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Virtual Reality-United States Market Status and Trend Report 2013-2023

February 2018 | 132 pages | ID: V9BB58F2FD1EN
MIReports Co., Limited

US$ 3,480.00

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Report Summary

Virtual Reality-United States 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 United States and Regional Market Size of Virtual Reality 2013-2017, and development forecast 2018-2023
Main market players of Virtual Reality in United States, 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 United States Virtual Reality market as:

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

New England
The Middle Atlantic
The Midwest
The West
The South
Southwest

United States 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

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

Learning
Education
Others

United States 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 United States Virtual Reality Market Status and Trend 2013-2023
  1.5.2 Regional Virtual Reality Market Status and Trend 2013-2023

CHAPTER 2 UNITED STATES MARKET STATUS AND FORECAST BY REGIONS

2.1 Market Status of Virtual Reality in United States 2013-2017
2.2 Consumption Market of Virtual Reality in United States by Regions
  2.2.1 Consumption Volume of Virtual Reality in United States by Regions
  2.2.2 Revenue of Virtual Reality in United States by Regions
2.3 Market Analysis of Virtual Reality in United States by Regions
  2.3.1 Market Analysis of Virtual Reality in New England 2013-2017
  2.3.2 Market Analysis of Virtual Reality in The Middle Atlantic 2013-2017
  2.3.3 Market Analysis of Virtual Reality in The Midwest 2013-2017
  2.3.4 Market Analysis of Virtual Reality in The West 2013-2017
  2.3.5 Market Analysis of Virtual Reality in The South 2013-2017
  2.3.6 Market Analysis of Virtual Reality in Southwest 2013-2017
2.4 Market Development Forecast of Virtual Reality in United States 2018-2023
  2.4.1 Market Development Forecast of Virtual Reality in United States 2018-2023
  2.4.2 Market Development Forecast of Virtual Reality by Regions 2018-2023

CHAPTER 3 UNITED STATES MARKET STATUS AND FORECAST BY TYPES

3.1 Whole United States Market Status by Types
  3.1.1 Consumption Volume of Virtual Reality in United States by Types
  3.1.2 Revenue of Virtual Reality in United States by Types
3.2 United States Market Status by Types in Major Countries
  3.2.1 Market Status by Types in New England
  3.2.2 Market Status by Types in The Middle Atlantic
  3.2.3 Market Status by Types in The Midwest
  3.2.4 Market Status by Types in The West
  3.2.5 Market Status by Types in The South
  3.2.6 Market Status by Types in Southwest
3.3 Market Forecast of Virtual Reality in United States by Types

CHAPTER 4 UNITED STATES MARKET STATUS AND FORECAST BY DOWNSTREAM INDUSTRY

4.1 Demand Volume of Virtual Reality in United States 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 New England
  4.2.2 Demand Volume of Virtual Reality by Downstream Industry in The Middle Atlantic
  4.2.3 Demand Volume of Virtual Reality by Downstream Industry in The Midwest
  4.2.4 Demand Volume of Virtual Reality by Downstream Industry in The West
  4.2.5 Demand Volume of Virtual Reality by Downstream Industry in The South
  4.2.6 Demand Volume of Virtual Reality by Downstream Industry in Southwest
4.3 Market Forecast of Virtual Reality in United States by Downstream Industry

CHAPTER 5 MARKET DRIVING FACTOR ANALYSIS OF VIRTUAL REALITY

5.1 United States 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 UNITED STATES

6.1 Sales Volume of Virtual Reality in United States by Major Players
6.2 Revenue of Virtual Reality in United States 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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