Market Research Reports and Industry Reports

Virtual Reality Market by Technology Virtual Reality Market by Component (Hardware and Software), Technology (Non-Immersive, Semi- & Fully Immersive), Device Type (Head-Mounted Display, Gesture Control Device), Application and Geography - Global Forecast to 2022

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“Increasing adoption of head-mounted displays in gaming and entertainment to drive the virtual reality market”
The virtual reality market size, in terms of value, is expected to grow from USD 1.37 billion in 2015 to USD 33.90 billion by 2022, at a CAGR of 57.8% between 2016 and 2022. Virtual reality manufacturers witnessed an increased shipment of devices for various applications such as consumer and commercial among others. The growing demand for smartphones and the growth of mobile VR in the near future would drive the virtual reality market.
 
“The virtual reality market for head-mounted displays to grow at a high rate during the forecast period”
The head-mounted displays have a high potential for growth, owing to their easy availability and high demand in gaming applications. “Asia-Pacific expected to be the fastest-growing region”
The presence of companies such as the Sony Corporation (Japan), HTC Corporation (Taiwan), and Samsung Electronics Co., Ltd. (South Korea) has helped the growth of the VR market in the APAC region. The growing consumer and commercial markets with increased investments in the APAC region such as Japan, India, and China would help the growth of the virtual reality market in APAC.
In the process of determining and verifying the market size for several segments and subsegments gathered through secondary research, extensive primary interviews were conducted with key people.

The break-up of profile of primary participants is given below:
• By Company Type: Tier 1 – 35%, Tier 2 – 45%, and Tier 3 – 20%
• By Designation: C-Level Executives – 35%, Directors – 25%, and Others – 40%
• By Region: North America – 45%, Europe – 20%, APAC – 30%, and RoW – 5%
The key players in the virtual reality market profiled in the report are as follows:
1. Oculus VR, LLC (U.S.)
2. Sony Corporation (Japan)
3. HTC Corporation (Taiwan)
4. Samsung Electronics Co., Ltd. (South Korea)
5. EON Reality Inc. (U.S.)
6. Google Inc. (U.S.)
7. Microsoft Corporation (U.S.)
8. Vuzix Corporation (U.S.)
9. CyberGlove Systems, Inc. (U.S.)
10. Sensics, Inc. (U.S.)
11. Leap Motion, Inc. (U.S.)
12. Sixense Entertainment, Inc. (U.S.)

The report would help the market leaders/new entrants in this market in the following ways:

1. This report segments the virtual reality market comprehensively and provides the closest approximations of the overall market size and that of the subsegments across different verticals and regions.
2. The report helps stakeholders to understand the pulse of the market and provides them information on key market drivers, restraints, challenges, and opportunities.
3. This report would help stakeholders to understand their competitors better and gain more insights to enhance their position in the business. The competitive landscape section includes competitor ecosystem, new product developments and launches, partnerships, and mergers & acquisitions in the virtual reality market.
  

