[email protected] +44 20 8123 2220 (UK) +1 732 587 5005 (US) Contact Us | FAQ |

United States Virtual Reality (VR) in Gaming Market Research Report Forecast 2017 to 2022

December 2017 | 115 pages | ID: UEA2C2A8F76EN
S&P Consulting

US$ 2,960.00 US$ 3,700.00 -20 %

E-mail Delivery (PDF), E-mail Delivery (Word), E-mail Delivery (Excel), E-mail Delivery (PowerPoint)

Download PDF Leaflet

Accepted cards
Wire Transfer
Checkout Later
Need Help? Ask a Question
Delivery of the Report will take 2-3 working days once order is placed.

The United States Virtual Reality (VR) in Gaming Market Research Report Forecast 2017-2022 is a valuable source of insightful data for business strategists. It provides the Virtual Reality (VR) in Gaming industry overview with growth analysis and historical & futuristic cost, revenue, demand and supply data (as applicable). The research analysts provide an elaborate description of the value chain and its distributor analysis. This Virtual Reality (VR) in Gaming market study provides comprehensive data which enhances the understanding, scope and application of this report.

This report provides comprehensive analysis of
  • Key market segments and sub-segments
  • Evolving market trends and dynamics
  • Changing supply and demand scenarios
  • Quantifying market opportunities through market sizing and market forecasting
  • Tracking current trends/opportunities/challenges
  • Competitive insights
  • Opportunity mapping in terms of technological breakthroughs
The Major players reported in the market include:
FaceBook/Oculus
Microsoft(HoloLens)
Google
Samsung
HTC vive
Song
GoPro
Jaunt
Magic leap

United States Virtual Reality (VR) in Gaming Market: Product Segment Analysis
Type 1
Type 2
Type 3

United States Virtual Reality (VR) in Gaming Market: Application Segment Analysis
Application 1
Application 2
Application 3

Reasons for Buying this Report
  • This report provides pin-point analysis for changing competitive dynamics
  • It provides a forward looking perspective on different factors driving or restraining market growth
  • It provides a six-year forecast assessed on the basis of how the market is predicted to grow
  • It helps in understanding the key product segments and their future
  • It provides pin point analysis of changing competition dynamics and keeps you ahead of competitors
  • It helps in making informed business decisions by having complete insights of market and by making in-depth analysis of market segments
CHAPTER 1 VIRTUAL REALITY (VR) IN GAMING MARKET OVERVIEW

1.1 Product Overview and Scope of Virtual Reality (VR) in Gaming
1.2 Virtual Reality (VR) in Gaming Market Segmentation by Type
  1.2.1 United States Production Market Share of Virtual Reality (VR) in Gaming by Type in 2016
  1.2.1 Type
  1.2.2 Type
  1.2.3 Type
1.3 Virtual Reality (VR) in Gaming Market Segmentation by Application
  1.3.1 Virtual Reality (VR) in Gaming Consumption Market Share by Application in 2016
  1.3.2 Application
  1.3.3 Application
  1.3.4 Application
1.4 United States Market Size Sales (Value) and Revenue (Volume) of Virtual Reality (VR) in Gaming (2011-2021)

CHAPTER 2 UNITED STATES ECONOMIC IMPACT ON VIRTUAL REALITY (VR) IN GAMING INDUSTRY

2.1 United States Macroeconomic Analysis
2.2 United States Macroeconomic Environment Development Trend

CHAPTER 3 UNITED STATES VIRTUAL REALITY (VR) IN GAMING MARKET COMPETITION BY MANUFACTURERS

3.1 United States Virtual Reality (VR) in Gaming Production and Share by Manufacturers (2015 and 2016)
3.2 United States Virtual Reality (VR) in Gaming Revenue and Share by Manufacturers (2015 and 2016)
3.3 United States Virtual Reality (VR) in Gaming Average Price by Manufacturers (2015 and 2016)
3.4 Manufacturers Virtual Reality (VR) in Gaming Manufacturing Base Distribution, Production Area and Product Type
3.5 Virtual Reality (VR) in Gaming Market Competitive Situation and Trends
  3.5.1 Virtual Reality (VR) in Gaming Market Concentration Rate
  3.5.2 Virtual Reality (VR) in Gaming Market Share of Top 3 and Top 5 Manufacturers
  3.5.3 Mergers & Acquisitions, Expansion

