Global Virtual Reality Market Size by Technology (Non-Immersive, Semi-Immersive, Fully-Immersive), Device Type (Head-Mounted Display, Gesture-Tracking Device), Application & Region - Key Manufacturers, Analysis, Growth Trends, and Forecast till 2026

The global virtual reality market was estimated to be valued at USD XX million in 2018 and is projected to reach USD XX million by 2026, at a CAGR of XX% during 2019 to 2026. Scope of virtual reality market includes by Technology (Non-immersive, Semi-Immersive, Fully-Immersive), by Device Type (Head-Mounted Display, Gesture-Tracking Device, Projector & Display Wall), by Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense, Others) & by Region (North America- U.S., Canada; Europe- Germany, U.K., France; Asia-Pacific- China, India, Japan; Latin America- Brazil, Mexico; Middle East & Africa- UAE, Saudi Arabia, South Africa).

A technology which can create an artificial environment with the help of software in such a way that the user believes it as a real environment is referred as Virtual Reality (VR). It is a computer generated simulation with three dimensional image or environment. Growing technological advancements and digitization, accessibility to affordable VR devices are the major driving factors for global virtual reality market.

However, effect of display latency and energy consumption on the performance of VR devices and developing user friendly VR systems are major challenges for virtual reality market. Regardless of these limitations, rising demand for VR devices in multiple sectors, such as, healthcare, architecture, and aerospace & defense will grow virtual reality market significantly in the forecast period.

The virtual reality market is primarily segmented based on different technology, device type, application and regions.

Based on technology, the market is divided into:
* Non-Immersive
* Semi-Immersive
* Fully-Immersive

Based on device type, the market is divided into:
* Head-Mounted Display
* Gesture-Tracking Device
* Projector & Display Wall

Based on application, the market is divided into:
* Consumer
* Commercial
* Enterprise
* Healthcare
* Aerospace & Defense
* Others

Moreover, the market is classified based on regions and countries as follows:
* North America (United States, Canada)
* Europe (Germany, UK, France, Rest of Europe)
* Asia Pacific (China, India, Japan, Rest of Asia Pacific)
* Latin America (Brazil, Mexico, Rest of Latin America)
* Middle East & Africa (Saudi Arabia, UAE, South Africa, Rest of Middle East & Africa)

Key Market Players:
The key players profiled in the market include:
* Google Inc.
* Sony
* Magic Leap, Inc.
* HTC
* Microsoft Corporation
* Osterhout Design Group
* Facebook
* Samsung Electronics Co., Ltd.
* Wikitude
* DAQRI

These organizations are focusing on growth strategies, such as new product launches, expansions, acquisitions, and agreements & partnerships to expand their operations across the globe.

Key Benefits of the Report:

* Global, regional, technology, device type, and application wise market size and their forecast from 2015-2026
* Identification and detailed analysis on key market dynamics, such as, drivers, restraints, opportunities, and challenges influencing growth of the market
* Detailed analysis on product outlook with market specific Porter’s Five Forces analysis, PEST analysis, and Value Chain, to better understand the market and build expansion strategies
* Identification of key market players and comprehensively analyze their market share and core competencies, detailed financial positions, key products, and unique selling points
* Analysis on key players’ strategic initiatives and competitive developments, such as joint ventures, mergers, and new product launches in the market
* Expert interviews and their insights on market shift, current and future outlook, and factors impacting vendors’ short term and long term strategies
* Detailed insights on emerging regions, technologies, device types, and applications with qualitative and quantitative information and facts

Target Audience:
* Virtual Reality Providers
* Research and Consulting Firms
* Government and Research Organizations
* Associations and Industry Bodies

Research Methodology:

The market is derived through extensive use of secondary, primary, in-house research followed by expert validation and third party perspective, such as, analyst reports of investment banks. The secondary research is the primary base of our study wherein we conducted extensive data mining, referring to verified data sources, such as, white papers, research and regulatory published articles, technical journals, trade magazines, and paid data sources.

For forecasting, regional demand & supply factors, recent investments, market dynamics including technical growth scenario, consumer behavior, and end use trends and dynamics, and production trends were taken into consideration. Different weightages have been assigned to these parameters and quantified their market impacts using the weighted average analysis to derive the market growth rate.

The market estimates and forecasts have been verified through exhaustive primary research with the Key Industry Participants (KIP), which typically include:
* Government Body and Association
* Research Institutes

Table of Contents

1. Executive Summary

2. Methodology and Scope
2.1. Research Methodology
2.2. Research Scope and Assumptions

3. Virtual Reality Market— Market Overview
3.1. Market Segmentation and Scope
3.2. Market Size and Growth Prospects
3.3. Virtual Reality Market— Value Chain/Supply Chain Analysis
3.4. Virtual Reality Market— Market Dynamics
3.4.1. Market Driver Analysis
3.4.2. Market Challenge Analysis
3.4.3. Market Opportunity Analysis
3.4.4. Market Restraint Analysis
3.5. Virtual Reality Market- Porter\'s Five Forces
3.5.1. Bargaining Power of Buyers
3.5.2. Bargaining Power of Suppliers
3.5.3. Competitive Rivalry
3.5.4. Threat of New Entrants
3.5.5. Threat of Substitutes
3.6. Virtual Reality Market- PEST Analysis
3.6.1. Political Factors
3.6.2. Economic Factors
3.6.3. Social Factors
3.6.4. Technological Factors
3.7. Virtual Reality Market- Industry Trends
3.7.1. Virtual Reality Market: Current & Emerging Trends

