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Virtual Reality - Global Market Outlook (2018-2027)

  • ID: 5017503
  • Report
  • March 2020
  • Region: Global
  • 199 pages
  • Stratistics Market Research Consulting Pvt Ltd
10% Free customization

This report comes with 10% free customization, enabling you to add data that meets your specific business needs.

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FEATURED COMPANIES

  • Apple Inc.
  • CyberGlove Systems
  • Eon Reality
  • Google
  • Lenovo Group Ltd.
  • Merge Labs
  • MORE
The Global Virtual Reality market accounted for $7.90 billion in 2018 and is expected to reach $91.00 billion by 2027 growing at a CAGR of 31.2% during the forecast period. Some of the key factors propelling the market growth are growing digitization and availability of affordable VR devices, penetration of HMDs in gaming and entertainment sector, huge investment in virtual reality market. However, health concerns relating to low resolution and lack of movement is the restraining factor for the growth of the market.

Virtual Reality (VR) is transforming the way we relate with the objects and environment around us. Virtual presents a 3D computer generated environment which a person can explore and interact with and the person becomes a part of the near-reality world. Virtual reality is gaining popularity across various sectors such as healthcare, entertainment, real-estate, education, etc. It is being used to offer training to doctors and employees to avoid any mistakes. Digital meetings and conferences in a real-time are becoming possible with Virtual Reality. It is making it more expedient for architects to evaluate designs and see how the structure will look in real.

By device type, gesture-tracking devices are used as input devices for VR systems. These tracking devices track the user’s movements and enable the user to interact with the virtual environment. Gesture-tracking devices include data gloves, treadmills, and controllers to facilitate gesture and action tracking in VR applications. These devices might be helpful for surgeons during surgery. During a surgical intervention, the surgeon needs to control surgical devices such as X-ray, drill, and endoscope; a contact-free, gesture-based controller can be used by the surgeon, which, in turn, would help in touchless approach.

Based on the geography, North America is expected to have considerable market growth during the forecast period, the use of VR in various applications, especially in consumer electronics, is helping the growth of the VR market in this region. Applications such as aerospace & defense, healthcare, consumer, and commercial are utilizing VR technologies for further advancements. The US has many global players featuring VR products and solutions. This helps North America stand out as the major region in the global VR market. The increased use of VR for applications such as tourism and ecommerce, as well as for training purposes, has helped drive the VR market in the region.

Some of the key players in virtual reality market include Sony, HTC, Google, Vuzix, Apple Inc., Microsoft, Samsung Electronics, Eon Reality, Facebook, Inc, CyberGlove Systems, Sensics, Sixense Enterprises, Merge Labs, Qualcomm Technologies, Inc, Dessault Systems SE, Lenovo Group Ltd., Autodesk Inc., and Magic Leap, Inc.

Offerings Covered:
  • Software
  • Hardware
Technologies Covered:
  • Non-Immersive
  • Semi-Immersive
  • Fully Immersive
Device Types Covered:
  • Gesture-Tracking Devices
  • Projectors & Display Walls
  • Head-Mounted Displays (HMDs)
  • 3D Cameras
Platforms Covered:
  • Console VR
  • Mobile VR
  • PC VR
End Users Covered:
  • Commercial
  • Aerospace & Defense
  • Enterprise
  • Consumer
  • Healthcare
  • E-Learning
  • Telecommunication
  • Industrial
  • Manufacturing
  • Governmental & Financial Institutions
  • Electronic Product Manufacturers
  • Other End Users
Applications Covered:
  • Attraction
  • Training & Simulation
  • Research & Development
  • Other Applications
Regions Covered:

North America
  • US
  • Canada
  • Mexico
Europe
  • Germany
  • France
  • Italy
  • UK
  • Spain
  • Rest of Europe
Asia Pacific
  • Japan
  • China
  • India
  • Australia
  • New Zealand
  • Rest of Asia Pacific
South America
  • Argentina
  • Brazil
  • Chile
  • Rest of South America
Middle East & Africa
  • Saudi Arabia
  • UAE
  • Qatar
  • South Africa
  • Rest of Middle East & Africa
What the report offers:
  • Market share assessments for the regional and country-level segments
  • Strategic recommendations for the new entrants
  • Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
  • Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
  • Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter’s five forces analysis, SWOT analysis, etc.
  • Strategic recommendations in key business segments based on the market estimations
  • Competitive landscaping mapping the key common trends
  • Company profiling with detailed strategies, financials, and recent developments
  • Supply chain trends mapping the latest technological advancements
Free Customization Offerings:

