+353-1-416-8900REST OF WORLD
+44-20-3973-8888REST OF WORLD
1-917-300-0470EAST COAST U.S
1-800-526-8630U.S. (TOLL FREE)

Virtual Reality Market Global Analysis by Software, Hardware, Regions, Companies

  • PDF Icon

    Report

  • 90 Pages
  • October 2018
  • Region: Global
  • Renub Research
  • ID: 4630298

Virtual reality (VR) creates a 3D computer generated multi-sensory immersive surroundings, in which a person can explore, interact and became a part of the non-reality world. On the basis of component, virtual reality market is segmented into hardware and software. VR hardware comprises of sensors in the headset which tracks the user’s movements and change the user’s view accordingly. This gives users the feeling of being physically present in that environment. According to this research the Virtual Reality market will be worth US$ 55 Billion by 2024, and is expected to grow at a staggering CAGR of 44.05% in future.
 
Virtual reality is becoming attractive across many sectors like Live Events, Videogames, Video Entertainment, Retail, Education, Healthcare, Engineering, Military and Real Estate. Virtual Reality has transformed various industries for good such as it is helping architects to assess the designs and structure virtually, training to doctors is being done by VR at many places. Education sector is expected to have a paradigm shift as Virtual Reality has proven to be more effective in knowledge retention. Video game sector is becoming more interactive and drawing lot of audience. Virtual Reality (VR) is proving to be a boon for Retail and E-Commerce companies as it is helping them to assist their customers with the purchase decision by giving customers with the ability to visualize and personalize the products more realistically. Furniture and Home Décor stores are early movers in this category.

Analysis By Software Application


  • Videogames
  • Live Events
  • Video Entertainment
  • Real Estate
  • Retail
  • Education
  • Healthcare
  • Engineering
  • Military

By Region Software Application


  • North America
  • Latin America
  • Europe
  • Asia
  • Rest of the World

By Hardware


  • Consumer
  • Enterprise

By Country Hardware Application


  • China
  • Japan
  • United States
  • Europe

By Company


  • Sony
  • Facebook (Oculus)
  • HTC
  • Samsung

 

Table of Contents

1. Introduction

1.1 Market Definition
1.2 Currency Conversion

2. Research Methodology

3. Executive Summary

4. Global Virtual Reality Market

5. Market Share – Global Virtual Reality

5.1 Software vs. Hardware
5.2 By Software Application
5.3 By Region - Software
5.4 By Hardware
5.5 By Countries - Hardware
5.6 By Company

6. Software Application - Virtual Reality Market

6.1 Videogames
6.2 Live Events
6.3 Video Entertainment
6.4 Real Estate
6.5 Retail
6.6 Education
6.7 Healthcare
6.8 Engineering
6.9 Military

7. Region – Virtual Reality Software Market

7.1 North America
7.2 Latin America
7.3 Europe
7.4 Asia
7.5 Rest of world

8. Hardware - Virtual Reality Market

8.1 Consumer
8.2 Enterprise

9. Countries - Virtual Reality Hardware Market

9.1 China
9.2 Japan
9.3 United States
9.4 Europe

10. Volume – Virtual Reality Head Mounted Display (HMD)

11. Company Sales Analysis

11.1 Sony
11.1.1 Company Overview
11.1.2 Exposure / Initiatives to Virtual Reality
11.1.3 Company Sales Analysis
11.2 Facebook
11.2.1 Company Overview
11.2.2 Exposure / Initiatives to Virtual Reality
11.2.3 Facebook VR Sales Analysis
11.3 HTC
11.3.1 Company Overview
11.3.2 Exposure / Initiatives to Virtual Reality
11.3.3 HTC VR Sales Analysis
11.4 Samsung Electronics
11.4.1 Company Overview
11.4.2 Exposure / Initiatives to Virtual Reality
11.4.3 Samsung Electronics VR Sales Analysis

