Virtual Reality Market by Hardware and Software for : Global Industry Perspective, Comprehensive Analysis and Forecast, 2016 - 2022

  • ID: 4531787
  • Report
  • Region: Global
  • 110 pages
  • Zion Market Research
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Virtual reality (VR) market report offers forecast and analysis for the market on a global and regional level. The study provides historic data of 2016 along with a forecast for 2017 to 2022 based revenue (USD Billion). The study includes drivers and restraints for the Virtual reality (VR) along with the impact they have on the demand over the forecast period. Additionally, the report includes the study of opportunities available in the market on a global level.

To understand the competitive landscape in the market, an analysis of Porters five forces model for the Virtual reality (VR) has also been incorporated. The study covers market attractiveness analysis, where device type, technology, application and regional segments are analyzed on the basis of their market size, growth rate, and attractiveness.

The study provides a decisive view on the Virtual reality (VR) by technology, offering, device type, application, and regions. All the segments have been assessed depending on current and future trends and the market is analyzed for period 2016 to 2022. This report analyzes current and future demand of Virtual reality (VR) for different regions including North America, Latin America, Europe, Asia Pacific and the Middle East and Africa further bifurcation into major countries including U.S. Germany, France, UK, China, Japan, India, and Brazil

The report covers detailed competitive outlook including company profiles of the key participants operating in the global market. Key players profiled in the report includeAmdocs, Alcatel-Lucent, Huawei, Oracle Corporation, Cisco, SAP SE, Redknee Inc., XURA, Redknee, Inc., NEC Corporation, XURA , HP, and Huawei Technologies Co., Ltd.

The report covers through competitive viewpoint including company profiles of the key participants operating in the global market. Key players profiled in the report for Virtual reality (VR) market include Oculus VR, LLC, Sony Corporation, HTC Corporation, Samsung Electronics Co., Ltd., EON Reality Inc., Google Inc., Microsoft Corporation, Vuzix Corporation, CyberGlove Systems Inc, Sensics, Inc., Leap Motion Inc., Marxent Labs LLC, WorldViz, Jaunt, Inc., Cyberith GmbH, Virtalis Limited, and Sixense Entertainment, Inc among others.

The report segments Virtual reality (VR) market into:

Global Virtual Reality (VR) Market: Device Type Segment Analysis:
Head-Mounted Displays (HMDs)
Gesture Control Devices
Projectors and Display Walls

Global Virtual Reality (VR) Market: Technology Segment Analysis:
Non-Immersive
Semi-Immersive Fully Immersive

Global Virtual Reality (VR) Market: Offering Segment Analysis:
Hardware Components
Sensors
Magnetometers
Accelerometers
Gyroscopes
Proximity Sensors
Image Sensors
Semiconductor Components
Controllers/Processors
Integrated Circuits
Displays
Software Components
Software Developer Kits (SDK)
Cloud-Based Solutions

Global Virtual Reality (VR) Market: Application Segment Analysis:
Consumer
Commercial
Aerospace Defense
Medical
Industrial
Others

Global Virtual Reality (VR) Market: Region Segment Analysis:
North America
U.S.
Europe
UK
France
Germany
Asia Pacific
China
Japan
India
Latin America
Brazil
Middle East and Africa
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1. Introduction
1.1. Report description and scope
1.2. Research scope
1.3. Research methodology
1.3.1. Market research process
1.3.2. Market research methodology

2. Executive Summary
2.1. Global Virtual reality (VR) market, 2014-2022 (USD Billion)
2.2. Global Virtual reality (VR) market : Snapshot

