Virtual Reality (VR) Market Size, Share Analysis Report By Type (Hardware, And Software), End-User Vertical (Consumer, And Commercial), And By Regions - Global Industry Trends, Growth, Estimation And Forecast, 2018-2025
ID:VMR11210723
April 2019
Report Formats:

As per this study, the Global Virtual Reality (VR) Market was valued USD XX.X MN (by revenue) in 2018 and is anticipated to reach USD XX.X MN by 2025 with a CAGR of X.X%.

Virtual reality (VR) is a computer interface which tries to simulate the real world beyond the flat monitor screen to give a real 3D look by using high-performance computers and sensory equipment, like headset and gloves. Apart from its use in games and media entertainment, the air force also used VR to train pilots. It is also used to help scientists to figure out complex problems such as the structure of protein molecules and other such various applications.
 
Market Dynamics
 
The rising adoption of virtual reality (VR) interfaces in various commercial applications such as games and media entertainment, in healthcare for surgical procedures, and in the military for training pilots are augmenting the market growth of virtual reality. On the other side, health risks associated with the use of VR devices such as eye soreness, nausea, and disorientation may hinder the market growth. Whereas, technological advancements and R&D in such interfaces for better usage of VRs could further boost the market growth over the forecast period.
 
This detailed market study is centered on the data obtained from multiple sources and is analyzed using numerous tools including porter’s five forces analysis, market attractiveness analysis and value chain analysis. These tools are employed to gain insights of the potential value of the market facilitating the business strategists with the latest growth opportunities. Additionally, these tools also provide a detailed analysis of each application/product segment in the global market of virtual reality (VR).
 
Market Segmentation
 
The broad Virtual Reality (VR)market has been sub-grouped into type, and end-user. The report studies these subsets with respect to the geographical segmentation. The strategists can gain a detailed insight and devise appropriate strategies to target specific market. This detail will lead to a focused approach leading to identification of better opportunities.
 
By Type

  • Hardware
    • Mobile
    • Console
    • PC
  • Software
 
By End User Vertical
  • Consumer
    • Gaming
    • Media and Entertainment
  • Commercial
    • Retail
    • Healthcare
    • Military and Defense
    • Real Estate
    • Education
 
Regional Analysis
 
Furthermore, the report comprises of the geographical segmentationwhich mainly focuses on current and forecast demand for virtual reality (VR) in North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. The report further focuses on demand for individual application segments in all the regions.
 
Europe Virtual Reality (VR) Market By Revenue (USD MN)

Europe Virtual Reality (VR) Market By Revenue

The report also covers detailed competitive landscape including company profiles of key players operating in the global market. The key players in the virtual reality (VR)market includes FOVE Inc., Google LLC, Lenovo Group Ltd., Oculus VR LLC, Pico Interactive Inc., Samsung Electronics Co. Ltd., Sony Corporation, StarVR Corporation, Unity Technologies Inc., Unreal Engine, and others. An in-depth view of the competitive outlook includes future capacities, key mergers & acquisitions, financial overview, partnerships, collaborations, new product launches, new product developments and other developments with information in terms of H.Q.
 
 
METHODOLOGY:
 
A combination of primary and secondary research has been used to determine the market estimates and forecasts. Sources used for secondary research include (but not limited to) Paid Data Sources, Company Websites, Technical Journals, Annual Reports, SEC Filings and various other industry publications. Specific details on methodology used for this report can be provided on demand.

1. INTRODUCTION

  • Introduction To Virtual Reality (VR)
  • Report Description
    • Objectives Of The Study
    • Assumptions
  • Research Scope
  • Research Methodology
    • Data Source
 
2. EXECUTIVE SUMMARY
  • Market Highlight
  • Global Virtual Reality (VR) Market: Snapshot
 
3. MARKET ANALYSIS
  • Drivers
  • Restraints
  • Opportunities
  • Porter’s Five Forces Analysis
  • Value Chain Analysis
 
4. VIRTUAL REALITY (VR) MARKET ANALYSIS BY TYPE
  • Virtual Reality (VR) Market In Hardware
    • Virtual Reality (VR) Market In Mobile
    • Virtual Reality (VR) Market In Console
    • Virtual Reality (VR) Market In PC
  • Virtual Reality (VR) Market In Software
 
5. VIRTUAL REALITY (VR) MARKET ANALYSIS BY END USER VERTICAL
  • Virtual Reality (VR) Market In Consumer
    • Virtual Reality (VR) Market In Gaming
    • Virtual Reality (VR) Market In Media and Entertainment
  • Virtual Reality (VR) Market In Commercial
    • Virtual Reality (VR) Market In Retail
    • Virtual Reality (VR) Market In Healthcare
    • Virtual Reality (VR) Market In Military and Defense
    • Virtual Reality (VR) Market In Real Estate
    • Virtual Reality (VR) Market In Education
 
