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Global Virtual Reality In Gaming Market Is Poised To Value Over US$ 38,331.5 Million by 2027 End

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The Global Virtual Reality in Gaming Market is expected to be valued at US$ 38,331.5 million by 2027, exhibiting a CAGR of 28.6% during the forecast period of 2020 to 2027, as highlighted in a report published by Coherent Market Insights.

Virtual reality is the use of computer technology to create a simulated environment using computer software and hardware technologies. VR technology has been used in many applications including entertainment and gaming. Virtual reality in gaming is referred to the use of sound and graphics technology in games where the user wears gloves, head-mounted display (HMD), and glasses as a part of their experience. There are several equipped to these devices that record the movement.

Growing digitization and advancement in technology is expected to boost the global virtual reality in gaming market growth over the forecast period
Over the years, both developed and emerging economies have witnessed massive digitization. This is complemented with advancements in technology, in order to expand the use of virtual reality devices. There are various technological advancements are expected in the near future namely wide field-of-view AR displays, transition from PC-based to standalone mobile VR devices, 5G mobile devices, and more. Such technological advancements enhance the user experience and reduce the latency up to a significant level. Hence, these factors are expected to drive growth of the global virtual reality in gaming market growth over the forecast period.

Launch of novel products can present lucrative growth opportunities for market players
Key players are focused on research and development activities, in order to expand the product portfolio and gain a competitive edge in the market. For instance, in May 2014, Electronic Arts Inc. launched EA Sports NHL 15, the first title in a new generation of hockey games. In August 2013, Nintendo Co. Ltd. introduced a 2DS handheld gaming device. The device enabled the user to play 3DS and all other games with the device. Furthermore, in February 2014, Sony Corporation launched its virtual reality headsets named HMZ- T3Q VR.

Challenges associated with user-friendly VR are expected to hamper the global virtual reality in gaming market growth over the forecast period
Despite its various advantages such as enhanced quality and realistic experience, many VR devices are not user friendly. Some of those devices are complicated to use and require adequate training long before they used for gaming experience. Manufacturers are required to provide a user-friendly device that can be operated by a layman as well. Hence, such factors are expected to hamper the global virtual reality in gaming market growth over the forecast period.

North America Trends

According to Coherent Market Insights’s study among regions, North America is expected to witness significant growth in the global virtual reality in gaming market during the forecast period. This is owing to the large presence of major VR companies across the region. Furthermore, growing investment in cutting-edge technologies is expected to propel the global virtual reality in gaming market growth over the forecast period.

Europe Trends

Europe is expected to register robust growth rate in the global virtual reality in gaming market over the forecast period. This owing to constant digitalization of various industries across the region. Furthermore, high growth of VR market in France is expected to boost the regional market growth over the forecast period.
Global Virtual Reality in Gaming Market – Impact of Coronavirus (Covid-19) Pandemic
The countries such as China and India, are play crucial role in the supply chain of virtual reality in gaming market. In the span of lockdown the supply chain in these countries mainly disturbed. Many industries were forced to close down their manufacturing site or remained operational with limited people working on the shop floor, which lowered the production capacity of factories. Further, demand for non-essential products decreased during the pandemic. This hindered the market growth during the pandemic.

Competitive Section
Key companies operating in the global virtual reality in gaming market are Electronic Arts Inc., Kaneva LLC, Nintendo Co. Ltd, Avatar Reality Inc., Sony Corporation, Oculus VR, Activision Publishing Inc., and Sega Corporation.

Key Developments

Major companies are focused on research and development activities, in order to enhance the market presence. For instance, in May 2020, Oculus VR, a subsidiary of Facebook Inc., announced that it is developing a new Quest VR headset of 90Hz for the smoother gaming experience.
Key market players are involved in collaborations and partnerships, in order to gain a competitive edge in the market. For instance, in December 2017, Sega Corporation collaborated with StarVR to introduce premium VR arcade experience in Japan.

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Carl Gatt Baldacchino Head of Account Management SlotMatrix

SlotMatrix Unleashes Fiesta-Fueled Thrills with Muertos Fortune

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The post SlotMatrix Unleashes Fiesta-Fueled Thrills with Muertos Fortune appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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2026 Bacta Awards

Honouring excellence: Bacta Awards for standout contributors

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Bacta utilized the platform offered by its premier EAG Expo to recognize three industry members who have excelled in their responsibilities. The 2026 Bacta Awards were awarded to Alan Claypole from Blueprint Operations (Supply Chain Champion), Alan Walker from Clacton Pier (Seaside Hero), and James Sturgess from Luxury Leisure (Community Champion).

Elaborating on the Awards initiative, Bacta President Joseph Cullis stated: “Our sector has numerous committed individuals who endlessly exert effort, making significant contributions to both Bacta and the wider community.