 1 INTRODUCTION 14
 1.1 OBJECTIVES OF THE STUDY 14
 1.2 MARKET DEFINITION 14
 1.3 STUDY SCOPE 15
 1.3.1 MARKETS COVERED 15
 1.3.2 GEOGRAPHIC SCOPE 16
 1.3.3 YEARS CONSIDERED FOR THE STUDY 16
 1.4 CURRENCY 17
 1.5 LIMITATIONS 17
 1.6 STAKEHOLDERS 17
 2 RESEARCH METHODOLOGY 18
 2.1 RESEARCH DATA 18
 2.1.1 SECONDARY DATA 19
 2.1.1.1 Key data from secondary sources 19
 2.1.2 PRIMARY DATA 20
 2.1.2.1 Key data from primary sources 20
 2.1.2.2 Key industry insights 21
 2.1.2.3 Breakdown of primaries 21
 2.2 MARKET SIZE ESTIMATION 22
 2.2.1 BOTTOM-UP APPROACH 22
 2.2.2 TOP-DOWN APPROACH 23
 2.3 MARKET BREAKDOWN & DATA TRIANGULATION 24
 2.4 RESEARCH ASSUMPTIONS 25
 2.4.1 ASSUMPTIONS 25
 3 EXECUTIVE SUMMARY 26
 4 PREMIUM INSIGHTS 31
 4.1 VIRTUAL REALITY MARKET, 2016–2022 (USD BILLION) 31
 4.2 VIRTUAL REALITY MARKET IN ASIA-PACIFIC 32
 4.3 VIRTUAL REALITY MARKET: DEVELOPED VS. DEVELOPING MARKETS, 2015 AND 2022 (USD MILLION) 33
 4.4 U.S. HOLDS THE LARGEST MARKET SHARE IN THE VIRTUAL REALITY MARKET DURING THE FORECAST PERIOD 33
 4.5 VIRTUAL REALITY MARKET: BY APPLICATION 34
 4.6 VIRTUAL REALITY MARKET: CONSUMER AND COMMERCIAL VERTICALS (2015) 34
  
 5 MARKET OVERVIEW 35
 5.1 INTRODUCTION 36
 5.2 MARKET SEGMENTATION 36
 5.2.1 VIRTUAL REALITY MARKET, BY COMPONENT 36
 5.2.2 VIRTUAL REALITY MARKET, BY TECHNOLOGY 36
 5.2.3 VIRTUAL REALITY MARKET, BY DEVICE TYPE 36
 5.2.4 VIRTUAL REALITY MARKET, BY APPLICATION 37
 5.2.5 VIRTUAL REALITY MARKET, BY GEOGRAPHY 37
 5.3 MARKET EVOLUTION 38
 5.4 MARKET DYNAMICS: VIRTUAL REALITY MARKET 39
 5.4.1 DRIVERS 40
 5.4.1.1 Increasing adoption of head-mounted displays (HMD) in gaming and entertainment sector 40
 5.4.1.2 Decline in the prices of displays and other hardware components of hmds 40
 5.4.1.3 Use of VR for training and simulation in defense 40
 5.4.2 RESTRAINTS 41
 5.4.2.1 Display latency and energy consumption affect the overall performance of virtual reality devices 41
 5.4.2.2 Lack of movement and health concerns related to low resolution 41
 5.4.3 OPPORTUNITIES 42
 5.4.3.1 Significant number of investments in the virtual reality market 42
 5.4.3.2 Increasing adoption of head-mounted displays in medical and healthcare 42
 5.4.3.3 Increasing applications in the architecture & design segment 42
 5.4.4 CHALLENGES 43
 5.4.4.1 Developing user-friendly virtual reality and tracking systems for easy acceptance and penetration of the virtual reality 43
 6 INDUSTRY TRENDS 44
 6.1 INTRODUCTION 44
 6.2 VALUE CHAIN ANALYSIS: VIRTUAL REALITY 44
 6.3 KEY TRENDS IN THE VIRTUAL REALITY MARKET 45
 6.4 PORTER’S FIVE FORCES ANALYSIS 47
 6.4.1 BARGAINING POWER OF SUPPLIERS 49
 6.4.2 BARGAINING POWER OF BUYERS 50
 6.4.3 THREAT OF NEW ENTRANTS 51
 6.4.4 THREAT OF SUBSTITUTES 52
 6.4.5 INTENSITY OF RIVALRY 53
 7 VIRTUAL REALITY MARKET, BY COMPONENT 54
 7.1 INTRODUCTION 55
 7.2 VIRTUAL REALITY MARKET FOR COMPONENTS 55
 7.2.1 HARDWARE COMPONENTS IN THE VIRTUAL REALITY MARKET 57
 7.2.1.1 Sensors 57
 7.2.1.1.1 Accelerometers 57
 7.2.1.1.2 Gyroscopes 58
 7.2.1.1.3 Magnetometers 58
 7.2.1.1.4 Global Positioning Systems 58
 7.2.1.1.5 Proximity sensors 58
 7.2.1.2 Semiconductor components 59
 7.2.1.2.1 Controllers/Processors 59
 7.2.1.2.2 Integrated circuits 59
 7.2.1.3 Displays 59
 7.2.2 SOFTWARE COMPONENTS AND SERVICES IN THE VIRTUAL REALITY MARKET 60
 7.2.2.1 Software development kits 60
 7.2.2.2 Cloud-based solutions 60
 8 VIRTUAL REALITY MARKET, BY TECHNOLOGY 61
 8.1 INTRODUCTION 62
 8.2 VIRTUAL REALITY TECHNOLOGY 62
 8.2.1 NON-IMMERSIVE TECHNOLOGY 63
 8.2.2 SEMI-IMMERSIVE & FULLY IMMERSIVE TECHNOLOGIES 63
 9 VIRTUAL REALITY MARKET, BY DEVICE TYPE 65
 9.1 INTRODUCTION 66
 9.2 VIRTUAL REALITY DEVICES 66
 9.2.1 HEAD-MOUNTED DISPLAYS (HMDS) 67
 9.2.2 GESTURE CONTROL DEVICES 68
 9.2.2.1 Data gloves 69
 9.2.2.2 Others 69
 9.2.3 PROJECTORS & DISPLAY WALLS 70
 10 VIRTUAL REALITY MARKET, BY APPLICATION 71
 10.1 INTRODUCTION 72
 10.2 VIRTUAL REALITY APPLICATIONS 72
 10.2.1 CONSUMER 73
 10.2.1.1 Gaming & entertainment 77
 10.2.1.1.1 Sports 78
 10.2.2 COMMERCIAL 78
 10.2.2.1 Retail 79
 10.2.2.2 Education & training 79
 10.2.2.3 Tourism 79
 10.2.3 AEROSPACE & DEFENSE 83
  
