Global Virtual Reality Market Size, Market Share, Application Analysis, Regional Outlook, Growth Trends, Key Players, Competitive Strategies and Forecasts, 2017 - 2025

  • ID: 4394918
  • Report
  • Region: Global
  • Acute Market Reports
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FEATURED COMPANIES

  • Barco N.V.
  • EON Reality, Inc.
  • Leap Motion, Inc.
  • Microsoft Corporation
  • Oculus VR, Inc.
  • Sensics, Inc.
  • MORE
Virtual Reality Market (VR) (Consumer (Gaming, and Entertainment), and Enterprise & Public Sector (Retail and Marketing, Engineering and Design, Healthcare, Military, and Others (Education, etc) - Growth, Share, Opportunities, Competitive Analysis, and Forecast 2017 - 2025 the virtual reality market is expected to exceed US$ 30.0 Bn by 2023, witnessing a double digit compound annual growth rate during the forecast period.

Market Insights

The virtual reality (VR) technology traces its roots to the latter half of the previous century. In spite of being around for decades, the technology did not receive the expected acceptance in the initial years. However, after all years of hype surrounding the latent potential of the technology, it is expected to become mainstream in the coming years. We expect VRs capability to improve during the forecast period 2016 - 2023 with further improvements in processors, screen resolutions, content development for specific formats.

Competitive Insights

The global virtual reality market is highly fragmented across different end-use segments, requiring manufacturers and technology developers to understand unique differences and requirements of each industry separately. The leading top 4 players in the global virtual reality market account for less than 45 percent of the global market revenue. Some of the leading players identified in the global virtual reality market include Oculus VR, Inc. (Facebook Inc., the U.S.), Sony Corporation (Japan), Samsung Electronics, Co. Ltd. (South Korea), Vuzix Corporation (the U.S.), Sensics, Inc. (the U.S.), Microsoft Corporation (the U.S.), EON Reality, Inc. (the U.S.), and Sixense Entertainment, Inc. (the U.S.) among others. The global virtual reality market also includes large number of niche players, which account for trivial market share individually. The global virtual reality market is supported by technology development and innovation. The competitive rivalry among current market players is comparatively high.

Key Trends:
  • Growing demand for virtual reality-based wearable displays (ex - head mounted displays) in consumer applications
  • Declining price of hardware components
  • Proliferation of mobile devices and advancements in their computational capabilities
  • Hand tracking, head tracking, and eye tracking functionalities have become more commonplace in consumer VR devices
  • Emergence of VR app store
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Note: Product cover images may vary from those shown
2 of 4

FEATURED COMPANIES

  • Barco N.V.
  • EON Reality, Inc.
  • Leap Motion, Inc.
  • Microsoft Corporation
  • Oculus VR, Inc.
  • Sensics, Inc.
  • MORE
Chapter 1 Preface
1.1 Report Description
1.1.1 Purpose of the Report
1.1.2 Target Audience
1.1.3 USP and Key Offerings
1.2 Research Scope
1.3 Market Segmentation
1.4 Research Methodology
1.4.1 Phase I - Secondary Research
1.4.2 Phase II - Primary Research
1.4.3 Phase III - Expert Panel Review
1.4.4 Assumptions
1.4.5 Approach Adopted

Chapter 2 Executive Summary
2.1 Market Snapshot: Global Virtual Reality Market
2.2 Global Virtual Reality Market, By Component, 2015
2.3 Global Virtual Reality Market, By Platform, 2015
2.4 Global Virtual Reality Market, By End-use Application, 2015
2.5 Global Virtual Reality Market, By Geography,2015

Chapter 3 Market Dynamics
3.1 Product Insights and Market Overview
3.1.1 Global Virtual Reality Market Revenue and Growth, 2015 - 2025, (US$ Mn and % Y-o-Y)
3.2 Key Market Trends and Future Outlook
3.2.1 Evolution
3.2.2 Recent Trends
3.2.3 Future Outlook
3.3 Market Drivers
3.4 Market Growth Inhibitors
3.5 Opportunities
3.6 See-Saw Analysis
3.6.1 Impact Analysis of Drivers and Restraints
3.7 Ecosystem Analysis
3.8 Competitive Analysis
3.8.1 Market Positioning of Key Vendors
3.8.2 Key Strategies Adopted By Leading Vendors
3.8.3 Analyst Recommendations