“The Bacta Awards honour individuals who have excelled, whether through outstanding community engagement or significant contributions to the industry. They also showcase the standards and values that define Bacta membership, including a commitment to professionalism and to operating in an ethical, sustainable, responsible, and transparent manner.”

“I was delighted that we could utilise EAG, which is the biggest annual concentration of Bacta members to recognise and celebrate the work of Alan Claypole, Alan Walker and James Sturgess – all extremely worthy recipients.

It was a great honour to welcome our Bacta Award Winners and to honour them in front of their peers.”

James Sturgess – Community Champion: James Sturgess, Regional Operations Director at Luxury Leisure which operate Admiral in the UK, has been at the forefront of the company’s partnership with the British Heart Foundation (BHF) to install a potentially life-saving defibrillator in every one of their AGC venues. Every year in the UK around 40,000 people suffer an out of hospital cardiac arrest, but less than one in ten survive. Immediate CPR and defibrillation can double a person’s chances of surviving a cardiac arrest. The partnership between Luxury Leisure and the BHF will mean that life-saving defibrillators are readily available if a customer, or someone in the community suffers a cardiac arrest. Thanks to the generosity of Admiral customers and colleagues the partnership has raised an incredible £500,000 for the British Heart Foundation, providing essential support for thousands of people in communities across the country.

Alan Walker – Seaside Hero: Alan Walker recently celebrated his 80th birthday, and has spent half a century in the amusement industry including more than a decade working at Clacton Pier. Alan is the pier’s head of coin operation services and works with colleagues some of whom are 60 years his junior. Alan spent nine years in the Army before he took up a post as a service engineer at Music Hire Group in his native North East. From there he progressed into management with the firm. He moved on to join the Noble Organisation – both in the North East and Blackpool – before taking up a role running amusements for the resorts division of First Leisure. His next job was with Family Leisure in London, and he has worked with Connaught Leisure, J Holland and Sons before joining Billy and Elliot Ball at Clacton Pier. Alan said that he was very proud to have received the award from Bacta. Reflecting on the award he said: “I was shocked to be honest, but it is nice to be honoured in that way for something you love doing.”

Alan Claypole – Supply Chain Champion: The Blueprint Operations Director of Technical and Product Development has a distinguished history of overseeing the Bacta Standards and leading on Bacta’s engagement with the Gambling Commission on the critical issue relating to the review of Technical Standards. Alan has an encyclopaedic knowledge of the technology that delivers gambling entertainment and shares his knowledge and insight for the betterment of the industry and for Bacta member businesses. Bacta President Joseph Cullis said: “Alan brings the level of expertise that any amount of money simply could not buy. He leads on technical discussions for Bacta and is able to draw on an unbelievable depth of knowledge. It is absolutely essential that manufacturers are aligned and the work undertaken by Alan on behalf of Bacta has a significant impact on both manufacturers and operators.”

The post Honouring excellence: Bacta Awards for standout contributors appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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Anne Marie Caulfield CEO of the Gambling Regulatory Authority of Ireland

GRAI: Problem gambling higher among those exposed to gambling as children

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Research by the ESRI’s Behavioural Research Unit, commissioned by the Gambling Regulatory Authority of Ireland, indicates that problem gambling is significantly more prevalent among individuals who were exposed to gambling during childhood. The research revealed that the prevalence of problem gambling is notably greater in individuals who gambled during childhood, had parents who engaged in gambling, or whose parents viewed gambling favorably.

‘Problem gambling’ refers to a situation where an individual’s gambling interferes with and harms their life, leading to adverse effects on finances, health, and social relationships.

The study collected anonymous online feedback from a representative sample of over 1,600 adults. The researchers examined present gambling habits in relation to childhood experiences while accounting for social background.

The information showed a significant connection. Children who engaged in gambling were nearly twice as prone to experience issues with gambling later in life. Having a gambling parent raised the risk of problem gambling by one third, and parental views on gambling similarly influenced this risk.

People who both gambled as children and had a parent who gambled a lot were four times more likely to suffer from problem gambling.

The majority of the sample had engaged in at least some form of gambling when under 18 years old. The most common forms were slot machines, scratch cards, horse or dog betting, gambling amongst friends, bingo and lotteries.

Anne Marie Caulfield, CEO of the Gambling Regulatory Authority of Ireland, said, “This research provides clear evidence of the long-term potential harms resulting from childhood exposure to gambling. It reinforces the importance of a well-regulated gambling sector that protects children and those vulnerable to gambling harm. It also points to the need for awareness and education among our young people, their parents, and guardians on gambling related harms.”

To coincide with the release of this report, the GRAI have published advice for parents on how best to approach the topic of gambling and associated dangers with their children on our website. This advice was developed in collaboration with the HSE Addiction Services and provides a useful tool for parents.”

The post GRAI: Problem gambling higher among those exposed to gambling as children appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.

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