europe
Asia Pacific
Latin America
Middle East & Africa
The report analyzes the market based on different categories such as product types, end-user applications, and leading geographical regions. It offers key insights into the factors that are expected to influence the growth of the segments and sub-segments.
Emergen Research has segmented the global wearable gaming market on the basis of product type, age group, user type, and region:
Product Type Outlook (Revenue, USD Billion; 2018–2028)
VR-Headset
Haptic Devices
Wearable Gaming Body Suit
Wearable Controller
Others
Age Group Outlook (Revenue, USD Billion; 2018–2028)
Below 15 Years
15-30 Years
30-45 Years
Above 45 Years
User Type Outlook (Revenue, USD Billion; 2018–2028)
Individual
Commercial Space
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Report Objectives
Examine the size of the global Wearable Gaming market based on the parameters of value and volume.
Accurately calculate the market shares, consumption, and other essential aspects of different segments of the global Wearable Gaming market.
Explore the underlying dynamics of the global Wearable Gaming market.
Highlight significant trends of the global Wearable Gaming market based on factors including, production, revenue, and sales.
Extensively profile top players of the global Wearable Gaming market and showing how they compete in the industry.
Study manufacturing processes and the costs, product pricing, and various trends associated with them.
Analyze the performance of different regions and countries in the global Wearable Gaming market.
Forecast the market size and share of all segments and regions in the global landscape.
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