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Virtual Reality-Europe Market Status and Trend Report 2013-2023

February 2018 | 150 pages | ID: VC68BAC7237EN
MIReports Co., Limited

US$ 3,480.00

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Report Summary

Virtual Reality-Europe Market Status and Trend Report 2013-2023 offers a comprehensive analysis on Virtual Reality 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 Europe and Regional Market Size of Virtual Reality 2013-2017, and development forecast 2018-2023
Main market players of Virtual Reality in Europe, with company and product introduction, position in the Virtual Reality market
Market status and development trend of Virtual Reality by types and applications
Cost and profit status of Virtual Reality, and marketing status
Market growth drivers and challenges

The report segments the Europe Virtual Reality market as:

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

Germany
United Kingdom
France
Italy
Spain
Benelux
Russia

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

Head Mounted Displays
Head Trackers
Motion Trackers
3D Controllers
Data Gloves
Haptic Devices
Others

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

Learning
Education
Others

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

Oculus
Samsung
Vive
Avegant
Razer
Zeiss
VisusVR
FOVE
Starbreeze
Google
Vuzix
HTC
Sony
Microsoft
Meta
Freefly

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

1.1 Definition of Virtual Reality in This Report
1.2 Commercial Types of Virtual Reality
  1.2.1 Head Mounted Displays
  1.2.2 Head Trackers
  1.2.3 Motion Trackers
  1.2.4 3D Controllers
  1.2.5 Data Gloves
  1.2.6 Haptic Devices
  1.2.7 Others
1.3 Downstream Application of Virtual Reality
  1.3.1 Learning
  1.3.2 Education
  1.3.3 Others
1.4 Development History of Virtual Reality
1.5 Market Status and Trend of Virtual Reality 2013-2023
  1.5.1 Europe Virtual Reality Market Status and Trend 2013-2023
  1.5.2 Regional Virtual Reality Market Status and Trend 2013-2023

CHAPTER 2 EUROPE MARKET STATUS AND FORECAST BY REGIONS

2.1 Market Status of Virtual Reality in Europe 2013-2017
2.2 Consumption Market of Virtual Reality in Europe by Regions
  2.2.1 Consumption Volume of Virtual Reality in Europe by Regions
  2.2.2 Revenue of Virtual Reality in Europe by Regions
2.3 Market Analysis of Virtual Reality in Europe by Regions
  2.3.1 Market Analysis of Virtual Reality in Germany 2013-2017
  2.3.2 Market Analysis of Virtual Reality in United Kingdom 2013-2017
  2.3.3 Market Analysis of Virtual Reality in France 2013-2017
  2.3.4 Market Analysis of Virtual Reality in Italy 2013-2017
  2.3.5 Market Analysis of Virtual Reality in Spain 2013-2017
  2.3.6 Market Analysis of Virtual Reality in Benelux 2013-2017
  2.3.7 Market Analysis of Virtual Reality in Russia 2013-2017
2.4 Market Development Forecast of Virtual Reality in Europe 2018-2023
  2.4.1 Market Development Forecast of Virtual Reality in Europe 2018-2023
  2.4.2 Market Development Forecast of Virtual Reality by Regions 2018-2023

CHAPTER 3 EUROPE MARKET STATUS AND FORECAST BY TYPES

3.1 Whole Europe Market Status by Types
  3.1.1 Consumption Volume of Virtual Reality in Europe by Types
  3.1.2 Revenue of Virtual Reality in Europe by Types
3.2 Europe Market Status by Types in Major Countries
  3.2.1 Market Status by Types in Germany
  3.2.2 Market Status by Types in United Kingdom
  3.2.3 Market Status by Types in France
  3.2.4 Market Status by Types in Italy
  3.2.5 Market Status by Types in Spain
  3.2.6 Market Status by Types in Benelux
  3.2.7 Market Status by Types in Russia
3.3 Market Forecast of Virtual Reality in Europe by Types