Chapter 4 Virtual Reality Market, By Component
4.1 Market Analysis
4.1.1 Global Virtual Reality Market Revenue Contribution, By Component, 2014 & 2022 (Value %)
4.2 Hardware
4.2.1 Global Virtual Reality Market Revenue and Growth for Hardware, 2015 - 2025, (US$ Mn)
4.3 Software
4.3.1 Global Virtual Reality Market Revenue and Growth for Software, 2015 - 2025, (US$ Mn)

Chapter 5 Virtual Reality Market, By End-use Application
5.1 Market Analysis
5.1.1 Global Virtual Reality Market Revenue Contribution, By End-use Application, 2014 & 2022 (US$ Mn)
5.2 Consumer
5.2.1 Global Virtual Reality Market Revenue and Growth for Consumer Applications, 2015 - 2025, (US$ Mn)
5.2.2 Gaming
5.2.2.1 Global Virtual Reality Market Revenue and Growth for Gaming Applications, 2015 - 2025, (US$ Mn)
5.2.3 Entertainment
5.2.3.1 Global Virtual Reality Market Revenue and Growth for Entertainment Applications, 2015 - 2025, (US$ Mn)
5.3 Enterprise and Public Sector
5.3.1 Global Virtual Reality Market Revenue and Growth for Enterprise & Public Sector Applications, 2015 - 2025, (US$ Mn)
5.3.2 Retail and Marketing
5.3.2.1 Global Virtual Reality Market Revenue and Growth for Retail and Marketing Applications, 2015 - 2025, (US$ Mn)
5.3.3 Engineering and Design
5.3.3.1 Global Virtual Reality Market Revenue and Growth for Engineering and Design Applications, 2015 - 2025, (US$ Mn)
5.3.4 Healthcare
5.3.4.1 Global Virtual Reality Market Revenue and Growth for Healthcare Applications, 2015 - 2025, (US$ Mn)
5.3.5 Military
5.3.5.1 Global Virtual Reality Market Revenue and Growth for Military Applications, 2015 - 2025, (US$ Mn)
5.3.6 Others
5.3.6.1 Global Virtual Reality Market Revenue and Growth for Entertainment Applications, 2015 - 2025, (US$ Mn)

Chapter 6 Virtual Reality Market, By Platform
6.1 Market Analysis
6.1.1 Global Virtual Reality Market Revenue Contribution, By Platform, 2015 & 2022 (Value %)
6.2 Mobile
6.2.1 Global Virtual Reality Market Revenue and Growth for Mobile Platform, 2015 - 2025, (US$ Mn)
6.3 PC (Personal Compter)
6.3.1 Global Virtual Reality Market Revenue and Growth for PC Platform 2015 - 2025, (US$ Mn)
6.4 Console
6.4.1 Global Virtual Reality Market Revenue and Growth for Console Platform 2015 - 2025, (US$ Mn)

Chapter 7 North America Virtual Reality Market Analysis
7.1 Overview
7.1.1 North America Virtual Reality Market Revenue and Growth, 2015 - 2025, (US$ Mn) (Y-o-Y %)
7.2 North America Virtual Reality Market Analysis, By Component, 2015 - 2025 (US$ Mn)
7.2.1 SRC Analysis
7.3 North America Virtual Reality Market Analysis, By End-use Application, 2015 - 2025 (US$ Mn)
7.3.1 SRC Analysis
7.4 North America Virtual Reality Market Analysis, By Platform, 2015 - 2025 (US$ Mn)
7.4.1 SRC Analysis
7.5 North America Virtual Reality Market Analysis, By Country, 2015 - 2025 (US$ Mn)
7.5.1 SRC Analysis
7.5.2 U.S.
7.5.3 Canada

Chapter 8 Europe Virtual Reality Market Analysis
8.1 Overview
8.1.1 Europe Virtual Reality Market Revenue and Growth, 2015 - 2025, (US$ Mn) (Y-o-Y %)
8.2 Europe Virtual Reality Market Analysis, By Component, 2015 - 2025 (US$ Mn)
8.2.1 SRC Analysis
8.3 Europe Virtual Reality Market Analysis, By End-use Application, 2015 - 2025 (US$ Mn)
8.3.1 SRC Analysis
8.4 Europe Virtual Reality Market Analysis, By Platform, 2015 - 2025 (US$ Mn)
8.4.1 SRC Analysis
8.5 Europe Virtual Reality Market Analysis, By Country, 2015 - 2025 (US$ Mn)
8.5.1 SRC Analysis
8.5.2 U.K.
8.5.3 France
8.5.4 Germany
8.5.5 Russia
8.5.6 Rest of Europe

