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
Technology:
Non-immersive
Semi & Fully Immersive
Device Type:
Head-Mounted Display (HMD)
Gesture Tracking Devices (GTD)
Application:
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
Furthermore, the years considered for the study are as follows:
Historical year – 2015
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
Table of Content
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
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
Chapter 3. Executive Summary
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
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)
Chapter 6. Global Virtual Reality Market by Technology
6.1. Market Snapshot
6.2. Virtual Reality Market, Sub Segment Analysis
6.2.1. Non-Immersive
6.2.1.1. Market estimates & forecasts, 2015-2025 (USD Billion/Million)
6.2.1.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion/Million)
6.2.2. Semi & Fully Immersive
6.2.2.1. Market estimates & forecasts, 2015-2025 (USD Billion/Million)
6.2.2.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion/Million)
Chapter 7. Global Virtual Reality Market by Device Type
7.1. Market Snapshot
7.2. Virtual Reality Market, Sub Segment Analysis
7.2.1. Head Mounted Display (HMD)
7.2.1.1. Market estimates & forecasts, 2015-2025 (USD Billion/Million)
7.2.1.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion/Million)
7.2.2. Gesture Control Device (GCD)
7.2.2.1. Market estimates & forecasts, 2015-2025 (USD Billion/Million)
7.2.2.2. Regional breakdown estimates & forecasts, 2015-2025 (USD Billion/Million)
……Continued
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