OVERVIEW
The Global Virtual Reality Market is calculated to reach $43.96 billion by 2024. It is expected to grow at a CAGR of 35.19% during the forecast period 2019-2024. The penetration of HMDs in the gaming and entertainment sector, huge investments in VR market, advancement of technology and growing digitization, and availability of affordable VR devices are the major factors fueling the growth of the overall market.TABLE OF CONTENT
- 1 Global Virtual Reality Market - Overview
- 1.1 Study Objectives
- 1.2 Market Definition
- 1.3 Study Scope
- 1.3.1 Markets Covered
- 1.3.2 Geographic Scope
- 2 RESEARCH METHODOLOGY
- 2.1 Research Data
- 2.1.1 Secondary Data
- 2.1.1.1 Key Data From Secondary Sources
- 2.1.2 Primary Data
- 2.1.2.1 Key Data From Primary Sources
- 2.1.2.2 Key Industry Insights
- 2.1.2.3 Breakdown of Primaries
- 2.1.1 Secondary Data
- 2.2 Market Size Estimation
- 2.2.1 Bottom-Up Approach
- 2.2.2 Top-Down Approach
- 2.3 Market Breakdown and Data Triangulation
- 2.4 Research Assumptions
- 2.1 Research Data
- 3 Global Virtual Reality Market – Executive Summary
- 3.1 Market Revenue, Market Size and Key Trends by Company
- 3.2 Key Trends by type of Application
- 3.3 Key Trends segmented by Geography
- 4 Global Virtual Reality Market – Comparative Analysis
- 4.1 Product Benchmarking - Top 10 companies
- 4.2 Top 5 Financials Analysis
- 4.3 Market Value split by Top 10 companies
- 4.4 Patent Analysis - Top 10 companies
- 4.5 Pricing Analysis
- 5 Global Virtual Reality Market – Industry Market Entry Scenario
- 5.1 Regulatory Framework Overview
- 5.2 New Business and Ease of Doing business index
- 5.3 Case studies of successful ventures
- 5.4 Customer Analysis – Top 10 companies
- 6 Global Virtual Reality Market - Market Forces
- 6.1 Introduction
- 6.2 Market Dynamics
- 6.2.1 Drivers
- 6.2.1.1 Penetration of HMDs in gaming and entertainment sector
- 6.2.1.2 Huge investments in VR market
- 6.2.1.3 Advancement of technology and growing digitization
- 6.2.1.4 Availability of affordable VR devices
- 6.2.2 Opportunities
- 6.2.2.1 Penetration of HMDs in healthcare and architectural applications
- 6.2.3 Challenges
- 6.2.3.1 Developing user-friendly VR systems
- 6.2.1 Drivers
- 6.3 Porters Analysis of Market
- 6.3.1 Bargaining power of suppliers
- 6.3.2 Bargaining powers of customers
- 6.3.3 Threat of new entrants
- 6.3.4 Rivalry among existing players
- 6.3.5 Threat of substitutes
- 7 Global Virtual Reality Market - Strategic Analysis
- 7.1 Value Chain analysis
- 7.2 Product Life Cycle
- 7.3 Supplier and distributor analysis (Market share and product dealing strategies)
- 8 Global Virtual Reality Market – By Technology (Market Size – & million/billion)
- 8.1 Virtual Reality Technology
- 8.1.1 Nonimmersive Technology
- 8.1.2 Semi-Immersive and Fully Immersive Technology
- 8.1 Virtual Reality Technology
- 9 Global Virtual Reality Market - By Offering
- 9.1 Hardware
- 9.1.1 Sensors
- 9.1.2 Semiconductor Components
- 9.1.3 Displays and Projectors
- 9.1.4 Position Trackers
- 9.1.5 Cameras
- 9.1.6 Others
- 9.2 Software
- 9.2.1 SDKs Will Play Crucial Role in VR Software Market
- 9.2.2 Software Development Kits
- 9.2.3 Cloud-Based Services
- 9.3 VR Content Creation
- 9.1 Hardware
- 10 Global Virtual Reality Market - By Device Type
- 10.1 Virtual Reality Devices
- 10.1.1 Head-Mounted Displays
- 10.1.2 Gesture-Tracking Devices
- 10.1.3 Projectors & Display Walls
- 10.1 Virtual Reality Devices
- 11 Global Virtual Reality Market - By Application
- 11.1 Virtual Reality Applications
- 11.1.1 Consumer
- 11.1.2 Commercial
- 11.1.3 Enterprise
- 11.1.4 Healthcare
- 11.1.5 Aerospace & Defense
- 11.1.6 Others
- 11.1 Virtual Reality Applications
- 12 Global Virtual Reality Market – By Geography (Market Size – &million/billion)
- 12.1 Introduction
- 12.2 North America
- 12.2.1 US
- 12.2.2 Canada
- 12.2.3 Mexico
- 12.3 Europe
- 12.3.1 U.K
- 12.3.2 Germany
- 12.3.3 Italy
- 12.3.4 France
- 12.3.5 Spain
- 12.3.6 Rest of Europe
- 12.4 Asia-Pacific
- 12.4.1 China
- 12.4.2 Japan
- 12.4.3 India
- 12.4.4 South Korea
- 12.4.5 Rest of APAC
- 12.5 Rest of the World
- 12.5.1 South America
- 12.5.2 Middle East
- 12.5.3 Africa
- 13 Global Virtual Reality Market – Entropy
- 13.1 New product launches
- 13.2 M&A's, collaborations, JVs and partnerships
- 14 Global Virtual Reality Market Company Profile (Key Players)
- 14.1 Market Share, Company Revenue, Products, M&A, Developments
- 14.2 Oculus VR (Facebook)
- 14.3 Sony
- 14.4 Vuzix
- 14.5 CyberGlove Systems
- 14.6 Microsoft
- 14.7 Samsung Electronics
- 14.8 HTC
- 14.9 Eon Reality
- 14.10 Leap Motion
- 14.11 Sixense Enterprises
- 14.12 Company 11 & more
- 15 Global Virtual Reality Market - Appendix
- 15.1 Sources
- 15.2 Abbreviations
Virtual Reality Market by Offering (Software, Hardware), Device Type (Gesture-Tracking Device, Head-Mounted Display), Application (Commercial, Enterprise, Consumer, Healthcare, Aerospace & Defense), Technology, and Region – 2022 to 2027
Category: Semiconductor & ElectronicsSKU: GMS310
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