CHAPTER 4 UNITED STATES VIRTUAL REALITY (VR) IN GAMING PRODUCTION, REVENUE (VALUE), PRICE TREND BY TYPE

4.1 United States Virtual Reality (VR) in Gaming Production and Market Share by Type (2012-2017)
4.2 United States Virtual Reality (VR) in Gaming Revenue and Market Share by Type (2012-2017)
4.3 United States Virtual Reality (VR) in Gaming Price by Type (2012-2017)
4.4 United States Virtual Reality (VR) in Gaming Production Growth by Type (2012-2017)

CHAPTER 5 UNITED STATES VIRTUAL REALITY (VR) IN GAMING MARKET ANALYSIS BY APPLICATION

5.1 United States Virtual Reality (VR) in Gaming Consumption and Market Share by Application (2012-2017)
5.2 United States Virtual Reality (VR) in Gaming Consumption Growth Rate by Application (2012-2017)
5.3 Market Drivers and Opportunities
  5.3.1 Potential Applications
  5.3.2 Emerging Markets/Countries

CHAPTER 6 UNITED STATES VIRTUAL REALITY (VR) IN GAMING MANUFACTURERS ANALYSIS

6.1 FaceBook/Oculus
  6.1.1 Company Basic Information, Manufacturing Base and Competitors
  6.1.2 Product Type, Application and Specification
  6.1.3 Production, Revenue, Price and Gross Margin (2012-2017)
  6.1.4 Business Overview
6.2 Microsoft(HoloLens)
  6.2.1 Company Basic Information, Manufacturing Base and Competitors
  6.2.2 Product Type, Application and Specification
  6.2.3 Production, Revenue, Price and Gross Margin (2012-2017)
  6.2.4 Business Overview
6.3 Google
  6.3.1 Company Basic Information, Manufacturing Base and Competitors
  6.3.2 Product Type, Application and Specification
  6.3.3 Production, Revenue, Price and Gross Margin (2012-2017)
  6.3.4 Business Overview
6.4 Samsung
  6.4.1 Company Basic Information, Manufacturing Base and Competitors
  6.4.2 Product Type, Application and Specification
  6.4.3 Production, Revenue, Price and Gross Margin (2012-2017)
  6.4.4 Business Overview
6.5 HTC vive
  6.5.1 Company Basic Information, Manufacturing Base and Competitors
  6.5.2 Product Type, Application and Specification
  6.5.3 Production, Revenue, Price and Gross Margin (2012-2017)
  6.5.4 Business Overview
6.6 Song
  6.6.1 Company Basic Information, Manufacturing Base and Competitors
  6.6.2 Product Type, Application and Specification
  6.6.3 Production, Revenue, Price and Gross Margin (2012-2017)
  6.6.4 Business Overview
6.7 GoPro
  6.7.1 Company Basic Information, Manufacturing Base and Competitors
  6.7.2 Product Type, Application and Specification
  6.7.3 Production, Revenue, Price and Gross Margin (2012-2017)
  6.7.4 Business Overview
6.8 Jaunt
  6.6.1 Company Basic Information, Manufacturing Base and Competitors
  6.6.2 Product Type, Application and Specification
  6.6.3 Production, Revenue, Price and Gross Margin (2012-2017)
  6.6.4 Business Overview
6.9 Magic leap
  6.9.1 Company Basic Information, Manufacturing Base and Competitors
  6.9.2 Product Type, Application and Specification
  6.9.3 Production, Revenue, Price and Gross Margin (2012-2017)
  6.9.4 Business Overview

