Global Virtual Reality Market Research and Forecast 2018-2023

  • ID: 4471502
  • Report
  • Region: Global
  • Orion Market Research Private Limited
1 of 4

FEATURED COMPANIES

  • Apple Inc
  • Google
  • Matterport
  • Niantic, Inc
  • Softkinetic
  • Virtalis
  • MORE
The virtual reality market is projected to witness rapid growth at a CAGR of 33% during the forecast period. Rising demand for virtual gaming and growing adoption of VR&AR devices by consumers are the key factors that are driving the global VR market. Increasing demand for interactive and attractive gaming consoles, along with meeting the real-world simulation anywhere has also played a vital role in the growth of the global virtual reality market. The games sector is estimated to be the fastest growing sector after the advertisement in the media and entertainment industry across the globe. The consumer application is expected to hold the largest market share and expected to lead the virtual reality market during the forecast period. The VR technology is used for consumer applications such as gaming and entertainment. The use of VR in various gaming types such as PC gaming, gaming consoles, internet games, smartphones, and tablets would drive the VR market for the consumer application. Additionally, use of VR in training & education, defense and healthcare industries will boost the growth of the market.

Growing popularity, lowering cost of devices and innovation and technological advancement will remain some of the major growth factors of the AR & VR eyeglasses market. The future emerging professional applications for both VR and AR are in the areas of healthcare, architecture, education, automotive, product design, manufacturing, retailing, transportation, logistics, exploration and military.

On the basis of geography, the VR market is segmented into North America, Asia Pacific, Europe and rest of the world. North America leads the global virtual reality market with a market share of over 40% in 2016, and is projected to continue its dominance during the forecast period. However, APAC is expected to be the fastest growing region in the global virtual reality market. In 2016, APAC was the largest market for the mobile gaming due to the increased penetration of smartphone and internet. A large number of the gaming population is an opportunity for the VR market in the region. The report includes a detailed market overview, market determinants, company profiling, market segmentation, geographical analysis, strategic recommendations, key company analysis, market estimations, market insights, analyst insights.

The global virtual reality is an emerging market and a lot large IT companies are active in the market such as Goggle Inc., Microsoft Corp., Sony, Samsung, Oculus VR (Facebook), Magic Leap, Next VR. Leading hardware manufacturers such as AMD, Qualcomm and NVIDIA also entered the VR market. A number of relatively small companies and startups, which are also active in the market include WeVR, Virtalis, Softkinetic, Worlsviz, Mechdyne Corp, Firsthand Technologies, Atheer labs and so on.

The Report covers:
  • Comprehensive research methodology of global virtual reality market
  • In-depth analysis of macro and micro factors influencing the market guided by key recommendations.
  • Analysis of regional regulations and other government policies impacting the global virtual reality market
  • Insights about market determinants which are stimulating the global virtual reality market
  • Detailed and extensive market segments with regional distribution of researched revenues
  • Extensive profiles and recent developments of market player.
READ MORE
Note: Product cover images may vary from those shown
2 of 4

FEATURED COMPANIES

  • Apple Inc
  • Google
  • Matterport
  • Niantic, Inc
  • Softkinetic
  • Virtalis
  • MORE
1. Report Summary
1.1. Research Methods and Tools
1.2. Market Breakdown
1.2.1. by Segments
1.2.2. by Geography
1.2.3. by Stakeholders
1.2.3.1. Manufacturers
1.2.3.2. Distributors

2. Market Overview and Insights
2.1. Definition
2.2. Analyst & Current Market Trends
2.2.1. Key Findings
2.2.2. Recommendation
2.2.3. Conclusion
2.3. Regulations
2.3.1. United States
2.3.2. European Union
2.3.3. China
2.3.4. India
2.3.5. Rest of the World
2.4. Patent Analysis

3. Market Determinant
3.1. Motivators
3.1.1. Technological Advancements in VR & AR Gaming
3.1.2 Increasing Adoption of VR in Various Sectors
3.1.3. Introduction of Applications in Smartphones and Increasing Smartphone Customer Base
3.1.4. Improving the 3D Multimedia Graphics Performance
3.1.5. Utilised in Extreme Training Without Risk
3.2. Restraints
3.2.1 Inefficiency of Virtual Reality Devices
3.2.2. Safety Issues as Players Being Indulged in Gaming Activities Rising Possibility of Accidents
3.2.3. High Cost of VR Devices
3.3. Opportunities
3.3.1. Emerging Opportunity in Untapped Application
3.3.2. Introduction of VR Start-Ups

