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Virtual Reality Market Hardware (Head Mounted Display, Input System) & Software (Real Estate, Live Events, Videogame, Video Entertainment, HealthCare) Global Analysis

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According to Renub Research study it is anticipated that Global Virtual Reality market will increase by 8 times by 2020, from its current market size. In the global virtual reality market, application segment will lead the market over the hardware segment. Healthcare is the leading segment in 2016. But due to growing competition from other sectors (Real Estate, Live Events, Videogame and Video Entertainment), healthcare leading position is expected to change by 2020. However, In terms of key players, HTC is leading the virtual reality market globally.

Virtual Reality Market Hardware (Head Mounted Display, Input System) & Software (Real Estate, Live Events, Videogame, Video Entertainment, HealthCare) Global Analysis provides a comprehensive assessment of the fastevolving, highgrowth virtual reality market. This report studies separate sales analysis of four companies: Sony, Microsoft, Facebook, HTC. A five year historic analysis is also provided for these markets. This 69 page report with 39 Figures and 1 Tables studies the Global virtual reality market from 6 views points:

1) Market and Forecast
2) Market Share and Forecast
3) By Hardware Segments (Head Mounted Display, Input System) Market and Forecast
4) By Application Segments (Real Estate, Live Events, Videogame, Video Entertainment, HealthCare)
5) Company Sales Analysis (Company Overview, Exposure / Initiatives to Virtual Reality, Virtual Reality Sale, Virtual Reality Volume Sales)
6) Key Growth Drivers & Challenges

Key Companies covered in the report are as follows

1) Sony
2) Microsoft
3) Facebook
4) HTC
5) Largan Precision
6) Samsung Electronics
7) GoPro

Data Sources

This report is built using data and information sourced from proprietary databases, primary and secondary research and in house analysis by Renub Research team of industry experts.

Primary sources include industry surveys and telephone interviews with industry experts.

Secondary sources information and data has been collected from various printable and non printable sources like search engines, News websites, Government Websites, Trade Journals, White papers, Government Agencies, Magazines, Newspapers, Trade associations, Books, Industry Portals, Industry Associations and access to more than 500 paid databases.
1. Executive Summary

2. Global Virtual Reality Market (2014 2020)

3. Global Virtual Reality Share Analysis (2014 2020)
3.1 Global Virtual Reality Market Share (2014 2015)
3.2 Global Virtual Reality Hardware Share Analysis (2014 2020)
3.3 Global Virtual Reality Applications Share Analysis (2016 2020)
3.4 Virtual Reality Company Sales Value Share Analysis (2016 2020)
3.5 Virtual Reality Company Volume Share Analysis (2016 2020)

4. Global Virtual Reality Hardware Market (2014 2020)
4.1 Global Virtual Reality Head Mounted Display (HMD) Market (2014 2020)
4.1.1 Global Head Mounted Display (HMD) Early Majority Market (2015 2020)
4.1.2 Global Head Mounted Display (HMD) Early Adopters Market (2015 2020)
4.1.3 Global Head Mounted Display (HMD) Innovators Market (2014 2020)

4.2 Global Input System Market (2014 2020)
4.2.1 Global Input System Early Majority Market (2015 2020)
4.2.2 Global Input System Early Adopters Market (2015 2020)
4.2.3 Global Input System Innovators Market (2014 2020)

5. Global Virtual Reality Applications (Software) Market (2014 2020)
5.1 Global Virtual Reality Real Estate Market (2016 2020)
5.2 Global Virtual Reality Live Events Market (2016 2020)
5.3 Global Virtual Reality Videogame Software Market (2016 2020)
5.4 Global Virtual Reality Video Entertainment Market (2016 2020)
5.5 Global Virtual Reality HealthCare Market (2010 2020)
6. Key Virtual Reality Company Analysis (2016 2020)

6.1 Sony
6.1.1 Company Overview
6.1.2 Exposure / Initiatives to Virtual Reality
6.1.3 Sony VR Sales Analysis
6.1.4 Sony Volume Sales Analysis

6.2 Microsoft
6.2.1 Company Overview
6.2.2 Exposure / Initiatives to Virtual Reality
6.2.3 Microsoft VR Sales Analysis
6.2.4 Microsoft Volume Sales Analysis

6.3 Facebook
6.3.1 Company Overview
6.3.2 Exposure / Initiatives to Virtual Reality
6.3.3 Facebook VR Sales Analysis
6.3.4 Facebook Volume Sales Analysis

6.4 HTC
6.4.1 Company Overview
6.4.2 Exposure / Initiatives to Virtual Reality
6.4.3 HTC VR Sales Analysis
6.4.4 HTC Volume Sales Analysis

