PlayStation VR

Global Virtual Reality in Gaming Market is Expected to Grow at a CAGR of over 32.75% During 2021-2027 - ResearchAndMarkets.com

Retrieved on: 
Tuesday, April 19, 2022

The "Global Virtual Reality In Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022 - 2027)" report has been added to ResearchAndMarkets.com's offering.

Key Points: 
  • The "Global Virtual Reality In Gaming Market - Growth, Trends, COVID-19 Impact, and Forecasts (2022 - 2027)" report has been added to ResearchAndMarkets.com's offering.
  • Virtual reality (VR) in the gaming market is expected to grow at a CAGR of 32.75% over the forecast period (2021 - 2026).
  • Numerous players are emerging in this market with the hopes of navigating it toward mainstream adoption in the gaming market space.
  • Mobile virtual reality (VR) gaming is the most affordable experience for consumers who want to explore VR gaming without spending a substantial amount of money.

Creativity showcase celebrates deep links between UK tech leaders and Saudi innovators

Retrieved on: 
Tuesday, March 22, 2022

LONDON, March 22, 2022 /PRNewswire/ -- The King Abdulaziz Center for World Culture (Ithra) is presenting five projects created under the mentorship of UK-based tech experts in its inaugural Creative Solutions initiative at London's County Hall on March 22, 2022. The groundbreaking program is designed to boost Saudi's creative economy by empowering digital content creation in immersive technologies, and draws on world-leading British tech talent. Creative Solutions also shows how the UK's established tech industry can be harnessed to support the IT sector development in emerging markets.

Key Points: 
  • The groundbreaking program is designed to boost Saudi's creative economy by empowering digital content creation in immersive technologies, and draws on world-leading British tech talent.
  • Creative Solutions also shows how the UK's established tech industry can be harnessed to support the IT sector development in emerging markets.
  • According to Ithra's recent Cultural and Creative Index report, the industry contributed 1.5% to Saudi GDP in 2018, growing at a healthy 13% annually.
  • Creative Solutions empowers this sector through its focus on bolstering professional skills development, while promoting knowledge sharing and the development of original creative content and marketable solutions.

Zenith:The Last City Developer Ramen VR Closes $35M Series B Round Led by Anthos and Dune

Retrieved on: 
Thursday, March 17, 2022

SAN FRANCISCO, March 17, 2022 /PRNewswire/ -- Ramen VR, the game developer behind VR MMORPG Zenith:The Last City, has just closed a series B round of funding. The $35M B round is led by Anthos and Dune, with Makers investing pro-rata and personal investments from Andrew Chen and James Gwertzman, general partners at Andreessen Horowitz. The funding will be used to double the size of the studio as it transforms Zenith into a gaming super-app containing multiple worlds and gameplay experiences across VR, desktop, and mobile.

Key Points: 
  • VR MMORPG Launches on Steam, Reaching #1 Selling Game
    SAN FRANCISCO, March 17, 2022 /PRNewswire/ -- Ramen VR, the game developer behind VR MMORPG Zenith:The Last City , has just closed a series B round of funding.
  • The $35M B round is led by Anthos and Dune, with Makers investing pro-rata and personal investments from Andrew Chen and James Gwertzman, general partners at Andreessen Horowitz.
  • Here's what David Brillembourg, GP of Dune Ventures had to say: "With the record-breaking launch of Zenith: The Last City, Ramen VR showcased its strength as the leading VR MMO studio.
  • "Closing this important round of funding will help us grow our team so we can continue to build out our vision.

Ithra showcases immersive digital technologies at inaugural Demo Day

Retrieved on: 
Monday, February 7, 2022

DHAHRAN, Saudi Arabia, Feb. 7, 2022 /PRNewswire/ -- The King Abdulaziz Center for World Culture (Ithra) is excited to present five projects under its inaugural Creative Solutions initiative launched under the theme "Digital Immersive Content Creation". The program is designed to boost Saudi Arabia's creative economy by empowering digital content creation in immersive technologies, and drew 231 applications.

Key Points: 
  • The program is designed to boost Saudi Arabia's creative economy by empowering digital content creation in immersive technologies, and drew 231 applications.
  • The year-long initiative focuses on building an ecosystem of innovators working on immersive technologies including artificial intelligence, haptics and virtual, augmented and mixed reality, as well as immersive audio.
  • All five finalists will have the opportunity on this demo day to showcase their work and allow guests to explore the different ways of engaging in immersive technologies.
  • Anthony Geffen, one of the world's leading documentary filmmakers and a pioneer in immersive storytelling, is the keynote speaker at the demo day.

