Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Somatosensory Game Machine Market by Type (Inertial Sensing, Optical Sensing), By Application (Household, Commercial) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Somatosensory Game Machine Market by Type (Inertial Sensing, Optical Sensing), By Application (Household, Commercial) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 367832 4200 Consumer Goods 377 184 Pages 4.7 (39)
                                          

Market Overview:


The global somatosensory game machine market is expected to grow at a CAGR of xx% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for somatosensory games from both commercial and household applications. In addition, the growing awareness about the benefits of using somatosensory games is also contributing to the growth of this market. The global somatosensory game machine market can be segmented on the basis of type and application. On the basis of type, it can be divided into inertial sensing and optical sensing. Inertial sensing dominates this market owing to its advantages such as low cost and easy installation. On the basis of application, it can be classified into commercial and household applications.


Global Somatosensory Game Machine Industry Outlook


Product Definition:


Somatosensory game machines are used to help people improve their somatosensory function. They work by providing feedback to the person using them about how well they are performing certain tasks. This feedback can help people learn how to better control their movements and improve their somatosensory function.


Inertial Sensing:


Inertial sensing is a technology that uses gyroscopes and accelerometers to measure the orientation of the device. It's major application is in smartphones, but it can also be used for other devices such as tablets, smartwatches or gaming consoles. The market growth factor for inertial sensing is high demand from smartphone manufacturers who are looking to add motion-sensing capabilities to their phones without increasing its size and weight.


Optical Sensing:


Optical sensing is a technology that measures the optical radiation reflected by the skin to monitor touch and position of the body parts. It helps in providing information about pressure, pain, temperature and movement of human body parts. Optical sensing technology is used in Somatosensory game machine (SSGM) for monitoring hand movements and determining positions of various body parts such as fingers, palm etc.


Application Insights:


The commercial segment held the largest share of more than 70.0% in 2017. The growth can be attributed to the increasing adoption of these devices for treating patients with stroke, spinal cord injuries, and Parkinson¢â‚¬â„¢s disease. Moreover, hospitals are also adopting these devices owing to their benefits such as accuracy and ease of use over manual therapy methods.


Household application is expected to expand at a CAGR of XX% from 2018 to 2030 due to rising awareness about somatosensory games.


Regional Analysis:


North America dominated the global somatosensory game machine market in 2017. The rising prevalence of neurological disorders, increasing geriatric population, and growing awareness about brain rehabilitation are some of the major factors contributing to its growth. Moreover, government initiatives for quality healthcare and reimbursement policies are also expected to drive regional growth over the forecast period. For instance, under Patient Protection and Affordable Care Act (PPACA), all medically necessary equipment is covered up to a maximum limit of ,000 regardless of whether it was purchased through private insurance or Medicare.


Asia Pacific is expected to witness lucrative CAGR during the forecast period owing to various initiatives taken by governments across countries such as Japan.


Growth Factors:


  • Increasing demand for somatosensory game machines from the healthcare sector as a result of increasing awareness about the benefits of using such machines for rehabilitation and physical therapy.
  • Growing demand for somatosensory game machines from the entertainment sector as consumers become more aware of the potential health and fitness benefits offered by such devices.
  • Increasing research and development spending by manufacturers to develop new and innovative products that can appeal to a wider audience.
  • The launch of new products by leading players in the market that offer better features and functionality than those currently available in the market, thereby helping to increase consumer interest in these devices.
  • The entry of new players into the market, who are able to offer competitive prices and innovative features, which helps to stimulate growth in this segment

Scope Of The Report

Report Attributes

Report Details

Report Title

Somatosensory Game Machine Market Research Report

By Type

Inertial Sensing, Optical Sensing

By Application

Household, Commercial

By Companies

Nintendo, Microsoft, Sony, Soomax, Shenzhen Taishan Sports Technolog

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

184

Number of Tables & Figures

129

Customization Available

Yes, the report can be customized as per your need.


Global Somatosensory Game Machine Market Report Segments:

The global Somatosensory Game Machine market is segmented on the basis of:

Types

Inertial Sensing, Optical Sensing

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Household, Commercial

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Nintendo
  2. Microsoft
  3. Sony
  4. Soomax
  5. Shenzhen Taishan Sports Technolog

Global Somatosensory Game Machine Market Overview


Highlights of The Somatosensory Game Machine Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Inertial Sensing
    2. Optical Sensing
  1. By Application:

    1. Household
    2. Commercial
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Somatosensory Game Machine Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Somatosensory Game Machine Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


A Somatosensory Game Machine (SGM) is a gaming device that uses sensors to detect the user's touch and movement. This allows for more realistic gaming experiences, as well as opportunities for new types of gameplay.

Some of the major players in the somatosensory game machine market are Nintendo, Microsoft, Sony, Soomax, Shenzhen Taishan Sports Technolog.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Somatosensory Game Machine Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Somatosensory Game Machine Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Somatosensory Game Machine Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Somatosensory Game Machine Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Somatosensory Game Machine Market Size & Forecast, 2020-2028       4.5.1 Somatosensory Game Machine Market Size and Y-o-Y Growth       4.5.2 Somatosensory Game Machine Market Absolute $ Opportunity

Chapter 5 Global  Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2  Market Size Forecast by Type
      5.2.1 Inertial Sensing
      5.2.2 Optical Sensing
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global  Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2  Market Size Forecast by Applications
      6.2.1 Household
      6.2.2 Commercial
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Somatosensory Game Machine Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Somatosensory Game Machine Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America  Analysis and Forecast
   9.1 Introduction
   9.2 North America  Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America  Market Size Forecast by Type
      9.6.1 Inertial Sensing
      9.6.2 Optical Sensing
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America  Market Size Forecast by Applications
      9.10.1 Household
      9.10.2 Commercial
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe  Analysis and Forecast
   10.1 Introduction
   10.2 Europe  Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe  Market Size Forecast by Type
      10.6.1 Inertial Sensing
      10.6.2 Optical Sensing
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe  Market Size Forecast by Applications
      10.10.1 Household
      10.10.2 Commercial
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific  Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific  Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific  Market Size Forecast by Type
      11.6.1 Inertial Sensing
      11.6.2 Optical Sensing
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific  Market Size Forecast by Applications
      11.10.1 Household
      11.10.2 Commercial
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America  Analysis and Forecast
   12.1 Introduction
   12.2 Latin America  Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America  Market Size Forecast by Type
      12.6.1 Inertial Sensing
      12.6.2 Optical Sensing
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America  Market Size Forecast by Applications
      12.10.1 Household
      12.10.2 Commercial
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA)  Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA)  Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA)  Market Size Forecast by Type
      13.6.1 Inertial Sensing
      13.6.2 Optical Sensing
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA)  Market Size Forecast by Applications
      13.10.1 Household
      13.10.2 Commercial
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Somatosensory Game Machine Market: Competitive Dashboard
   14.2 Global Somatosensory Game Machine Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.3.1 Nintendo
      14.3.2 Microsoft
      14.3.3 Sony
      14.3.4 Soomax
      14.3.5 Shenzhen Taishan Sports Technolog

Our Trusted Clients

Contact Us