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Published: Jan, 2016 | Pages:
90 | Publisher: Grand View Research
Industry: Technology & Media | Report Format: Electronic (PDF)
The global immersive virtual reality market is expected to reach USD 1.88 billion by 2020, according to a new study by Grand View Research, Inc. The industry is expected to witness profound growth over the next five years, as more consumer devices hit the market. Immersive VR headsets came into prominence during 2013 with the arrival of the Oculus Rift Developer Kit. The device is widely credited with giving the consumer VR space a kick start and creating anticipation & hype among consumers. Over the past two years, the industry has witnessed arrival of several consumer version VR headsets such as the VRTX One, Durovis Dive, Homido, and the low-cost Google Cardboard, thereby popularizing the technology. Presently, immersive VR headsets are only partly commercialized and several consumer versions are anticipated to be launched in 2015-2016, including the Oculus Rift, HTC Vive, Sony PlayStation VR, and FOVE. GTDs and other motion tracking peripherals have also gained significant acceptance as an accessory to the HMD. Virtual reality PDWs have evolved in technology and resolution. Development and provision of CAVE systems and VR rooms for consumers are expected to boost demand for PDWs. Technological development triggers a plethora of VR solutions with varied capabilities that allow users to experience utmost immersion. Making the VR experience more real serves as a key driver towards market penetration and adoption. Most of the available solutions are limited to head tracking leaving tremendous opportunities for the development of new technologies that increase the user's sense of immersion and presence. VR devices may pose inconvenience to certain users owing to their ergonomics and weight. Bulky devices offer render users with a sense of fatigue and discomfort after prolonged use. Simulation sickness is one of the greatest hurdles to be overcome, while designing VR experiences. Key stakeholders have been focusing on the issue aggressively and tackling it with extreme precision, keeping sensitivity and user comfort at priority. Further key findings from the study suggest: Fully immersive technologies are expected to be the largest and fastest growing technology segment over the forecast period owing to growing popularity of wearable devices among consumers. The segment accounted for over 75% of the revenue in 2014. HMDs dominate the global immersive VR market share. Mobile VR headsets make use of smartphones for the screen, for example, Google Cardboard, whereas integrated HMDs have inbuilt screens, for example, Oculus Rift. The segment accounted for over 60% of the revenue in 2014. Demand in retail and medical sectors is expected to witness exponential growth over the next five years. Consumer electronics application accounted for the largest share of 45% in 2014, and this trend is expected to continue over the forecast period.s North America immersive virtual reality market accounted for about 50% of the overall share in 2014 owing to the presence of key vendors in the region coupled with a myriad of technology giants. Affordability and availability of consumer VR continue to drive growth across regions. Several start-ups and individuals with technological expertise have raised funds through Kickstarter and promoted their solutions through online campaigns. Consumer electronics manufacturers such as Sony, HTC, and Samsung, and technology giants such as Google, Facebook, and Microsoft have also ushered into the market with VR solutions.