 10.2.4 MEDICAL 86
 10.2.4.1.1 Surgery 90
 10.2.4.1.2 Fitness management 90
 10.2.4.1.3 Pharmacy management 90
 10.2.4.1.4 Medical training 90
 10.2.5 INDUSTRIAL 91
 10.2.6 OTHERS 94
 10.2.6.1 Automotive 94
 10.2.6.2 Architecture and building design 94
 10.2.6.3 Enterprise solutions 95
 10.2.6.4 Geospatial mining 95
 11 VIRTUAL REALITY MARKET, BY GEOGRAPHY 99
 11.1 INTRODUCTION 100
 11.2 NORTH AMERICA 102
 11.2.1 U.S. 105
 11.2.2 CANADA 106
 11.2.3 MEXICO 107
 11.3 EUROPE 107
 11.3.1 U.K. 110
 11.3.2 GERMANY 111
 11.3.3 FRANCE 112
 11.3.4 REST OF EUROPE 113
 11.4 ASIA-PACIFIC (APAC) 114
 11.4.1 CHINA 116
 11.4.2 INDIA 117
 11.4.3 SOUTH KOREA 118
 11.4.4 JAPAN 119
 11.4.5 REST OF APAC 120
 11.5 REST OF THE WORLD (ROW) 120
 11.5.1 MIDDLE EAST & AFRICA 121
 11.5.2 LATIN AMERICA 122
 12 COMPETITIVE LANDSCAPE 123
 12.1 INTRODUCTION 123
 12.2 COMPETITIVE SCENARIO 126
 12.2.1 NEW PRODUCT LAUNCHES & DEVELOPMENTS 127
 12.2.2 PARTNERSHIPS 128
 12.2.3 AGREEMENTS, COLLABORATIONS, AND CAPITAL FUNDINGS 129
 12.2.4 ACQUISITIONS AND EXPANSIONS 130
  