Purchasers of this report will be entitled to receive one of the following free customization options:

1. Company Profiling
  • Comprehensive profiling of additional market players (up to 3)
  • SWOT Analysis of key players (up to 3)
2. Regional Segmentation
  • Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
3. Competitive Benchmarking
  • Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

This report will be delivered within 2 business days.
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FEATURED COMPANIES

  • Apple Inc.
  • CyberGlove Systems
  • Eon Reality
  • Google
  • Lenovo Group Ltd.
  • Merge Labs
  • MORE
1 Executive Summary

2 Preface
2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.4.1 Data Mining
2.4.2 Data Analysis
2.4.3 Data Validation
2.4.4 Research Approach
2.5 Research Sources
2.5.1 Primary Research Sources
2.5.2 Secondary Research Sources
2.5.3 Assumptions

3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 Technology Analysis
3.7 End User Analysis
3.8 Application Analysis
3.9 Emerging Markets
3.10 Impact of Covid-19

4 Porters Five Force Analysis
4.1 Bargaining power of suppliers
4.2 Bargaining power of buyers
4.3 Threat of substitutes
4.4 Threat of new entrants
4.5 Competitive rivalry

5 Global Virtual Reality Market, By Offering
5.1 Introduction
5.2 Software
5.2.1 Cloud-Based Services
5.2.2 Software Development Kits
5.2.3 VR Content Creation
5.3 Hardware
5.3.1 Cameras
5.3.2 Sensors
5.3.2.1 Gyroscope
5.3.2.2 Proximity Sensor
5.3.2.3 Accelerometer
5.3.2.4 Magnetometer
5.3.3 Position Trackers
5.3.4 Displays and Projectors
5.3.5 Semiconductor Components
5.3.5.1 Integrated Circuits
5.3.5.2 Controller and Processor
5.3.6 Other Hardwares
5.3.6.1 Computer/Video Generator and Combiner

6 Global Virtual Reality Market, By Technology
6.1 Introduction
6.2 Non-Immersive
6.3 Semi-Immersive
6.4 Fully Immersive

7 Global Virtual Reality Market, By Device Type
7.1 Introduction
7.2 Gesture-Tracking Devices
7.2.1 Data Gloves
7.3 Projectors & Display Walls
7.4 Head-Mounted Displays (HMDs)
7.5 3D Cameras

8 Global Virtual Reality Market, By Platform
8.1 Introduction
8.2 Console VR
8.3 Mobile VR
8.4 PC VR

9 Global Virtual Reality Market, By End User
9.1 Introduction
9.2 Commercial
9.2.1 Advertising
9.2.2 Education & Training
9.2.3 Travel and Tourism
9.2.4 Retail & Ecommerce
9.3 Aerospace & Defense
9.4 Enterprise
9.4.1 Small- & Medium-sized Enterprises
9.4.2 Large Enterprises
9.5 Consumer
9.5.1 Gaming and Entertainment
9.5.1.1 Sports
9.6 Healthcare
9.6.1 Pharmacy Management
9.6.2 Surgery & Treatments
9.6.3 Fitness Management
9.6.4 Patient Care Management
9.6.5 Medical Training
9.7 E-Learning
9.8 Telecommunication
9.9 Industrial
9.10 Manufacturing
9.11 Governmental & Financial Institutions
9.12 Electronic Product Manufacturers
9.13 Other End Users
9.13.1 Real Estate
9.13.1.1 Building Design
9.13.1.2 Architecture
9.13.2 Automotive
9.13.3 Geospatial Mining

10 Global Virtual Reality Market, By Application
10.1 Introduction
10.2 Attraction
10.3 Training & Simulation
10.4 Research & Development
10.5 Other Applications
10.5.1 Modelling
10.5.2 3D Prototyping

