Virtual Reality Market - Forecasts from 2018 to 2023
Virtual reality market is expected to witness an exponential CAGR of 49.71% during the forecast period 2017 to 2023. The market is expected to reach US$60.901 billion by the end of the year 2023, from a market size of US$5.409 billion in 2017. Increased use of virtual reality in the defence sector, growing use of head-mounted displays (HMD) in the entertainment and gaming sector along with declining prices of displays and hardware components are some of the key factors propelling the market. Other driving factors complementing the growth of the virtual reality market is the higher interest of large technology companies in virtual reality and easy availability of head-mounted displays leading to improving adoption rate of these solutions. Other end user industries apart from the traditional ones are also beginning to experiment with VR solutions leading to increased demand for these solutions. However, the major challenges faced by the virtual reality market is display latency, energy consumption and health concerns.
This research study examines the current market trends related to the demand, supply, and sales, in addition to the recent developments. Major drivers, restraints, and opportunities have been covered to provide an exhaustive picture of the market. The analysis presents in-depth information regarding the development, trends, and industry policies and regulations implemented in each of the geographical regions. Further, the overall regulatory framework of the market has been exhaustively covered to offer stakeholders a better understanding of the key factors affecting the overall market environment.
Identification of key industry players in the industry and their revenue contribution to the overall business or relevant segment aligned to the study have been covered as a part of competitive intelligence done through extensive secondary research. Various studies and data published by industry associations, analyst reports, investor presentations, press releases and journals among others have been taken into consideration while conducting the secondary research. Both bottom-up and top down approaches have been utilized to determine the market size of the overall market and key segments. The values obtained are correlated with the primary inputs of the key stakeholders in the virtual reality system value chain. Last step involves complete market engineering which includes analysing the data from different sources and existing proprietary datasets while using various data triangulation methods for market breakdown and forecasting.
Market intelligence is presented in the form of analysis, charts, and graphics to help the clients in gaining faster and efficient understanding of the market.
Major industry players profiled as part of the report are Facebook Inc., Microsoft corporation, Google LLC, and Vuzix Corporation among others.
Segmentation
The virtual reality market has been analysed through following segments:
By Component
North America
This research study examines the current market trends related to the demand, supply, and sales, in addition to the recent developments. Major drivers, restraints, and opportunities have been covered to provide an exhaustive picture of the market. The analysis presents in-depth information regarding the development, trends, and industry policies and regulations implemented in each of the geographical regions. Further, the overall regulatory framework of the market has been exhaustively covered to offer stakeholders a better understanding of the key factors affecting the overall market environment.
Identification of key industry players in the industry and their revenue contribution to the overall business or relevant segment aligned to the study have been covered as a part of competitive intelligence done through extensive secondary research. Various studies and data published by industry associations, analyst reports, investor presentations, press releases and journals among others have been taken into consideration while conducting the secondary research. Both bottom-up and top down approaches have been utilized to determine the market size of the overall market and key segments. The values obtained are correlated with the primary inputs of the key stakeholders in the virtual reality system value chain. Last step involves complete market engineering which includes analysing the data from different sources and existing proprietary datasets while using various data triangulation methods for market breakdown and forecasting.
Market intelligence is presented in the form of analysis, charts, and graphics to help the clients in gaining faster and efficient understanding of the market.
Major industry players profiled as part of the report are Facebook Inc., Microsoft corporation, Google LLC, and Vuzix Corporation among others.
Segmentation
The virtual reality market has been analysed through following segments:
By Component
- Hardware
- Software
- Head-Mounted Displays (HMDs)
