Coaxial Cable Market Is Expected to Hit USD 3.1 Billion in North America by 2018: Transparency Market Research

Transparency Market Research has published a new report titled "Coaxial Cable Market - North America Industry Analysis, Size, Share, Growth, Trends and Forecast, 2012 - 2018" to its report store.

According to a new market report published by Transparency Market Research "Virtual Reality in Gaming Market (By Component - Software, Hardware; By Type of Gaming Console from Different Manufacturers - Microsoft Xbox, Apple Mac, Sony PlayStation, Personal computer, Nintendo Wii) - Global Industry Analysis, Size, Share, Growth, Trends and Forecast, 2013 - 2019", the global virtual reality in gaming market was worth USD 466.6 million in 2012 and is expected to reach USD 5,839.9 million by 2019, growing at a CAGR of 39.2% from 2013 to 2019. North America was the largest regional market for virtual reality in gaming in terms of revenue share in 2012. Growth in this region is primarily driven by constant innovation in technology and rise in disposable income of users.

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Constant technological innovation is one of the prominent factors driving the growth of virtual reality in gaming market. For instance, 'Project Morpheus' which is a virtual reality headset from Sony Corporation offer features such as 3 dimensional screen and optical and acoustic tracking system. High cost of maintenance and up gradation of virtual reality devices are some of the factors inhibiting the growth of this market.

Among all components, the software segment was the largest accounting for 53.5% share in terms of revenue of the total virtual reality in gaming market in 2012. The segment is expected to maintain its leading position throughout the forecast period due to the continuous development in software technologies in virtual reality gaming. Hardware segment was the second largest segment and is expected to witness strong growth during the forecast period mainly due to the increased use of virtual reality products such as head mounted display (HMD), hand gloves, and glasses. The types of gaming consoles from different manufactures include Apple Mac, Microsoft Xbox, Sony PlayStation and Nintendo Wii. Sony PlayStation leads the global virtual reality gaming console market due to wide range of product portfolio of the company and strong brand equity in consumer electronics, gaming and mobile phone industry.

Geographically, North America was the largest segment and accounted for a 37.0% revenue share in 2012 due to presence of leading publishing companies such as Electronic Arts Inc. and Take Two Interactive. Europe was the second largest regional market and accounted for a 31.9% revenue share of the global market in 2012. Countries such as Germany, Spain and France accounted for majority shares in the European market for virtual reality in gaming. However, the Asia-Pacific region is expected to display tremendous growth over the forecast period due to the presence of large number of online gamers in the region complimented by the presence of leading gaming manufacturers in countries such as China and South Korea.

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The global virtual reality in gaming market is dominated by multinational as well as regional players. The leading market players include Electronic Arts Inc., Sony Corporation, Nintendo Company Limited, and Linden Lab Inc. among others. The leading companies are adopting the strategy of providing new features such as motion tracking to their existing users in order to make the product offering more attractive and lucrative. Currently, the market for virtual reality in gaming is highly competitive; however, the degree of competition among the leading players is expected to reduce in future leading to fragmentation of the market.

The global market for virtual reality in gaming has been segmented as follows :

Virtual Reality in Gaming Market, by Component
Software
Hardware

Virtual Reality in Gaming Market, by Type of Gaming Console from Different Manufacturers
Microsoft Xbox
Apple Mac
Sony PlayStation
Personal computer
Nintendo Wii

Virtual Reality in Gaming Market, by Geography
North America
Europe
Asia-Pacific
Rest of the World

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