CHAPTER 7 VIRTUAL REALITY (VR) IN GAMING MANUFACTURING COST ANALYSIS

7.1 Virtual Reality (VR) in Gaming Key Raw Materials Analysis
  7.1.1 Key Raw Materials
  7.1.2 Price Trend of Key Raw Materials
  7.1.3 Key Suppliers of Raw Materials
  7.1.4 Market Concentration Rate of Raw Materials
7.2 Proportion of Manufacturing Cost Structure
  7.2.1 Raw Materials
  7.2.2 Labor Cost
  7.2.3 Manufacturing Expenses
7.3 Manufacturing Process Analysis of Virtual Reality (VR) in Gaming

CHAPTER 8 INDUSTRIAL CHAIN, SOURCING STRATEGY AND DOWNSTREAM BUYERS

8.1 Virtual Reality (VR) in Gaming Industrial Chain Analysis
8.2 Upstream Raw Materials Sourcing
8.3 Raw Materials Sources of Virtual Reality (VR) in Gaming Major Manufacturers in 2016
8.4 Downstream Buyers

CHAPTER 9 MARKETING STRATEGY ANALYSIS, DISTRIBUTORS/TRADERS

9.1 Marketing Channel
  9.1.1 Direct Marketing
  9.1.2 Indirect Marketing
  9.1.3 Marketing Channel Development Trend
9.2 Market Positioning
  9.2.1 Pricing Strategy
  9.2.2 Brand Strategy
  9.2.3 Target Client
9.3 Distributors/Traders List

CHAPTER 10 MARKET EFFECT FACTORS ANALYSIS

10.1 Technology Progress/Risk
  10.1.1 Substitutes Threat
  10.1.2 Technology Progress in Related Industry
10.2 Consumer Needs/Customer Preference Change
10.3 Economic/Political Environmental Change

CHAPTER 11 UNITED STATES VIRTUAL REALITY (VR) IN GAMING MARKET FORECAST (2017-2022)

11.1 United States Virtual Reality (VR) in Gaming Production, Revenue Forecast (2017-2022)
11.2 United States Virtual Reality (VR) in Gaming Production, Consumption Forecast by Regions (2017-2022)
11.3 United States Virtual Reality (VR) in Gaming Production Forecast by Type (2017-2022)
11.4 United States Virtual Reality (VR) in Gaming Consumption Forecast by Application (2017-2022)
11.5 Virtual Reality (VR) in Gaming Price Forecast (2017-2022)

