Market Overview:
The global somatosensory game market is expected to grow at a CAGR of xx% during the forecast period from 2018 to 2030. The growth in the market can be attributed to factors such as the increasing demand for somatosensory games among different age groups and rising adoption of VR technology in gaming. Based on type, the global somatosensory game market is segmented into Xbox, PS4, and Switch. Xbox is expected to hold a major share of the market during the forecast period owing to its high popularity among gamers. PS4 is also anticipated to witness significant growth during the forecast period due to its growing demand from juvenile and youth gamers. Switch is projected to be one of fastest-growing segments in terms of revenue owing its increasing popularity among middle-aged gamers. Based on application,the global somatosensory game marketis segmented intojuvenile (7-17),youth (18-40),middle aged (41-65),elderly (>66)).
Product Definition:
A somatosensory game is a game that uses the senses of touch and proprioception. These games are often used in rehabilitation settings to improve sensory processing skills.
Xbox:
The global Xbox is a gaming console developed by Microsoft. It was initially launched in 2001 as an internal testbed project, and later commercially released in 2002. The original Xbox game console has been replaced by newer models due to hardware advancements, but the brand still holds immense popularity among gamers around the globe.
Over time, the original Xbox gained popularity as one of the best-selling consoles due to its wide range of games.
PS4:
The PlayStation 4 (PS4) is a video game console developed by Sony Corporation. The device was unveiled at the 2013 Tokyo Game Show, and it was released in Japan on November 15, 2014, in North America on February 22, 2015 and in Europe on March 23, 2015. It is available in two configurations: black model with a white LED display and vice versa. In September 2016, Sony announced that more than 50 million units of PS4 had been sold worldwide as of then.
Application Insights:
The youth application segment held the largest share of over 60.0% in 2017. The rising popularity of video games is driving the demand for somatosensory games among this demographic as they provide a medium to stimulate limb movement and sensory feedback in patients suffering from hemiplegia or quadriplegia. Moreover, increasing accessibility to gaming consoles and computers at an early age along with growing concerns regarding personal injury due to lack of physical exercise are some other factors responsible for high market penetration among this group.
The elderly application segment is expected to witness significant growth over the forecast period owing to rising health problems, coupled with declining mobility and activity levels, leading people towards using assistive devices such as game controllers that can help them perform daily activities more efficiently. This has led manufacturers including Sensory Inc., Invenia Medical LLC., Rehabilitation Engineering Sciences (RES) Ltd., Hanger Clinic GmbH & Co KG, Biodesix LLC.
Regional Analysis:
North America dominated the overall industry in terms of revenue share in 2017. The region is expected to maintain its dominance over the forecast period as well owing to increased awareness about Somatosensory games and their benefits, high disposable income, and availability of a large number of titles.
Europe accounted for a significant market share in 2017 due to increasing popularity and demand for body-based video games among players aged 6+ years. In addition, rising adoption by schools & colleges for teaching purposes is anticipated to fuel regional growth during the forecast period.
Asia Pacific is projected to witness lucrative growth over the next eight years owing with rapid urbanization & industrialization along with growing population especially in China & India which has resulted into an increase demand for leisure activities such as sports events, concerts, plays etc.
Growth Factors:
- Increasing demand for novel and innovative gaming experiences
- Proliferation of affordable virtual reality (VR) headsets
- Growing popularity of motion-based controllers
- Rising number of active gamers worldwide
- Emergence of eSports as a mainstream spectator sport
Scope Of The Report
Report Attributes
Report Details
Report Title
Somatosensory Game Market Research Report
By Type
Xbox, PS4, Switch
By Application
Juvenile (7-17), Youth (18-40), Middle Aged (41-65), Elderly (>66)
By Companies
Just Dance, Fitness Boxing, Raving Rabbids, Mario's Tennis, Fruit Ninja, Powerstar Golf, Shape Up, Arms, Taiko no Tatsujin, Beat Saber
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
152
Number of Tables & Figures
107
Customization Available
Yes, the report can be customized as per your need.