3. Virtual reality (VR) Market Dynamics
3.1. Introduction
3.2. Market drivers
3.2.1. Increasing mobile phones, tablets and smartphones with built in VR functionalities
3.2.2. Decline in the Prices of Displays and Other Hardware Components of HMDs
3.3. Market restraints
3.3.1. Limited user interface (UI) with virtual reality applications
3.4. Opportunities
3.4.1. Significant Number of Investments in the Virtual Reality Market
3.4.2. Growing Importance of Virtual reality (VR)s in the Healthcare Industry
3.5. Porters five forces analysis
3.5.1. Bargaining power of suppliers
3.5.2. Bargaining power of buyers
3.5.3. Threat from new entrants
3.5.4. Threat from new substitutes
3.5.5. Degree of competition
3.6. Market attractiveness analysis
3.6.1. Market attractiveness analysis, by device type segment
3.6.2. Market attractiveness analysis, by technology segment
3.6.3. Market attractiveness analysis, by offering segment
3.6.4. Market attractiveness analysis, by application segment
3.6.5. Market attractiveness analysis, by regional segment

4. Global Virtual reality (VR) market Competitive Landscape
4.1. Company market share, 2016 (Subject To Data Availability)
4.2. Strategic Development
4.2.1. Acquisitions Mergers
4.2.2. New Product Launch
4.2.3. Agreements, Partnerships, Collaborations and Joint Ventures
4.2.4. Research and Development, Product and Regional Expansion

5. Global Virtual reality (VR) market Type Segment Analysis
5.1. Global Virtual reality (VR) market: Device type overview
5.1.1. Global Virtual reality (VR) market revenue share, by Device type, 2016 and 2022
5.2. Head-Mounted Displays (HMDs)
5.2.1. Global Head-Mounted Displays (HMDs) Virtual reality (VR) market, 2014-2022 (USD Billion)
5.3. Gesture Control Devices
5.3.1. Global Gesture Control Devices sensors Virtual reality (VR) market, 2014-2022 (USD Billion)
5.4. Projectors and Display Walls
5.4.1. Global Projectors and Display Walls Virtual reality (VR) market, 2014-2022 (USD Billion)

6. Global Virtual reality (VR) market Technology Segment Analysis
6.1. Global Virtual reality (VR) market: Technology overview
6.1.1. Global Virtual reality (VR) market revenue share, by Technology, 2016 and 2022
6.2. Non-Immersive
6.2.1. Global Virtual reality (VR) market by Non-Immersive2014-2022 (USD Billion)
6.3. Semi-Immersive Fully Immersive
6.3.1. Global Virtual reality (VR) market by Semi-Immersive Fully Immersive 2014-2022 (USD Billion)

7. Global Virtual reality (VR) market Offering Segment Analysis
7.1. Global Virtual reality (VR) market: Offering overview
7.1.1. Global Virtual reality (VR) market revenue share, by Technology, 2016 and 2022
7.2. Hardware Components
7.2.1. Global Virtual reality (VR) market by Hardware Components 2014-2022 (USD Billion)
7.3. Semiconductor Components
7.3.1. Global Virtual reality (VR) market by Semiconductor Components 2014-2022 (USD Billion)
7.4. Software Components
7.4.1. Global Virtual reality (VR) market by Software Components 2014-2022 (USD Billion)

8. Global Virtual reality (VR) market Application Segment Analysis
8.1. Global Virtual reality (VR) market: Application overview
8.1.1. Global Virtual reality (VR) market revenue share, for Application, 2016 and 2022.
8.2. Commercial
8.2.1. Global Virtual reality (VR) market revenue share, for Commercial, 2014-2022
8.3. Consumer
8.3.1. Global Virtual reality (VR) market revenue share, for Consumer Electronics, 2014-2022
8.4. Healthcare
8.4.1. Global Virtual reality (VR) market revenue share, for Healthcare, 2014-2022
8.5. Aerospace Defense
8.5.1. Global Virtual reality (VR) market revenue share, for Aerospace Defense, 2014-2022
8.6. Others
8.6.1. Global Virtual reality (VR) market revenue share, for Others, 2014-2022