 13 COMPANY PROFILE 131
 (Overview, Products and Services, Financials, Strategy & Development)*
 13.1 INTRODUCTION 131
 13.2 OCULUS VR, LLC 132
 13.3 SONY CORPORATION 134
 13.4 SAMSUNG ELECTRONICS CO., LTD. 137
 13.5 HTC CORPORATION 140
 13.6 EON REALITY, INC. 142
 13.7 GOOGLE INC. 145
 13.8 MICROSOFT CORPORATION 148
 13.9 VUZIX CORPORATION 151
 13.10 CYBERGLOVE SYSTEMS INC. 154
 13.11 SENSICS, INC. 156
 13.12 LEAP MOTION, INC. 158
 13.13 SIXENSE ENTERTAINMENT, INC. 160
 13.14 KEY INNOVATORS IN THE VR MARKET 162
 *Details on Overview, Products and Services, Financials, Strategy & Development might not be Captured in case of Unlisted Companies.
 14 APPENDIX 163
 14.1 INSIGHTS OF INDUSTRY EXPERTS 163
 14.2 DISCUSSION GUIDE 164
 14.3 KNOWLEDGE STORE: MARKETSANDMARKETS’ SUBSCRIPTION PORTAL 166
 14.4 INTRODUCING RT: REAL-TIME MARKET INTELLIGENCE 168
 14.5 AVAILABLE CUSTOMIZATION 170
 14.6 RELATED REPORTS 170