4. Market Segmentation
4.1. Global VR Market on the Basis of Components
4.1.1. Hardware
4.1.1.1. Projector
4.1.1.2. Sensor
4.1.1.3. Head Mounted Display
4.1.2. Software
4.2. Global VR Market on the Basis of Systems
4.2.1. Non-Immersive VR
4.2.2. Semi-Immersive VR
4.2.3. Fully Immersive VR
4.3. Global VR Market on the Basis of Application
4.3.1. Entertainment
4.3.2. Gaming
4.3.3. Tourism
4.3.4. Automotive
4.3.5. Training and Education
4.3.6. Defence
4.3.7. Healthcare
4.4. Global VR Market on the Basis of Platform
4.4.1. Microsoft Xbox
4.4.2. Apple Mac
4.4.3. Sony Play Station
4.4.4. Nintendo Wii
4.4.5. Android
4.4.6. Others

5. Competitive Landscape
5.1. Key Strategies
5.2. Key Company Analysis

6. Regional Analysis
6.1. North America
6.1.1. United States
6.1.2. Canada
6.2. Europe
6.2.1. United Kingdom
6.2.2. France
6.2.3. Germany
6.2.4. Italy
6.2.5. Spain
6.2.6. Rest of Europe
6.3. Asia Pacific
6.3.1. India
6.3.2. China
6.3.3. Japan
6.3.4. Rest of Asia Pacific
6.4. Rest of the World

7. Company Profiles
7.1. Advanced Micro Devices, Inc
7.2. Apple Inc
7.3. Atheer Labs
7.4. Baofeng Mojing
7.5. Firsthand Technology Inc.
7.6. Google
7.7. HTC
7.8. Jaunt Cinematic VR
7.9. Magic Leap
7.10. Matterport
7.11. Mechdyne Corporation
7.12. Microsoft (Hololens)
7.13. Next VR
7.14. Niantic, Inc
7.15. NVidia Corporation
7.16. Oculus VR
7.17. Samsung
7.18. Softkinetic
7.19. Sony
7.20. Surreal VR
7.21. Unity Technologies
7.22. Virtalis
7.23. Wevr
7.24. Worldviz
7.25. Zeiss International

List of Tables:
Table 1 Global Virtual Reality Market Research and Analysis by Components, 2016-2023 ($ Million)
Table 2 Global Virtual Reality Hardware Market Research and Analysis by Components, 2016-2023 ($ Million)
Table 3 Global Virtual Reality Software Market Research and Analysis by Components, 2016-2023 ($ Million)
Table 4 Global Projector Market Research and Analysis, 2016-2023 ($ Million)
Table 5 Global Sensor Market Research and Analysis, 2016-2023 ($ Million)
Table 6 Global Head Mounted Display Market Research and Analysis, 2016-2023 ($ Million)
Table 7 Global Virtual Reality Market Research and Analysis by Systems, 2016-2023 ($ Million)
Table 8 Global Non-Immersive VR Market Research and Analysis, 2016-2023 ($ Million)
Table 9 Global Semi-Immersive VR Market Research and Analysis, 2016-2023 ($ Million)
Table 10 Global Fully-Immersive VR Market Research and Analysis, 2016-2023 ($ Million)
Table 11 Global Virtual Reality Market Research and Analysis by Platform, 2016-2023 ($ Million)
Table 12 Global Microsoft Xbox Market Research and Analysis, 2016-2023 ($ Million)
Table 13 Global Apple Mac Market Research and Analysis, 2016-2023 ($ Million)
Table 14 Global Sony Play Station Market Research and Analysis, 2016-2023 ($ Million)
Table 15 Global Nintendo Wii Market Research and Analysis, 2016-2023 ($ Million)
Table 16 Global Androidmarket Research and Analysis, 2016-2023 ($ Million)
Table 17 Global Virtual Reality Market Research and Analysis by Application, 2016-2023 ($ Million)
Table 18 Global VR Entertainment Market Research and Analysis, 2016-2023 ($ Million)
Table 19 Global VR Gaming Market Research and Analysis, 2016-2023 ($ Million)
Table 20 Global VR Tourism Market Research and Analysis, 2016-2023 ($ Million)
Table 21 Global VR Training and Educationmarket Research and Analysis, 2016-2023 ($ Million)
Table 22 Global VR Defence Market Research and Analysis, 2016-2023 ($ Million)
Table 23 Global VR Healthcare Market Research and Analysis, 2016-2023 ($ Million)
Table 24 Global VR Automotive Market Research and Analysis, 2016-2023 ($ Million)
Table 25 Global VR Market Research and Analysis by Geography 2016-2023 ($ Million)
Table 26 North American VR Market Research and Analysis, by Country 2016-2023 ($ Million)
Table 27 North American VR Market Research and Analysis, by Components 2016-2023 ($ Million)
Table 28 North American VR Market Research and Analysis, by Applications 2016-2023 ($ Million)
Table 29 North American VR Market Research and Analysis, by Technology 2016-2023 ($ Million)
Table 30 European VR Market Research and Analysis, by Country 2016-2023 ($ Million)
Table 31 European VR Market Research and Analysis, by Components 2016-2023 ($ Million)
Table 32 European VR Market Research and Analysis, by Applications 2016-2023 ($ Million)
Table 33 European VR Market Research and Analysis, by Technology 2016-2023 ($ Million)
Table 34 APAC VR Market Research and Analysis by Country 2016-2023, ($ Million)
Table 35 APAC VR Market Research and Analysis, by Components 2016-2023 ($ Million)
Table 36 APAC VR Market Research and Analysis by Applications 2016-2023, ($ Million)
Table 37 APAC VR Market Research and Analysis by Technology 2016-2023, ($ Million)
Table 38 Row VR Market Research and Analysis, by Components 2016-2023 ($ Million)
Table 39 Rowvr Market Research and Analysis by Applications 2016-2023 ($ Million)
Table 40 Row VR Market Research and Analysis by Technology 2016-2023 ($ Million)