6. VIRTUAL REALITY (VR)MARKET ANALYSIS BY GEOGRAPHY
  • North America (NA)
    • North America Market Estimates
    • North America Market Estimates By Country
    • United States (U.S.)Market Estimates By Segments
    • Rest Of North America Market Estimates By Segments
  • Europe (EU)
    • Europe Market Estimates
    • Europe Market Estimates By Country
    • United Kingdom (UK)Market Estimates By Segments
    • Germany Market Estimates By Segments
    • France Market Estimates By Segments
    • Rest Of EuropeMarket Estimates By Segments
  • Asia Pacific (APAC)
    • Asia Pacific Market Estimates
    • Asia Pacific Market Estimates By Country  
    • China Market Estimates By Segments
    • Japan Market Estimates By Segments
    • India Market Estimates By Segments
    • Rest Of Asia Pacific Market Estimates By Segments
  • Latin America (LA)   
    • Latin America Market Estimates
    • Latin America Market Estimates By Country
    • Brazil Market Estimates By Segments
    • Rest Of Latin America Market Estimates By Segments
  • Middle East And Africa (MEA)   
    • Middle East And Africa Market Estimates
    • Middle East And Africa Market Estimates By Country
    • Middle East Market Estimates By Segments
    • Africa Market Estimates By Segments
 
7. COMPETITIVE LANDSCAPE OF THE VIRTUAL REALITY (VR)COMPANIES
  • Market Competition
  • Partnerships/Collaborations/Agreements
  • Mergers And Acquisitions
  • New Product Launches
  • Other Developments
 
8. COMPANY PROFILES OF THE VIRTUAL REALITY (VR) INDUSTRY (Company Overview, Financial, Major Products & Recent Development)
  • FOVE Inc.
  • Google LLC
  • Lenovo Group Ltd.
  • Oculus VR LLC
  • Pico Interactive Inc.
  • Samsung Electronics Co. Ltd.
  • Sony Corporation
  • StarVR Corporation
  • Unity Technologies Inc.
  • Unreal Engine and others.
  • Others
 
* Tentative TOC
 
LIST OF TABLES
 
Table 1.  Market Highlights OfVirtual Reality (VR)
Table 2.  Global Virtual Reality (VR) Market By Type
Table 3.  Global Virtual Reality (VR) Market By End-User Vertical
Table 4.  Global Virtual Reality (VR) Market By Geography
Table 5.  North America Virtual Reality (VR) Market
Table 6.  Europe Virtual Reality (VR) Market
Table 7.  Asia Pacific Virtual Reality (VR) Market
Table 8.  Latin America Virtual Reality (VR) Market
Table 9.  Middle East And Africa Virtual Reality (VR) Market 
Table 10. Partnership/Collaboration/Agreements
Table 11. Mergers And Acquisitions
Table 12. New Product Development
Table 13. Other Developments
  
LIST OF FIGURES
 
Fig. 1.     Market Segmentation Of Virtual Reality (VR) Market 
Fig. 2.     Top-Down Approach   
Fig. 3.     Bottom-Up Approach   
Fig. 4.     Market Highlights OfVirtual Reality (VR)
Fig. 5.     Porter’s Five Forces Analysis
Fig. 6.     Value Chain Analysis
Fig. 7.     Global Virtual Reality (VR) Market By Type
Fig. 8.     Global Virtual Reality (VR) Market By End-User Vertical
Fig. 9.     Global Virtual Reality (VR) Market By Geography
Fig. 10.   North America Virtual Reality (VR) Market
Fig. 11.   Europe Virtual Reality (VR) Market
Fig. 12.   Asia Pacific Virtual Reality (VR) Market
Fig. 13.   Latin America Virtual Reality (VR) Market
Fig. 14.   Middle East And Africa Virtual Reality (VR) Market
Fig. 15.   Market Share OfVirtual Reality (VR) Companies
Fig. 16.   Recent Developments In Virtual Reality (VR) Industry
 
 
* Kindly note that the above listed are the basic tables and figures of the report and are not limited to the TOC. 

Objectives of Study

  • Define and measure the global market
  • Volume or revenue forecast of the global market and its various sub-segments with respect to main geographies
  • Analyze and identify major market trends along with the factors driving or inhibiting the market growth
  • Study the company profiles of the major market players with their market share
  • Analyze competitive developments

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