CHAPTER 12 APPENDIX

LIST OF TABLES

Figure Picture of Virtual Reality (VR) in Gaming
Table Classification of Virtual Reality (VR) in Gaming
Figure United States Sales Market Share of Virtual Reality (VR) in Gaming by Type in 2016
Table Application of Virtual Reality (VR) in Gaming
Figure United States Sales Market Share of Virtual Reality (VR) in Gaming by Application in 2016
Figure United States Virtual Reality (VR) in Gaming Sales and Growth Rate (2011-2021)
Figure United States Virtual Reality (VR) in Gaming Revenue and Growth Rate (2011-2021)
Table United States Virtual Reality (VR) in Gaming Sales of Key Manufacturers (2015 and 2016)
Table United States Virtual Reality (VR) in Gaming Sales Share by Manufacturers (2015 and 2016)
Figure 2015 Virtual Reality (VR) in Gaming Sales Share by Manufacturers
Figure 2016 Virtual Reality (VR) in Gaming Sales Share by Manufacturers
Table United States Virtual Reality (VR) in Gaming Revenue by Manufacturers (2015 and 2016)
Table United States Virtual Reality (VR) in Gaming Revenue Share by Manufacturers (2015 and 2016)
Table 2015 United States Virtual Reality (VR) in Gaming Revenue Share by Manufacturers
Table 2016 United States Virtual Reality (VR) in Gaming Revenue Share by Manufacturers
Table United States Market Virtual Reality (VR) in Gaming Average Price of Key Manufacturers (2015 and 2016)
Figure United States Market Virtual Reality (VR) in Gaming Average Price of Key Manufacturers in 2015
Figure Virtual Reality (VR) in Gaming Market Share of Top 3 Manufacturers
Figure Virtual Reality (VR) in Gaming Market Share of Top 5 Manufacturers
Table United States Virtual Reality (VR) in Gaming Sales by Type (2012-2017)
Table United States Virtual Reality (VR) in Gaming Sales Share by Type (2012-2017)
Figure United States Virtual Reality (VR) in Gaming Sales Market Share by Type in 2015
Table United States Virtual Reality (VR) in Gaming Revenue and Market Share by Type (2012-2017)
Table United States Virtual Reality (VR) in Gaming Revenue Share by Type (2012-2017)
Figure Revenue Market Share of Virtual Reality (VR) in Gaming by Type (2012-2017)
Table United States Virtual Reality (VR) in Gaming Price by Type (2012-2017)
Figure United States Virtual Reality (VR) in Gaming Sales Growth Rate by Type (2012-2017)
Table United States Virtual Reality (VR) in Gaming Sales by Application (2012-2017)
Table United States Virtual Reality (VR) in Gaming Sales Market Share by Application (2012-2017)
Figure United States Virtual Reality (VR) in Gaming Sales Market Share by Application in 2016
Table United States Virtual Reality (VR) in Gaming Sales Growth Rate by Application (2012-2017)
Figure United States Virtual Reality (VR) in Gaming Sales Growth Rate by Application (2012-2017)
Table FaceBook/Oculus Basic Information, Manufacturing Base, Production Area and Its Competitors
Table FaceBook/Oculus Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2012-2017)
Table FaceBook/Oculus Virtual Reality (VR) in Gaming Market Share (2012-2017)
Table Microsoft(HoloLens) Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Microsoft(HoloLens) Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2012-2017)
Table Microsoft(HoloLens) Virtual Reality (VR) in Gaming Market Share (2012-2017)
Table Google Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Google Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2012-2017)
Table Google Virtual Reality (VR) in Gaming Market Share (2012-2017)
Table Samsung Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Samsung Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2012-2017)
Table Samsung Virtual Reality (VR) in Gaming Market Share (2012-2017)
Table HTC vive Basic Information, Manufacturing Base, Production Area and Its Competitors
Table HTC vive Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2012-2017)
Table HTC vive Virtual Reality (VR) in Gaming Market Share (2012-2017)
Table Song Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Song Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2012-2017)
Table Song Virtual Reality (VR) in Gaming Market Share (2012-2017)
Table GoPro Basic Information, Manufacturing Base, Production Area and Its Competitors
Table GoPro Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2012-2017)
Table GoPro Virtual Reality (VR) in Gaming Market Share (2012-2017)
Table Jaunt Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Jaunt Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2012-2017)
Table Jaunt Virtual Reality (VR) in Gaming Market Share (2012-2017)
Table Magic leap Basic Information, Manufacturing Base, Production Area and Its Competitors
Table Magic leap Virtual Reality (VR) in Gaming Production, Revenue, Price and Gross Margin (2012-2017)
Table Magic leap Virtual Reality (VR) in Gaming Market Share (2012-2017)
Table Production Base and Market Concentration Rate of Raw Material
Figure Price Trend of Key Raw Materials
Table Key Suppliers of Raw Materials
Figure Manufacturing Cost Structure of Virtual Reality (VR) in Gaming
Figure Manufacturing Process Analysis of Virtual Reality (VR) in Gaming
Figure Virtual Reality (VR) in Gaming Industrial Chain Analysis
Table Raw Materials Sources of Virtual Reality (VR) in Gaming Major Manufacturers in 2016
Table Major Buyers of Virtual Reality (VR) in Gaming
Table Distributors/Traders List
Figure United States Virtual Reality (VR) in Gaming Production and Growth Rate Forecast (2017-2022)
Figure United States Virtual Reality (VR) in Gaming Revenue and Growth Rate Forecast (2017-2022)
Table United States Virtual Reality (VR) in Gaming Production Forecast by Type (2017-2022)
Table United States Virtual Reality (VR) in Gaming Consumption Forecast by Application (2017-2022)

COMPANIES MENTIONED

FaceBook/Oculus
Microsoft(HoloLens)
Google
Samsung
HTC vive
Song
GoPro
Jaunt
Magic leap
NextVR
Bubl
Cast AR
OSVR
Matterport
CryWorks
Atheer labs
SoftKinetic
Jingweidu Technology
Baofeng Mojing
ANTVR


More Publications