Chapter 9 Asia Pacific Virtual Reality Market Analysis
9.1 Overview
9.1.1 Asia Pacific Virtual Reality Market Revenue and Growth, 2015 - 2025, (US$ Mn) (Y-o-Y %)
9.2 Asia Pacific Virtual Reality Market Analysis, By Component, 2015 - 2025 (US$ Mn)
9.2.1 SRC Analysis
9.3 Asia Pacific Virtual Reality Market Analysis, By End-use Application, 2015 - 2025 (US$ Mn)
9.3.1 SRC Analysis
9.4 Asia Pacific Virtual Reality Market Analysis, By Platform, 2015 - 2025 (US$ Mn)
9.4.1 SRC Analysis
9.5 Asia Pacific Virtual Reality Market Analysis, By Country, 2015 - 2025 (US$ Mn)
9.5.1 SRC Analysis
9.5.2 China
9.5.3 Japan
9.5.4 India
9.5.5 Australasia
9.5.6 Rest of Asia Pacific

Chapter 10 Rest of World Virtual Reality Market Analysis
10.1 Overview
10.1.1 Rest of World Virtual Reality Market Revenue and Growth, 2015 - 2025, (US$ Mn) (Y-o-Y %)
10.2 Rest of World Virtual Reality Market Analysis, By Component, 2015 - 2025 (US$ Mn)
10.2.1 SRC Analysis
10.3 Rest of World Virtual Reality Market Analysis, By End-use Application, 2015 - 2025 (US$ Mn)
10.3.1 SRC Analysis
10.4 Rest of World Virtual Reality Market Analysis, By Platform, 2015 - 2025 (US$ Mn)
10.4.1 SRC Analysis
10.5 Rest of World Virtual Reality Market Analysis, By Country, 2015 - 2025 (US$ Mn)
10.5.1 SRC Analysis
10.5.2 Latin America
10.5.3 Middle East
10.5.4 Africa

Chapter 11 Company Profiles
11.1 Oculus VR, Inc.
11.1.1 Oculus VR, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.2 Sony Corporation
11.2.1 Sony Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.3 Samsung Electronics, Co., Ltd.
11.3.1 Samsung Electronics, Co., Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.4 Sensics, Inc.
11.4.1 Sensics, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.5 Vuzix Corporation
11.5.1 Vuzix Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.6 Microsoft Corporation
11.6.1 Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.7 EON Reality, Inc.
11.7.1 EON Reality, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.8 Sixense International, Inc.
11.8.1 Sixense International, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.9 Leap Motion, Inc.
11.9.1 Leap Motion, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
11.10 Barco N.V.
11.10.1 Barco N.V: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)

List of Figures
Fig. 1 Global Virtual Reality: Market Segmentation
Fig. 2 Global Virtual Reality Market: Research Methodology
Fig. 3 Top-Down and Bottom Up Approach
Fig. 4 Global Virtual Reality Market, By Component, 2015 (US$ Mn)
Fig. 5 Global Virtual Reality Market, By Platform, 2015 (US$ Mn)
Fig. 6 Global Virtual Reality Market, By End-use Application, 2015 (US$ Mn)
Fig. 7 Global Virtual Reality Market, By Geography, 2015 (US$ Mn)
Fig. 8 Global Virtual Reality Market Revenue and Growth, 2015 - 2025, (US$ Mn and % Y-o-Y)
Fig. 9 See-Saw Analysis : Global Virtual Reality Market
Fig. 10 Ecosystem Analysis: Global Virtual Reality Industry
Fig. 11 Market Positioning of Key Virtual Reality Solution Providers, 2015
Fig. 12 Global Virtual Reality Market Revenue Contribution, By Component, 2015 & 2022 (Value %)
Fig. 13 Global Virtual Reality Market Revenue and Growth for Hadware, 2015 - 2025, (US$ Mn)
Fig. 14 Global Virtual Reality Market Revenue and Growth for Software, 2015 - 2025, (US$ Mn)
Fig. 15 Global Virtual Reality Market Revenue Contribution, By End-use Application, 2014 & 2022 (US$ Mn)
Fig. 16 Global Virtual Reality Market Revenue and Growth for Consumer Applications, 2015 - 2025, (US$ Mn)
Fig. 17 Global Virtual Reality Market Revenue and Growth for Gaming Applications, 2015 - 2025, (US$ Mn)
Fig. 18 Global Virtual Reality Market Revenue and Growth for Entertainment Applications, 2015 - 2025, (US$ Mn)
Fig. 19 Global Virtual Reality Market Revenue and Growth for Enterprise and Public Sector Applications, 2015 - 2025, (US$ Mn)
Fig. 20 Global Virtual Reality Market Revenue and Growth for Retail & Marketing Applications, 2015 - 2025, (US$ Mn)
Fig. 21 Global Virtual Reality Market Revenue and Growth for Engineering & Design Applications, 2015 - 2025, (US$ Mn)
Fig. 22 Global Virtual Reality Market Revenue and Growth for Healtcare Applications, 2015 - 2025, (US$ Mn)
Fig. 23 Global Virtual Reality Market Revenue and Growth for Military Applications, 2015 - 2025, (US$ Mn)
Fig. 24 Global Virtual Reality Market Revenue and Growth for Other Applications, 2015 - 2025, (US$ Mn)
Fig. 25 Global Virtual Reality Market Revenue and Growth for Mobile Platform, 2015 - 2025, (US$ Mn)
Fig. 26 Global Virtual Reality Market Revenue and Growth for PC Platform, 2015 - 2025, (US$ Mn)
Fig. 27 Global Virtual Reality Market Revenue and Growth for Console Platform, 2015 - 2025, (US$ Mn)
Fig. 28 North America Virtual Reality Market Revenue and Growth, 2015 - 2025, (US$ Mn) (Y-o-Y %)
Fig. 29 Europe Virtual Reality Market Revenue and Growth, 2015 - 2025, (US$ Mn) (Y-o-Y %)
Fig. 30 Asia Pacific Virtual Reality Market Revenue and Growth, 2015 - 2025, (US$ Mn) (Y-o-Y %)
Fig. 31 RoW Virtual Reality Market, 2013- 2022, (US$ Mn) (Y-o-Y %)

