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
2.2 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
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
6.3 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
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
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
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
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