Global Virtual Reality market - By Component, Compatibility, Region - Market Size, Demand Forecasts, Industry Trends and Updates (2016-2022)

  • ID: 4396130
  • Report
  • Region: Global
  • 120 pages
  • Oristep Consulting
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Virtual Reality gaming is where a player experiences being in a three-dimensional environment and interact with those conditions during a game. With VR equipment and accessories, the gamer can view, move around, and even interact with the objects within the game. Several start-ups are developing prototypes for using the virtual reality technology in video games, which is expected to impact the growth favorably.

Demand Scenario:

The Global Virtual Reality market was USD 3.71 billion in 2016 and is estimated to reach USD 31.07 billion by 2022 at a CAGR of 42.5% for the forecasted period. Gaming consoles will emerge as the most favored devices for playing games equipped with VR technology.

Growth by Region:

In 2016, the United States VR in gaming market accounted for the largest market share; however, China is expected to emerge as a key regional market by the next decade. The Latin America and the MEA regions are projected to experience the fastest growth which may be attributed to rising awareness and demand for the technology.

Drivers vs. Constraints:

The increasing use of head-mounted displays (HMDs) in the entertainment and gaming sector, declining prices of displays and other hardware components of HMDs, and use of VR for training and simulation in the defense sector are the major factors driving the virtual reality market.

Lack of awareness about VR technology in games, high initial investment, compatibility issues of virtual reality devices with consoles, spatial discomfort and the risk of other physical and mental ailments may pose a challenge to the otherwise growing industry for VR technology in video games.

Industry Structure and Updates:

The Virtual Reality market is highly competitive among key players like Microsoft Corp., Sony Corp., and Nintendo Co. Ltd. to launch VR-compatible consoles. The acquisition of the leading VR Company Oculus by Facebook and Google’s investment in Magic Leap are some of the major developments in the market that increased the awareness of VR technology among consumers.
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FEATURED COMPANIES

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1. Research Methodology

2. Executive Summary

3. Market Overview
  • Definition
  • Industry Value Chain Analysis
  • Porter's 5 Forces
  • Regulations
4. Market Dynamics
  • Introduction
  • Drivers
  • Constraints
  • Opportunities
5. Global Virtual Reality market Segmentation, Forecasts and Trends - By Revenue

6. By Component
  • Hardware
  • Software
7. By Compatibility
  • Mobile devices
  • Gaming Console
  • PC
8. By Region
  • North America
  • US
  • Canada
  • Europe
  • UK
  • France
  • Germany
  • Italy
  • Others
  • Asia Pacific
  • China
  • India
  • Japan
  • Australia
  • Others
  • Latin America
  • Brazil
  • Mexico
  • Argentina
  • Others
  • Middle East and Africa
  • United Arab Emirates
  • Saudi Arabia
  • South Africa
  • Others
9. Vendor Market Share Analysis

10. Company Profiles
  • Google
  • FaceBook
  • Microsoft
  • Samsung
  • GoPro
  • Sony
  • HTC
  • NextVR
  • Jaunt
  • Sureal
  • CryWorks
  • Atheer labs
  • Virglass
  • Dreamerkr
  • Baofeng Mojing
  • ANTVR
  • Jingweidu Technology
  • Bubl
  • SoftKinetic
  • Magic leap
  • OSVR
  • Cast AR
  • Matterport
  • Others
11. Industry Structure
  • Industry M&As, Consolidations
  • Investment Opportunities
12. Global Virtual Reality market - Road Ahead
  • Tables
  • Disclaimer
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  • Google
  • FaceBook
  • Microsoft
  • Samsung
  • GoPro
  • Sony
  • HTC
  • NextVR
  • Jaunt
  • Sureal
  • CryWorks
  • Atheer labs
  • Virglass
  • Dreamerkr
  • Baofeng Mojing
  • ANTVR
  • Jingweidu Technology
  • Bubl
  • SoftKinetic
  • Magic leap
  • OSVR
  • Cast AR
  • Matterport
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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