List of Tables
Table 1 Market Snapshot: Global Virtual Reality Market
Table 2 Evolution of Virtual Reality Technology
Table 3 Impact Indicators
Table 4 Impact Analysis of Drivers and Restraints
Table 5 North America Virtual Reality Market Revenue, By Component, 2015 - 2025 (US$ Mn)
Table 6 North America Virtual Reality Market Revenue, By End-use Application, 2015 - 2025 (US$ Mn)
Table 7 North America Virtual Reality Market Revenue, By Platform, 2015 - 2025 (US$ Mn)
Table 8 North America Virtual Reality Market Revenue, By Country, 2015 - 2025 (US$ Mn)
Table 9 Europe Virtual Reality Market Revenue, By Component, 2015 - 2025 (US$ Mn)
Table 10 Europe Virtual Reality Market Revenue, By End-use Application, 2015 - 2025 (US$ Mn)
Table 11 Europe Virtual Reality Market Revenue, By Platform, 2015 - 2025 (US$ Mn)
Table 12 Europe Virtual Reality Market Revenue, By Country, 2015 - 2025 (US$ Mn)
Table 13 Asia Pacific Virtual Reality Market Revenue, By Component, 2015 - 2025 (US$ Mn)
Table 14 Asia Pacific Virtual Reality Market Revenue, By End-use Application, 2015 - 2025 (US$ Mn)
Table 15 Asia Pacific Virtual Reality Market Revenue, By Platform, 2015 - 2025 (US$ Mn)
Table 16 Asia Pacific Virtual Reality Market Revenue, By Country, 2015 - 2025 (US$ Mn)
Table 17 Rest of World Virtual Reality Market Revenue, By Component, 2015 - 2025 (US$ Mn)
Table 18 Rest of World Virtual Reality Market Revenue, By End-use Application, 2015 - 2025 (US$ Mn)
Table 19 Rest of World Virtual Reality Market Revenue, By Platform, 2015 - 2025 (US$ Mn)
Table 20 Rest of World Virtual Reality Market Revenue, By Region, 2015 - 2025 (US$ Mn)
Table 21 Oculus VR, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
Table 22 Sony Corporation.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
Table 23 Samsung Electronics, Co., Ltd.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
Table 24 Sensics, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
Table 25 Vuzix Corporation.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
Table 26 Microsoft Corporation: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
Table 27 EON Reality, Inc.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
Table 28 Sixense International, Inc..: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
Table 29 Leap Motion, Inc..: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
Table 30 Barco N.V.: Company Snapshot (Company Details, Geographical Presence, Product Portfolio, Key Industries Served, SCOT Analysis, Recent Developments)
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  • Oculus VR, Inc.
  • Sony Corporation
  • Samsung Electronics, Co., Ltd.
  • Sensics, Inc.
  • Vuzix Corporation
  • Microsoft Corporation
  • EON Reality, Inc.
  • Sixense International, Inc.
  • Leap Motion, Inc.
  • Barco N.V.
Note: Product cover images may vary from those shown
5 of 4
Note: Product cover images may vary from those shown
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