6.5 Largan Precision
6.5.1 Company Overview
6.5.2 Exposure/Initiatives to Virtual Reality

6.6 Samsung Electronics
6.6.1 Company Overview
6.6.2 Exposure / Initiatives to Virtual Reality

6.7 GoPro
6.7.1 Company Overview
6.7.2 Exposure / Initiatives to Virtual Reality

7. Growth Drivers of Virtual Reality
7.1 Increasing Investment in Virtual Reality
7.2 Technological Advancement

8. Challenges in Virtual Reality
8.1 Virtual Reality Hardware Price Is a Big Issue

List Of Tables

Table 71: Investment/ Acquisition in Virtual Reality (Million US$), 2014 2015

List Of Figures

Figure 2 1: Global Virtual Reality Market (Million US$), 2014 2015
Figure 2 2: Global Forecast for Virtual Reality Market (Million US$), 2016 2020

Figure 3 1: Global Virtual Reality Market Share (Percent), 2014 2015
Figure 3 2: Global Forecast for Virtual Reality Market Share (Percent), 2016 2020
Figure 3 3: Global Virtual Reality Hardware Market Share (Percent), 2014 2015
Figure 3 4: Global Forecast for Virtual Reality Hardware Market Share (Percent), 2016 2020
Figure 3 5: Global Forecast for Virtual Reality Applications Market Share (Percent), 2016 2020
Figure 3 6: Virtual Reality Company Future Sales Value Share (Percent), 2016 2020
Figure 3 7: Virtual Reality Company Future Volume Share (Percent), 2016 2020

Figure 4 1: Global Virtual Reality Hardware Market (Million US$), 2014 2015
Figure 4 2: Global Forecast for Virtual Reality Hardware Market (Million US$), 2016 2020
Figure 4 3: Global Virtual Reality Head Mounted Display (HMD) Market (Million US$), 2014 2015
Figure 4 4: Global Forecast for Virtual Reality Head Mounted Display (HMD) Market (Million US$), 2016 2020
Figure 4 5: Global Head Mounted Display (HMD) Early Majority Present & Future Market (Million US$), 2015 2020
Figure 4 6: Global Head Mounted Display (HMD) Early Adopters Present & Future Market (Million US$), 2015 2020
Figure 4 7: Global Head Mounted Display (HMD) Innovators Market (Million US$), 2014 2015
Figure 4 8: Global Forecast for Head Mounted Display (HMD) Innovators Market (Million US$), 2016 2020
Figure 4 9: Global Input System Market (Million US$), 2014 2015
Figure 4 10: Global Forecast for Input System Market (Million US$), 2016 2020
Figure 4 11: Global Input System Early Majority Present & Future Market (Million US$), 2015 2020
Figure 4 12: Global Input System Early Adopters Present & Future Market (Million US$), 2015 2020
Figure 4 13: Global Input System Innovators Market (Million US$), 2014 2015
Figure 4 14: Global Forecast for Input System Innovators Market (Million US$), 2016 2020

Figure 5 1: Global Virtual Reality Applications (Software) Market (Million US$), 2014 2015
Figure 5 2: Global Forecast for Virtual Reality Applications (Software) Market (Million US$), 2016 2020
Figure 5 3: Global Virtual Reality Real Estate Future Market (Million US$), 2016 2020
Figure 5 4: Global Virtual Reality Live Events Future Market (Million US$), 2016 2020
Figure 5 5: Global Virtual Reality Videogame Software Future Market (Million US$), 2016 2020
Figure 5 6: Global Virtual Reality Video Entertainment Future Market (Million US$), 2016 2020
Figure 5 7: Global Virtual Reality HealthCare Market (Million US$), 2010 2015
Figure 5 8: Global Forecast for Virtual Reality HealthCare Market (Million US$), 2016 2020

Figure 6 1: Sony Virtual Reality Future Sales Value (Million US$), 2016 2020
Figure 6 2: Sony Virtual Reality Future Sales Volume (Thousand), 2016 2020
Figure 6 3: Microsoft Virtual Reality Future Sales Value (Million US$), 2016 2020
Figure 6 4: Microsoft Virtual Reality Future Sales Volume (Thousand), 2016 2020
Figure 6 5: Facebook Virtual Reality Future Sales Value (Million US$), 2016 2020
Figure 6 6: Facebook Virtual Reality Future Sales Volume (Thousand), 2016 2020
Figure 6 7: HTC Virtual Reality Future Sales Value (Million US$), 2016 2020
Figure 6 8: HTC Virtual Reality Future Sales Volume (Thousand), 2016 2020

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Reports Details

Published Date : Jun 2016
No. of Pages :69
Country :Global
Category :Information Technology
Publisher :Renub Research
Report Delivery By :Email
Report Delivery Time :12 to 24 hours after placing the order.

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