Ithra showcases immersive digital technologies at inaugural Demo Day

Retrieved on: 
Monday, February 7, 2022

The program is designed to boost Saudi Arabia's creative economy by empowering digital content creation in immersive technologies, and drew 231 applications.

Key Points: 
  • The program is designed to boost Saudi Arabia's creative economy by empowering digital content creation in immersive technologies, and drew 231 applications.
  • The year-long initiative focuses on building an ecosystem of innovators working on immersive technologies including artificial intelligence, haptics and virtual, augmented and mixed reality, as well as immersive audio.
  • All five finalists will have the opportunity on this demo day to showcase their work and allow guests to explore the different ways of engaging in immersive technologies.
  • Anthony Geffen, one of the world's leading documentary filmmakers and a pioneer in immersive storytelling, is the keynote speaker at the demo day.

IZEA Research Discovers 56% of Social Media Influencers Currently Participate in the Metaverse

Retrieved on: 
Friday, January 14, 2022

The U.S. consumer study examines how social media influencers are leading the way into virtual worlds.

Key Points: 
  • The U.S. consumer study examines how social media influencers are leading the way into virtual worlds.
  • The report is the first in a series of research studies focusing on influencers key roles in adopting new trends, technologies, and platforms in and around the metaverse.
  • Key Insights for Influencers and the Metaverse:
    60% of social media influencers see themselves as creators in virtual worlds.
  • Key Insights for Brands that are Building the Metaverse:
    15% of social media influencers and 6% of social media users surveyed own VR devices.

At 29.2% CAGR, Virtual Reality in Gaming Market Expected to Reach USD 40993.1 Million, Globally by 2027, Says Brandessence Market Research

Retrieved on: 
Thursday, December 9, 2021

The headset promised inexpensive boost to conventional video gaming, with an addition of VR technology.

Key Points: 
  • The headset promised inexpensive boost to conventional video gaming, with an addition of VR technology.
  • This even led to a small pushback against VR gaming in 2018, as manufacturers believed VR gaming might not live upto its potential.
  • The VR technology had already been tried and tested in smaller gaming titles like Beat Saber, and Superhot VR.
  • Virtual Reality In Gaming Market: Regional Analysis
    The Virtual Reality gaming market report is divided into key regions including North America, Europe, Asia Pacific, Latin America, and Middle East & Africa.

At 29.2% CAGR, Virtual Reality in Gaming Market Expected to Reach USD 40993.1 Million, Globally by 2027, Says Brandessence Market Research

Retrieved on: 
Thursday, December 9, 2021

The headset promised inexpensive boost to conventional video gaming, with an addition of VR technology.

Key Points: 
  • The headset promised inexpensive boost to conventional video gaming, with an addition of VR technology.
  • This even led to a small pushback against VR gaming in 2018, as manufacturers believed VR gaming might not live upto its potential.
  • The VR technology had already been tried and tested in smaller gaming titles like Beat Saber, and Superhot VR.
  • Virtual Reality In Gaming Market: Regional Analysis
    The Virtual Reality gaming market report is divided into key regions including North America, Europe, Asia Pacific, Latin America, and Middle East & Africa.

Lessons From a Decade in Wearables: Reviewing Old Forecasts to Help Predict the Future

Retrieved on: 
Wednesday, December 1, 2021

In this article IDTechEx will do something that is relatively unusual for a market research company to do: publicly compare old forecasts with what actually happened.

Key Points: 
  • In this article IDTechEx will do something that is relatively unusual for a market research company to do: publicly compare old forecasts with what actually happened.
  • However, in looking back at old forecasts for this article, IDTechEx hopes to learn some lessons, both about the wearables industry and about market forecasting in general.
  • The following article examines each part of these datasets and discusses the accuracy across each part and the reasons behind it.
  • Nearly all major sections have grown to some extent, even where the inflection points and growth rates have differed slightly.

Lessons From a Decade in Wearables: Reviewing Old Forecasts to Help Predict the Future

Retrieved on: 
Wednesday, December 1, 2021

In this article IDTechEx will do something that is relatively unusual for a market research company to do: publicly compare old forecasts with what actually happened.

Key Points: 
  • In this article IDTechEx will do something that is relatively unusual for a market research company to do: publicly compare old forecasts with what actually happened.
  • However, in looking back at old forecasts for this article, IDTechEx hopes to learn some lessons, both about the wearables industry and about market forecasting in general.
  • The following article examines each part of these datasets and discusses the accuracy across each part and the reasons behind it.
  • Nearly all major sections have grown to some extent, even where the inflection points and growth rates have differed slightly.