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, 2019-2026

ID:VMR11210723
January 2020
Report Formats:

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.
 
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)



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 . PREFACE
       1.1. Report Description
           1.1.1. Objective
           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
       3.1. Introduction
       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
       7.2. Introduction
       7.3. North America
           7.3.1. Overview
           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. Europe
           7.4.1. Overview
           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
           7.4.5. France
           7.4.6. Germany
           7.4.7 Rest of Europe
       7.5. Asia Pacific
           7.5.1. Overview
           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
           7.5.4. China
           7.5.5. Japan
           7.5.6. India
           7.5.7. Rest of Asia Pacific
       7.6. Latin America
           7.6.1. Overview
           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
           7.6.4. Brazil
           7.6.5. Rest of Latin America
       7.7. Middle East & Africa
           7.7.1. Overview
           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
           7.7.5. Africa
 
8 . COMPETITIVE LANDSCAPE OF THE VIRTUAL REALITY (VR) COMPANIES
       8.1. Virtual Reality (Vr) Market Competition
       8.2. Partnership/Collaboration/Agreement
       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
           9.3.2. Financials
           9.3.3. Products
           9.3.4. Recent Developments
       9.4. Google LLC
           9.4.1. Company Overview
           9.4.2. Financials
           9.4.3. Products
           9.4.4. Recent Developments
       9.5. Lenovo Group Ltd.
           9.5.1. Company Overview
           9.5.2. Financials
           9.5.3. Products
           9.5.4. Recent Developments
       9.6. Oculus VR LLC
           9.6.1. Company Overview
           9.6.2. Financials
           9.6.3. Products
           9.6.4. Recent Developments
       9.7. Pico Interactive Inc.
           9.7.1. Company Overview
           9.7.2. Financials
           9.7.3. Products
           9.7.4. Recent Developments
       9.8. Samsung Electronics Co. Ltd.
           9.8.1. Company Overview
           9.8.2. Financials
           9.8.3. Products
           9.8.4. Recent Developments
       9.9. Sony Corporation
           9.9.1. Company Overview
           9.9.2. Financials
           9.9.3. Products
           9.9.4. Recent Developments
       9.10. StarVR Corporation
           9.10.1. Company Overview
           9.10.2. Financials
           9.10.3. Products
           9.10.4. Recent Developments
       9.11. Unity Technologies Inc.
           9.11.1. Company Overview
           9.11.2. Financials
           9.11.3. Products
           9.11.4. Recent Developments
       9.12. Unreal Engine and others.
           9.12.1. Company Overview
           9.12.2. Financials
           9.12.3. Products
           9.12.4. Recent Developments
       9.13. Others
           9.13.1. Company Overview
           9.13.2. Financials
           9.13.3. Products
           9.13.4. Recent Developments
 
10.  IMPACT ANALYSIS OF COVID-19 OUTBREAK
       10.1. Impact Analysis of Covid-19 Outbreak on the Market
           10.1.1. Direct Impact on Production
           10.1.2. Supply Chain and Market Disruption
           10.1.3. Financial Impact on Firms and Financial Markets
       10.2. COVID-19 Impact Analysis by Production, Import, Export and Demand
       10.3. Pre V/S Post COVID-19 Market
       10.4. Estimated Impact of the Coronavirus (COVID-19) Epidemic on the Market Size in 2020, by Scenario
       10.5. COVID-19: Micro and Macro Factor Analysis on the Market
    
 *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

  •  Global Market Snapshot
  •  Drivers of the Global Market Impact Analysis
  •  Restraints of the Global Market Impact Analysis
  •  List of Raw Material
  •  List of Raw Material Manufactures
  •  List of Potential Buyers 
  •  COVID-19 Impact Analysis by Production, Import, Export and Demand
  •  Pre V/S Post COVID-19 Market
  •  Estimated Impact Of The Coronavirus (Covid-19) Epidemic On The Market Size In 2020, By Scenario
  •  COVID-19: Micro and Macro Factor Analysis on the Market
  •  Global Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Global Virtual Reality (Vr) Market Analysis in Hardware by Geography (USD MN)
  •  Global Virtual Reality (Vr) Market Analysis in Software by Geography (USD MN)
  •  Global Virtual Reality (Vr) Market Analysis by End User Vertical (USD MN)
  •  Global Virtual Reality (Vr) Market Analysis in Consumer by Geography (USD MN)
  •  Global Virtual Reality (Vr) Market Analysis in Commercial by Geography (USD MN)
  •  Global Virtual Reality (Vr) Market by Geography (USD MN)
  •  North America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  North America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  North America Virtual Reality (Vr) Market Estimate by Country (USD MN)
  •  United State Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  United State Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Rest of North America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Rest of North America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Europe Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Europe Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  United Kingdom Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  United Kingdom Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  France Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  France Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Germany Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Germany Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Rest of Europe Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Rest of Europe Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Asia Pacific Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Asia Pacific Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Asia Pacific Virtual Reality (Vr) Market Estimate by Country (USD MN)
  •  China Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  China Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Japan Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Japan Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  India Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  India Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Rest of Asia Pacific Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Rest of Asia Pacific Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Latin America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Latin America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Latin America Virtual Reality (Vr) Market Estimate by Country (USD MN)
  •  Brazil Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Brazil Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Rest of Latin America Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Rest of Latin America Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Middle East & Africa Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Middle East & Africa Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Middle East & Africa Virtual Reality (Vr) Market Estimate by Country (USD MN)
  •  Middle East Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Middle East Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Africa Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Africa Virtual Reality (Vr) Market Estimate by End User Vertical (USD MN)
  •  Partnership/Collaboration/Agreement
  •  Mergers And Acquisiton
  •  New Product Launch
  •  Other Developments
  •  Company Market Share Analysis, 2019
 
 LIST OF FIGURES
  •  Research Scope of Virtual Reality (Vr) Report
  •  Market Research Process
  •  Market Research Methodology
  •  Global Virtual Reality (Vr) Market Size, by Region (USD MN)
  •  Porters Five Forces Analysis
  •  Market Attractiveness Analysis by Type
  •  Market Attractiveness Analysis by End User Vertical
  •  Market Attractiveness Analysis by Region
  •  Value Chain Analysis
  •  Global Virtual Reality (Vr) Market Analysis by Type (USD MN)
  •  Global Virtual Reality (Vr) Market Analysis in Hardware by Geography (USD MN)
  •  Global Virtual Reality (Vr) Market Analysis in Software by Geography (USD MN)
  •  Global Virtual Reality (Vr) Market Analysis by End User Vertical (USD MN)
  •  Global Virtual Reality (Vr) Market Analysis in Consumer by Geography (USD MN)
  •  Global Virtual Reality (Vr) Market Analysis in Commercial by Geography (USD MN)
  •  Latin America Virtual Reality (Vr) Market by Revenue
  •  Middle East & Africa Virtual Reality (Vr) Market by Revenue
  •  Recent Development in Virtual Reality (Vr) Industry
  •  Company Market Share Analysis, 2019

* 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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