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Global Virtual Reality Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025

October 2019 | 113 pages | ID: G869E5CAF623EN
360iResearch

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The Global Virtual Reality Market is expected to grow from USD 8,234.45 Million in 2018 to USD 49,982.15 Million by the end of 2025 at a Compound Annual Growth Rate (CAGR) of 29.38%.

'Eon Reality, HTC Corporation, and Sony Corporation are placed in forefront due to their excellence in business strategy and product satisfaction'

The positioning of the Global Virtual Reality Market vendors in FPNV Positioning Matrix are determined by Business Strategy (Business Growth, Industry Coverage, Financial Viability, and Channel Support) and Product Satisfaction (Value for Money, Ease of Use, Product Features, and Customer Support) and placed into four quadrants (F: Forefront, P: Pathfinders, N: Niche, and V: Vital).

The report deeply explores the recent significant developments by the leading vendors and innovation profiles in the Global Virtual Reality Market including are Google LLC, HTC Corporation, Microsoft Corporation, Oculus VR, Samsung Electronics, Sony Corporation, CyberGlove Systems Inc., Eon Reality, Firsthand Technology, Leap Motion, Inc., Merge Labs, Inc., Mindmaze, Nintendo Co., Ltd., Sensics corporation, Sixense Enterprises Inc., and SpaceVR.

On the basis of Technology, the Global Virtual Reality Market is studied across Nonimmersive Technology and Semi-Immersive and Fully Immersive Technology.

On the basis of Offering, the Global Virtual Reality Market is studied across Hardware, Software, and VR Content Creation.

On the basis of Device Type, the Global Virtual Reality Market is studied across Gesture-Tracking Devices, Head-Mounted Displays, and Projectors & Display Walls.

On the basis of Application, the Global Virtual Reality Market is studied across Advertising, Aerospace & Defense, Automotive, Education and Training, Gaming and Entertainment, Geospatial Mining, Healthcare, Real Estate, Retail & Ecommerce, Sports, and Travel and Tourism.

For the detailed coverage of the study, the market has been geographically divided into the Americas, Asia-Pacific, and Europe, Middle East & Africa. The report provides details of qualitative and quantitative insights about the major countries in the region and taps the major regional developments in detail.

In the report, we have covered two proprietary models, the FPNV Positioning Matrix and Competitive Strategic Window. The FPNV Positioning Matrix analyses the competitive market place for the players in terms of product satisfaction and business strategy they adopt to sustain in the market. The Competitive Strategic Window analyses the competitive landscape in terms of markets, applications, and geographies. The Competitive Strategic Window helps the vendor define an alignment or fit between their capabilities and opportunities for future growth prospects. During a forecast period, it defines the optimal or favorable fit for the vendors to adopt successive merger and acquisitions strategies, geography expansion, research & development, new product introduction strategies to execute further business expansion and growth.

Research Methodology:

Our market forecasting is based on a market model derived from market connectivity, dynamics, and identified influential factors around which assumptions about the market are made. These assumptions are enlightened by fact-bases, put by primary and secondary research instruments, regressive analysis and an extensive connect with industry people. Market forecasting derived from in-depth understanding attained from future market spending patterns provides quantified insight to support your decision-making process. The interview is recorded, and the information gathered in put on the drawing board with the information collected through secondary research.

The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on sulfuric acid offered by the key players in the Global Virtual Reality Market
2. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and new product developments in the Global Virtual Reality Market
3. Market Development: Provides in-depth information about lucrative emerging markets and analyzes the markets for the Global Virtual Reality Market
4. Market Diversification: Provides detailed information about new products launches, untapped geographies, recent developments, and investments in the Global Virtual Reality Market
5. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, and manufacturing capabilities of the leading players in the Global Virtual Reality Market

The report answers questions such as:
1. What is the market size of Virtual Reality market in the Global?
2. What are the factors that affect the growth in the Global Virtual Reality Market over the forecast period?
3. What is the competitive position in the Global Virtual Reality Market?
4. Which are the best product areas to be invested in over the forecast period in the Global Virtual Reality Market?
5. What are the opportunities in the Global Virtual Reality Market?
6. What are the modes of entering the Global Virtual Reality Market?
1. PREFACE

1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders

2. RESEARCH & FORECASTING

2.1. Research Methodology
  2.1.1. Research Process
  2.1.2. Research Framework
  2.1.3. Research Reliability & Validity
  2.1.4. Research Assumptions
2.2. Forecasting Methodology
2.3. Research Outcome
  2.3.1. 360iResearch Competitive Strategic Window
    2.3.1.1. Leverage Zone
    2.3.1.2. Vantage Zone
    2.3.1.3. Speculative Zone
    2.3.1.4. Bottleneck Zone
  2.3.2. 360iResearch FPNV Positioning Matrix
    2.3.2.1. 360iResearch Quadrants
      2.3.2.1.1. Forefront
      2.3.2.1.2. Pathfinders
      2.3.2.1.3. Niche
      2.3.2.1.4. Vital
    2.3.2.2. Business Strategy
      2.3.2.2.1. Business Growth
      2.3.2.2.2. Industry Coverage
      2.3.2.2.3. Financial Viability
      2.3.2.2.4. Channel Support
    2.3.2.3. Product Satisfaction
      2.3.2.3.1. Value for Money
      2.3.2.3.2. Ease of Use
      2.3.2.3.3. Product Features
      2.3.2.3.4. Customer Support