4. Virtual Reality Market by Technology Outlook
4.1. Virtual Reality Market Share, by Technology, 2018 & 2026
4.2. Non-Immersive
4.2.1. Virtual Reality Market, by Non-Immersive, 2015 - 2026
4.3. Semi-Immersive
4.3.1. Virtual Reality Market, by Semi-Immersive, 2015 - 2026
4.4. Fully-Immersive
4.4.1. Virtual Reality Market, by Fully-Immersive, 2015 - 2026

5. Virtual Reality Market by Device Type Outlook
5.1. Virtual Reality Market Share, by Device Type, 2018 & 2026
5.2. Head-Mounted Display
5.2.1. Virtual Reality Market, by Head-Mounted Display, 2015 - 2026
5.3. Gesture-Tracking Device
5.3.1. Virtual Reality Market, by Gesture-Tracking Device, 2015 - 2026
5.4. Projector & Display Wall
5.4.1. Virtual Reality Market, by Projector & Display Wall, 2015 - 2026

6. Virtual Reality Market by Application Outlook
6.1. Virtual Reality Market Share, by Application, 2018 & 2026
6.2. Consumer
6.2.1. Virtual Reality Market, by Consumer, 2015 - 2026
6.3. Commercial
6.3.1. Virtual Reality Market, by Commercial, 2015 - 2026
6.4. Enterprise
6.4.1. Virtual Reality Market, by Enterprise, 2015 - 2026
6.5. Healthcare
6.5.1. Virtual Reality Market, by Healthcare, 2015 - 2026
6.6. Aerospace & Defense
6.6.1. Virtual Reality Market, by Aerospace & Defense, 2015 - 2026
6.7. Others
6.7.1. Virtual Reality Market, by Others, 2015 - 2026

