Home » Technology & Media » Virtual Reality Market Size, Share, Analysis Report
Virtual reality is artificial surroundings that is created with software program and supplied to the user in this kind of manner that the person suspends belief and accepts it as real surroundings. On a computer, virtual fact is usually experienced through 2 of the 5 senses: sight and sound. The only form of virtual reality is a 3D photograph that can be explored interactively at a personal computer, commonly through manipulating keys or the mouse so that the content of the photo movements in some course or zooms in or out. More state of the art efforts involve such tactics as wrap around display monitors, real rooms augmented with wearable computer systems, and haptics gadgets that let you experience the display images.
How Big is the Global Virtual Reality Market?
The Global virtual reality Market is expected to be around US$ 103 billion by 2027 and will grow at a CAGR of more than 33% in the given forecast period.
The major driving factors of Global Virtual Reality Market are as follows:
The restraining factors of Global Virtual Reality Market are as follows:
The Global Virtual Reality Market is segmented on the lines of its component, device type, technology, application and regional. Based on component segmentation it covers hardware components, semiconductor components and software components. Under device type segmentation it covers head mounted displays, projectors and display walls and gesture control devices. Application is classified into consumer, aerospace & defense, commercial, medical, industrial and others. The Global virtual reality Market on geographic segmentation covers various regions such as North America, Europe, Asia Pacific, Latin America, Middle East and Africa. Each geography market is further segmented to provide market revenue for select countries such as the U.S., Canada, U.K. Germany, China, Japan, India, Brazil, and GCC countries.
This report provides:
1) An overview of the global market for Virtual Reality and related technologies.
2) Analyses of global market trends, with data from 2019, estimates for 2020 and 2021, and projections of compound annual growth rates (CAGRs) through 2027.
3) Identifications of new market opportunities and targeted promotional plans for Global Virtual Reality Market.
4) Discussion of research and development, and the demand for new products and new applications.
5) Comprehensive company profiles of major players in the industry.
REPORT SCOPE:
The scope of the report includes a detailed study of global and regional markets for Global Virtual Reality Market with the reasons given for variations in the growth of the industry in certain regions.
The report covers detailed competitive outlook including the market share and company profiles of the key participants operating in the global market. Key players profiled in the report include Oculus VR, LLC , Sony Corporation , HTC Corporation , Samsung Electronics Co., Ltd., EON Reality Inc., Google Inc., Microsoft Corporation, Vuzix Corporation, CyberGlove Systems Inc., Sensics, Inc., Leap Motion Inc. , Marxent Labs LLC, WorldViz, Jaunt, Inc., Cyberith GmbH , Virtalis Limited , and Sixense Entertainment, Inc. among others. Company profile includes assign such as company summary, financial summary, business strategy and planning, SWOT analysis and current developments.
The Top Companies Report is intended to provide our buyers with a snapshot of the industry’s most influential players.
The Global Virtual Reality Market has been segmented as below:
By Component Analysis
By Device Type Analysis
By Technology Analysis
By Application Analysis
Reasons to Buy this Report:
1) Obtain the most up to date information available on all Global Virtual Reality Market.
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4) Assess your competitor’s refining portfolio and its evolution.
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1 INTRODUCTION
1.1 Key Take Aways
1.2 Report Description
1.3 Markets Covered
1.4 Stakeholders
1.5 Research Methodology
1.5.1 Market Size
1.5.2 Market Share
1.5.3 Key Data Points From Secondary Sources
1.5.4 Key Data Points From Primary Sources
2 Research Methodology
2.1 Research Data
2.1.1 Secondary Data
2.1.1.1 Key Data From Secondary Sources
2.1.2 Primary Data
2.1.2.1 Key Data From Primary Sources
2.1.2.2 Key Industry Insights
2.1.2.3 Breakdown of Primaries
2.2 Market Size Estimation