List Of Tables

 TABLE 1 KEY TRENDS IN THE VIRTUAL REALITY MARKET 46
 TABLE 2 INTENSITY OF RIVALRY AND BARGAINING POWER OF BUYERS HAD A MAJOR IMPACT ON THE OVERALL VIRTUAL REALITY MARKET 48
 TABLE 3 VIRTUAL REALITY MARKET, BY COMPONENT, 2013–2022 (USD BILLION) 56
 TABLE 4 VIRTUAL REALITY MARKET FOR HARDWARE COMPONENTS, BY TYPE,
 2013–2022 (USD MILLION) 56
 TABLE 5 VIRTUAL REALITY MARKET FOR SOFTWARE COMPONENTS, BY TECHNOLOGY, 2013–2022 (USD MILLION) 57
 TABLE 6 VIRTUAL REALITY MARKET, BY TECHNOLOGY, 2013–2022 (USD MILLION) 64
 TABLE 7 SEMI-IMMERSIVE & FULLY IMMERSIVE VIRTUAL REALITY MARKET,
 BY DEVICE TYPE, 2013–2022 (USD MILLION) 64
 TABLE 8 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2013–2022 (USD MILLION) 66
 TABLE 9 VIRTUAL REALITY MARKET FOR HMDS, BY APPLICATION,
 2013–2022 (USD MILLION) 67
 TABLE 10 VIRTUAL REALITY MARKET FOR GESTURE CONTROL DEVICES, BY APPLICATION, 2013–2022 (USD MILLION) 68
 TABLE 11 VIRTUAL REALITY MARKET FOR GESTURE CONTROL DEVICES, BY TYPE,
 2013–2022 (USD MILLION) 69
 TABLE 12 VIRTUAL REALITY MARKET FOR PROJECTORS & DISPLAY WALLS, BY APPLICATION, 2013–2022 (USD MILLION) 70
 TABLE 13 VIRTUAL REALITY MARKET, BY APPLICATION, 2013–2022 (USD MILLION) 73
 TABLE 14 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY DEVICE TYPE,
 2013–2022 (USD MILLION) 74
 TABLE 15 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY REGION,
 2013–2022 (USD MILLION) 74
 TABLE 16 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN NORTH AMERICA,
 BY COUNTRY, 2013–2022 (USD MILLION) 75
 TABLE 17 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN EUROPE,
 BY COUNTRY, 2013–2022 (USD MILLION) 75
 TABLE 18 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 76
 TABLE 19 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION IN ROW, BY REGION, 2013–2022 (USD MILLION) 76
 TABLE 20 VIRTUAL REALITY MARKET FOR CONSUMER APPLICATION, BY TYPE,
 2013–2022 (USD MILLION) 77
 TABLE 21 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY DEVICE TYPE, 2013–2022 (USD MILLION) 78
 TABLE 22 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY TYPE,
 2013–2022 (USD MILLION) 80
 TABLE 23 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION, BY REGION,
 2013–2022 (USD MILLION) 80
 TABLE 24 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 81
 TABLE 25 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN EUROPE,
 BY COUNTRY, 2013–2022 (USD MILLION) 81
 TABLE 26 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 82
 TABLE 27 VIRTUAL REALITY MARKET FOR COMMERCIAL APPLICATION IN ROW, BY REGION, 2013–2022 (USD MILLION) 82
 TABLE 28 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION,
 BY DEVICE TYPE, 2013–2022 (USD MILLION) 83
 TABLE 29 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION, BY REGION, 2013–2022 (USD MILLION) 84
 TABLE 30 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN NORTH AMERICA, BY COUNTRY, 2013–2022 (USD MILLION) 84
 TABLE 31 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 85
 TABLE 32 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN APAC,
 BY COUNTRY, 2013–2022 (USD MILLION) 85
 TABLE 33 VIRTUAL REALITY MARKET FOR AEROSPACE & DEFENSE APPLICATION IN ROW,
 BY REGION, 2013–2022 (USD MILLION) 86
 TABLE 34 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION, BY DEVICE TYPE,
 2013–2022 (USD MILLION) 87
 TABLE 35 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION, BY REGION,
 2013–2022 (USD MILLION) 87
 TABLE 36 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN NORTH AMERICA,
 BY COUNTRY, 2013–2022 (USD MILLION) 88
 TABLE 37 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 88
 TABLE 38 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 89
