Global Virtual Reality Market 2025: Analysis And Information For Every Aspect Of The Industry
Wiseguyreports.Com
Adds “Virtual Reality Market -Market Demand, Growth,
Opportunities, Manufacturers, Analysis of Top Key Players and Forecast to 2025” To Its Research Database.
Description:
Global Virtual
Reality Market industry valued approximately USD 960 million in 2016 is
anticipated to grow with a healthy growth rate of more than 47% over the
forecast period 2017-2025. The capability of VR technology to be integrated
into widespread areas like aerospace, defense, medical field, commercial,
consumer electronics, and industrial field. Also with the introduction of VR
sets targeted for the gaming industry, this industry has gained prominence.
The objective
of the study is to define market sizes of different segments & countries in
previous years and to forecast the values to the next eight years. The report
is designed to incorporate both qualitative and quantitative aspects of the
industry with respect to each of the regions and countries involved in the
study. Furthermore, the report also caters the detailed information about the
crucial aspects such as drivers & restraining factors which will define the
future growth of the market. Additionally, it will also incorporate the
opportunities available in micro markets for stakeholders to invest, detailed
analysis of competitive landscape and product offerings of key players. The
detailed segments and sub-segment of the market are explained below:
Component:
§ Hardware
§ Software
§ Hardware
§ Software
Technology:
§ Non-immersive
§ Semi & Fully Immersive
§ Non-immersive
§ Semi & Fully Immersive
Device
Type:
§ Head-Mounted Display (HMD)
§ Gesture Tracking Devices (GTD)
§ Head-Mounted Display (HMD)
§ Gesture Tracking Devices (GTD)
Application:
§ Aerospace & Defense
§ Commercial
§ Consumer Electronics
§ Industrial
§ Medical
§ Others
§ Aerospace & Defense
§ Commercial
§ Consumer Electronics
§ Industrial
§ Medical
§ Others
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Regions:
§ North America
o U.S.
o Canada
§ Europe
o UK
o Germany
§ Asia Pacific
o China
o India
o Japan
§ Latin America
o Brazil
o Mexico
§ Rest of the World
§ North America
o U.S.
o Canada
§ Europe
o UK
o Germany
§ Asia Pacific
o China
o India
o Japan
§ Latin America
o Brazil
o Mexico
§ Rest of the World
Furthermore,
the years considered for the study are as follows:
Historical year
– 2015
Base year – 2016
Forecast period – 2017 to 2025
Base year – 2016
Forecast period – 2017 to 2025
Some of the key
manufacturers involved in the market are CyberGlove Systems LLC, Alphabet,
Inc., Barco, HTC Corporation, Oculus VR LLC, Leap Motion, Inc., Samsung
Electronics Co. Ltd., and Microsoft Co. an intense competition can be seen for
realizing the market domination by improvement of VR immersion abilities and
investment in innovative low-cost products. Acquisitions and effective mergers,
collaborations, partnerships, and product launches are some of the strategies
adopted by the key manufacturers.
Target Audience
of the Virtual Reality Market Study
§ Key Consulting Companies & Advisors
§ Large, medium-sized, and small enterprises
§ Venture capitalists
§ Value-Added Resellers (VARs)
§ Third-party knowledge providers
§ Investment bankers
§ Investors
§ Large, medium-sized, and small enterprises
§ Venture capitalists
§ Value-Added Resellers (VARs)
§ Third-party knowledge providers
§ Investment bankers
§ Investors
Please note
that owing to the criticality of the Virtual Reality Market and rapidly
changing market attributes, we are in the middle of updating the report. The
final report may require 2 to 3 working days post-confirmation in order to
cater to the most recent updates.
Complete Detail @
https://www.wiseguyreports.com/reports/2742066-global-virtual-reality-market-size-study-by-component-hardware-and
Table
of Contents
Chapter
1. Research Methodology
1.1. Research Process
1.1.1. Data Mining
1.1.2. Analysis
1.1.3. Market Estimation
1.1.4. Validation
1.1.5. Publishing
1.2. Research Assumption
1.1. Research Process
1.1.1. Data Mining
1.1.2. Analysis
1.1.3. Market Estimation
1.1.4. Validation
1.1.5. Publishing
1.2. Research Assumption
Chapter
2. Global Virtual Reality Market Definition & Scope
2.1. Objective of The Study
2.2. Market Definition
2.3. Scope of The Study
2.4. Years Considered for The Study
2.5. Currency Conversion Rates
2.6. Report Limitation
2.1. Objective of The Study
2.2. Market Definition
2.3. Scope of The Study
2.4. Years Considered for The Study
2.5. Currency Conversion Rates
2.6. Report Limitation
Chapter
3. Executive Summary
3.1. Key Trends
3.2. Global & Segmental Market Estimates & Forecasts, 2015-2025 (USD Billion/Million)
3.1. Key Trends
3.2. Global & Segmental Market Estimates & Forecasts, 2015-2025 (USD Billion/Million)
Chapter
4. Global Virtual Reality Industry Dynamics
4.1. Growth Prospects
4.1.1. Drivers
4.1.2. Restraints
4.1.3. Opportunities
4.2. Industry Analysis
4.2.1. Porter’s 5 Force Model
4.2.2. PEST Analysis
4.2.3. Value Chain Analysis
4.3. Analyst Recommendation & Conclusion
4.1. Growth Prospects
4.1.1. Drivers
4.1.2. Restraints
4.1.3. Opportunities
4.2. Industry Analysis
4.2.1. Porter’s 5 Force Model
4.2.2. PEST Analysis
4.2.3. Value Chain Analysis
4.3. Analyst Recommendation & Conclusion
Chapter
5. Global Virtual Reality Market by Component
5.1. Market Snapshot
5.2. Virtual Reality Market, Sub Segment Analysis
5.2.1. Hardware
5.2.1.1. Market estimates & forecasts, 2015-2025 (USD Billion/Million)
5.2.1.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion/Million)
5.2.2. Software
5.2.2.1. Market estimates & forecasts, 2015-2025 (USD Billion/Million)
5.2.2.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion/Million)
5.1. Market Snapshot
5.2. Virtual Reality Market, Sub Segment Analysis
5.2.1. Hardware
5.2.1.1. Market estimates & forecasts, 2015-2025 (USD Billion/Million)
5.2.1.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion/Million)
5.2.2. Software
5.2.2.1. Market estimates & forecasts, 2015-2025 (USD Billion/Million)
5.2.2.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion/Million)
Continued…..
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