List of Figures:
Figure 1 Global Virtual Reality Market Share by Components, 2016 vs 2023 (%)
Figure 2 Global Virtual Reality Market Share by Systems, 2016 vs 2023 (%)
Figure 3 Global Virtual Reality Market Share by Application, 2016 vs 2023 (%)
Figure 4 Global Virtual Reality Market Share by Platform, 2016 vs 2023 (%)
Figure 5 North America Virtual Reality Market Share, 2016-2023($Million)
Figure 6 US Virtual Reality Market Share, 2016-2023($Million)
Figure 7 Canada Virtual Reality Market Share, 2016-2023($Million)
Figure 8 European Virtual Reality Market Share, 2016-2023($Million)
Figure 9 UK Virtual Reality Market Share, 2016-2023($Million)
Figure 10 France Virtual Reality Market Share, 2016-2023($Million)
Figure 11 Germany Virtual Reality Market Share, 2016-2023($Million)
Figure 12 Italy Virtual Reality Market Share, 2016-2023($Million)
Figure 13 Spain Virtual Reality Market Share, 2016-2023($Million)
Figure 14 ROE Virtual Reality Market Share, 2016-2023($Million)
Figure 15 Asia Pacific Virtual Reality Market Share, 2016-2023($Million)
Figure 16 India Virtual Reality Market Share, 2016-2023($Million)
Figure 17 China Virtual Reality Market Share, 2016-2023($Million)
Figure 18 Japan Virtual Reality Market Share, 2016-2023($Million)
Figure 19 RoAPAC Virtual Reality Market Share, 2016-2023($Million)
Figure 20 Rest of the World Virtual Reality Market Share, 2016-2023($Million)
Note: Product cover images may vary from those shown
3 of 4

Loading
LOADING...

4 of 4
  • Advanced Micro Devices, Inc
  • Apple Inc
  • Atheer Labs
  • Baofeng Mojing
  • Firsthand Technology Inc.
  • Google
  • HTC
  • Jaunt Cinematic VR
  • Magic Leap
  • Matterport
  • Mechdyne Corporation
  • Microsoft (Hololens)
  • Next VR
  • Niantic, Inc
  • NVidia Corporation
  • Oculus VR
  • Samsung
  • Softkinetic
  • Sony
  • Surreal VR
  • Unity Technologies
  • Virtalis
  • WeVR
  • Worldviz
  • Zeiss International
Note: Product cover images may vary from those shown
5 of 4
Note: Product cover images may vary from those shown
Adroll
adroll