 TABLE 39 VIRTUAL REALITY MARKET FOR MEDICAL APPLICATION IN ROW, BY REGION, 2013–2022 (USD MILLION) 89
 TABLE 40 VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION, BY DEVICE TYPE,
 2013–2022 (USD MILLION) 91
 TABLE 41 VIRTUAL REALITY MARKET FOR INDUSTRIAL VERTICAL, BY REGION,
 2013–2022 (USD MILLION) 92
 TABLE 42 VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN NORTH AMERICA,
 BY COUNTRY, 2013–2022 (USD MILLION) 92
 TABLE 43 VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN EUROPE,
 BY COUNTRY, 2013–2022 (USD MILLION) 93
 TABLE 44 VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 93
 TABLE 45 VIRTUAL REALITY MARKET FOR INDUSTRIAL APPLICATION IN ROW, BY REGION, 2013–2022 (USD MILLION) 94
 TABLE 46 VIRTUAL REALITY MARKET FOR OTHER APPLICATION, BY DEVICE TYPE,
 2013–2022 (USD MILLION) 95
 TABLE 47 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS, BY REGION,
 2013–2022 (USD MILLION) 96
 TABLE 48 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN NORTH AMERICA,
 BY COUNTRY, 2013–2022 (USD MILLION) 96
 TABLE 49 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 97
 TABLE 50 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 97
 TABLE 51 VIRTUAL REALITY MARKET FOR OTHER APPLICATIONS IN ROW, BY REGION,
 2013–2022 (USD MILLION) 98
 TABLE 52 VIRTUAL REALITY MARKET, BY REGION, 2013–2022 (USD BILLION) 101
 TABLE 53 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY APPLICATION,
 2013–2022 (USD MILLION) 104
 TABLE 54 VIRTUAL REALITY MARKET IN NORTH AMERICA, BY COUNTRY,
 2013–2022 (USD MILLION) 104
 TABLE 55 VIRTUAL REALITY MARKET IN U.S., BY APPLICATION, 2013–2022 (USD MILLION) 105
 TABLE 56 VIRTUAL REALITY MARKET IN CANADA, BY APPLICATION,
 2013–2022 (USD MILLION) 106
 TABLE 57 VIRTUAL REALITY MARKET IN MEXICO, BY APPLICATION,
 2013–2022 (USD MILLION) 107
 TABLE 58 VIRTUAL REALITY MARKET IN EUROPE, BY APPLICATION,
 2013–2022 (USD MILLION) 109
 TABLE 59 VIRTUAL REALITY MARKET IN EUROPE, BY COUNTRY, 2013–2022 (USD MILLION) 109
 TABLE 60 VIRTUAL REALITY MARKET IN U.K., BY APPLICATION, 2013–2022 (USD MILLION) 110
 TABLE 61 VIRTUAL REALITY MARKET IN GERMANY, BY APPLICATION,
 2013–2022 (USD MILLION) 111
 TABLE 62 VIRTUAL REALITY MARKET IN FRANCE, BY APPLICATION,
 2013–2022 (USD MILLION) 112
 TABLE 63 VIRTUAL REALITY MARKET IN REST OF EUROPE, BY APPLICATION,
 2013–2022 (USD MILLION) 113
 TABLE 64 VIRTUAL REALITY MARKET IN APAC, BY APPLICATION, 2013–2022 (USD MILLION) 115
 TABLE 65 VIRTUAL REALITY MARKET IN APAC, BY COUNTRY, 2013–2022 (USD MILLION) 115
 TABLE 66 VIRTUAL REALITY MARKET IN CHINA, BY APPLICATION, 2013–2022 (USD MILLION) 117
 TABLE 67 VIRTUAL REALITY MARKET IN INDIA, BY APPLICATION, 2013–2022 (USD MILLION) 117
 TABLE 68 VIRTUAL REALITY MARKET IN SOUTH KOREA, BY APPLICATION,
 2013–2022 (USD MILLION) 118
 TABLE 69 VIRTUAL REALITY MARKET IN JAPAN, BY APPLICTION, 2013–2022 (USD MILLION) 119
 TABLE 70 VIRTUAL REALITY MARKET IN REST OF APAC, BY APPLICATION,
 2013–2022 (USD MILLION) 120
 TABLE 71 VIRTUAL REALITY MARKET IN ROW, BY APPLICATION, 2013–2022 (USD MILLION) 120
 TABLE 72 VIRTUAL REALITY MARKET IN ROW, BY REGION, 2013–2022 (USD MILLION) 121
 TABLE 73 VIRTUAL REALITY MARKET IN MIDDLE EAST & AFRICA, BY APPLICATION,
 2013–2022 (USD MILLION) 121
 TABLE 74 VIRTUAL REALITY MARKET IN LATIN AMERICA, BY APPLICATION,
 2013–2022 (USD MILLION) 122
 TABLE 75 RANKING OF TOP 5 PLAYERS IN THE VIRTUAL REALITY MARKET 124
 TABLE 76 EW PRODUCT LAUNCHES & DEVELOPMENTS: VIRTUAL REALITY MARKET,
 2015–2016 127
 TABLE 77 PARTNERSHIP: VIRTUAL REALITY MARKET, 2014–2016 128
 TABLE 78 AGREMENTS. COLLABORATIONS, AND CAPITAL FUNDINGS: VIRTUAL REALITY, 2014–2016 129
 TABLE 79 ACQUISITIONS AND EXPANSIONS: VIRTUAL REALITY MARKET, 2015–2016 130


