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Global Somatosensory Game Market Size, Status and Forecast 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Key Market Segments
    • 1.3 Players Covered
    • 1.4 Market Analysis by Type
      • 1.4.1 Global Somatosensory Game Market Size Growth Rate by Type (2014-2025)
      • 1.4.2 Xbox
      • 1.4.3 PS4
      • 1.4.4 Switch
    • 1.5 Market by Application
      • 1.5.1 Global Somatosensory Game Market Share by Application (2019-2025)
      • 1.5.2 Juvenile (7-17)
      • 1.5.3 Youth (18-40)
      • 1.5.4 Middle Aged (41-65)
      • 1.5.5 Elderly (>66)
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Global Growth Trends

    • 2.1 Somatosensory Game Market Size
    • 2.2 Somatosensory Game Growth Trends by Regions
      • 2.2.1 Somatosensory Game Market Size by Regions (2019-2025)
      • 2.2.2 Somatosensory Game Market Share by Regions (2014-2019)
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers
      • 2.3.3 Market Challenges
      • 2.3.4 Porter’s Five Forces Analysis

    3 Market Share by Key Players

    • 3.1 Somatosensory Game Market Size by by Players
      • 3.1.1 Global Somatosensory Game Revenue by by Players (2014-2019)
      • 3.1.2 Global Somatosensory Game Revenue Market Share by by Players (2014-2019)
      • 3.1.3 Global Somatosensory Game Market Concentration Ratio (CR5 and HHI)
    • 3.2 Somatosensory Game Key Players Head office and Area Served
    • 3.3 Key Players Somatosensory Game Product/Solution/Service
    • 3.4 Date of Enter into Somatosensory Game Market
    • 3.5 Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Type and Application

    • 4.1 Global Somatosensory Game Market Size by Type (2014-2019)
    • 4.2 Global Somatosensory Game Market Size by Application (2014-2019)

    5 North America

    • 5.1 North America Somatosensory Game Market Size (2014-2019)
    • 5.2 Somatosensory Game Key Players in North America
    • 5.3 North America Somatosensory Game Market Size by Type
    • 5.4 North America Somatosensory Game Market Size by Application

    6 Europe

    • 6.1 Europe Somatosensory Game Market Size (2014-2019)
    • 6.2 Somatosensory Game Key Players in Europe
    • 6.3 Europe Somatosensory Game Market Size by Type
    • 6.4 Europe Somatosensory Game Market Size by Application

    7 China

    • 7.1 China Somatosensory Game Market Size (2014-2019)
    • 7.2 Somatosensory Game Key Players in China
    • 7.3 China Somatosensory Game Market Size by Type
    • 7.4 China Somatosensory Game Market Size by Application

    8 Japan

    • 8.1 Japan Somatosensory Game Market Size (2014-2019)
    • 8.2 Somatosensory Game Key Players in Japan
    • 8.3 Japan Somatosensory Game Market Size by Type
    • 8.4 Japan Somatosensory Game Market Size by Application

    9 Southeast Asia

    • 9.1 Southeast Asia Somatosensory Game Market Size (2014-2019)
    • 9.2 Somatosensory Game Key Players in Southeast Asia
    • 9.3 Southeast Asia Somatosensory Game Market Size by Type
    • 9.4 Southeast Asia Somatosensory Game Market Size by Application

    10 India

    • 10.1 India Somatosensory Game Market Size (2014-2019)
    • 10.2 Somatosensory Game Key Players in India
    • 10.3 India Somatosensory Game Market Size by Type
    • 10.4 India Somatosensory Game Market Size by Application

    11 Central & South America

    • 11.1 Central & South America Somatosensory Game Market Size (2014-2019)
    • 11.2 Somatosensory Game Key Players in Central & South America
    • 11.3 Central & South America Somatosensory Game Market Size by Type
    • 11.4 Central & South America Somatosensory Game Market Size by Application

