Global Virtual Reality Market

Naturally, the definition of Virtual Reality is Near-Reality although technically we can say that Virtual Reality describes a three-dimensional world which is generated by a computer-generated environment. This environment is free to be explored and interacted by a person. The person blends into this world of virtual reality and is able to manipulate objects and perform various actions. With the industry stated to grow at CAGR XX by 20XX it is supposed to poised at $XX bn.
There are various range of systems which help us create this illusion of reality such as headsets, omni-directional treadmills, special gloves and lot more. To physically create the illusion of reality is more difficult to construct than it sounds. This is owing to the fact that our brain and senses are evolved to provide us a synchronized and mediated experience. Even if there is a minor glitch, we will be able to distinguish clearly. Thus, immersiveness and realism are the key factors in this technology. There are various commercial applications of this technology in high-performance computers, VR Games applications, consumer electronics, medical and many more.

Market Dynamics

The market is driven by declining prices of VR hardware. Due to the increase in usage of this technology, the prices of various VR components like the VR Headsets and VR cardboards are set to decline. The rising demand of smartphones will complement to the growing sales of VR devices. Further, VR Headsets are stated to be the next big thing in personal entertainment. The ASP of VR Headsets is expected to go down from $ XX in 20XX to $ XX by 20XX. However, lack of awareness about VR technology, high initial investment, compatibility issues with virtual reality devices with VR consoles pose a great challenge to an otherwise budding industry.

Market Segmentation

The Market is segmented on the basis of platform, component and technology verticals. The platform vertical comprises of Mobile, PC and Console. Among these the major revenue-contributor is the mobile gaming segment. Upcoming trends like the integration of VR and augmented reality in mobile games are expected to give high revenue to this segment. By component it is divided into Hardware and Software. Hardware amounts for more than XX% of the total market revenue. With brand like Samsung, Oculus, and Sony stated to launch affordable VR Head Mounted Displays (HMDs) this segment is stated to continue its dominance.

Regional/Geographic Analysis

The market was heavily dominated by the US this is owing to the extensive investment in the R&D and presence of several major players in this region. Lately, there has been a tremendous rise in the Asia Pacific region and is expected to grow faster as the technology has gained prominence owing to the launch of innovativeVR headsets targeted for the booming VR gaming industry.

Key players

Some of the major players in the market include Barco,Google, Microsoft, Facebook, Samsung, Qualcomm Vuforia, METAIOs SDK, TotalImmersion, Sony CyberGlove Systems LLC, -Oculus VR LLC, Alphabet, Inc., HTC Corporation and Leap Motion



Report Contents:

> Market segments
> Market Drivers, Restraints and Opportunities
> Market Size & Forecast 2016 to 2022
> Supply & Demand Value Chain
> Market - Current Trends
> Competition & Major Companies
> Technology and R&D Status
> Porters Five Force Analysis
> Strategic and Critical Success Factor Analysis of Key players

Regional Analysis:

> North America

>> US and Canada


> Latin America

>> Mexico, Brazil, Argentina and Rest of Latin America


> Western Europe

>> EU5 (Germany, France, Italy, Spain, U.K.)
>> Nordic Countries (Denmark, Finland, Norway, and Sweden)
>> Benelux (Belgium, The Netherlands, and Luxembourg)
>> Rest of Western Europe


> Eastern Europe

>> Russia
>> Poland
>> Rest of Eastern Europe


> Asia Pacific

>> China
>> India
>> Japan
>> Australia and New Zealand
>> Rest of Asia Pacific


> Middle East and Africa

>> GCC countries (Saudi Arabia, Oman, Qatar, Bahrain, UAE and Kuwait)
>> South Africa
>> North Africa
>> Rest of Middle East and Africa



This report is an elaborate aggregation of primary inputs from industry experts and participants across the supply chain. It provides details on Market Segmentation which is derived from several product mapping exercises, macroeconomic parameters and other qualitative and quantitative insights. The impact of all such factors is delivered across multiple market segments and geographies.

Report Highlights:

> Detailed Historical Overview (Market Origins, Product Launch Timeline, etc.)
> Consumer and Pricing Analysis
> Market Dynamics of the industry
> Market Segmentation
> Estimated Market Sizing in terms of volume and value
> Recent trends in Market and impact
> Research Status and Technology Overview
> Extensive Industry Structure Coverage



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