List Of Figures

 FIGURE 1 OVERVIEW OF THE MICROMARKETS COVERED 15
 FIGURE 2 GLOBAL VIRTUAL REALITY MARKET: RESEARCH DESIGN 18
 FIGURE 3 MARKET SIZE ESTIMATION METHODOLOGY: BOTTOM-UP APPROACH 22
 FIGURE 4 MARKET SIZE ESTIMATION METHODOLOGY: TOP-DOWN APPROACH 23
 FIGURE 5 DATA TRIANGULATION 24
 FIGURE 6 GLOBAL VIRTUAL REALITY MARKET, 2013–2022 (USD BILLION) 27
 FIGURE 7 VIRTUAL REALITY MARKET, BY DEVICE TYPE, 2015 VS. 2022 27
 FIGURE 8 CONSUMER APPLICATION EXPECTED TO WITNESS HIGHEST GROWTH IN VIRTUAL REALITY MARKET BETWEEN 2016 AND 2022 28
 FIGURE 9 NORTH AMERICA HAD HIGHEST MARKET SHARE FOR VIRTUAL REALITY IN 2015 29
 FIGURE 10 REGION-WISE MARKET SIZE OF TOP 2 VIRTUAL REALITY APPLICATIONS, 2015 30
 FIGURE 11 ATTRACTIVE OPPORTUNITIES FOR THE VIRTUAL REALITY MARKET (2016–2022) 31
 FIGURE 12 CHINA EXPECTED TO ACCOUNT FOR THE LARGEST SHARE OF MARKET IN APAC,
 BY 2022 32
 FIGURE 13 U.S. TO HOLD THE LARGEST MARKET BY 2022 33
 FIGURE 14 U.S., CHINA, JAPAN, AND SOUTH KOREA EXPECTED TO GROW AT THE HIGHEST RATE IN THE VIRTUAL REALITY MARKET 33
 FIGURE 15 THE CONSUMER AND COMMERCIAL APPLICATIONS TO DOMINATE THE VIRTUAL REALITY MARKET DURING THE FORECAST PERIOD 34
 FIGURE 16 CONSUMER VERTICAL TO HAVE A PROMISING FUTURE IN THE APAC REGION BETWEEN 2016 AND 2022 34
 FIGURE 17 VIRTUAL REALITY MARKET, BY GEOGRAPHY 37
 FIGURE 18 HISTORY OF VIRTUAL REALITY 38
 FIGURE 19 INCREASING ADOPTION OF HEAD-MOUNTED DISPLAYS IN VARIOUS APPLICATIONS IS A DRIVING FORCE FOR THE GROWTH OF THE VR MARKET 39
 FIGURE 20 VALUE CHAIN ANALYSIS OF VIRTUAL REALITY (2015): MAJOR VALUE ADDED DURING RESEARCH & PRODUCT DEVELOPMENT AND MANUFACTURING STAGES 44
 FIGURE 21 PORTER’S FIVE FORCES ANALYSIS:BARGAINING POWER OF BUYERS HAD THE HIGHEST IMPACT 47
 FIGURE 22 VIRTUAL REALITY MARKET: PORTER’S FIVE FORCES ANALYSIS 48
 FIGURE 23 INCREASE IN THE NUMBER OF SUPPLIERS WOULD REDUCE THEIR BARGAINING POWER 49
 FIGURE 24 BARGAINING POWER OF BUYERS IS HIGH OWING TO THE INCREASE IN THE NUMBER OF SUPPLIERS IN THE MARKET 50
 FIGURE 25 HIGH CAPITAL REQUIREMENT IS A MAJOR CHALLENGE FOR NEW ENTRANTS 51
 FIGURE 26 THREAT OF SUBSTITUTES HAS A LOW IMPACT DUE TO COMPETITIVE PRICING 52
 FIGURE 27 INTENSITY OF RIVALRY IS HIGH DUE TO A HIGH NUMBER OF EXISTING PLAYERS 53
 FIGURE 28 VR MARKET FOR SOFTWARE COMPONENTS ESTIMATED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022 55
 FIGURE 29 VIRTUAL REALITY MARKET, BY TECHNOLOGY 62
 FIGURE 30 MARKET FOR SEMI-IMMERSIVE AND FULLY IMMERSIVE TECHNOLOGIES EXPECTED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022 62
 FIGURE 31 MARKET FOR HEAD-MOUNTED DISPLAYS EXPECTED TO GROW AT THE HIGHEST RATE BETWEEN 2016 AND 2022 66
