Global Virtual Reality Market 2015-2019 - Industry Analysis

Published: November 2015
No. of Pages: 85
   

Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from healthcare, gaming devices, public entertainment, prototype creation to military exercises.

A virtual reality system can be classified into the following:

  • Non-immersive virtual reality system
  • Semi-immersive virtual reality system
  • Immersive virtual reality system

The analysts forecast the global virtual reality market to grow at a CAGR of 96.09% over the period 2014-2019.

Covered in this Report

The report includes the present scenario and the growth prospects of global virtual reality market for the period 2015-2019.

The report, Global Virtual reality Market 2015-2019, 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 in the coming years. The report includes a discussion of the key vendors operating in this market.

Key vendors

  • Avegant
  • Beijing ANTVR Technology
  • Criffin
  • EON Reality
  • Google
  • HTC
  • ImmersiON-VRelia
  • Leap Motion
  • Oculus VR
  • Razer
  • Samsung
  • Shoogee (Durovis Dive)
  • Sony
  • Virtalis
  • Virtual Realities
  • Vrizzmo
  • WorldViz

Key market driver

  • Increased awareness
  • For a full, detailed list, view our report

Key market challenge

  • Concerns regarding criminal acts
  • For a full, detailed list, view our report

Key market trend

  • Investments, Partnerships, and M&A
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2019 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
  • What are the market opportunities and threats faced by the key vendors
  • What are the strengths and weaknesses of the key vendors

Global Virtual Reality Market 2015-2019 - Industry Analysis

Table of Contents

PART 01: Executive summary
Highlights

PART 02: Scope of the report
Market overview
End-user segments
Base year
Geographical areas
Market size calculation and segmentation
Common currency conversion rates

PART 03: Market research methodology
Research methodology
Economic indicators

PART 04: Introduction
Key market highlights

PART 05: Market landscape
Market overview
Components of VR system
VR transition
Market size and forecast
Five forces analysis

PART 06: Market segmentation by components
Global virtual reality market revenue contribution: Hardware versus software

PART 07: Market segmentation by end-user
Gaming
Entertainment
Industrial
E-commerce
Sports and fitness
Travel and tourism
Military and aviation

PART 08: Geographical segmentation
Global virtual reality market 2015-2019 by geography

PART 09: Market drivers

PART 10: Impact of drivers

PART 11: Market challenges

PART 12: Impact of drivers and challenges

PART 13: Market trends

PART 14: Vendor landscape
Competitive scenario

PART 15: Key vendor analysis
Avegant
Beijing ANTVR Technology
Criffin
EON Reality
Google
HTC
ImmersiON-VRelia
Leap Motion
Oculus VR
Razer
Samsung
Shoogee (Durovis Dive)
Sony
Virtalis
Virtual Realities
Vrizzmo
WorldViz

PART 16: Appendix
List of abbreviations

List of Exhibits

Exhibit 01: Comparison of VR technology
Exhibit 02: Components of VR system
Exhibit 03: Global virtual reality market by revenue ($ millions)
Exhibit 04: Global virtual reality market by unit shipment (millions of units)
Exhibit 05: Five forces analysis
Exhibit 06: Global virtual reality market revenue contribution
Exhibit 07: ASP trend ($ millions)
Exhibit 08: Global virtual reality market by geography 2015-2019
Exhibit 09: Impact of drivers
Exhibit 10: Impact of drivers and challenges
Exhibit 11: Beijing ANTVR Technology: Product segmentation
Exhibit 12: EON Reality: Product segmentation
Exhibit 13: Google: Business segmentation by revenue 2014
Exhibit 14: Google: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 15: Google: Geographical segmentation by revenue 2014
Exhibit 16: HTC: Product segmentation
Exhibit 17: ImmersiON-VRelia: Product segmentation
Exhibit 18: Leap Motion: Product segmentation
Exhibit 19: Oculus VR: Products
Exhibit 20: Razer: Product segmentation
Exhibit 21: Samsung: Business segmentation by revenue 2014
Exhibit 22: Samsung: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 23: Sony: Business segmentation by revenue 2014
Exhibit 24: Sony: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 25: Vrizzmo: Product segmentation

Published By: Infiniti Research Limited
Product Code: Infiniti Research Limited9535


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