11 Global Virtual Reality Market, By Geography
11.1 Introduction
11.2 North America
11.2.1 US
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 Germany
11.3.2 UK
11.3.3 Italy
11.3.4 France
11.3.5 Spain
11.3.6 Rest of Europe
11.4 Asia Pacific
11.4.1 Japan
11.4.2 China
11.4.3 India
11.4.4 Australia
11.4.5 New Zealand
11.4.6 South Korea
11.4.7 Rest of Asia Pacific
11.5 South America
11.5.1 Argentina
11.5.2 Brazil
11.5.3 Chile
11.5.4 Rest of South America
11.6 Middle East & Africa
11.6.1 Saudi Arabia
11.6.2 UAE
11.6.3 Qatar
11.6.4 South Africa
11.6.5 Rest of Middle East & Africa

12 Key Developments
12.1 Agreements, Partnerships, Collaborations and Joint Ventures
12.2 Acquisitions & Mergers
12.3 New Product Launch
12.4 Expansions
12.5 Other Key Strategies

13 Company Profiling
13.1 Sony
13.2 HTC
13.3 Google
13.4 Vuzix
13.5 Apple Inc.
13.6 Microsoft
13.7 Samsung Electronics
13.8 Eon Reality
13.9 Facebook, Inc
13.10 CyberGlove Systems
13.11 Sensics
13.12 Sixense Enterprises
13.13 Merge Labs
13.14 Qualcomm Technologies, Inc
13.15 Dessault Systems SE
13.16 Lenovo Group Ltd.
13.17 Autodesk Inc.
13.18 Magic Leap, Inc.