12. Growth Drivers

12.1 Increasing Investment in Virtual Reality
12.2 Technological Advancement

13. Challenges

13.1 Virtual Reality Hardware Price Is a Big Issue

List of Figures
Figure 4-1: Global – Virtual Reality Market (Million US$), 2016 – 2017
Figure 4-2: Global – Forecast for Virtual Reality Market (Million US$), 2018 – 2024
Figure 5-1: Global – Virtual Reality Market Share (Percent), 2016 – 2017
Figure 5-2: Global – Forecast for Virtual Reality Market Share (Percent), 2018 – 2024
Figure 5-3: Global – Forecast for Software Application Virtual Reality Market Share (Percent), 2018 – 2024
Figure 5-4: Global – Virtual Reality Software Market Share (Percent), 2016 – 2017
Figure 5-5: Global – Forecast for Virtual Reality Software Market Share (Percent), 2018 – 2024
Figure 5-6: Global – Forecast for Virtual Reality Hardware Market Share (Percent), 2018 – 2024
Figure 5-7: Global – Virtual Reality Hardware Market Share (Percent), 2016 – 2017
Figure 5-8: Global – Forecast for Virtual Reality Hardware Market Share (Percent), 2018 – 2024
Figure 5-9: Global – Forecast for Virtual Reality Hardware Market Share (Percent), 2018 – 2024
Figure 6-1: Global – Virtual Reality Market by Videogames (Million US$), 2016 – 2017
Figure 6-2: Global – Forecast for Virtual Reality Market by Videogames (Million US$), 2018 – 2024
Figure 6-3: Global – Forecast for Virtual Reality Market by Live Events (Million US$), 2018 – 2024
Figure 6-4: Global – Forecast for Virtual Reality Market by Video Entertainment (Million US$), 2018 – 2024
Figure 6-5: Global – Forecast for Virtual Reality Market by Real Estate (Million US$), 2018 – 2024
Figure 6-6: Global – Forecast for Virtual Reality Market by Retail (Million US$), 2018 – 2024
Figure 6-7: Global – Forecast for Virtual Reality Market by Education (Million US$), 2018 – 2024
Figure 6-8: Global – Forecast for Virtual Reality Market by Healthcare (Million US$), 2018 – 2024
Figure 6-9: Global – Forecast for Virtual Reality Market by Engineering (Million US$), 2018 – 2024
Figure 6-10: Global – Virtual Reality Market by Military (Million US$), 2016 – 2017
Figure 6-11: Global – Forecast for Virtual Reality Market by Military (Million US$), 2018 – 2024
Figure 7-1: North America – Virtual Reality Software Market (Million US$), 2016 – 2017
Figure 7-2: North America – Forecast for Virtual Reality Software Market (Million US$), 2018 – 2024
Figure 7-3: Latin America – Virtual Reality Software Market (Million US$), 2016 – 2017
Figure 7-4: Latin America – Forecast for Virtual Reality Software Market (Million US$), 2018 – 2024
Figure 7-5: Europe – Virtual Reality Software Market (Million US$), 2016 – 2017
Figure 7-6: Europe – Forecast for Virtual Reality Software Market (Million US$), 2018 – 2024
Figure 7-7: Asia – Virtual Reality Software Market (Million US$), 2016 – 2017
Figure 7-8: Asia – Forecast for Virtual Reality Software Market (Million US$), 2018 – 2024
Figure 7-9: Rest of the World – Virtual Reality Software Market (Million US$), 2016 – 2017
Figure 7-10: Rest of the World – Forecast for Virtual Reality Software Market (Million US$), 2018 – 2024
Figure 8-1: Global – Virtual Reality Market by Consumer (Million US$), 2016 – 2017
Figure 8-2: Global – Forecast for Virtual Reality Market by Consumer (Million US$), 2018 – 2024
Figure 8-3: Global – Forecast for Virtual Reality Market by Enterprise (Million US$), 2018 – 2024
Figure 9-1: China – Virtual Reality Hardware Market (Million US$), 2016 – 2017
Figure 9-2: China – Forecast for Virtual Reality Hardware Market (Million US$), 2018 – 2024
Figure 9-3: Japan – Virtual Reality Hardware Market (Million US$), 2016 – 2017
Figure 9-4: Japan – Forecast for Virtual Reality Hardware Market (Million US$), 2018 – 2024
Figure 9-5: United States – Virtual Reality Hardware Market (Million US$), 2016 – 2017
Figure 9-6: United States – Forecast for Virtual Reality Hardware Market (Million US$), 2018 – 2024
Figure 9-7: Europe – Virtual Reality Hardware Market (Million US$), 2016 – 2017
Figure 9-8: Europe – Forecast for Virtual Reality Hardware Market (Million US$), 2018 – 2024
Figure 10-1: Global – Virtual Reality Hardware by Volume (Million Units), 2016 – 2017
Figure 10-2: Global – Forecast for Virtual Reality Hardware by Volume (Million Units), 2018 – 2024
Figure 11-1: Sony – Virtual Reality Sales Analysis (Units in Million), 2016 – 2017
Figure 11-2: Sony – Forecast for Virtual Reality Sales Analysis (Units in Million), 2018 – 2024
Figure 11-3: Facebook – Forecast for Virtual Reality Sales Analysis (Units in Million), 2018 – 2024
Figure 11-4: HTC – Forecast for Virtual Reality Sales Analysis (Units in Million), 2018 – 2024
Figure 11-5: Samsung – Forecast for Virtual Reality Sales Analysis (Units in Million), 2018 – 2024
Figure 11-6: Samsung – Forecast for Virtual Reality Sales Analysis (Units in Million), 2018 – 2024List of Tables
Table 5-1: Global – Software Application Virtual Reality Market Share (Percent), 2016 – 2017
Table 5-2: Global – Virtual Reality Company Sales Share (Percent), 2018 – 2024
Table 6-1: Global – Virtual Reality Market by Live Events (Million US$), 2017
Table 6-2: Global – Virtual Reality Market by Video Entertainment (Million US$), 2017
Table 6-3: Global – Virtual Reality Market by Real Estate (Million US$), 2017
Table 6-4: Global – Virtual Reality Market by Retail (Million US$), 2017
Table 6-5: Global – Virtual Reality Market by Healthcare (Million US$), 2017
Table 6-6: Global – Virtual Reality Market by Engineering (Million US$), 2017
Table 11-1: Facebook – Virtual Reality Sales Analysis (Units in Million), 2017
Table 11-2: HTC – Virtual Reality Sales Analysis (Units in Million), 2017
Table 12-1: Investment/ Acquisition in Virtual Reality (Million US$), 2014 – 2015