 FIGURE 32 MARKET FOR CONSUMER APPLICATION LIKELY TO GROW AT THE HIGHEST RATE BY DURING THE FORECAST PERIOD 72
 FIGURE 33 GEOGRAPHIC SNAPSHOT: APAC MARKET TO GROW AT THE HIGHEST RATE DURING THE FORECAST PERIOD 100
 FIGURE 34 THE U.S. TO LEAD THE VIRTUAL REALITY MARKET BETWEEN 2016 AND 2022 101
 FIGURE 35 VIRTUAL REALITY MARKET OVERVIEW IN NORTH AMERICA, 2015 103
 FIGURE 36 VIRTUAL REALITY MARKET OVERVIEW IN EUROPE, 2015 108
 FIGURE 37 VIRTUAL REALITY MARKET OVERVIEW IN APAC, 2015 114
 FIGURE 38 COMPANIES ADOPTED NEW PRODUCT LAUNCHES & DEVELOPMENTS AS THE KEY GROWTH STRATEGY BETWEEN 2013 AND 2016 123
 FIGURE 39 PRODUCT ANALYSIS OF MAJOR COMPANIES IN THE VIRTUAL REALITY MARKET 125
 FIGURE 40 MARKET EVALUATION FRAMEWORK: NEW PRODUCT LAUNCHES & DEVELOPMENTS FUELED MARKET GROWTH BETWEEN 2013 AND 2016 126
 FIGURE 41 BATTLE FOR MARKET SHARE IN THE VIRTUAL REALITY MARKET: NEW PRODUCT LAUNCHES & DEVELOPMENTS AND PARTNERSHIPS WERE THE KEY STRATEGIES 127
 FIGURE 42 GEOGRAPHIC REVENUE MIX OF MAJOR PLAYERS 131
 FIGURE 43 OCULUS VR, LLC: SWOT ANALYSIS 133
 FIGURE 44 SONY CORPORATION: COMPANY SNAPSHOT 134
 FIGURE 45 SONY CORPORATION: SWOT ANALYSIS 136
 FIGURE 46 SAMSUNG ELECTRONICS CO., LTD: COMPANY SNAPSHOT 137
 FIGURE 47 SAMSUNG ELECTRONICS CO., LTD.: SWOT ANALYSIS 139
 FIGURE 48 HTC CORPORATION: COMPANY SNAPSHOT 140
 FIGURE 49 HTC CORPORATION: SWOT ANALYS 141
 FIGURE 50 EON REALITY, INC.: SWOT ANALYSIS 144
 FIGURE 51 GOOGLE INC.: COMPANY SNAPSHOT 145
 FIGURE 52 GOOGLE INC.: SWOT ANALYS 147
 FIGURE 53 MICROSOFT COPRORATION: COMPANY SNAPSHOT 148
 FIGURE 54 MICROSOFT CORPORATION: SWOT ANALYSIS 150
 FIGURE 55 VUZIX CORPORATION: COMPANY SNAPSHOT 151
 FIGURE 56 VUZIX CORPORATION: SWOT ANALYSIS 153


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Notes:Sales, means the sales volume of Virtual Reality DeviceRevenue, means the sales value of Virtual Reality DeviceThis report studies sales (consumption) of Virtual Reality Device in Global market, especially in

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Global Mobile Augmented Reality Market Professional Survey Report 2016

Notes:Production, means the output of Mobile Augmented RealityRevenue, means the sales value of Mobile Augmented RealityThis report studies Mobile Augmented Reality in Global market, especially in North America, Europe, China,

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Reports Details

Published Date : Jul 2016
No. of Pages :172
Country :Global
Category :Semiconductors
Publisher :MarketsandMarkets
Report Delivery By :Email
Report Delivery Time :12 to 24 hours after placing the order.

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