List of Tables
Table 1 Global Virtual Reality Market Outlook, By Region (2017-2027) ($MN)
Table 2 Global Virtual Reality Market Outlook, By Offering (2017-2027) ($MN)
Table 3 Global Virtual Reality Market Outlook, By Software (2017-2027) ($MN)
Table 4 Global Virtual Reality Market Outlook, By Cloud-Based Services (2017-2027) ($MN)
Table 5 Global Virtual Reality Market Outlook, By Software Development Kits (2017-2027) ($MN)
Table 6 Global Virtual Reality Market Outlook, By VR Content Creation (2017-2027) ($MN)
Table 7 Global Virtual Reality Market Outlook, By Hardware (2017-2027) ($MN)
Table 8 Global Virtual Reality Market Outlook, By Cameras (2017-2027) ($MN)
Table 9 Global Virtual Reality Market Outlook, By Sensors (2017-2027) ($MN)
Table 10 Global Virtual Reality Market Outlook, By Position Trackers (2017-2027) ($MN)
Table 11 Global Virtual Reality Market Outlook, By Displays and Projectors (2017-2027) ($MN)
Table 12 Global Virtual Reality Market Outlook, By Semiconductor Components (2017-2027) ($MN)
Table 13 Global Virtual Reality Market Outlook, By Other Hardwares (2017-2027) ($MN)
Table 14 Global Virtual Reality Market Outlook, By Technology (2017-2027) ($MN)
Table 15 Global Virtual Reality Market Outlook, By Non-Immersive (2017-2027) ($MN)
Table 16 Global Virtual Reality Market Outlook, By Semi-Immersive (2017-2027) ($MN)
Table 17 Global Virtual Reality Market Outlook, By Fully Immersive (2017-2027) ($MN)
Table 18 Global Virtual Reality Market Outlook, By Device Type (2017-2027) ($MN)
Table 19 Global Virtual Reality Market Outlook, By Gesture-Tracking Devices (2017-2027) ($MN)
Table 20 Global Virtual Reality Market Outlook, By Data Gloves (2017-2027) ($MN)
Table 21 Global Virtual Reality Market Outlook, By Projectors & Display Walls (2017-2027) ($MN)
Table 22 Global Virtual Reality Market Outlook, By Head-Mounted Displays (HMDs) (2017-2027) ($MN)
Table 23 Global Virtual Reality Market Outlook, By 3D Cameras (2017-2027) ($MN)
Table 24 Global Virtual Reality Market Outlook, By Platform (2017-2027) ($MN)
Table 25 Global Virtual Reality Market Outlook, By Console VR (2017-2027) ($MN)
Table 26 Global Virtual Reality Market Outlook, By Mobile VR (2017-2027) ($MN)
Table 27 Global Virtual Reality Market Outlook, By PC VR (2017-2027) ($MN)
Table 28 Global Virtual Reality Market Outlook, By End User (2017-2027) ($MN)
Table 29 Global Virtual Reality Market Outlook, By Commercial (2017-2027) ($MN)
Table 30 Global Virtual Reality Market Outlook, By Advertising (2017-2027) ($MN)
Table 31 Global Virtual Reality Market Outlook, By Education & Training (2017-2027) ($MN)
Table 32 Global Virtual Reality Market Outlook, By Travel and Tourism (2017-2027) ($MN)
Table 33 Global Virtual Reality Market Outlook, By Retail & Ecommerce (2017-2027) ($MN)
Table 34 Global Virtual Reality Market Outlook, By Aerospace & Defense (2017-2027) ($MN)
Table 35 Global Virtual Reality Market Outlook, By Enterprise (2017-2027) ($MN)
Table 36 Global Virtual Reality Market Outlook, By Small- & Medium-sized Enterprises (2017-2027) ($MN)
Table 37 Global Virtual Reality Market Outlook, By Large Enterprises (2017-2027) ($MN)
Table 38 Global Virtual Reality Market Outlook, By Consumer (2017-2027) ($MN)
Table 39 Global Virtual Reality Market Outlook, By Gaming and Entertainment (2017-2027) ($MN)
Table 40 Global Virtual Reality Market Outlook, By Healthcare (2017-2027) ($MN)
Table 41 Global Virtual Reality Market Outlook, By Pharmacy Management (2017-2027) ($MN)
Table 42 Global Virtual Reality Market Outlook, By Surgery & Treatments (2017-2027) ($MN)
Table 43 Global Virtual Reality Market Outlook, By Fitness Management (2017-2027) ($MN)
Table 44 Global Virtual Reality Market Outlook, By Patient Care Management (2017-2027) ($MN)
Table 45 Global Virtual Reality Market Outlook, By Medical Training (2017-2027) ($MN)
Table 46 Global Virtual Reality Market Outlook, By E-Learning (2017-2027) ($MN)
Table 47 Global Virtual Reality Market Outlook, By Telecommunication (2017-2027) ($MN)
Table 48 Global Virtual Reality Market Outlook, By Industrial (2017-2027) ($MN)
Table 49 Global Virtual Reality Market Outlook, By Manufacturing (2017-2027) ($MN)
Table 50 Global Virtual Reality Market Outlook, By Governmental & Financial Institutions (2017-2027) ($MN)
Table 51 Global Virtual Reality Market Outlook, By Electronic Product Manufacturers (2017-2027) ($MN)
Table 52 Global Virtual Reality Market Outlook, By Other End Users (2017-2027) ($MN)
Table 53 Global Virtual Reality Market Outlook, By Real Estate (2017-2027) ($MN)
Table 54 Global Virtual Reality Market Outlook, By Automotive (2017-2027) ($MN)
Table 55 Global Virtual Reality Market Outlook, By Geospatial Mining (2017-2027) ($MN)
Table 56 Global Virtual Reality Market Outlook, By Application (2017-2027) ($MN)
Table 57 Global Virtual Reality Market Outlook, By Attraction (2017-2027) ($MN)
Table 58 Global Virtual Reality Market Outlook, By Training & Simulation (2017-2027) ($MN)
Table 59 Global Virtual Reality Market Outlook, By Research & Development (2017-2027) ($MN)
Table 60 Global Virtual Reality Market Outlook, By Other Applications (2017-2027) ($MN)
Table 61 Global Virtual Reality Market Outlook, By Modelling (2017-2027) ($MN)
Table 62 Global Virtual Reality Market Outlook, By 3D Prototyping (2017-2027) ($MN)

Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.
Note: Product cover images may vary from those shown
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  • Sony
  • HTC
  • Google
  • Vuzix
  • Apple Inc.
  • Microsoft
  • Samsung Electronics
  • Eon Reality
  • Facebook, Inc
  • CyberGlove Systems
  • Sensics
  • Sixense Enterprises
  • Merge Labs
  • Qualcomm Technologies, Inc
  • Dessault Systems SE
  • Lenovo Group Ltd.
  • Autodesk Inc.
  • Magic Leap, Inc.
Note: Product cover images may vary from those shown
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