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01. Executive Summary
02. List of Abbreviations
03. Scope of the Report
03.1 Definitions
03.1.1 VR Software
03.1.2 VR Hardware
03.2 End-user Segments
03.3 Vendor segmentation
03.4 Base Year
03.5 Geographical Areas Included
03.6 Market Size Calculation and Segmentation
03.7 Common Currency Conversion Rates
04. Market Research Methodology
04.1 Market Research Process
04.2 Research Methodology
05. Introduction
05.1 Virtual reality
05.1.1 Components of a Virtual reality system:
05.1.2 Applications of Virtual reality
05.1.3 Gaming market and virtual reality
06. VR innovation timeline-Gaming
07. Market Landscape
07.1 Global Gaming Market Overview
07.2 APAC Perspective
07.2.1 What’s there for VR in APAC:
China:
South Korea:
Japan:
Emerging countries: Thailand, Malaysia, Vietnam, Singapore, Indonesia
07.3 Value Chain Analysis
07.4 Market size and forecast
Localisation with respect to game development and VR headsets:
Presence of established Asian players :
Increased use of smartphone users and easy access to internet :
07.5 Competitive scenario
Global market scenario:
APAC scenario:
07.6 Five Forces Analysis
07.6.1 Threat of substitutes
07.6.2 Threat of new entrants
07.6.3 Bargaining power of suppliers
07.6.4 Bargaining power of buyers
07.6.5 Threat of rivalry
08. Market Growth Drivers and their Impact
09. Market Challenges and their Impact
10. Market Trends and their Impact
11. Key Vendor Analysis
11.1 Oculus VR (Subsidiary of Facebook)
11.1.1 Key Facts
11.1.2 Business Overview
11.1.3 Business Segmentation
11.1.4 Recent Developments
11.2 Samsung
11.2.1 Key Facts
11.2.2 Business Overview
11.2.3 Business Segmentation by Revenue 2014
11.2.4 Recent Developments
11.3 Sony
11.3.1 Key Facts
11.3.2 Business Overview
11.3.3 Business Segmentation by Revenue 2015
11.3.4 Recent Developments for VR Gaming
11.4 Google
11.4.1 Key Facts
11.4.2 Business Overview
11.4.3 Google in VR Gaming
11.5 HTC (HTC Vive)
11.5.1 Key Facts
11.5.2 Business Overview
11.6 Avegant
11.6.1 Key Facts
11.6.2 Business Overview
11.6.3 Avegant in VR Gaming Market
11.7 ImmersiON-VRelia
11.7.1 Key Facts
11.7.2 Business Overview
11.8 Beijing ANTVR Technology
11.8.1 Key Facts
11.8.2 Business Overview
11.8.3 Recent Developments
11.9 Vrizzmo
11.9.1 Key Facts
11.9.2 Business Overview
11.9.3 Recent Developments
11.10 GameFace Labs
11.10.1 Key Facts
11.10.2 Business Overview
11.11 Razer
11.11.1 Key Facts
11.11.2 Business Overview
11.11.3 Investors
11.11.4 Business Strategy
11.11.5 Recent Developments
11.12 Virtuix
11.12.1 Key Facts
11.12.2 Business Overview
11.12.3 Recent Developments
11.13 Shoogee (Durovis Dive)
11.13.1 Key Facts
11.13.2 Business Overview
11.13.3 Shoogee in VR Gaming
11.14 Carl Zeiss (ZEISS VR ONE)
11.14.1 Key Facts
11.14.2 Business Overview
11.14.3 Carl Zeiss in VR Gaming
12. Other Reports in this Series
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