7. Virtual Reality Market Regional Outlook
7.1. Virtual Reality Market Share by Region, 2018 & 2026
7.2. Asia Pacific
7.2.1. Key Takeaways
7.2.2. Asia Pacific Virtual Reality Market, 2015 - 2026
7.2.3. Asia Pacific Virtual Reality Market, by Technology, 2015 - 2026
7.2.4. Asia Pacific Virtual Reality Market, by Device Type, 2015 - 2026
7.2.5. Asia Pacific Virtual Reality Market, by Application, 2015 - 2026
7.2.6. China
7.2.6.1. China Virtual Reality Market, by Device Type, 2015 - 2026
7.2.6.2. China Virtual Reality Market, by Application, 2015 - 2026
7.2.7. India
7.2.7.1. India Virtual Reality Market, by Device Type, 2015 - 2026
7.2.7.2. India Virtual Reality Market, by Application, 2015 - 2026
7.2.8. Japan
7.2.8.1. Japan Virtual Reality Market, by Device Type, 2015 - 2026
7.2.8.2. Japan Virtual Reality Market, by Application, 2015 - 2026
7.2.9. Rest of Asia Pacific
7.2.9.1. Rest of Asia Pacific Virtual Reality Market, by Device Type, 2015 - 2026
7.2.9.2. Rest of Asia Pacific Virtual Reality Market, by Application, 2015 - 2026
7.3. Europe
7.3.1. Key Takeaways
7.3.2. Europe Virtual Reality Market, 2015-2026
7.3.3. Europe Virtual Reality Market, by Technology, 2015 - 2026
7.3.4. Europe Virtual Reality Market, by Device Type, 2015 - 2026
7.3.5. Europe Virtual Reality Market, by Application, 2015 - 2026
7.3.6. Germany
7.3.6.1. Germany Virtual Reality Market, by Device Type, 2015 - 2026
7.3.6.2. Germany Virtual Reality Market, by Application, 2015 - 2026
7.3.7. UK
7.3.7.1. UK Virtual Reality Market, by Device Type, 2015 - 2026
7.3.7.2. UK Virtual Reality Market, by Application, 2015 - 2026
7.3.8. France
7.3.8.1. France Virtual Reality Market, by Device Type, 2015 - 2026
7.3.8.2. France Virtual Reality Market, by Application, 2015 - 2026
7.3.9. Rest of Europe
7.3.9.1. Rest of Europe Virtual Reality Market, by Device Type, 2015 - 2026
7.3.9.2. Rest of Europe Virtual Reality Market, by Application, 2015 - 2026
7.4. North America
7.4.1. Key Takeaways
7.4.2. North America Virtual Reality Market, 2015-2026
7.4.3. North America Virtual Reality Market, by Technology, 2015 - 2026
7.4.4. North America Virtual Reality Market, by Device Type, 2015 - 2026
7.4.5. North America Virtual Reality Market, by Application, 2015 - 2026
7.4.6. US
7.4.6.1. US Virtual Reality Market, by Device Type, 2015 - 2026
7.4.6.2. US Virtual Reality Market, by Application, 2015 - 2026
7.4.7. Canada
7.4.7.1. Canada Virtual Reality Market, by Device Type, 2015 - 2026
7.4.7.2. Canada Virtual Reality Market, by Application, 2015 - 2026
7.5. Middle East & Africa
7.5.1. Key Takeaways
7.5.2. Middle East & Africa Virtual Reality Market, 2015-2026
7.5.3. Middle East & Africa Virtual Reality Market, by Technology, 2015-2026
7.5.4. Middle East & Africa Virtual Reality Market, by Device Type, 2015-2026
7.5.5. Middle East & Africa Virtual Reality Market, by Application, 2015-2026
7.5.6. UAE
7.5.6.1. UAE Virtual Reality Market, by Device Type, 2015 - 2026
7.5.6.2. UAE Virtual Reality Market, by Application, 2015 - 2026
7.5.7. Saudi Arabia
7.5.7.1. Saudi Arabia Virtual Reality Market, by Device Type, 2015 - 2026
7.5.7.2. Saudi Arabia Virtual Reality Market, by Application, 2015 - 2026
7.5.8. South Africa
7.5.8.1. South Africa Virtual Reality Market, by Device Type, 2015 - 2026
7.5.8.2. South Africa Virtual Reality Market, by Application, 2015 - 2026
7.5.9. Rest of Middle East & Africa
7.5.9.1. Rest of Middle East & Africa Virtual Reality Market, by Device Type, 2015 - 2026
7.5.9.2. Rest of Middle East & Africa Virtual Reality Market, by Application, 2015 - 2026
7.6. Latin America
7.6.1. Key Takeaways
7.6.2. Latin America Virtual Reality Market, 2015-2026
7.6.3. Latin America Virtual Reality Market, by Technology, 2015 - 2026
7.6.4. Latin America Virtual Reality Market, by Device Type, 2015 - 2026
7.6.5. Latin America Virtual Reality Market, by Application, 2015 - 2026
7.6.6. Brazil
7.6.6.1. Brazil Virtual Reality Market, by Device Type, 2015 - 2026
7.6.6.2. Brazil Virtual Reality Market, by Application, 2015 - 2026
7.6.7. Mexico
7.6.7.1. Mexico Virtual Reality Market, by Device Type, 2015 - 2026
7.6.7.2. Mexico Virtual Reality Market, by Application, 2015 - 2026
7.6.8. Rest of Latin America
7.6.8.1. Rest of Latin America Virtual Reality Market, by Device Type, 2015 - 2026
7.6.8.2. Rest of Latin America Virtual Reality Market, by Application, 2015 - 2026

8. Competitive Landscape
8.1. Virtual Reality Market— Market Share Analysis, by Key Players, 2018
8.1.1. Vendor Landscape
8.2. Company Profiles
8.2.1. Google Inc.
8.2.1.1. Company Overview
8.2.1.2. Financials
8.2.1.3. Product Portfolio
8.2.1.4. Strategic Initiatives
8.2.2. Sony
8.2.2.1. Company Overview
8.2.2.2. Financials
8.2.2.3. Product Portfolio
8.2.2.4. Strategic Initiatives
8.2.3. Magic Leap, Inc.
8.2.3.1. Company Overview
8.2.3.2. Financials
8.2.3.3. Product Portfolio
8.2.3.4. Strategic Initiatives
8.2.4. HTC
8.2.4.1. Company Overview
8.2.4.2. Financials
8.2.4.3. Product Portfolio
8.2.4.4. Strategic Initiatives
8.2.5. Microsoft Corporation
8.2.5.1. Company Overview
8.2.5.2. Financials
8.2.5.3. Product Portfolio
8.2.5.4. Strategic Initiatives
8.2.6. Osterhout Design Group
8.2.6.1. Company Overview
8.2.6.2. Financials
8.2.6.3. Product Portfolio
8.2.6.4. Strategic Initiatives
8.2.7. Facebook
8.2.7.1. Company Overview
8.2.7.2. Financials
8.2.7.3. Product Portfolio
8.2.7.4. Strategic Initiatives
8.2.8. Samsung Electronics Co., Ltd.
8.2.8.1. Company Overview
8.2.8.2. Financials
8.2.8.3. Product Portfolio
8.2.8.4. Strategic Initiatives
8.2.9. Wikitude
8.2.9.1. Company Overview
8.2.9.2. Financials
8.2.9.3. Product Portfolio
8.2.9.4. Strategic Initiatives
8.2.10. DAQRI
8.2.10.1. Company Overview
8.2.10.2. Financials
8.2.10.3. Product Portfolio
8.2.10.4. Strategic Initiatives

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