9. Global Virtual reality (VR) Market Regional Segment Analysis
9.1. Global Virtual reality (VR) market: Regional overview
9.1.1. Global Virtual reality (VR) market revenue share, by region, 2016 and 2022
9.2. North America
9.2.1. North America Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
9.2.2. North America Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.2.3. North America Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.2.4. North America Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.2.5. US
9.2.5.1. US Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
9.2.5.2. US Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.2.5.3. US Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.2.5.4. US Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.3. Europe
9.3.1. Europe Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
9.3.2. Europe Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.3.3. North America Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.3.4. Europe Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.3.5. Germany
9.3.5.1. Germany Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
9.3.5.2. Germany Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.3.5.3. Germany Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.3.5.4. Germany Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.3.6. France
9.3.6.1. France Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
9.3.6.2. France Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.3.6.3. France Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.3.6.4. France Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.3.7. UK
9.3.7.1. UK Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
9.3.7.2. UK Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.3.7.3. UK Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.3.7.4. UK Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.4. Asia Pacific
9.4.1. Asia Pacific Virtual reality (VR) market revenue, by type, 2014-2022 (USD Billion)
9.4.2. Asia Pacific Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.4.3. Asia Pacific Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.4.4. Asia Pacific Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.4.5. China
9.4.5.1. China Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
9.4.5.2. China Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.4.5.3. China Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.4.5.4. China Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.4.6. Japan
9.4.6.1. Japan Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
9.4.6.2. Japan Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.4.6.3. Japan Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.4.6.4. Japan Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.4.7. India
9.4.7.1. India Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
9.4.7.2. India Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.4.7.3. India Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.4.7.4. India Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.5. Latin America
9.5.1. Latin America Virtual reality (VR) market revenue, by type, 2014-2022 (USD Billion)
9.5.2. Latin America Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.5.3. Latin America Virtual reality (VR) market revenue, by Offering , 2014-2022 (USD Billion)
9.5.4. Latin America Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.5.5. Brazil
9.5.5.1. Brazil Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
9.5.5.2. Brazil Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.5.5.3. Brazil Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.5.5.4. Brazil Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
9.6. Middle East and Africa
9.6.1. Middle East and Africa Virtual reality (VR) market revenue, by type, 2014-2022 (USD Billion)
9.6.2. Middle East and Africa Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
9.6.3. Middle East and Africa Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
9.6.4. Middle East and Africa Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)

10. Company Profile
10.1. Oculus VR
10.1.1. Overview
10.1.2. Financials
10.1.3. Product portfolio
10.1.4. Business strategy
10.1.5. Recent developments
10.2. LLC, Sony Corporation
10.2.1. Overview
10.2.2. Financials
10.2.3. Product portfolio
10.2.4. Business strategy
10.2.5. Recent developments
10.3. HTC Corporation
10.3.1. Overview
10.3.2. Financials
10.3.3. Product portfolio
10.3.4. Business strategy
10.3.5. Recent developments
10.4. Samsung Electronics Co
10.4.1. Overview
10.4.2. Financials
10.4.3. Product portfolio
10.4.4. Business strategy
10.4.5. Recent developments
10.5. EON Reality Inc
10.5.1. Overview
10.5.2. Financials
10.5.3. Product portfolio
10.5.4. Business strategy
10.5.5. Recent developments
10.6. Google Inc
10.6.1. Overview
10.6.2. Financials
10.6.3. Product portfolio
10.6.4. Business strategy
10.6.5. Recent developments
10.7. Microsoft Corporation
10.7.1. Overview
10.7.2. Financials
10.7.3. Product portfolio
10.7.4. Business strategy
10.7.5. Recent developments
10.8. Vuzix Corporation,
10.8.1. Overview
10.8.2. Financials
10.8.3. Product portfolio
10.8.4. Business strategy
10.8.5. Recent developments
10.9. CyberGlove Systems Inc
10.9.1. Overview
10.9.2. Financials
10.9.3. Product portfolio
10.9.4. Business strategy
10.9.5. Recent developments
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