Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality.
Scope of the Report:
North America is expected to hold the largest size of the virtual reality market, while the market in Asia-Pacific is estimated to grow at the highest rate. Countries such as China, India, Japan, and South Korea in the APAC region are witnessing a huge demand for head-mounted displays for the gaming application.
The worldwide market for Virtual Reality is expected to grow at a CAGR of roughly xx% over the next five years, will reach xx million US$ in 2023, from xx million US$ in 2017, according to a new GIR (Global Info Research) study.
This report focuses on the Virtual Reality in global market, especially in North America, Europe and Asia-Pacific, South America, Middle East and Africa. This report categorizes the market based on manufacturers, regions, type and application.
Market Segment by Manufacturers, this report covers
Oculus VR
Sony
Samsung Electronics
HTC
EON Reality
Microsoft
Vuzix
Cyberglove Systems
Sensics
Leap Motion
Sixense Entertainment
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 etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Market Segment by Type, covers
Non-Immersive Technology
Semi-Immersive and Fully Immersive Technologies
Market Segment by Applications, can be divided into
Consumer
Commercial
Aerospace and Defense
Medical
Industrial
Others
There are 15 Chapters to deeply display the global Virtual Reality market.
Chapter 1, to describe Virtual Reality Introduction, product scope, market overview, market opportunities, market risk, market driving force;
Chapter 2, to analyze the top manufacturers of Virtual Reality, with sales, revenue, and price of Virtual Reality, in 2016 and 2017;
Chapter 3, to display the competitive situation among the top manufacturers, with sales, revenue and market share in 2016 and 2017;
Chapter 4, to show the global market by regions, with sales, revenue and market share of Virtual Reality, for each region, from 2013 to 2018;
Chapter 5, 6, 7, 8 and 9, to analyze the market by countries, by type, by application and by manufacturers, with sales, revenue and market share by key countries in these regions;
Chapter 10 and 11, to show the market by type and application, with sales market share and growth rate by type, application, from 2013 to 2018;
Chapter 12, Virtual Reality market forecast, by regions, type and application, with sales and revenue, from 2018 to 2023;
Chapter 13, 14 and 15, to describe Virtual Reality sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source
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:
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 Market Overview
1.1 Virtual Reality Introduction
1.2 Market Analysis by Type
1.2.1 Non-Immersive Technology
1.2.2 Semi-Immersive and Fully Immersive Technologies
1.3 Market Analysis by Applications
1.3.1 Consumer
1.3.2 Commercial
1.3.3 Aerospace and Defense
1.3.4 Medical
1.3.5 Industrial
1.3.6 Others
1.4 Market Analysis by Regions
1.4.1 North America (United States, Canada and Mexico)
1.4.1.1 United States Market States and Outlook (2013-2023)
1.4.1.2 Canada Market States and Outlook (2013-2023)
1.4.1.3 Mexico Market States and Outlook (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy)
1.4.2.1 Germany Market States and Outlook (2013-2023)
1.4.2.2 France Market States and Outlook (2013-2023)
1.4.2.3 UK Market States and Outlook (2013-2023)
1.4.2.4 Russia Market States and Outlook (2013-2023)
1.4.2.5 Italy Market States and Outlook (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
1.4.3.1 China Market States and Outlook (2013-2023)
1.4.3.2 Japan Market States and Outlook (2013-2023)
1.4.3.3 Korea Market States and Outlook (2013-2023)
1.4.3.4 India Market States and Outlook (2013-2023)
1.4.3.5 Southeast Asia Market States and Outlook (2013-2023)
1.4.4 South America, Middle East and Africa
1.4.4.1 Brazil Market States and Outlook (2013-2023)
1.4.4.2 Egypt Market States and Outlook (2013-2023)
1.4.4.3 Saudi Arabia Market States and Outlook (2013-2023)
1.4.4.4 South Africa Market States and Outlook (2013-2023)
1.4.4.5 Nigeria Market States and Outlook (2013-2023)
1.5 Market Dynamics
1.5.1 Market Opportunities
1.5.2 Market Risk
1.5.3 Market Driving Force
