Virtual Reality Market – 2019
Wiseguyreports.Com Adds “Virtual Reality -Market Demand, Growth, Opportunities and Analysis Of Top Key Player Free Sample Report Forecast To 2025” To Its Research Database.
Description:
This report researches the worldwide Virtual Reality market size (value, capacity, production and Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality.
North America is expected to hold the largest size of the virtual reality market, while the market in Asia-Pacific is estimated to grow at the highest rate. Countries such as China, India, Japan, and South Korea in the APAC region are witnessing a huge demand for head-mounted displays for the gaming application.
The global Virtual Reality market is valued at xx million US$ in 2018 and will reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025. The objectives of this study are to define, segment, and project the size of the Virtual Reality market based on company, product type, end user and key regions.
This report studies the global market size of Virtual Reality in key regions like North America, Europe, Asia Pacific, Central & South America and Middle East & Africa, focuses on the consumption of Virtual Reality in these regions.
This research report categorizes the global Virtual Reality market by top players/brands, region, type and end user. This report also studies the global Virtual Reality market status, competition landscape, market share, growth rate, future trends, market drivers, opportunities and challenges, sales channels and distributors.
The following manufacturers are covered in this report, with sales, revenue, market share for each company:
Oculus VR
Sony
Samsung Electronics
HTC
EON Reality
Google
Microsoft
Vuzix
Cyberglove Systems
Sensics
Leap Motion
Sixense Entertainment
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Market size by Product
Non-Immersive Technology
Semi-Immersive and Fully Immersive Technologies
Market size by End User
Consumer
Commercial
Aerospace and Defense
Medical
Industrial
Others
Market size by Region
North America
United States
Canada
Mexico
Asia-Pacific
China
India
Japan
South Korea
Australia
Indonesia
Singapore
Malaysia
Philippines
Thailand
Vietnam
Europe
Germany
France
UK
Italy
Spain
Russia
Central & South America
Brazil
Rest of Central & South America
Middle East & Africa
GCC Countries
Turkey
Egypt
South Africa
The study objectives of this report are:
To study and analyze the global Virtual Reality market size (value & volume) by company, key regions, products and end user, breakdown data from 2014 to 2018, and forecast to 2025.
To understand the structure of Virtual Reality market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
Focuses on the key global Virtual Reality companies, to define, describe and analyze the sales volume, value, market share, market competition landscape and recent development.
To project the value and sales volume of Virtual Reality submarkets, with respect to key regions.
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
In this study, the years considered to estimate the market size of Virtual Reality are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
This report includes the estimation of market size for value (million US$) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of Virtual Reality market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
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Major Key Points in Table of Content:
1 Study Coverage
1.1 Virtual Reality Product
1.2 Market Segments
1.3 Key Manufacturers Covered
1.4 Market by Type
1.4.1 Global Virtual Reality Market Size Growth Rate by Product
1.4.2 Non-Immersive Technology
1.4.3 Semi-Immersive and Fully Immersive Technologies
1.5 Market by End User
1.5.1 Global Virtual Reality Market Size Growth Rate by End User
1.5.2 Consumer
1.5.3 Commercial
1.5.4 Aerospace and Defense
1.5.5 Medical
1.5.6 Industrial
1.5.7 Others
1.6 Study Objectives
1.7 Years Considered
2 Executive Summary
2.1 Global Virtual Reality Market Size
2.1.1 Global Virtual Reality Revenue 2014-2025
2.1.2 Global Virtual Reality Sales 2014-2025
2.2 Virtual Reality Growth Rate by Regions
2.2.1 Global Virtual Reality Sales by Regions
2.2.2 Global Virtual Reality Revenue by Regions
3 Breakdown Data by Manufacturers
3.1 Virtual Reality Sales by Manufacturers
3.1.1 Virtual Reality Sales by Manufacturers
3.1.2 Virtual Reality Sales Market Share by Manufacturers
3.1.3 Global Virtual Reality Market Concentration Ratio (CR5 and HHI)
3.2 Virtual Reality Revenue by Manufacturers
3.2.1 Virtual Reality Revenue by Manufacturers (2014-2019)
3.2.2 Virtual Reality Revenue Share by Manufacturers (2014-2019)
3.3 Virtual Reality Price by Manufacturers
3.4 Virtual Reality Manufacturing Base Distribution, Product Types
3.4.1 Virtual Reality Manufacturers Manufacturing Base Distribution, Headquarters
3.4.2 Manufacturers Virtual Reality Product Type
3.4.3 Date of International Manufacturers Enter into Virtual Reality Market
3.5 Manufacturers Mergers & Acquisitions, Expansion Plans
…
11 Company Profiles
11.1 Oculus VR
11.1.1 Oculus VR Company Details
11.1.2 Company Business Overview
11.1.3 Oculus VR Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
11.1.4 Oculus VR Virtual Reality Products Offered
11.1.5 Oculus VR Recent Development
11.2 Sony
11.2.1 Sony Company Details
11.2.2 Company Business Overview
11.2.3 Sony Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
11.2.4 Sony Virtual Reality Products Offered
11.2.5 Sony Recent Development
11.3 Samsung Electronics
11.3.1 Samsung Electronics Company Details
11.3.2 Company Business Overview
11.3.3 Samsung Electronics Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
11.3.4 Samsung Electronics Virtual Reality Products Offered
11.3.5 Samsung Electronics Recent Development
11.4 HTC
11.4.1 HTC Company Details
11.4.2 Company Business Overview
11.4.3 HTC Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
11.4.4 HTC Virtual Reality Products Offered
11.4.5 HTC Recent Development
11.5 EON Reality
11.5.1 EON Reality Company Details
11.5.2 Company Business Overview
11.5.3 EON Reality Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
11.5.4 EON Reality Virtual Reality Products Offered
11.5.5 EON Reality Recent Development
11.6 Google
11.6.1 Google Company Details
11.6.2 Company Business Overview
11.6.3 Google Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
11.6.4 Google Virtual Reality Products Offered
11.6.5 Google Recent Development
11.7 Microsoft
11.7.1 Microsoft Company Details
11.7.2 Company Business Overview
11.7.3 Microsoft Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
11.7.4 Microsoft Virtual Reality Products Offered
11.7.5 Microsoft Recent Development
11.8 Vuzix
11.8.1 Vuzix Company Details
11.8.2 Company Business Overview
11.8.3 Vuzix Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
11.8.4 Vuzix Virtual Reality Products Offered
11.8.5 Vuzix Recent Development
11.9 Cyberglove Systems
11.9.1 Cyberglove Systems Company Details
11.9.2 Company Business Overview
11.9.3 Cyberglove Systems Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
11.9.4 Cyberglove Systems Virtual Reality Products Offered
11.9.5 Cyberglove Systems Recent Development
11.10 Sensics
11.10.1 Sensics Company Details
11.10.2 Company Business Overview
11.10.3 Sensics Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
11.10.4 Sensics Virtual Reality Products Offered
11.10.5 Sensics Recent Development
11.11 Leap Motion
11.12 Sixense Entertainment
Continued …
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