About Virtual Reality Virtual reality (VR) is defined as a three-dimensional computer-generated environment. VR is implemented using a computer technology and a range of systems, including headsets and special gloves, that make the user a part of the virtual world. VR provides an immersive experience by connecting the user to the VR world. The user experiences a feeling of involvement, which is intelligently designed by experts. VR is a combination of hardware, software, and sensory synchronicity to achieve a sense of presence. VR has gained immense popularity worldwide because of the development of immersive films and 360-degree videos. VR systems allow a three-dimensional view of images. Technavio’s analysts forecast the global virtual reality market to grow at a CAGR of 48.89% during the period 2017-2021. Covered in this report The report covers the present scenario and the growth prospects of the global virtual reality market for 2017-2021. The report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The market is divided into the... Research Beam Model: Research Beam Product ID: 2037768 3500 USD New
Global Virtual Reality Market 2017-2021
 
 

Global Virtual Reality Market 2017-2021

  • Category : ICT & Media
  • Published On : September   2017
  • Pages : 92
  • Publisher : Technavio
 
 
 
About Virtual Reality

Virtual reality (VR) is defined as a three-dimensional computer-generated environment. VR is implemented using a computer technology and a range of systems, including headsets and special gloves, that make the user a part of the virtual world. VR provides an immersive experience by connecting the user to the VR world. The user experiences a feeling of involvement, which is intelligently designed by experts. VR is a combination of hardware, software, and sensory synchronicity to achieve a sense of presence. VR has gained immense popularity worldwide because of the development of immersive films and 360-degree videos. VR systems allow a three-dimensional view of images.

Technavio’s analysts forecast the global virtual reality market to grow at a CAGR of 48.89% during the period 2017-2021.

Covered in this report
The report covers the present scenario and the growth prospects of the global virtual reality market for 2017-2021. The report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio's report, Global Virtual Reality Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

VR market vendors
• 360 Labs
• Netflix
• Samsung Electronics
• Google
• Koncept VR
• Jaunt
• DODOcase
• I AM CARDBOARD
• KNOXLABS
• OnePlus
• PowisVR
• Unofficial Cardboard
• ZEISS VR ONE
• HOMIDO
• Mattel
• Samsonite IP Holdings
• MR.CARDBOARD
• Facebook (Oculus VR)
• HTC
• Open Source Virtual Reality
• Sony
• Zebronics
• FOVE
• LG Electronics
• CyberGlove Systems
• MANUS VR
• NeuroDigital Technologies
• Virtalis
• Dexta Robotics
• Synertial
• Spinview Global
• VRscape
• AppReal
• Erminesoft

Market driver
• Declining prices of VR hardware
• For a full, detailed list, view our report

Market challenge
• High VR app development costs
• For a full, detailed list, view our report

Market trend
• Use of inside-out tracking technology in VR headsets
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2021 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.
Table of Contents
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
• Market outline
PART 05: Market landscape
• Market overview
• Market size and forecast
• Five forces analysis
PART 06: Market segmentation by sector
• Global VR market by sector
• Global VR market in VR content sector
• Global VR market in VR hardware sector
• Global VR market in VR apps sector
PART 07: Market segmentation by platform
• Global VR market by platform
• Global VR market by PCs
• Global VR market by mobile devices
• Global VR market by consoles
PART 08: Geographical segmentation
• Global VR market by geography
• VR market in Americas
• VR market in APAC
• VR market in EMEA
PART 09: Key leading countries
• VR market in US
• VR market in Japan
• VR market in China
PART 10: Decision framework
PART 11: Drivers and challenges
• Market drivers
• Market challenges
PART 12: Market trends
• Use of inside-out tracking technology in VR headsets
• Increasing popularity of 360-degree content
• Adoption of VR in fashion and retail
• Use of VR projectors
• Emergence of VR armbands and gesture-based controllers
PART 13: Vendor landscape
• Competitive scenario
PART 14: Appendix
• List of abbreviations
List of Exhibits?
Exhibit 01: Global VR market: Overview
Exhibit 02: Global VR market 2016-2021 ($ billions)
Exhibit 03: Five forces analysis
Exhibit 04: Global VR market by sector 2016 and 2021 (% share)
Exhibit 05: Global VR market in VR content sector 2016-2021 ($ billions)
Exhibit 06: Global VR market in VR content sector by end-user industry 2016 and 2021 (% share)
Exhibit 07: Global VR market in gaming industry 2016-2021 ($ billions)
Exhibit 08: Global VR market in entertainment industry 2016-2021 ($ billions)
Exhibit 09: Global VR market in education industry 2016-2021 ($ billions)
Exhibit 10: Global VR market in retail industry 2016-2021 ($ billions)
Exhibit 11: Global VR market in other industries 2016-2021 ($ billions)
Exhibit 12: Global VR market in VR hardware sector 2016-2021 ($ billions)
Exhibit 13: Global VR hardware market by VR HMDs 2016-2021 ($ billions)
Exhibit 14: Global VR market by VR HMDs 2016-2021 (millions of units)
Exhibit 15: Global VR market by VR gloves 2016-2021 ($ billions)
Exhibit 16: Global VR market by VR gloves 2016-2021 (millions of units)
Exhibit 17: Global VR market in VR apps sector 2016-2021 ($ billions)
Exhibit 18: Global VR market by platform 2016 and 2021 (% share)
Exhibit 19: Global VR market by PCs 2016-2021 ($ billions)
Exhibit 20: Global VR market by mobile devices 2016-2021 ($ billions)
Exhibit 21: Global VR market by consoles 2016-2021 ($ billions)
Exhibit 22: Global VR market by geography 2016 and 2021 (% share)
Exhibit 23: VR market in Americas 2016-2021 ($ billions)
Exhibit 24: VR market in APAC 2016-2021 ($ billions)
Exhibit 25: VR market in EMEA 2016-2021 ($ billions)
Exhibit 26: Key leading countries 2016
Exhibit 27: VR market in US 2016-2021 ($ billions)
Exhibit 28: VR market in Japan 2016-2021 ($ billions)
Exhibit 29: VR market in China 2016-2021 ($ billions)
Exhibit 30: Vendors in VR content market
Exhibit 31: Vendors in global VR cardboard market
Exhibit 32: Vendors in global VR headset market
Exhibit 33: Vendors in global VR glove market
Exhibit 34: Vendors in global VR app market

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