Global Virtual Reality (VR) Market 2018 by Manufacturers, Countries, Type and Application, Forecast to 2024

  • receipt Report ID : 158361
  • calendar_today Published On: Apr, 2019
  • file_copy Pages: 137
  • list Business Services

Virtual reality (VR) is defined as a three-dimensional computer-generated environment.

Scope of the Report:

This report studies the Virtual Reality (VR) market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Virtual Reality (VR) market by product type and applications/end industries.

VR provides an immersive experience by connecting the user to the VR world.

The global Virtual Reality (VR) market is valued at xx million USD in 2017 and is expected to reach xx million USD by the end of 2023, growing at a CAGR of xx% between 2017 and 2023.

The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.

North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Virtual Reality (VR).

Europe also play important roles in global market, with market size of xx million USD in 2017 and will be xx million USD in 2023, with a CAGR of xx%.

Market Segment by Companies, this report covers

Netflix

Samsung Electronics

Google

Koncept VR

Jaunt

DODOcase

I AM CARDBOARD

KNOXLABS

OnePlus

PowisVR

Unofficial Cardboard

ZEISS VR ONE

HOMIDO

Mattel

Samsonite IP Holdings

HTC

Facebook (Oculus VR)

Market Segment by Regions, regional analysis covers

North America (United States, Canada and Mexico)

Europe (Germany, France, UK, Russia and Italy)

Asia-Pacific (China, Japan, Korea, India and Southeast Asia)

South America (Brazil, Argentina, Colombia)

Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

Market Segment by Type, covers

Software System

Hardware Devices

Market Segment by Applications, can be divided into

Medical

Entertainment

Military

Game

Other

Frequently Asked Questions

The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.

Market is segmented on the basis:

  • By Type
  • By Application
  • By Region
  • By Country
  • By Manufacturer

The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.

The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.

Table of Contents

1 Virtual Reality (VR) Market Overview

1.1 Product Overview and Scope of Virtual Reality (VR)

1.2 Classification of Virtual Reality (VR) by Types

1.2.1 Global Virtual Reality (VR) Revenue Comparison by Types (2017-2023)

1.2.2 Global Virtual Reality (VR) Revenue Market Share by Types in 2017

1.2.3 Software System

1.2.4 Hardware Devices

1.3 Global Virtual Reality (VR) Market by Application

1.3.1 Global Virtual Reality (VR) Market Size and Market Share Comparison by Applications (2013-2023)

1.3.2 Medical

1.3.3 Entertainment

1.3.4 Military

1.3.5 Game

1.3.6 Other

1.4 Global Virtual Reality (VR) Market by Regions

1.4.1 Global Virtual Reality (VR) Market Size (Million USD) Comparison by Regions (2013-2023)

1.4.1 North America (USA, Canada and Mexico) Virtual Reality (VR) Status and Prospect (2013-2023)

1.4.2 Europe (Germany, France, UK, Russia and Italy) Virtual Reality (VR) Status and Prospect (2013-2023)

1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Virtual Reality (VR) Status and Prospect (2013-2023)

1.4.4 South America (Brazil, Argentina, Colombia) Virtual Reality (VR) Status and Prospect (2013-2023)

1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Virtual Reality (VR) Status and Prospect (2013-2023)