2 Manufacturers Profiles
2.1 Oculus VR
2.1.1 Business Overview
2.1.2 Virtual Reality Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 Oculus VR Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.2 Sony
2.2.1 Business Overview
2.2.2 Virtual Reality Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Sony Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.3 Samsung Electronics
2.3.1 Business Overview
2.3.2 Virtual Reality Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Samsung Electronics Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.4 HTC
2.4.1 Business Overview
2.4.2 Virtual Reality Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 HTC Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.5 EON Reality
2.5.1 Business Overview
2.5.2 Virtual Reality Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 EON Reality Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.6 Google
2.6.1 Business Overview
2.6.2 Virtual Reality Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Google Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.7 Microsoft
2.7.1 Business Overview
2.7.2 Virtual Reality Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 Microsoft Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.8 Vuzix
2.8.1 Business Overview
2.8.2 Virtual Reality Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 Vuzix Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.9 Cyberglove Systems
2.9.1 Business Overview
2.9.2 Virtual Reality Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 Cyberglove Systems Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.10 Sensics
2.10.1 Business Overview
2.10.2 Virtual Reality Type and Applications
2.10.2.1 Product A
2.10.2.2 Product B
2.10.3 Sensics Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.11 Leap Motion
2.11.1 Business Overview
2.11.2 Virtual Reality Type and Applications
2.11.2.1 Product A
2.11.2.2 Product B
2.11.3 Leap Motion Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.12 Sixense Entertainment
2.12.1 Business Overview
2.12.2 Virtual Reality Type and Applications
2.12.2.1 Product A
2.12.2.2 Product B
2.12.3 Sixense Entertainment Virtual Reality Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
3 Global Virtual Reality Sales, Revenue, Market Share and Competition by Manufacturer (2016-2017)
3.1 Global Virtual Reality Sales and Market Share by Manufacturer (2016-2017)
3.2 Global Virtual Reality Revenue and Market Share by Manufacturer (2016-2017)
3.3 Market Concentration Rate
3.3.1 Top 3 Virtual Reality Manufacturer Market Share in 2017
3.3.2 Top 6 Virtual Reality Manufacturer Market Share in 2017
3.4 Market Competition Trend
4 Global Virtual Reality Market Analysis by Regions
4.1 Global Virtual Reality Sales, Revenue and Market Share by Regions
4.1.1 Global Virtual Reality Sales and Market Share by Regions (2013-2018)
4.1.2 Global Virtual Reality Revenue and Market Share by Regions (2013-2018)
4.2 North America Virtual Reality Sales and Growth Rate (2013-2018)
4.3 Europe Virtual Reality Sales and Growth Rate (2013-2018)
4.4 Asia-Pacific Virtual Reality Sales and Growth Rate (2013-2018)
4.5 South America Virtual Reality Sales and Growth Rate (2013-2018)
4.6 Middle East and Africa Virtual Reality Sales and Growth Rate (2013-2018)
5 North America Virtual Reality by Countries
5.1 North America Virtual Reality Sales, Revenue and Market Share by Countries
5.1.1 North America Virtual Reality Sales and Market Share by Countries (2013-2018)
5.1.2 North America Virtual Reality Revenue and Market Share by Countries (2013-2018)
5.2 United States Virtual Reality Sales and Growth Rate (2013-2018)
5.3 Canada Virtual Reality Sales and Growth Rate (2013-2018)
5.4 Mexico Virtual Reality Sales and Growth Rate (2013-2018)
6 Europe Virtual Reality by Countries
6.1 Europe Virtual Reality Sales, Revenue and Market Share by Countries
6.1.1 Europe Virtual Reality Sales and Market Share by Countries (2013-2018)
6.1.2 Europe Virtual Reality Revenue and Market Share by Countries (2013-2018)
6.2 Germany Virtual Reality Sales and Growth Rate (2013-2018)
6.3 UK Virtual Reality Sales and Growth Rate (2013-2018)
6.4 France Virtual Reality Sales and Growth Rate (2013-2018)
6.5 Russia Virtual Reality Sales and Growth Rate (2013-2018)