Global Somatosensory Game Market Report Segments:
The global Somatosensory Game market is segmented on the basis of:
Types
Xbox, PS4, Switch
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
Juvenile (7-17), Youth (18-40), Middle Aged (41-65), Elderly (>66)
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:
- Just Dance
- Fitness Boxing
- Raving Rabbids
- Mario's Tennis
- Fruit Ninja
- Powerstar Golf
- Shape Up
- Arms
- Taiko no Tatsujin
- Beat Saber
Highlights of The Somatosensory Game 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:
- Xbox
- PS4
- Switch
- By Application:
- Juvenile (7-17)
- Youth (18-40)
- Middle Aged (41-65)
- Elderly (>66)
- 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 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
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?
Somatosensory game is a term used to describe a type of game that uses the senses of touch, taste, and smell. These games are typically designed to be fun and challenging, and can be used as tools for training the brain or improving dexterity.
Some of the major players in the somatosensory game market are Just Dance, Fitness Boxing, Raving Rabbids, Mario's Tennis, Fruit Ninja, Powerstar Golf, Shape Up, Arms, Taiko no Tatsujin, Beat Saber.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Somatosensory Game 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 Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Somatosensory Game 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 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 Market Size & Forecast, 2018-2028 4.5.1 Somatosensory Game Market Size and Y-o-Y Growth 4.5.2 Somatosensory Game Market Absolute $ Opportunity
Chapter 5 Global Somatosensory Game 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 Somatosensory Game Market Size Forecast by Type
5.2.1 Xbox
5.2.2 PS4
5.2.3 Switch
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Somatosensory Game 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 Somatosensory Game Market Size Forecast by Applications
6.2.1 Juvenile (7-17)
6.2.2 Youth (18-40)
6.2.3 Middle Aged (41-65)
6.2.4 Elderly (>66)
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Somatosensory Game 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 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 Somatosensory Game Analysis and Forecast
9.1 Introduction
9.2 North America Somatosensory Game 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 Somatosensory Game Market Size Forecast by Type
9.6.1 Xbox
9.6.2 PS4
9.6.3 Switch
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 Somatosensory Game Market Size Forecast by Applications
9.10.1 Juvenile (7-17)
9.10.2 Youth (18-40)
9.10.3 Middle Aged (41-65)
9.10.4 Elderly (>66)
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 Somatosensory Game Analysis and Forecast
10.1 Introduction
10.2 Europe Somatosensory Game 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 Somatosensory Game Market Size Forecast by Type
10.6.1 Xbox
10.6.2 PS4
10.6.3 Switch
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 Somatosensory Game Market Size Forecast by Applications
10.10.1 Juvenile (7-17)
10.10.2 Youth (18-40)
10.10.3 Middle Aged (41-65)
10.10.4 Elderly (>66)
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 Somatosensory Game Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Somatosensory Game 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 Somatosensory Game Market Size Forecast by Type
11.6.1 Xbox
11.6.2 PS4
11.6.3 Switch
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 Somatosensory Game Market Size Forecast by Applications
11.10.1 Juvenile (7-17)
11.10.2 Youth (18-40)
11.10.3 Middle Aged (41-65)
11.10.4 Elderly (>66)
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 Somatosensory Game Analysis and Forecast
12.1 Introduction
12.2 Latin America Somatosensory Game 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 Somatosensory Game Market Size Forecast by Type
12.6.1 Xbox
12.6.2 PS4
12.6.3 Switch
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 Somatosensory Game Market Size Forecast by Applications
12.10.1 Juvenile (7-17)
12.10.2 Youth (18-40)
12.10.3 Middle Aged (41-65)
12.10.4 Elderly (>66)
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) Somatosensory Game Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Somatosensory Game 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) Somatosensory Game Market Size Forecast by Type
13.6.1 Xbox
13.6.2 PS4
13.6.3 Switch
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) Somatosensory Game Market Size Forecast by Applications
13.10.1 Juvenile (7-17)
13.10.2 Youth (18-40)
13.10.3 Middle Aged (41-65)
13.10.4 Elderly (>66)
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 Market: Competitive Dashboard
14.2 Global Somatosensory Game Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Just Dance
14.3.2 Fitness Boxing
14.3.3 Raving Rabbids
14.3.4 Mario's Tennis
14.3.5 Fruit Ninja
14.3.6 Powerstar Golf
14.3.7 Shape Up
14.3.8 Arms
14.3.9 Taiko no Tatsujin
14.3.10 Beat Saber