Report Overview
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The global somatosensory games market size was USD 489.08 million in 2021 the market is expected to reach USD 1549.64 million in 2028, exhibiting a Compound annual growth rate (CAGR) of 21.19% during the forecast period. The sudden rise in CAGR is attributable to the market's growth and demand returning to pre-pandemic levels once the pandemic is over.
Video games that incorporate somatosensory input allow players to physically experience the action. Somatosensory games are a brand-new category of video games that are not played with a keyboard and mouse or a PC game controller. The key distinction between somatosensory games and online games is that users of online games can actively participate in the game to the fullest extent possible regardless of their current location, the time of day, or the weather.
The performance of the product will be further optimized through technological innovation and improvement, allowing it to find a variety of uses in the downstream market.
COVID-19 Impact: Increasing Adoption of these Games to Entertain People at Home cause a Growth in Demand for them
People were unable to leave their homes to exercise or perform any physical labor because of the pandemic's effects, which forced everyone to go into lockdown mode and stay indoors. People began adopting somatosensory games to enjoy themselves and to maintain their health in order to be active without having to leave the comfort of their homes. Due to the fact that some games required players to utilize their entire body to achieve certain tasks, these games assisted people of all ages to keep active.
Latest Trends
"Innovative New Gaming Console Introduced to Enhance User Experience and Establish Gaming Environment in Virtual Reality Matchups"
Pre-orders for the Qiyu 2Pro VR somatosensory game console went live on e-commerce platforms on March 23, 2020, according to iQIYI, Inc., a market-leading provider of innovative online entertainment services in China. By integrating engaging 6DoF technology into the Console, iQIYI hopes to give customers a complete gaming experience. The revolutionary inside-out 6DoF game concept is used in Qiyu VR 2Pro's interactive designs. Through the setup of double 6DoF VR dual controllers, it accomplishes 6 degrees of freedom (6DoF) of the head and hand, which can enhance user experience and establish a smooth gaming environment in virtual reality matchups.
Segmentation
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- By Type Analysis
According to type, the market can be segmented into Sports, Life party, Music and dance and Others
- By Application Analysis
Based on application, the market can be divided into Teens (7-17 years old), Youth (18-40 years old), Middle-aged (41-65 years old) and Others
Driving Factors
"Utilization of Games to Exercise the Entire Body while Entertaining Oneself is Increasing the Demand for this Market"
The technical team at TD Element has developed a brand-new games console which can be used with Android, iOS, Mac, and PCs and allows the user to exercise their entire body while still having fun with their favorite game. With the help of the TD Element's sophisticated motion sensors, the somatosensory gaming controller was created with the express purpose of encouraging users to move their entire body while controlling in-game characters. These games are unlike the remote control games where the user sits in one place for hours together staring at a screen and justin using their thumbs to control the console.
"Rise of Multisensory Technology Offers Higher Levels of Interaction than Conventional Cooperative Games to Develop Kids Cooperative Play"
The rise of multisensory technology offers a fresh approach to the development of kid's cooperative play. The evaluation of somatosensory technology is introduced first, followed by a look at the current cooperative games for kids. The second is the proposal of a framework for a multiplayer interaction system based on cooperative toys and somatosensory technologies. Last but not least, the viability of a novel cooperative play interaction mode is investigated through the practice scenario. According to the findings, somatosensory cooperative games have higher levels of interaction and user pleasure than conventional cooperative games. New concepts for somatosensory technology applications in the area of children's games will be offered by this.
Restraining Factors
"Collaborative Games being Expensive and Large Area Required to Experience them are Factors Interrupting the Market Expansion"
Attempting to play somatosensory games at home has become a common kind of amusement in recent years. These games, which include fighting games, sports games, and fitness games, are created by a large number of game businesses. It has been noted that in order to experience these sensory games, users must purchase particular hardware, such as a Kinect, XBOX, or Wii. While playing, a large room is required and these accessories and equipment are pricey. As a result, it is projected that these factors could potentially restrain the somatosensory games market growth throughout the forecast period.
Regional Insights
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"Ais Pacific to Lead in the Market due to the Presence of Manufacturers and the Region having Vast Knowledge of Gaming-related Assets"
During the projected period, it is anticipated that the region of Asia Pacific will have the leading somatosensory games market share. This region's gaming businesses benefit from a number of factors, including the creation of delicate and playable content, accumulated IP royalties, an effective product chain (from creation to publication), and vibrant cultural influences on entertainment. The two biggest companies in the gaming sector are Nintendo and Sony, both of which have their bases in this area. A lot of gaming-related assets and knowledge have also been collected in the Asia Pacific region. In the somatosensory gaming industry, this area is anticipated to have explosive potential.
The North American region is anticipated to have the most development potential, closely after Asia Pacific. Somatosensory games are becoming increasingly popular as a form of self-entertainment in families, which is rising quickly. In addition, the region will benefit from a rise in the older population, which will help it employ these cooperative games more frequently.
Key Industry Players
"Different Growth Methods Adopted by the Key Players to Increase Customer Base"
For the purpose of promoting their brand lines, the market's participants employ a variety of organic and inorganic growth techniques. In addition, they are working to increase their product line through research and development. In addition, they partner with regional leaders in acquisitions and mergers to broaden their consumer base and geographic reach.
List of Market Players Profiled
- SEGA (Japan)
- Oculus (U.S.)
- Nintendo (Japan)
- Imagineer (U.S.)
- Microsoft (U.S.)
- Ubisoft (France0
- Halfbrick Studios (Australia)
- BANDAI NAMCO (Japan)
Report Coverage
This report covers the somatosensory games market. The CAGR expected to be in during the forecast period, and also the USD value in 2021 and what it is expected to be in 2028. The effect COVID-19 had on the market in the beginning of the pandemic. The latest trends taking place in this industry. The factors that are driving this market as well as the factors that are restraining the growth of industry. The segmentation of this market based on type and applications. The region leading in the industry and why they will continue to do so during the forecast period. Further, the key market players, what all is being done by them to stay ahead of their competition as well as retain their market positions. All these details are covered in the report.
REPORT COVERAGE | DETAILS |
---|---|
Market Size Value In | US$ 489.08 Million in 2021 |
Market Size Value By | US$ 1549.64 Million by 2028 |
Growth Rate | CAGR of 21.19% from 2021 to 2028 |
Forecast Period | 2022-2028 |
Base Year | 2021 |
Historical Data Available | Yes |
Segments Covered | Type and Application |
Regional Scope | Global |
Frequently Asked Questions
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What value is the global somatosensory games market expected to touch by 2028?
The global somatosensory games market is expected to touch USD 1549.64 million by 2028.
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What CAGR is the somatosensory games market expected to exhibit during 2022-2028?
The somatosensory games market is expected to exhibit a CAGR of 21.19% over 2022-2028.
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Which are the driving factors of the somatosensory games market?
Utilization of games to exercise the entire body while entertaining oneself is increasing the demand for this market and rise of multisensory technology offers higher levels of interaction than conventional cooperative games to develop kids cooperative play are the driving factors of the somatosensory games market.
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Which are the top companies operating in the somatosensory games market?
SEGA, Oculus, Nintendo, Imagineer and Microsoft are the top companies operating in the somatosensory games market.