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Virtual Reality Device-EMEA Market Status and Trend Report 2013-2023

March 2018 | 141 pages | ID: V4E96C9587BMEN
MIReports Co., Limited

US$ 3,480.00

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Report Summary

Virtual Reality Device-EMEA Market Status and Trend Report 2013-2023 offers a comprehensive analysis on Virtual Reality Device industry, standing on the readers? perspective, delivering detailed market data and penetrating insights. No matter the client is industry insider, potential entrant or investor, the report will provides useful data and information. Key questions answered by this report include:

Whole EMEA and Regional Market Size of Virtual Reality Device 2013-2017, and development forecast 2018-2023
Main market players of Virtual Reality Device in EMEA, with company and product introduction, position in the Virtual Reality Device market
Market status and development trend of Virtual Reality Device by types and applications
Cost and profit status of Virtual Reality Device, and marketing status
Market growth drivers and challenges

The report segments the EMEA Virtual Reality Device market as:

EMEA Virtual Reality Device Market: Regional Segment Analysis (Regional Consumption Volume, Consumption Volume, Revenue and Growth Rate 2013-2023):

Europe
Middle East
Africa

EMEA Virtual Reality Device Market: Product Type Segment Analysis (Consumption Volume, Average Price, Revenue, Market Share and Trend 2013-2023):

Windows
Andriod
IOS
Mac
Other

EMEA Virtual Reality Device Market: Application Segment Analysis (Consumption Volume and Market Share 2013-2023; Downstream Customers and Market Analysis)

Education
Entertainment
Research

EMEA Virtual Reality Device Market: Players Segment Analysis (Company and Product introduction, Virtual Reality Device Sales Volume, Revenue, Price and Gross Margin):

Andoer(Germany)
Damark(Denmark)
Generic(United Kingdom)
Skinit(Germany)
Sony(Japan)
Gigabyte(Japan)
Green-L(Japan)
Hyperkin(France)
Asus(China)
CellBellLTD(United States)
360Heros(United States)
Abcsell(United States)
Computer Upgrade King(United States)
IQIYI(China)
HTC(China)
BOFENG(China)
Alienware(United States)
SHINECON(China)
SAMSUNG(South Korea)
PiMAX(United States)
Google(United States)
Fujitsu(China)
ROYOLE(China)
DJI(China)
Iblue(Japan)
IPartsBuy(Germany)
Lenovo(China)
Lookatool(United States)
Oculus(United)
RITECH(China)

In a word, the report provides detailed statistics and analysis on the state of the industry; and is a valuable source of guidance and direction for companies and individuals interested in the market.
CHAPTER 1 OVERVIEW OF VIRTUAL REALITY DEVICE

1.1 Definition of Virtual Reality Device in This Report
1.2 Commercial Types of Virtual Reality Device
  1.2.1 Windows
  1.2.2 Andriod
  1.2.3 IOS
  1.2.4 Mac
  1.2.5 Other
1.3 Downstream Application of Virtual Reality Device
  1.3.1 Education
  1.3.2 Entertainment
  1.3.3 Research
1.4 Development History of Virtual Reality Device
1.5 Market Status and Trend of Virtual Reality Device 2013-2023
  1.5.1 EMEA Virtual Reality Device Market Status and Trend 2013-2023
  1.5.2 Regional Virtual Reality Device Market Status and Trend 2013-2023

CHAPTER 2 EMEA MARKET STATUS AND FORECAST BY REGIONS

2.1 Market Status of Virtual Reality Device in EMEA 2013-2017
2.2 Consumption Market of Virtual Reality Device in EMEA by Regions
  2.2.1 Consumption Volume of Virtual Reality Device in EMEA by Regions
  2.2.2 Revenue of Virtual Reality Device in EMEA by Regions
2.3 Market Analysis of Virtual Reality Device in EMEA by Regions
  2.3.1 Market Analysis of Virtual Reality Device in Europe 2013-2017
  2.3.2 Market Analysis of Virtual Reality Device in Middle East 2013-2017
  2.3.3 Market Analysis of Virtual Reality Device in Africa 2013-2017
2.4 Market Development Forecast of Virtual Reality Device in EMEA 2018-2023
  2.4.1 Market Development Forecast of Virtual Reality Device in EMEA 2018-2023
  2.4.2 Market Development Forecast of Virtual Reality Device by Regions 2018-2023

CHAPTER 3 EMEA MARKET STATUS AND FORECAST BY TYPES

3.1 Whole EMEA Market Status by Types
  3.1.1 Consumption Volume of Virtual Reality Device in EMEA by Types
  3.1.2 Revenue of Virtual Reality Device in EMEA by Types
3.2 EMEA Market Status by Types in Major Countries
  3.2.1 Market Status by Types in Europe
  3.2.2 Market Status by Types in Middle East
  3.2.3 Market Status by Types in Africa
3.3 Market Forecast of Virtual Reality Device in EMEA by Types

CHAPTER 4 EMEA MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY

4.1 Demand Volume of Virtual Reality Device in EMEA by Downstream Industry
4.2 Demand Volume of Virtual Reality Device by Downstream Industry in Major Countries
  4.2.1 Demand Volume of Virtual Reality Device by Downstream Industry in Europe
  4.2.2 Demand Volume of Virtual Reality Device by Downstream Industry in Middle East
  4.2.3 Demand Volume of Virtual Reality Device by Downstream Industry in Africa
4.3 Market Forecast of Virtual Reality Device in EMEA by Downstream Industry

CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF VIRTUAL REALITY DEVICE

5.1 EMEA Economy Situation and Trend Overview
5.2 Virtual Reality Device Downstream Industry Situation and Trend Overview

CHAPTER 6 VIRTUAL REALITY DEVICE MARKET COMPETITION STATUS BY MAJOR PLAYERS IN EMEA

6.1 Sales Volume of Virtual Reality Device in EMEA by Major Players
6.2 Revenue of Virtual Reality Device in EMEA by Major Players
6.3 Basic Information of Virtual Reality Device by Major Players
  6.3.1 Headquarters Location and Established Time of Virtual Reality Device Major Players
  6.3.2 Employees and Revenue Level of Virtual Reality Device Major Players
6.4 Market Competition News and Trend
  6.4.1 Merger, Consolidation or Acquisition News
  6.4.2 Investment or Disinvestment News
  6.4.3 New Product Development and Launch

CHAPTER 7 VIRTUAL REALITY DEVICE MAJOR MANUFACTURERS INTRODUCTION AND MARKET DATA

7.1 Andoer(Germany)
  7.1.1 Company profile
  7.1.2 Representative Virtual Reality Device Product
  7.1.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of Andoer(Germany)
7.2 Damark(Denmark)
  7.2.1 Company profile
  7.2.2 Representative Virtual Reality Device Product
  7.2.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of Damark(Denmark)
7.3 Generic(United Kingdom)
  7.3.1 Company profile
  7.3.2 Representative Virtual Reality Device Product
  7.3.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of Generic(United Kingdom)
7.4 Skinit(Germany)
  7.4.1 Company profile
  7.4.2 Representative Virtual Reality Device Product
  7.4.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of Skinit(Germany)
7.5 Sony(Japan)
  7.5.1 Company profile
  7.5.2 Representative Virtual Reality Device Product
  7.5.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of Sony(Japan)
7.6 Gigabyte(Japan)
  7.6.1 Company profile
  7.6.2 Representative Virtual Reality Device Product
  7.6.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of Gigabyte(Japan)
7.7 Green-L(Japan)
  7.7.1 Company profile
  7.7.2 Representative Virtual Reality Device Product
  7.7.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of Green-L(Japan)
7.8 Hyperkin(France)
  7.8.1 Company profile
  7.8.2 Representative Virtual Reality Device Product
  7.8.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of Hyperkin(France)
7.9 Asus(China)
  7.9.1 Company profile
  7.9.2 Representative Virtual Reality Device Product
  7.9.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of Asus(China)
7.10 CellBellLTD(United States)
  7.10.1 Company profile
  7.10.2 Representative Virtual Reality Device Product
  7.10.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of CellBellLTD(United States)
7.11 360Heros(United States)
  7.11.1 Company profile
  7.11.2 Representative Virtual Reality Device Product
  7.11.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of 360Heros(United States)
7.12 Abcsell(United States)
  7.12.1 Company profile
  7.12.2 Representative Virtual Reality Device Product
  7.12.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of Abcsell(United States)
7.13 Computer Upgrade King(United States)
  7.13.1 Company profile
  7.13.2 Representative Virtual Reality Device Product
  7.13.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of Computer Upgrade King(United States)
7.14 IQIYI(China)
  7.14.1 Company profile
  7.14.2 Representative Virtual Reality Device Product
  7.14.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of IQIYI(China)
7.15 HTC(China)
  7.15.1 Company profile
  7.15.2 Representative Virtual Reality Device Product
  7.15.3 Virtual Reality Device Sales, Revenue, Price and Gross Margin of HTC(China)
7.16 BOFENG(China)
7.17 Alienware(United States)
7.18 SHINECON(China)
7.19 SAMSUNG(South Korea)
7.20 PiMAX(United States)
7.21 Google(United States)
7.22 Fujitsu(China)
7.23 ROYOLE(China)
7.24 DJI(China)
7.25 Iblue(Japan)
7.26 IPartsBuy(Germany)
7.27 Lenovo(China)
7.28 Lookatool(United States)
7.29 Oculus(United)
7.30 RITECH(China)

CHAPTER 8 UPSTREAM AND DOWNSTREAM MARKET ANALYSIS OF VIRTUAL REALITY DEVICE

8.1 Industry Chain of Virtual Reality Device
8.2 Upstream Market and Representative Companies Analysis
8.3 Downstream Market and Representative Companies Analysis

CHAPTER 9 COST AND GROSS MARGIN ANALYSIS OF VIRTUAL REALITY DEVICE

9.1 Cost Structure Analysis of Virtual Reality Device
9.2 Raw Materials Cost Analysis of Virtual Reality Device
9.3 Labor Cost Analysis of Virtual Reality Device
9.4 Manufacturing Expenses Analysis of Virtual Reality Device

CHAPTER 10 MARKETING STATUS ANALYSIS OF VIRTUAL REALITY DEVICE

10.1 Marketing Channel
  10.1.1 Direct Marketing
  10.1.2 Indirect Marketing
  10.1.3 Marketing Channel Development Trend
10.2 Market Positioning
  10.2.1 Pricing Strategy
  10.2.2 Brand Strategy
  10.2.3 Target Client
10.3 Distributors/Traders List

CHAPTER 11 REPORT CONCLUSION

CHAPTER 12 RESEARCH METHODOLOGY AND REFERENCE

12.1 Methodology/Research Approach
  12.1.1 Research Programs/Design
  12.1.2 Market Size Estimation
  12.1.3 Market Breakdown and Data Triangulation
12.2 Data Source
  12.2.1 Secondary Sources
  12.2.2 Primary Sources
12.3 Reference


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