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Virtual Reality Market, by Technology (Non-Immersive, Semi-Immersive, Fully-Immersive), Product (Hardware, Software), Application (Gaming, Healthcare, Aerospace & Defense, Entertainment & Others) - Global Revenue, Trends, Growth, Share, Size and Forecast to 2022

ICT105 October 2016 100 FREE 10% CUSTOMIZATION

Virtual Reality Market worth USD 2.81 billion in 2016 and expected to reach USD 23.40 billion by 2022, at a CAGR of 42.2% from 2016 to 2022.

The objective of this report is to describe the market trends and revenue forecasts for the virtual reality market for the next five years. The report focuses on defining and describing the key influencing factors for the growth of the market. It also offers an in-depth analysis of the market size (revenue), market share, major market segments, different geographic regions, key market players, and premium industry trends.

The report tracks the major market events including product launches, technological developments, mergers & acquisitions, and the innovative business strategies opted by key market players. Along with strategically analyzing the key micro markets, the report also focuses on industry-specific drivers, restraints, opportunities and challenges in the virtual reality market. The scope of this report covers the virtual reality market by its major segments, which include the technologies, products, applications, and the major geographic regions.

KEY BENEFITS OF THE REPORT

  • In-depth analysis of the key factors propelling the growth of the global market
  • Detailed analysis of the geographic region that will witness the strongest growth
  • Granular analysis of the current market scenario and the expected market growth

KEY PREMIUM INDUSTRY INSIGHTS

  • The growth of the virtual reality market is attributed to the growth of adoption of the head-mounted displays in entertainment and gaming platforms, also because of the decrease in the display prices and other hardware components that are being used in virtual reality market, it also being used in defense sectors for monitoring and training purposes.
  • Rise in the adoption of head-mounted display technology in healthcare, medical and gaming platform, high demand in design segment are the key reasons for the better opportunities for the growth of virtual reality market.
  • However the movement restrictions and health concerns related to low resolutions and energy consumption, display latency affects the overall performance are anticipated to limit the adoption of virtual reality market.

RESEARCH METHODOLOGY

The research methodology for Scalar Market Research’s virtual reality market report utilizes a combination of top-down and bottom-up research formats. Our primary focus on continuous market tracking, rigorous fact-checking, data-triangulation, and multiple layers of quality control ensures high-quality data that can be leveraged for actionable research insights.

To know about the assumptions considered for the study, Download pdf Brochure.

MARKET SEGMENTATION

This report analyzes the virtual reality market by the following segments:

  • Global Virtual Reality Market, by Technology
    • Non-Immersive
    • Semi-Immersive
    • Fully-Immersive
  • Global Virtual Reality Market, by Product
    • Hardware
    • Software
  • Global Virtual Reality Market, by Application
    • Gaming
    • Healthcare
    • Aerospace & Defense
    • Entertainment
    • Others (Digital Marketing, Interactive Media, etc.)

KEY MARKET PLAYERS

Key players in the virtual reality market include:

  • Oculus VR, Inc.
  • Leap Motion, Inc.
  • Barco N.V.
  • Sixense International, Inc.
  • Samsung
  • EON Reality, Inc.
  • Vuzix Corporation
  • Sensics, Inc.
  • Sony Corporation
  • Microsoft Corporation

GEOGRAPHIC COVERAGE AND ANALYSIS

This granular market research report covers the following geographic regions in great detail:

Virtual Reality Market

TRENDING RELATED REPORT

Augmented Reality Market, by Component (Sensors, Integrated Circuits, Microcontroller & Processors, Displays, Software), Application (Gaming, Media, Education & Training, Healthcare, Architecture & Design, Aerospace & Defense, Automotive, Digital Marketing) - Global Revenue, Trends, Growth, Share, Size and Forecast to 2022


  1. MARKET OVERVIEW
    1. Definitions
    2. Research Methodology
    3. Market Segmentation
  2. EXECUTIVE SUMMARY
  3. MARKET DYNAMICS
    1. Drivers
    2. Restraints
    3. Opportunities
    4. Premium Industry Trends
  4. INDUSTRY ANALYSIS
    1. Value Chain Analysis
    2. Technology Roadmap
  5. VIRTUAL REALITY MARKET, BY TECHNOLOGY
    1. Segment Share
    2. Technology
      1. Non-Immersive
      2. Semi-Immersive
      3. Fully-Immersive
  6. VIRTUAL REALITY MARKET, BY PRODUCT
    1. Segment Share
    2. Product
      1. Hardware
      2. Software
  7. VIRTUAL REALITY MARKET, BY APPLICATION
    1. Segment Share
    2. Application
      1. Gaming
      2. Healthcare
      3. Aerospace & Defence
      4. Entertainment
      5. Others (Digital Marketing, Interactive Media, etc.)
  8. VIRTUAL REALITY MARKET, BY GEOGRAPHY
    1. North America
      1. By Country
        1. U.S.
        2. Rest of North America
      2. By Technology
      3. By Product
      4. By Application
    2. Europe
      1. By Country
        1. France
        2. Germany
        3. U.K.
        4. Rest of Europe
      2. By Technology
      3. By Product
      4. By Application
    3. Asia-Pacific
      1. By Country
        1. China
        2. India
        3. Japan
        4. Rest of Asia-Pacific
      2. By Technology
      3. By Product
      4. By Application
    4. Middle East & Africa
      1. By Country
        1. GCC
        2. North Africa
        3. South Africa
        4. Rest of Middle East & Africa
      2. By Technology
      3. By Product
      4. By Application
    5. Latin America
      1. By Country
        1. Brazil
        2. Rest of Latin America
      2. By Technology
      3. By Product
      4. By Application
  9. COMPETITIVE LANDSCAPE
    1. Market Positioning of Key Players
    2. Key Innovators
  10. KEY MARKET PLAYERS
    1. Oculus VR, Inc.
      1. Overview
      2. Key Strategies
      3. Recent Developments
    2. Leap Motion, Inc.
      1. Overview
      2. Key Strategies
      3. Recent Developments
    3. Barco N.V.
      1. Overview
      2. Key Strategies
      3. Recent Developments
    4. Sixense International, Inc.
      1. Overview
      2. Key Strategies
      3. Recent Developments
    5. Samsung
      1. Overview
      2. Key Strategies
      3. Recent Developments
    6. EON Reality, Inc.
      1. Overview
      2. Key Strategies
      3. Recent Developments
    7. Vuzix Corporation
      1. Overview
      2. Key Strategies
      3. Recent Developments
    8. Sensics, Inc.
      1. Overview
      2. Key Strategies
      3. Recent Developments
    9. Sony Corporation
      1. Overview
      2. Key Strategies
      3. Recent Developments
    10. Microsoft Corporation
      1. Overview
      2. Key Strategies
      3. Recent Developments
  11. SCALAR 360 DEGREE MARKET PERSPECTIVE
  12. APPENDIX
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