    12 International Players Profiles

    • 12.1 Just Dance
      • 12.1.1 Just Dance Company Details
      • 12.1.2 Company Description and Business Overview
      • 12.1.3 Somatosensory Game Introduction
      • 12.1.4 Just Dance Revenue in Somatosensory Game Business (2014-2019))
      • 12.1.5 Just Dance Recent Development
    • 12.2 Fitness Boxing
      • 12.2.1 Fitness Boxing Company Details
      • 12.2.2 Company Description and Business Overview
      • 12.2.3 Somatosensory Game Introduction
      • 12.2.4 Fitness Boxing Revenue in Somatosensory Game Business (2014-2019)
      • 12.2.5 Fitness Boxing Recent Development
    • 12.3 Raving Rabbids
      • 12.3.1 Raving Rabbids Company Details
      • 12.3.2 Company Description and Business Overview
      • 12.3.3 Somatosensory Game Introduction
      • 12.3.4 Raving Rabbids Revenue in Somatosensory Game Business (2014-2019)
      • 12.3.5 Raving Rabbids Recent Development
    • 12.4 Mario's Tennis
      • 12.4.1 Mario's Tennis Company Details
      • 12.4.2 Company Description and Business Overview
      • 12.4.3 Somatosensory Game Introduction
      • 12.4.4 Mario's Tennis Revenue in Somatosensory Game Business (2014-2019)
      • 12.4.5 Mario's Tennis Recent Development
    • 12.5 Fruit Ninja
      • 12.5.1 Fruit Ninja Company Details
      • 12.5.2 Company Description and Business Overview
      • 12.5.3 Somatosensory Game Introduction
      • 12.5.4 Fruit Ninja Revenue in Somatosensory Game Business (2014-2019)
      • 12.5.5 Fruit Ninja Recent Development
    • 12.6 Powerstar Golf
      • 12.6.1 Powerstar Golf Company Details
      • 12.6.2 Company Description and Business Overview
      • 12.6.3 Somatosensory Game Introduction
      • 12.6.4 Powerstar Golf Revenue in Somatosensory Game Business (2014-2019)
      • 12.6.5 Powerstar Golf Recent Development
    • 12.7 Shape Up
      • 12.7.1 Shape Up Company Details
      • 12.7.2 Company Description and Business Overview
      • 12.7.3 Somatosensory Game Introduction
      • 12.7.4 Shape Up Revenue in Somatosensory Game Business (2014-2019)
      • 12.7.5 Shape Up Recent Development
    • 12.8 Arms
      • 12.8.1 Arms Company Details
      • 12.8.2 Company Description and Business Overview
      • 12.8.3 Somatosensory Game Introduction
      • 12.8.4 Arms Revenue in Somatosensory Game Business (2014-2019)
      • 12.8.5 Arms Recent Development
    • 12.9 Taiko no Tatsujin
      • 12.9.1 Taiko no Tatsujin Company Details
      • 12.9.2 Company Description and Business Overview
      • 12.9.3 Somatosensory Game Introduction
      • 12.9.4 Taiko no Tatsujin Revenue in Somatosensory Game Business (2014-2019)
      • 12.9.5 Taiko no Tatsujin Recent Development
    • 12.10 Beat Saber
      • 12.10.1 Beat Saber Company Details
      • 12.10.2 Company Description and Business Overview
      • 12.10.3 Somatosensory Game Introduction
      • 12.10.4 Beat Saber Revenue in Somatosensory Game Business (2014-2019)
      • 12.10.5 Beat Saber Recent Development

    13 Market Forecast 2019-2025

    • 13.1 Market Size Forecast by Product (2019-2025)
    • 13.2 Market Size Forecast by Application (2019-2025)
    • 13.3 Market Size Forecast by Regions
    • 13.4 North America
    • 13.5 Europe
    • 13.6 China
    • 13.7 Japan
    • 13.8 Southeast Asia
    • 13.9 India
    • 13.10 Central & South America

    14 Analyst's Viewpoints/Conclusions

      15 Appendix

      • 15.1 Research Methodology
        • 15.1.1 Methodology/Research Approach
          • 15.1.1.1 Research Programs/Design
          • 15.1.1.2 Market Size Estimation
          • 15.1.1.3 Market Breakdown and Data Triangulation
        • 15.1.2 Data Source
          • 15.1.2.1 Secondary Sources
          • 15.1.2.2 Primary Sources
      • 15.2 Disclaimer

      Somatosensory game refers to the use of the body to feel the video game.
      In 2018, the global Somatosensory Game market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.

      This report focuses on the global Somatosensory Game status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Somatosensory Game development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

      The key players covered in this study
      Just Dance
      Fitness Boxing
      Raving Rabbids
      Mario's Tennis
      Fruit Ninja
      Powerstar Golf
      Shape Up
      Arms
      Taiko no Tatsujin
      Beat Saber

      Market segment by Type, the product can be split into
      Xbox
      PS4
      Switch

      Market segment by Application, split into
      Juvenile (7-17)
      Youth (18-40)
      Middle Aged (41-65)
      Elderly (>66)

      Market segment by Regions/Countries, this report covers
      North America
      Europe
      China
      Japan
      Southeast Asia
      India
      Central & South America

      The study objectives of this report are:
      To analyze global Somatosensory Game status, future forecast, growth opportunity, key market and key players.
      To present the Somatosensory Game development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
      To strategically profile the key players and comprehensively analyze their development plan and strategies.
      To define, describe and forecast the market by product type, market and key regions.

      In this study, the years considered to estimate the market size of Somatosensory Game are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025
      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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