1.5 Global Market Size of Virtual Reality (VR) (2013-2023)

2 Manufacturers Profiles

2.1 Netflix

2.1.1 Business Overview

2.1.2 Virtual Reality (VR) Type and Applications

2.1.2.1 Product A

2.1.2.2 Product B

2.1.3 Netflix Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.2 Samsung Electronics

2.2.1 Business Overview

2.2.2 Virtual Reality (VR) Type and Applications

2.2.2.1 Product A

2.2.2.2 Product B

2.2.3 Samsung Electronics Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.3 Google

2.3.1 Business Overview

2.3.2 Virtual Reality (VR) Type and Applications

2.3.2.1 Product A

2.3.2.2 Product B

2.3.3 Google Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.4 Koncept VR

2.4.1 Business Overview

2.4.2 Virtual Reality (VR) Type and Applications

2.4.2.1 Product A

2.4.2.2 Product B

2.4.3 Koncept VR Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.5 Jaunt

2.5.1 Business Overview

2.5.2 Virtual Reality (VR) Type and Applications

2.5.2.1 Product A

2.5.2.2 Product B

2.5.3 Jaunt Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.6 DODOcase

2.6.1 Business Overview

2.6.2 Virtual Reality (VR) Type and Applications

2.6.2.1 Product A

2.6.2.2 Product B

2.6.3 DODOcase Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.7 I AM CARDBOARD

2.7.1 Business Overview

2.7.2 Virtual Reality (VR) Type and Applications

2.7.2.1 Product A

2.7.2.2 Product B

2.7.3 I AM CARDBOARD Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.8 KNOXLABS

2.8.1 Business Overview

2.8.2 Virtual Reality (VR) Type and Applications

2.8.2.1 Product A

2.8.2.2 Product B

2.8.3 KNOXLABS Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.9 OnePlus

2.9.1 Business Overview

2.9.2 Virtual Reality (VR) Type and Applications

2.9.2.1 Product A

2.9.2.2 Product B

2.9.3 OnePlus Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.10 PowisVR

2.10.1 Business Overview

2.10.2 Virtual Reality (VR) Type and Applications

2.10.2.1 Product A

2.10.2.2 Product B

2.10.3 PowisVR Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.11 Unofficial Cardboard

2.11.1 Business Overview

2.11.2 Virtual Reality (VR) Type and Applications

2.11.2.1 Product A

2.11.2.2 Product B

2.11.3 Unofficial Cardboard Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.12 ZEISS VR ONE

2.12.1 Business Overview

2.12.2 Virtual Reality (VR) Type and Applications

2.12.2.1 Product A

2.12.2.2 Product B

2.12.3 ZEISS VR ONE Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.13 HOMIDO

2.13.1 Business Overview

2.13.2 Virtual Reality (VR) Type and Applications

2.13.2.1 Product A

2.13.2.2 Product B

2.13.3 HOMIDO Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.14 Mattel

2.14.1 Business Overview

2.14.2 Virtual Reality (VR) Type and Applications

2.14.2.1 Product A

2.14.2.2 Product B

2.14.3 Mattel Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.15 Samsonite IP Holdings

2.15.1 Business Overview

2.15.2 Virtual Reality (VR) Type and Applications

2.15.2.1 Product A

2.15.2.2 Product B

2.15.3 Samsonite IP Holdings Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.16 HTC

2.16.1 Business Overview

2.16.2 Virtual Reality (VR) Type and Applications

2.16.2.1 Product A

2.16.2.2 Product B

2.16.3 HTC Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

2.17 Facebook (Oculus VR)

2.17.1 Business Overview

2.17.2 Virtual Reality (VR) Type and Applications

2.17.2.1 Product A

2.17.2.2 Product B

2.17.3 Facebook (Oculus VR) Virtual Reality (VR) Revenue, Gross Margin and Market Share (2016-2017)

3 Global Virtual Reality (VR) Market Competition, by Players

3.1 Global Virtual Reality (VR) Revenue and Share by Players (2013-2018)

3.2 Market Concentration Rate

3.2.1 Top 5 Virtual Reality (VR) Players Market Share

3.2.2 Top 10 Virtual Reality (VR) Players Market Share

3.3 Market Competition Trend

4 Global Virtual Reality (VR) Market Size by Regions

4.1 Global Virtual Reality (VR) Revenue and Market Share by Regions

4.2 North America Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

4.3 Europe Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

4.4 Asia-Pacific Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

4.5 South America Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

4.6 Middle East and Africa Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

5 North America Virtual Reality (VR) Revenue by Countries

5.1 North America Virtual Reality (VR) Revenue by Countries (2013-2018)

5.2 USA Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

5.3 Canada Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

5.4 Mexico Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

6 Europe Virtual Reality (VR) Revenue by Countries

6.1 Europe Virtual Reality (VR) Revenue by Countries (2013-2018)

6.2 Germany Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

6.3 UK Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

6.4 France Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

6.5 Russia Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

6.6 Italy Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

7 Asia-Pacific Virtual Reality (VR) Revenue by Countries

7.1 Asia-Pacific Virtual Reality (VR) Revenue by Countries (2013-2018)

7.2 China Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

7.3 Japan Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

7.4 Korea Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

7.5 India Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

7.6 Southeast Asia Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

8 South America Virtual Reality (VR) Revenue by Countries

8.1 South America Virtual Reality (VR) Revenue by Countries (2013-2018)

8.2 Brazil Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

8.3 Argentina Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

8.4 Colombia Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

9 Middle East and Africa Revenue Virtual Reality (VR) by Countries

9.1 Middle East and Africa Virtual Reality (VR) Revenue by Countries (2013-2018)

9.2 Saudi Arabia Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

9.3 UAE Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

9.4 Egypt Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

9.5 Nigeria Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

9.6 South Africa Virtual Reality (VR) Revenue and Growth Rate (2013-2018)

10 Global Virtual Reality (VR) Market Segment by Type

10.1 Global Virtual Reality (VR) Revenue and Market Share by Type (2013-2018)

10.2 Global Virtual Reality (VR) Market Forecast by Type (2018-2023)

10.3 Software System Revenue Growth Rate (2013-2023)

10.4 Hardware Devices Revenue Growth Rate (2013-2023)

11 Global Virtual Reality (VR) Market Segment by Application

11.1 Global Virtual Reality (VR) Revenue Market Share by Application (2013-2018)

11.2 Virtual Reality (VR) Market Forecast by Application (2018-2023)

11.3 Medical Revenue Growth (2013-2018)

11.4 Entertainment Revenue Growth (2013-2018)

11.5 Military Revenue Growth (2013-2018)

11.6 Game Revenue Growth (2013-2018)

11.7 Other Revenue Growth (2013-2018)

12 Global Virtual Reality (VR) Market Size Forecast (2018-2023)

12.1 Global Virtual Reality (VR) Market Size Forecast (2018-2023)

12.2 Global Virtual Reality (VR) Market Forecast by Regions (2018-2023)

12.3 North America Virtual Reality (VR) Revenue Market Forecast (2018-2023)

12.4 Europe Virtual Reality (VR) Revenue Market Forecast (2018-2023)

12.5 Asia-Pacific Virtual Reality (VR) Revenue Market Forecast (2018-2023)

12.6 South America Virtual Reality (VR) Revenue Market Forecast (2018-2023)

12.7 Middle East and Africa Virtual Reality (VR) Revenue Market Forecast (2018-2023)

13 Research Findings and Conclusion

14 Appendix

14.1 Methodology

14.2 Data Source

List of Tables and Figures

Figure Virtual Reality (VR) Picture

Table Product Specifications of Virtual Reality (VR)

Table Global Virtual Reality (VR) and Revenue (Million USD) Market Split by Product

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