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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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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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Bonanza Billion by BGaming showed record results in the first month after launch

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Bonanza Billion by BGaming showed record results in the first month after launch
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Bonanza Billion, the first slot with refilling reels by BGaming, showed the most successful start among the provider’s titles. The first month after release, the game exceeded the results, namely the bets count of the BGaming top slot called Elvis Frog in Vegas by 21%. 

Launched on the 3d of December, the Bonanza Billion slot inspired players to win with a charming Christmas look. You can see how it was in a streaming session with Haddzy. 

Now it’s time to present the basic version of the game. Bonanza Billion, full of colours and juicy fruits, turned into its classic look, which will delight casino amateurs during the year. The changes doesn’t affect the features pack. Free spins, Multiplier, Buy Bonus, and Chance x2 will still be available!

“We’re focused on providing new mechanics to our players, and we’re extra are glad to see such great results of the first cascade slot in the lineup. The combination of refilling reels and the buy bonus feature make the game especially engaging. This is the best way to see an epic win on the screen! ” commented Kate Puteiko, CS Marketing Manager at BGaming. 

BGaming will add one more slot with refilling reels and the buy bonus feature to its collection following the players’ preferences. Irish-style Clover Bonanza will be released in spring.

 

BGaming is a fast-growing game provider converting gambling into gaming. Thanks to an expert team and a player-driven approach, the studio creates innovative and engaging products featured on reputable platforms and 700+ online casinos worldwide. BGaming is the world’s first to support cryptocurrencies and offer Provably Fair games. Today the brand’s portfolio includes 70+ products with HD graphics and a clear user interface for every device.

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A GAME OF TWO SCARVES: JAMIE REDKNAPP INVESTIGATES THE TRAGEDY OF HALF-AND-HALF SCARVES IN FOOTBALL

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A GAME OF TWO SCARVES: JAMIE REDKNAPP INVESTIGATES THE TRAGEDY OF HALF-AND-HALF SCARVES IN FOOTBALL
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New Paddy Power series sees Redknapp chance his arm as documentary maker to learn about the origins of one of the worst things to happen to football

Footballer-turned-pundit, Jamie Redknapp, is now stepping into the world of hard-hitting documentaries to tackle one of the biggest issues in the modern-day game…the half-and-half scarf.

Paddy Power’s Jamie Redknapp Investigates is a new series that will see the former Liverpool and Spurs legend get to the bottom of the things that really annoy football fans about the modern game.

Episode one sees Redknapp get to the bottom of half-and-half scarves – the ghastly neckwear issue, described by fans he interviews as “Filth”, “Foul” and “So sh*t”.

In the first of a three part series – with episodes two and three released over the fortnight – Redknapp reveals the industry is now worth “over half a billion pounds” and tracks down the inventor of the half-and-half scarf.

The inventor, Brian, explains that the inspiration behind joining two separate scarves together was his own divorce, after his wife cut everything he owned in half.

Sewing his Arsenal and Holland neckwear together, Brian created the world’s first half-and-half scarf – which rather unfortunately reads “Arse land”.

But, at what cost? “Half-and-half scarves have a very short shelf life,” says Redknapp’s next interviewee – environmental activist, Lisa.

Discarded items can unfortunately find their way into nature, with Lisa reporting sightings of a baboon wearing a scarf featuring Tony Pulis at one end Sean Dyche at the other. Although Lisa does say that there aren’t health implications for the animals, they “just look really stupid”.

Redknapp then returns to see Brian once more as he’s told there’s a gift waiting for him. And, after showing off his diversified portfolio (including Manchester United and Liverpool half-and-half facemasks), the inventor gives the former England international his present.

Unfortunately, the Redknapp edition scarf features Harry at one end but the wrong Jamie at the other – Jamie Vardy.

Episode two of Paddy Power’s Jamie Redknapp Investigates, released next Friday, will see Jamie taking on Twitter trolls.

Spokesman Paddy Power said: “Forget diving, dodgy VAR calls and people leaving early – half-and-half scarves are the biggest disgrace in football right now. So, we put our best man on the case to investigate and uncover the ugly truth about this scourge of modern football that we know annoys all proper football fans across the country.

“Because there are some things that just don’t look right together, like pasta and ketchup or Tottenham and trophies.”

The full video can be viewed on Paddy Power’s YouTube and Twitter  pages.

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Playtech Live launches bespoke offering with bet365

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Playtech Live launches bespoke offering with bet365
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Playtech, the world’s leading gambling technology company, announces the launch of the largest scale studio development in the supplier’s history with long-term partner, bet365.

Built across two separate studios, the new development is the biggest Live Casino studio launch in Playtech’s 22-year history.

The new studio offering, comprises of twelve 7-seat Blackjack tables, two classic single-zero Roulette, three Baccarat, and two All Bets Blackjack tables.

In addition to the aforementioned tables, it also hosts the new and exclusive multiplier roulette game, Super Spin RouletteSuper Spin Roulette is a bespoke game built as part of a collaborative partnership with bet365 and boasts unique gameplay – with each spin, a random Multiplier is revealed with the highest possible Multiplier of x540. The custom-made studio design puts Super Spin Roulette at the heart of the action, with all tables placed around the centrally located Super Spin Roulette game.

Kevin Kilminster, Head of Live Casino Innovation at Playtech, said: “We are extremely proud that bet365 has chosen to partner with Playtech to create new and engaging content for their customers. It is fantastic to see one of our most prestigious partners taking the opportunity to build bespoke content and utilising the vast knowledge and experience that the Playtech Live team has to offer. Super Spin Roulette is genuinely one of a kind and the gameplay experience is very exciting. Both new studios are designed to an incredible standard, and this is testament to Playtech’s scale and innovation when it comes to supporting our partners. We look forward to continuing our strong and successful partnership with this world-class operator.”

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