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.
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:
- Nintendo
- Microsoft
- Sony
- Soomax
- Shenzhen Taishan Sports Technolog
Highlights of The Somatosensory Game Machine Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Inertial Sensing
- Optical Sensing
- By Application:
- Household
- Commercial
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- 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
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- 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