As per this study, the Global Virtual Reality (VR) Market was valued USD XX.X MN (by revenue) in 2019 and is anticipated to reach USD XX.X MN by 2026 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.
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).
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.
1 . PREFACE
1.1. Report Description
1.1.2. Target Audience
1.1.3. Unique Selling Proposition (USP) & offerings
1.2. Research Scope
1.3. Research Methodology
1.3.1. Market Research Process
1.3.2. Market Research Methodology
2 . EXECUTIVE SUMMARY
2.1. Highlights of Virtual Reality (Vr) Market
2.2. Global Virtual Reality (Vr) Market Snapshot
3 . VIRTUAL REALITY (VR) – INDUSTRY ANALYSIS
3.2. Market Drivers of Virtual Reality (Vr) Market
3.3. Market Restraints of Virtual Reality (Vr) Market
3.4. Opportunities of Virtual Reality (Vr) Market
3.5. Trends of Virtual Reality (Vr) Market
3.6. Porter’s Five Force Analysis of Virtual Reality (Vr) Market
3.7. Virtual Reality (Vr) Market Attractiveness Analysis
3.7.1 Market Attractive Analysis by Type
3.7.2 Market Attractive Analysis by End User Vertical
3.7.3 Market Attractive Analysis by Region
4 . VALUE CHAIN ANALYSIS
4.1. Virtual Reality (Vr) Value Chain Analysis
4.2. Virtual Reality (Vr) Raw Material Analysis
4.2.1. List of Raw Materials
4.2.2. Virtual Reality (Vr) Raw Material Manufactures List
4.2.3. Price Trend of Virtual Reality (Vr) Key Raw Materials
4.3. List of Potential Buyers
4.4. Marketing Channel
4.4.1. Direct Marketing
4.4.2. Indirect Marketing
4.4.3. Marketing Channel Development Trend
5 . GLOBAL VIRTUAL REALITY (VR) MARKET ANALYSIS BY TYPE
5.1 Overview by Type
5.2 Global Virtual Reality (Vr) Market Analysis by Type
5.3 Market Analysis of Hardware by Regions
5.4 Market Analysis of Software by Regions
6 . GLOBAL VIRTUAL REALITY (VR) MARKET ANALYSIS BY END USER VERTICAL
6.1 Overview by End User Vertical
6.2 Global Virtual Reality (Vr) Market Analysis by End User Vertical
6.3 Market Analysis of Consumer by Regions
6.4 Market Analysis of Commercial by Regions
7 . GLOBAL VIRTUAL REALITY (VR) MARKET ANALYSIS BY GEOGRAPHY
7.1. Regional Outlook
7.3. North America
7.3.2. North America Virtual Reality (Vr) Market Estimate by Market Segment
7.3.3. North America Virtual Reality (Vr) Market Estimate by Country
7.3.4. United State
7.3.5. Rest of North America
7.4.2. Europe Virtual Reality (Vr) Market Estimate by Market Segment
7.4.3. Europe Virtual Reality (Vr) Market Estimate by Country
7.4.4. United Kingdom
7.4.7 Rest of Europe
7.5. Asia Pacific
7.5.2. Asia Pacific Virtual Reality (Vr) Market Estimate by Market Segment
7.5.3. Asia Pacific Virtual Reality (Vr) Market Estimate by Country
7.5.7. Rest of Asia Pacific
7.6. Latin America
7.6.2. Latin America Virtual Reality (Vr) Market Estimate by Market Segment
7.6.3. Latin America Virtual Reality (Vr) Market Estimate by Country
7.6.5. Rest of Latin America
7.7. Middle East & Africa
7.7.2. Middle East & Africa Virtual Reality (Vr) Market Estimate by Market Segment
7.7.3. Middle East & Africa Virtual Reality (Vr) Market Estimate by Country
7.7.4. Middle East
8 . COMPETITIVE LANDSCAPE OF THE VIRTUAL REALITY (VR) COMPANIES
8.1. Virtual Reality (Vr) Market Competition
8.3. Merger And Acquisitions
8.4. New Product Launch
8.5. Other Developments
9 . COMPANY PROFILES OF VIRTUAL REALITY (VR) INDUSTRY
9.1. Company Share Analysis
9.2. Market Concentration Rate
9.3. FOVE Inc.
9.3.1. Company Overview
9.3.4. Recent Developments
9.4. Google LLC
9.4.1. Company Overview
9.4.4. Recent Developments
9.5. Lenovo Group Ltd.
9.5.1. Company Overview
9.5.4. Recent Developments
9.6. Oculus VR LLC
9.6.1. Company Overview
9.6.4. Recent Developments
9.7. Pico Interactive Inc.
9.7.1. Company Overview
9.7.4. Recent Developments
9.8. Samsung Electronics Co. Ltd.
9.8.1. Company Overview
9.8.4. Recent Developments
9.9. Sony Corporation
9.9.1. Company Overview
9.9.4. Recent Developments
9.10. StarVR Corporation
9.10.1. Company Overview
9.10.4. Recent Developments
9.11. Unity Technologies Inc.
9.11.1. Company Overview
9.11.4. Recent Developments
9.12. Unreal Engine and others.
9.12.1. Company Overview
9.12.4. Recent Developments
9.13.1. Company Overview
9.13.4. Recent Developments
*Note - in company profiling, financial details and recent development are subject to availability or might not be covered in case of private companies
LIST OF TABLES
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