6.6 Italy Virtual Reality Sales and Growth Rate (2013-2018)
7 Asia-Pacific Virtual Reality by Countries
7.1 Asia-Pacific Virtual Reality Sales, Revenue and Market Share by Countries
7.1.1 Asia-Pacific Virtual Reality Sales and Market Share by Countries (2013-2018)
7.1.2 Asia-Pacific Virtual Reality Revenue and Market Share by Countries (2013-2018)
7.2 China Virtual Reality Sales and Growth Rate (2013-2018)
7.3 Japan Virtual Reality Sales and Growth Rate (2013-2018)
7.4 Korea Virtual Reality Sales and Growth Rate (2013-2018)
7.5 India Virtual Reality Sales and Growth Rate (2013-2018)
7.6 Southeast Asia Virtual Reality Sales and Growth Rate (2013-2018)
8 South America Virtual Reality by Countries
8.1 South America Virtual Reality Sales, Revenue and Market Share by Countries
8.1.1 South America Virtual Reality Sales and Market Share by Countries (2013-2018)
8.1.2 South America Virtual Reality Revenue and Market Share by Countries (2013-2018)
8.2 Brazil Virtual Reality Sales and Growth Rate (2013-2018)
8.3 Argentina Virtual Reality Sales and Growth Rate (2013-2018)
8.4 Colombia Virtual Reality Sales and Growth Rate (2013-2018)
9 Middle East and Africa Virtual Reality by Countries
9.1 Middle East and Africa Virtual Reality Sales, Revenue and Market Share by Countries
9.1.1 Middle East and Africa Virtual Reality Sales and Market Share by Countries (2013-2018)
9.1.2 Middle East and Africa Virtual Reality Revenue and Market Share by Countries (2013-2018)
9.2 Saudi Arabia Virtual Reality Sales and Growth Rate (2013-2018)
9.3 UAE Virtual Reality Sales and Growth Rate (2013-2018)
9.4 Egypt Virtual Reality Sales and Growth Rate (2013-2018)
9.5 Nigeria Virtual Reality Sales and Growth Rate (2013-2018)
9.6 South Africa Virtual Reality Sales and Growth Rate (2013-2018)
10 Global Virtual Reality Market Segment by Type
10.1 Global Virtual Reality Sales, Revenue and Market Share by Type (2013-2018)
10.1.1 Global Virtual Reality Sales and Market Share by Type (2013-2018)
10.1.2 Global Virtual Reality Revenue and Market Share by Type (2013-2018)
10.2 Non-Immersive Technology Sales Growth and Price
10.2.1 Global Non-Immersive Technology Sales Growth (2013-2018)
10.2.2 Global Non-Immersive Technology Price (2013-2018)
10.3 Semi-Immersive and Fully Immersive Technologies Sales Growth and Price
10.3.1 Global Semi-Immersive and Fully Immersive Technologies Sales Growth (2013-2018)
10.3.2 Global Semi-Immersive and Fully Immersive Technologies Price (2013-2018)
11 Global Virtual Reality Market Segment by Application
11.1 Global Virtual Reality Sales Market Share by Application (2013-2018)
11.2 Consumer Sales Growth (2013-2018)
11.3 Commercial Sales Growth (2013-2018)
11.4 Aerospace and Defense Sales Growth (2013-2018)
11.5 Medical Sales Growth (2013-2018)
11.6 Industrial Sales Growth (2013-2018)
11.7 Others Sales Growth (2013-2018)
12 Virtual Reality Market Forecast (2018-2023)
12.1 Global Virtual Reality Sales, Revenue and Growth Rate (2018-2023)
12.2 Virtual Reality Market Forecast by Regions (2018-2023)
12.2.1 North America Virtual Reality Market Forecast (2018-2023)
12.2.2 Europe Virtual Reality Market Forecast (2018-2023)
12.2.3 Asia-Pacific Virtual Reality Market Forecast (2018-2023)
12.2.4 South America Virtual Reality Market Forecast (2018-2023)
12.2.5 Middle East and Africa Virtual Reality Market Forecast (2018-2023)
12.3 Virtual Reality Market Forecast by Type (2018-2023)
12.3.1 Global Virtual Reality Sales Forecast by Type (2018-2023)
12.3.2 Global Virtual Reality Market Share Forecast by Type (2018-2023)
12.4 Virtual Reality Market Forecast by Application (2018-2023)
12.4.1 Global Virtual Reality Sales Forecast by Application (2018-2023)
12.4.2 Global Virtual Reality Market Share Forecast by Application (2018-2023)
13 Sales Channel, Distributors, Traders and Dealers
13.1 Sales Channel
13.1.1 Direct Marketing
13.1.2 Indirect Marketing
13.1.3 Marketing Channel Future Trend
13.2 Distributors, Traders and Dealers
14 Research Findings and Conclusion
15 Appendix
15.1 Methodology
15.2 Data Source
List of Tables and Figures
Figure Virtual Reality Picture
Table Product Specifications of Virtual Reality
Figure Global Sales Market Share of Virtual Reality by Types in 2017
Table Virtu