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

March 2018 | 147 pages | ID: VD01229D5ADMEN
MIReports Co., Limited

US$ 2,480.00

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Report Summary

Virtual Reality Device-Global 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:

Worldwide and Regional Market Size of Virtual Reality Device 2013-2017, and development forecast 2018-2023
Main manufacturers/suppliers of Virtual Reality Device worldwide, 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 global Virtual Reality Device market as:

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

North America
Europe
China
Japan
Rest APAC
Latin America

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

Windows
Andriod
IOS
Mac
Other

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

Education
Entertainment
Research

Global Virtual Reality Device Market: Manufacturers 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 Global Virtual Reality Device Market Status and Trend 2013-2023
  1.5.2 Regional Virtual Reality Device Market Status and Trend 2013-2023

CHAPTER 2 GLOBAL MARKET STATUS AND FORECAST BY REGIONS

2.1 Market Development of Virtual Reality Device 2013-2017
2.2 Production Market of Virtual Reality Device by Regions
  2.2.1 Production Volume of Virtual Reality Device by Regions
  2.2.2 Production Value of Virtual Reality Device by Regions
2.3 Demand Market of Virtual Reality Device by Regions
2.4 Production and Demand Status of Virtual Reality Device by Regions
  2.4.1 Production and Demand Status of Virtual Reality Device by Regions 2013-2017
  2.4.2 Import and Export Status of Virtual Reality Device by Regions 2013-2017

CHAPTER 3 GLOBAL MARKET STATUS AND FORECAST BY TYPES

3.1 Production Volume of Virtual Reality Device by Types
3.2 Production Value of Virtual Reality Device by Types
3.3 Market Forecast of Virtual Reality Device by Types

CHAPTER 4 GLOBAL MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY

4.1 Demand Volume of Virtual Reality Device by Downstream Industry
4.2 Market Forecast of Virtual Reality Device by Downstream Industry

CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF VIRTUAL REALITY DEVICE

5.1 Global 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 MANUFACTURERS

6.1 Production Volume of Virtual Reality Device by Major Manufacturers
6.2 Production Value of Virtual Reality Device by Major Manufacturers
6.3 Basic Information of Virtual Reality Device by Major Manufacturers
  6.3.1 Headquarters Location and Established Time of Virtual Reality Device Major Manufacturer
  6.3.2 Employees and Revenue Level of Virtual Reality Device Major Manufacturer
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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