CHAPTER 4 EUROPE MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY

4.1 Demand Volume of Virtual Reality in Europe by Downstream Industry
4.2 Demand Volume of Virtual Reality by Downstream Industry in Major Countries
  4.2.1 Demand Volume of Virtual Reality by Downstream Industry in Germany
  4.2.2 Demand Volume of Virtual Reality by Downstream Industry in United Kingdom
  4.2.3 Demand Volume of Virtual Reality by Downstream Industry in France
  4.2.4 Demand Volume of Virtual Reality by Downstream Industry in Italy
  4.2.5 Demand Volume of Virtual Reality by Downstream Industry in Spain
  4.2.6 Demand Volume of Virtual Reality by Downstream Industry in Benelux
  4.2.7 Demand Volume of Virtual Reality by Downstream Industry in Russia
4.3 Market Forecast of Virtual Reality in Europe by Downstream Industry

CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF VIRTUAL REALITY

5.1 Europe Economy Situation and Trend Overview
5.2 Virtual Reality Downstream Industry Situation and Trend Overview

CHAPTER 6 VIRTUAL REALITY MARKET COMPETITION STATUS BY MAJOR PLAYERS IN EUROPE

6.1 Sales Volume of Virtual Reality in Europe by Major Players
6.2 Revenue of Virtual Reality in Europe by Major Players
6.3 Basic Information of Virtual Reality by Major Players
  6.3.1 Headquarters Location and Established Time of Virtual Reality Major Players
  6.3.2 Employees and Revenue Level of Virtual Reality 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 MAJOR MANUFACTURERS INTRODUCTION AND MARKET DATA

7.1 Oculus
  7.1.1 Company profile
  7.1.2 Representative Virtual Reality Product
  7.1.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Oculus
7.2 Samsung
  7.2.1 Company profile
  7.2.2 Representative Virtual Reality Product
  7.2.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Samsung
7.3 Vive
  7.3.1 Company profile
  7.3.2 Representative Virtual Reality Product
  7.3.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Vive
7.4 Avegant
  7.4.1 Company profile
  7.4.2 Representative Virtual Reality Product
  7.4.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Avegant
7.5 Razer
  7.5.1 Company profile
  7.5.2 Representative Virtual Reality Product
  7.5.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Razer
7.6 Zeiss
  7.6.1 Company profile
  7.6.2 Representative Virtual Reality Product
  7.6.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Zeiss
7.7 VisusVR
  7.7.1 Company profile
  7.7.2 Representative Virtual Reality Product
  7.7.3 Virtual Reality Sales, Revenue, Price and Gross Margin of VisusVR
7.8 FOVE
  7.8.1 Company profile
  7.8.2 Representative Virtual Reality Product
  7.8.3 Virtual Reality Sales, Revenue, Price and Gross Margin of FOVE
7.9 Starbreeze
  7.9.1 Company profile
  7.9.2 Representative Virtual Reality Product
  7.9.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Starbreeze
7.10 Google
  7.10.1 Company profile
  7.10.2 Representative Virtual Reality Product
  7.10.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Google
7.11 Vuzix
  7.11.1 Company profile
  7.11.2 Representative Virtual Reality Product
  7.11.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Vuzix
7.12 HTC
  7.12.1 Company profile
  7.12.2 Representative Virtual Reality Product
  7.12.3 Virtual Reality Sales, Revenue, Price and Gross Margin of HTC
7.13 Sony
  7.13.1 Company profile
  7.13.2 Representative Virtual Reality Product
  7.13.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Sony
7.14 Microsoft
  7.14.1 Company profile
  7.14.2 Representative Virtual Reality Product
  7.14.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Microsoft
7.15 Meta
  7.15.1 Company profile
  7.15.2 Representative Virtual Reality Product
  7.15.3 Virtual Reality Sales, Revenue, Price and Gross Margin of Meta
7.16 Freefly

CHAPTER 8 UPSTREAM AND DOWNSTREAM MARKET ANALYSIS OF VIRTUAL REALITY

8.1 Industry Chain of Virtual Reality
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

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

CHAPTER 10 MARKETING STATUS ANALYSIS OF VIRTUAL REALITY

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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