3. EXECUTIVE SUMMARY

3.1. Outlook in the Virtual Reality Market
3.2. Opportunities in the Virtual Reality Market

4. PREMIUM INSIGHT

4.1. Market Connectivity
4.2. Market Dynamics
  4.2.1. Drivers
    4.2.1.1. Penetration Of HMDs in gaming and entertainment sector
    4.2.1.2. Huge investments in VR market
    4.2.1.3. Advancement of technology and growing digitization
  4.2.2. Restraints
    4.2.2.1. Display latency and energy consumption affect the overall performance of VR devices
  4.2.3. Opportunities
    4.2.3.1. Penetration of HMDs in healthcare and architectural applications
    4.2.3.2. Use of VR in aerospace & defense for training and simulation
  4.2.4. Challenges
    4.2.4.1. Developing user-friendly VR systems
4.3. Porter’s Five Forces Analysis
  4.3.1. Threat of New Entrants
  4.3.2. Threat of Substitutes
  4.3.3. Bargaining Power of Customers
  4.3.4. Bargaining Power of Suppliers
  4.3.5. Industry Rivalry
4.4. Industry Trends
  4.4.1. Value Chain Analysis
  4.4.2. Microdisplays For VR

5. GLOBAL VIRTUAL REALITY MARKET, BY TECHNOLOGY

5.1. Overview
5.2. Market Sizing & Forecasting
5.3. Nonimmersive Technology
5.4. Semi-Immersive and Fully Immersive Technology

6. GLOBAL VIRTUAL REALITY MARKET, BY OFFERING

6.1. Overview
6.2. Market Sizing & Forecasting
6.3. Hardware
  6.3.1. Cameras
  6.3.2. Displays and Projectors
  6.3.3. Position Trackers
  6.3.4. Semiconductor Components
    6.3.4.1. Controller and Processor
    6.3.4.2. Integrated Circuits
  6.3.5. Sensors
    6.3.5.1. Accelerometer
    6.3.5.2. Gyroscope
    6.3.5.3. Magnetometer
    6.3.5.4. Proximity Sensor
6.4. Software
6.5. VR Content Creation

7. GLOBAL VIRTUAL REALITY MARKET, BY DEVICE TYPE

7.1. Overview
7.2. Market Sizing & Forecasting
7.3. Gesture-Tracking Devices
7.4. Head-Mounted Displays
7.5. Projectors & Display Walls

8. GLOBAL VIRTUAL REALITY MARKET, BY APPLICATION

8.1. Overview
8.2. Market Sizing & Forecasting
8.3. Advertising
8.4. Aerospace & Defense
8.5. Automotive
8.6. Education and Training
8.7. Gaming and Entertainment
8.8. Geospatial Mining
8.9. Healthcare
8.10. Real Estate
8.11. Retail & Ecommerce
8.12. Sports
8.13. Travel and Tourism

9. GLOBAL VIRTUAL REALITY MARKET, BY GEOGRAPHY

9.1. Overview
9.2. Market Sizing & Forecasting
9.3. Americas
  9.3.1. Overview
  9.3.2. Market Sizing & Forecasting
  9.3.3. Argentina
  9.3.4. Brazil
  9.3.5. Canada
  9.3.6. Mexico
  9.3.7. United States
9.4. Asia-Pacific
  9.4.1. Overview
  9.4.2. Market Sizing & Forecasting
  9.4.3. Australia
  9.4.4. China
  9.4.5. India
  9.4.6. Japan
9.5. Europe, Middle East & Africa
  9.5.1. Overview
  9.5.2. Market Sizing & Forecasting
  9.5.3. France
  9.5.4. Germany
  9.5.5. Italy
  9.5.6. Spain
  9.5.7. United Kingdom

10. COMPETITIVE LANDSCAPE

10.1. 360iResearch FPNV Positioning Matrix for Global Virtual Reality Market
10.2. Market Vendor Ranking Analysis for Global Virtual Reality Market
10.3. Competitive News Feed Analysis for Global Virtual Reality Market

11. COMPANY USABILITY PROFILES

11.1. Google LLC
  11.1.1. Overview
  11.1.2. Strategy
  11.1.3. SWOT
11.2. HTC Corporation
  11.2.1. Overview
  11.2.2. Strategy
  11.2.3. SWOT
11.3. Microsoft Corporation
  11.3.1. Overview
  11.3.2. Strategy
  11.3.3. SWOT
11.4. Oculus VR
  11.4.1. Overview
  11.4.2. Strategy
  11.4.3. SWOT
11.5. Samsung Electronics
  11.5.1. Overview
  11.5.2. Strategy
  11.5.3. SWOT
11.6. Sony Corporation
  11.6.1. Overview
  11.6.2. Strategy
  11.6.3. SWOT
11.7. CyberGlove Systems Inc.
11.8. Eon Reality
11.9. Firsthand Technology
11.10. Leap Motion, Inc.
11.11. Merge Labs, Inc.
11.12. Mindmaze
11.13. Nintendo Co., Ltd.
11.14. Sensics corporation
11.15. Sixense Enterprises Inc.
11.16. SpaceVR

12. APPENDIX

12.1. Discussion Guide
12.2. Top Reports
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  12.2.5. Global Varicose Vein Treatment Devices Market - Premium Insight, Competitive News Feed Analysis, Company Usability Profiles, Market Sizing & Forecasts to 2025
12.3. Author Details


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