- Gesture Control Devices
- Aerospace and Defence
- Healthcare
- Manufacturing
- Media and Entertainment
- Others
North America
- United States
- Canada
- Mexico
- Others
- Germany
- France
- Italy
- Spain
- UK
- Others
- India
- China
- Japan
- Australia
- Others
- Saudi Arabia
- UAE
- Israel
- Others
- Brazil
- Argentina
- Others
1. INTRODUCTION
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Currency
1.5. Assumptions
1.6. Base, and Forecast Years Timeline
2. RESEARCH METHODOLOGY
2.1. Research Design
2.2. Secondary Sources
3. EXECUTIVE SUMMARY
4. MARKET DYNAMICS
4.1. Market Segmentation
4.2. Market Drivers
4.3. Market Restraints
4.4. Market Opportunities
4.5. Porter’s Five Force Analysis
4.5.1. Bargaining Power of Suppliers
4.5.2. Bargaining Power of Buyers
4.5.3. Threat of New Entrants
4.5.4. Threat of Substitutes
4.5.5. Competitive Rivalry in the Industry
4.6. Life Cycle Analysis - Regional Snapshot
4.7. Market Attractiveness
5. VIRTUAL REALITY MARKET BY COMPONENT
5.1. Hardware
5.2. Software
6. VIRTUAL REALITY MARKET BY DEVICES
6.1. Head Mounted Displays (HMDs)
6.2. Gesture Control Devices
7. VIRTUAL REALITY MARKET BY END USER INDUSTRY
7.1. Aerospace and Defence
7.2. Healthcare
7.3. Manufacturing
7.4. Media and Entertainment
7.5. Others
8. VIRTUAL REALITY MARKET BY GEOGRAPHY
8.1. North America
8.1.1. United States
8.1.2. Canada
8.1.3. Mexico
8.1.4. Others
8.2. Europe
8.2.1. Germany
8.2.2. France
8.2.3. Italy
8.2.4. Spain
8.2.5. UK
8.2.6. Others
8.3. Asia Pacific
8.3.1. India
8.3.2. China
8.3.3. Japan
8.3.4. Australia
8.3.5. Others
8.4. Middle East and Africa
8.4.1. Saudi Arabia
8.4.2. UAE
8.4.3. Israel
8.4.4. Others
8.5. South America
8.5.1. Brazil
8.5.2. Argentina
8.5.3. Others
9. COMPETITIVE INTELLIGENCE
9.1. Market Share Analysis
9.2. Investment Analysis
9.3. Recent Deals
9.4. Strategies of Key Players
10. COMPANY PROFILES
10.1. Facebook, Inc.
10.1.1. Company Overview
10.1.2. Financials
10.1.3. Products and Services
10.1.4. Recent Developments
10.2. Sony Corporation
10.2.1. Company Overview
10.2.2. Financials
10.2.3. Products and Services
10.2.4. Recent Developments
10.3. HTC Corporation
10.3.1. Company Overview
10.3.2. Financials
10.3.3. Products and Services
10.3.4. Recent Developments
10.4. EON Reality Inc.
10.4.1. Company Overview
10.4.2. Financials
10.4.3. Products and Services
10.4.4. Recent Developments
10.5. Google LLC
10.5.1. Company Overview
10.5.2. Financials
10.5.3. Products and Services
10.5.4. Recent Developments
10.6. Microsoft Corporation
10.6.1. Company Overview
10.6.2. Financials
10.6.3. Products and Services
10.6.4. Recent Developments
10.7. Vuzix Corporation
10.7.1. Company Overview
10.7.2. Financials
10.7.3. Products and Services
10.7.4. Recent Developments
10.8. GoPro
10.8.1. Company Overview
10.8.2. Financials
10.8.3. Products and Services
10.8.4. Recent Developments
10.9. Samsung Electronic Co., Ltd.
10.9.1. Company Overview
10.9.2. Financials
10.9.3. Products and Services
10.9.4. Recent Developments
1.1. Market Overview
1.2. Market Definition
1.3. Scope of the Study
1.4. Currency
1.5. Assumptions
1.6. Base, and Forecast Years Timeline
2. RESEARCH METHODOLOGY
2.1. Research Design
2.2. Secondary Sources
3. EXECUTIVE SUMMARY
4. MARKET DYNAMICS
4.1. Market Segmentation
4.2. Market Drivers
4.3. Market Restraints
4.4. Market Opportunities
4.5. Porter’s Five Force Analysis
4.5.1. Bargaining Power of Suppliers
4.5.2. Bargaining Power of Buyers
4.5.3. Threat of New Entrants
4.5.4. Threat of Substitutes
4.5.5. Competitive Rivalry in the Industry
4.6. Life Cycle Analysis - Regional Snapshot
4.7. Market Attractiveness
5. VIRTUAL REALITY MARKET BY COMPONENT
5.1. Hardware
5.2. Software
6. VIRTUAL REALITY MARKET BY DEVICES
6.1. Head Mounted Displays (HMDs)
6.2. Gesture Control Devices
7. VIRTUAL REALITY MARKET BY END USER INDUSTRY
7.1. Aerospace and Defence
7.2. Healthcare
7.3. Manufacturing
7.4. Media and Entertainment
7.5. Others
8. VIRTUAL REALITY MARKET BY GEOGRAPHY
8.1. North America
8.1.1. United States
8.1.2. Canada
8.1.3. Mexico
8.1.4. Others
8.2. Europe
8.2.1. Germany
8.2.2. France
8.2.3. Italy
8.2.4. Spain
8.2.5. UK
8.2.6. Others
8.3. Asia Pacific
8.3.1. India
8.3.2. China
8.3.3. Japan
8.3.4. Australia
8.3.5. Others
8.4. Middle East and Africa
8.4.1. Saudi Arabia
8.4.2. UAE
8.4.3. Israel
8.4.4. Others
8.5. South America
8.5.1. Brazil
8.5.2. Argentina
8.5.3. Others
9. COMPETITIVE INTELLIGENCE
9.1. Market Share Analysis
9.2. Investment Analysis
9.3. Recent Deals
9.4. Strategies of Key Players
10. COMPANY PROFILES
10.1. Facebook, Inc.
10.1.1. Company Overview
10.1.2. Financials
10.1.3. Products and Services
10.1.4. Recent Developments
10.2. Sony Corporation
10.2.1. Company Overview
10.2.2. Financials
10.2.3. Products and Services
10.2.4. Recent Developments
10.3. HTC Corporation
10.3.1. Company Overview
10.3.2. Financials
10.3.3. Products and Services
10.3.4. Recent Developments
10.4. EON Reality Inc.
10.4.1. Company Overview
10.4.2. Financials
10.4.3. Products and Services
10.4.4. Recent Developments
10.5. Google LLC
10.5.1. Company Overview
10.5.2. Financials
10.5.3. Products and Services
10.5.4. Recent Developments
10.6. Microsoft Corporation
10.6.1. Company Overview
10.6.2. Financials
10.6.3. Products and Services
10.6.4. Recent Developments
10.7. Vuzix Corporation
10.7.1. Company Overview
10.7.2. Financials
10.7.3. Products and Services
10.7.4. Recent Developments
10.8. GoPro
10.8.1. Company Overview
10.8.2. Financials
10.8.3. Products and Services
10.8.4. Recent Developments
10.9. Samsung Electronic Co., Ltd.
10.9.1. Company Overview
10.9.2. Financials
10.9.3. Products and Services
10.9.4. Recent Developments
LIST OF FIGURES
LIST OF TABLES