Global Neurological Game Technology Market Overview:
Neurological game technology is a technology of gaming that involves the use of Brain-computer interfaces like EEG so that users can interact with the game without the need for traditional controllers. Neurological games improve brain connections in multiple sclerosis patients.
Attributes | Details |
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Study Period | 2017-2027 |
Base Year | 2021 |
Forecast Period | 2022-2027 |
Historical Period | 2017-2021 |
Unit | Value (USD Million) |
Customization Scope | Avail customization with purchase of this report. Add or modify country, region & or narrow down segments in the final scope subject to feasibility |
Influencing Trend:
Growing Popularity of Neurological Game Technology and Technological Advancement over the Globe
Market Growth Drivers:
Increasing population brings with it new challenges for the healthcare system
Challenges:
Rapidly Growing Competitors in the Neurological Game Technology and Adoption of New Innovations in BCI Technology and Gaming
Restraints:
Gaming Addiction among Children’s as well as Adults
Opportunities:
Rising Research and Development activities on the Human Brain and Computer Interfaces and Societal Acceptance of Video Games
Competitive Landscape:
Global Neurological Game Technology is a fragmented market due to the presence of various players. The players are focusing on investing more in Launching New Games. These will enhance their market presence. The companies are also planning strategic activities like partnerships, mergers, and acquisitions which will help them to sustain in the market and maintain their competitive edge.
Some of the key players profiled in the report are Valve Corporation (United States), Qneuro Inc. (United States), Ultraleap Ltd. (United Kingdom), Emotiv Inc. (United States), iMotions A/S. (Denmark), NeuroSky (United States), Affectiva (United States), VRTech Group (Russia), Microsoft Corporation (United States) and Sony Corporation (Japan). Additionally, following companies can also be profiled that are part of our coverage like LEAP MOTION, INC. (United States). Considering Market by Platform, the sub-segment i.e. IOS will boost the Neurological Game Technology market. Considering Market by Game Mode, the sub-segment i.e. Solo will boost the Neurological Game Technology market. Considering Market by End-User, the sub-segment i.e. Kids will boost the Neurological Game Technology market. Considering Market by Deployment, the sub-segment i.e. On-premise will boost the Neurological Game Technology market. Considering Market by Component, the sub-segment i.e. Software will boost the Neurological Game Technology market.
What Can be Explored with the Neurological Game Technology Market Study
Gain Market Understanding
Identify Growth Opportunities
Analyze and Measure the Global Neurological Game Technology Market by Identifying Investment across various Industry Verticals
Understand the Trends that will drive Future Changes in Neurological Game Technology
Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals
Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Neurological Game Technology market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Neurological Game Technology market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Neurological Game Technology Developers, Regulatory Bodies, Potential Investors, Research and Development Institutes and Others.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.