2.2.1 Bottom-Up Approach
2.2.2 Top-Down Approach
2.3 Market Breakdown & Data Triangulation
2.4 Research Assumptions
2.4.1 Assumptions
3 Executive Summary
4 Premium Insights
4.1 Virtual Reality Market, 2016–2022 (USD Billion)
4.2 Market in Asia-Pacific
4.3 Market: Developed vs Developing Markets, 2015 and 2022 (USD Million)
4.4 U.S. Holds the Largest Market Share in the Market During the Forecast Period
4.5 Market: By Application
4.6 Market: Consumer and Commercial Verticals (2015)
5 Market Overview
5.1 Introduction
5.2 Market Segmentation
5.2.1 Virtual Reality Market, By Component
5.2.2 Market, By Technology
5.2.3 Market, By Device Type
5.2.4 Market, By Application
5.2.5 Virtual Reality Market, By Geography
5.3 Market Evolution
5.4 Market Dynamics: Market
5.4.1 Drivers
5.4.1.1 Increasing Adoption of Head-Mounted Displays (HMD) in Gaming and Entertainment Sector
5.4.1.2 Decline in the Prices of Displays and Other Hardware Components of HMDs
5.4.1.3 Use of VR for Training and Simulation in Defense
5.4.2 Restraints
5.4.2.1 Display Latency and Energy Consumption Affect the Overall Performance of Virtual Reality Devices
5.4.2.2 Lack of Movement and Health Concerns Related to Low Resolution
5.4.3 Opportunities
5.4.3.1 Significant Number of Investments in the Virtual Reality Market
5.4.3.2 Increasing Adoption of Head-Mounted Displays in Medical and Healthcare
5.4.3.3 Increasing Applications in the Architecture & Design Segment
5.4.4 Challenges
5.4.4.1 Developing User-Friendly Virtual Reality and Tracking Systems for Easy Acceptance and Penetration of the Virtual Reality
6 Industry Trends
6.1 Introduction
6.2 Value Chain Analysis: Virtual Reality
6.3 Key Trends in the Virtual Reality Market
6.4 Porter’s Five Forces Analysis
6.4.1 Bargaining Power of Suppliers
6.4.2 Bargaining Power of Buyers
6.4.3 Threat of New Entrants
6.4.4 Threat of Substitutes
6.4.5 Intensity of Rivalry
7 Virtual Reality Market, By Component
7.1 Introduction
7.2 Virtual Reality Market for Components
7.2.1 Hardware Components in the Market
7.2.1.1 Sensors
7.2.1.1.1 Accelerometers
7.2.1.1.2 Gyroscopes
7.2.1.1.3 Magnetometers
7.2.1.1.4 Global Positioning Systems
7.2.1.1.5 Proximity Sensors
7.2.1.2 Semiconductor Components
7.2.1.2.1 Controllers/Processors
7.2.1.2.2 Integrated Circuits
7.2.1.3 Displays
7.2.2 Software Components and Services in the Market
7.2.2.1 Software Development Kits
7.2.2.2 Cloud-Based Solutions
8 Virtual Reality Market, By Technology
8.1 Introduction
8.2 Virtual Reality Technology
8.2.1 Non-Immersive Technology
8.2.2 Semi-Immersive & Fully Immersive Technologies
9 Virtual Reality Market, By Device Type
9.1 Introduction
9.2 Virtual Reality Devices
9.2.1 Head-Mounted Displays (HMDs)
9.2.2 Gesture Control Devices
9.2.2.1 Data Gloves
9.2.2.2 Others
10 Virtual Reality Market, By Application
10.1 Introduction
10.2 Virtual Reality Applications
10.2.1 Consumer
10.2.1.1 Gaming & Entertainment
10.2.1.1.1 Sports
10.2.2 Commercial
10.2.2.1 Retail
10.2.2.2 Education & Training
10.2.2.3 Tourism
10.2.3 Aerospace & Defense
10.2.4 Medical
10.2.4.1 Surgery
10.2.4.2 Fitness Management
10.2.4.3 Pharmacy Management
10.2.4.4 Medical Training
10.2.5 Industrial
10.2.6 Others
10.2.6.1 Automotive
10.2.6.2 Architecture and Building Design
10.2.6.3 Enterprise Solutions
10.2.6.4 Geospatial Mining
11 Virtual Reality Market, By Geography
11.1 Introduction
11.2 North America
11.2.1 U.S.
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 U.K.
11.3.2 Germany
11.3.3 France
11.3.4 Rest of Europe
11.4 Asia-Pacific (APAC)
11.4.1 China
11.4.2 India
11.4.3 South Korea
11.4.4 Japan
11.4.5 Rest of APAC
11.5 Rest of the World (RoW)
11.5.1 Middle East & Africa
11.5.2 Latin America
12 Competitive Landscape
12.1 Introduction
12.2 Competitive Scenario
12.2.1 New Product Launches & Developments
12.2.2 Partnerships
12.2.3 Agreements, Collaborations, and Capital Fundings
12.2.4 Acquisitions and Expansions
13 Company Profile
13.1 Introduction
13.2 Oculus VR, LLC
13.3 Sony Corporation
13.4 Samsung Electronics Co., Ltd.
13.5 HTC Corporation
13.6 EON Reality, Inc.
13.7 Google Inc.
13.8 Microsoft Corporation
13.9 Vuzix Corporation
13.10 Cyberglove Systems Inc.
13.11 Sensics, Inc.
13.12 Leap Motion, Inc.
13.13 Sixense Entertainment, Inc.
13.14 Key Innovators in the VR Market
The Global Virtual Reality Market has been segmented as below:
By Component Analysis
By Device Type Analysis
By Technology Analysis
By Application Analysis
By Regional Analysis