Companies Mentioned

  • Facebook (Oculus)
  • HTC
  • Samsung
  • Sony

Methodology

In this report, for analyzing the future trends for the studied market during the forecast period, the publisher has incorporated rigorous statistical and econometric methods, further scrutinized by secondary, primary sources and by in-house experts, supported through their extensive data intelligence repository. The market is studied holistically from both demand and supply-side perspectives. This is carried out to analyze both end-user and producer behavior patterns, in the review period, which affects price, demand and consumption trends. As the study demands to analyze the long-term nature of the market, the identification of factors influencing the market is based on the fundamentality of the study market.

Through secondary and primary researches, which largely include interviews with industry participants, reliable statistics, and regional intelligence, are identified and are transformed to quantitative data through data extraction, and further applied for inferential purposes. The publisher's in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. These analytical tools and models sanitize the data & statistics and enhance the accuracy of their recommendations and advice.

Primary Research

The primary purpose of this phase is to extract qualitative information regarding the market from the key industry leaders. The primary research efforts include reaching out to participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions. The publisher also established professional corporate relations with various companies that allow us greater flexibility for reaching out to industry participants and commentators for interviews and discussions, fulfilling the following functions:

  • Validates and improves the data quality and strengthens research proceeds
  • Further develop the analyst team’s market understanding and expertise
  • Supplies authentic information about market size, share, growth, and forecast

The researcher's primary research interview and discussion panels are typically composed of the most experienced industry members. These participants include, however, are not limited to:

  • Chief executives and VPs of leading corporations specific to the industry
  • Product and sales managers or country heads; channel partners and top level distributors; banking, investment, and valuation experts
  • Key opinion leaders (KOLs)

Secondary Research

The publisher refers to a broad array of industry sources for their secondary research, which typically includes, however, is not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Patent and regulatory databases for understanding of technical & legal developments
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic new articles, webcasts, and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecasts
 

Loading
LOADING...