Global “Virtual Reality Market” Research Report 2019-2027 is a historical overview and in-depth study on the current and future market of the Virtual Reality industry. The report represents a basic overview of the market status, competitor segment with a basic introduction of key vendors, top regions, product types and end industries. This report gives a historical overview of the market trends, growth, revenue, capacity, cost structure, and key drivers analysis.
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Major Players:
Some of the key players in the global virtual reality market include companies like Samsung Electronics Co. Ltd., Google LLC, Facebook, Microsoft Corporation, Sensics, Inc., Sony Corporation, Avegant Corporation, Sixense Entertainment, EON Reality, Vuzix Corporation, Qualcomm, among others.
Market Segmentation:
The global virtual reality market is classified on the basis of its component, device type, technology, industry vertical and regional demand. By component, the global market has been classified into software and hardware. Based on its device, the market has been divided into gesture tracking devices, head-mounted displays, display walls and projectors, and 3D cameras. Based on its technology, the market has been bifurcated into semi-immersive, non-immersive, and fully immersive. In terms of its industry verticals, the market is segmented into industrial, healthcare, aerospace and defense commercial, consumer electronics and others.
Regional Analysis:
The market segments have been analyzed under six major global regions such as North America, Europe, Latin America, Asia Pacific, the Middle East and Africa (MEA) and Rest of the World (RoW).
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Market Analysis:
Virtual reality (VR) is changing the manner in which we connect with the environment and the objects around us. Expanding adoption and usage of augmented or virtual reality in different areas is driving the development of the global virtual reality market. Virtual presents a 3D computerized environment which an individual can explore and interface with. It is expected that the global virtual reality market would surpass the value of USD 100 Bn by the year 2027, growing at a CAGR of 37.4% during the evaluation period (2017-2027).
Additionally, the extensive use of the VR as a business strategy is enticing the users to buy the product. This, on one hand, is increasing the sales of the HMDs. The growth opportunities of the market may emerge from improvised networking advancements like 5G and enhanced adoption of VR headsets. However, the higher manufacturing expenses relating to system-on-a-chip (SoC) can cause a hindrance in the growth of the global virtual reality market.
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Table of Contents:1 Executive Summary2 Market Dynamics2.1 Market Drivers2.1.1 Growing demand of HMD in Gaming and Entertainment2.1.2 Implementation of VR as part of Marketing Strategy2.2 Market Challenges2.2.1 High cost of manufacturing due to SoC integration2.3 Opportunities2.3.1 Advancement in Fully Immersive technology2.3.2 Integration of 5G with VR2.4 Supply Chain Analysis2.5 Porter’s Five Forces Analysis3 Global Virtual Reality Market, By Component3.1 Introduction3.2 Sub-segment3.2.1 Hardware3.2.1.1 Semiconductor Components3.2.1.2 Sensors3.2.1.3 Displays3.2.2 Software3.2.2.1 Software Developemnt Kits3.2.2.2 Cloud Based4 Global Virtual Reality Market, By Device Type4.1 Introduction4.2 Sub-Segment4.2.1 Head Mounted Displays4.2.2 Gesture Tracking Device4.2.3 Projectors and Display Walls4.2.4 3D Camera5 Global Virtual Reality Market, By Technology5.1 Introduction5.2 Sub-Segment5.2.1 Non-Immersive5.2.2 Semi-Immersive5.2.3 Fully Immersive6 Global Virtual Reality Market, By Vertical6.1 Introduction6.2 Sub-segment6.2.1 Consumer Electronics6.2.2 Aerospace and Defence6.2.3 Healthcare6.2.4 Commercial6.2.5 Industrial6.2.6 Others7 Global Virtual Reality Market, By Region7.1 Introduction7.2 Market, By Regions7.2.1 North America7.2.1.1 U.S.7.2.1.2 Canada7.2.1.3 Mexico7.2.2 Europe7.2.2.1 U.K.7.2.2.2 Germany7.2.2.3 France7.2.2.4 Italy7.2.2.5 Rest of Europe7.2.3 Asia-Pacific7.2.3.1 China7.2.3.2 Japan7.2.3.3 India7.2.3.4 South Korea7.2.3.5 Rest of Asia Pacific7.2.4 Rest of the World (RoW)8 Competitive Landscape8.1 Introduction8.2 Market Share Analysis8.3 Company Profiles8.3.1 Microsoft Corporation8.3.1.1 Company Overview8.3.1.2 Product/Services Offering8.3.1.3 Strategy8.3.1.4 SWOT Analysis8.3.2 Sony Corporation8.3.2.1 Company Overview8.3.2.2 Product /Services Offering8.3.2.3 Strategy8.3.2.4 SWOT Analysis8.3.3 Google LLC8.3.3.1 Company Overview8.3.3.2 Product /Services Offering8.3.3.3 Strategy8.3.3.4 SWOT Analysis8.3.4 Qualcomm Technologies, Inc8.3.4.1 Company Overview8.3.4.2 Product /Services Offering8.3.5 Facebook, Inc8.3.5.1 Company Overview8.3.5.2 Product / Service offered8.3.5.3 Strategy8.3.5.4 SWOT Analysis8.3.6 Samsung Electronics8.3.6.1 Company overview8.3.6.2 Product / Service offering8.3.6.3 Strategy8.3.6.4 SWOT Analysis8.3.7 Vuzix Corporation8.3.7.1 Company Overview8.3.7.2 Product / Service offered8.3.8 Sensics, Inc8.3.8.1 Company Overview8.3.8.2 Product / Service offered8.3.9 Eon Reality, Inc8.3.9.1 Company Overview8.3.9.2 Product / Service offered8.3.10 Avegant Corporation8.3.10.1 Company Overview8.3.10.2 Product /Services Offered8.3.11 Sixense Entertainment, Inc8.3.11.1 Company Overview8.3.11.2 Product /Services offered8.4 Appendix8.5 Scope of the Study8.5.1 Research Objective8.5.2 Assumption8.5.3 Limitation8.6 Market Structure9 Research Methodologies9.1 Research Process9.2 Primary Research9.3 Secondary Research9.4 Market Size Estimation9.5 Forecast Model
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