Table of Content Chapter 1. Methodology and Scope 1.1. Research Methodology 1.2. Research Scope & Assumption 1.3. List of Data Sources Chapter 2. Executive Summary 2.1. Immersive virtual reality - Industry snapshot & key buying criteria, 2013 - 2020 Chapter 3. Immersive Virtual Reality Industry Outlook 3.1. Market segmentation 3.2. Market size and growth prospects 3.3. Immersive virtual reality value chain analysis 3.3.1. Vendor landscape 3.4. Immersive virtual reality - Technology roadmap 3.5. Immersive virtual reality market dynamics 3.5.1. Market driver analysis 3.5.1.1. Emergence of consumer VR devices 3.5.1.2. Technological development 3.5.2. Market restraint analysis 3.6. Key Opportunities Prioritized 3.7. Industry Analysis - Porter's 3.8. Immersive virtual reality - Company market share analysis, 2014 3.8.1. Company strategy overview 3.9. Immersive virtual reality market PESTEL analysis Chapter 4. Immersive Virtual Reality Technology Outlook 4.1. Semi-immersive 4.1.1. Global market estimates and forecasts, 2013 - 2020 4.2. Fully immersive 4.2.1. Global market estimates and forecasts, 2013 - 2020 Chapter 5. Immersive Virtual Reality Device Outlook 5.1. HMDs 5.1.1. Global market estimates and forecasts, 2013 - 2020 5.2. GTDs 5.2.1. Global market estimates and forecasts, 2013 - 2020 5.3. PDWs 5.3.1. Global market estimates and forecasts, 2013 - 2020 Chapter 6. Immersive Virtual Reality Application Outlook 6.1. Aerospace & Defense 6.1.1. Global market estimates and forecasts, 2013 - 2020 6.2. Consumer Electronics 6.2.1. Global market estimates and forecasts, 2013 - 2020 6.3. Medical 6.3.1. Global market estimates and forecasts, 2013 - 2020 6.4. Retail 6.4.1. Global market estimates and forecasts, 2013 - 2020 6.5. Others 6.5.1. Global market estimates and forecasts, 2013 - 2020 Chapter 7. Immersive Virtual Reality Regional Outlook 7.1. North America 7.1.1. Immersive virtual reality market by technology, 2013 - 2020 7.1.2. Immersive virtual reality market by device, 2013 - 2020 7.1.3. Immersive virtual reality market by application, 2013 - 2020 7.1.4. U.S. 7.1.4.1. Immersive virtual reality market by technology, 2013 - 2020 7.1.4.2. Immersive virtual reality market by device, 2013 - 2020 7.1.4.3. Immersive virtual reality market by application, 2013 - 2020 7.1.5. Canada 7.1.5.1. Immersive virtual reality market by technology, 2013 - 2020 7.1.5.2. Immersive virtual reality market by device, 2013 - 2020 7.1.5.3. Immersive virtual reality market by application, 2013 - 2020 7.2. Europe 7.2.1. Immersive virtual reality market by technology, 2013 - 2020 7.2.2. Immersive virtual reality market by device, 2013 - 2020 7.2.3. Immersive virtual reality market by application, 2013 - 2020 7.2.4. Germany 7.2.4.1. Immersive virtual reality market by technology, 2013 - 2020 7.2.4.2. Immersive virtual reality market by device, 2013 - 2020 7.2.4.3. Immersive virtual reality market by application, 2013 - 2020 7.2.5. UK 7.2.5.1. Immersive virtual reality market by technology, 2013 - 2020 7.2.5.2. Immersive virtual reality market by device, 2013 - 2020 7.2.5.3. Immersive virtual reality market by application, 2013 - 2020 7.3. Asia Pacific 7.3.1. Immersive virtual reality market by technology, 2013 - 2020 7.3.2. Immersive virtual reality market by device, 2013 - 2020 7.3.3. Immersive virtual reality market by application, 2013 - 2020 7.3.4. China 7.3.4.1. Immersive virtual reality market by technology, 2013 - 2020 7.3.4.2. Immersive virtual reality market by device, 2013 - 2020 7.3.4.3. Immersive virtual reality market by application, 2013 - 2020 7.3.5. Japan 7.3.5.1. Immersive virtual reality market by technology, 2013 - 2020 7.3.5.2. Immersive virtual reality market by device, 2013 - 2020 7.3.5.3. Immersive virtual reality market by application, 2013 - 2020 7.4. Latin America 7.4.1. Immersive virtual reality market by technology, 2013 - 2020 7.4.2. Immersive virtual reality market by device, 2013 - 2020 7.4.3. Immersive virtual reality market by application, 2013 - 2020 7.5. MEA 7.5.1. Immersive virtual reality market by technology, 2013 - 2020 7.5.2. Immersive virtual reality market by device, 2013 - 2020 7.5.3. Immersive virtual reality market by application, 2013 - 2020 Chapter 8. Competitive Landscape 8.1. Barco N.V. 8.1.1. Company Overview 8.1.2. Financial Performance 8.1.3. Product Benchmarking 8.1.4. Strategic Initiatives 8.2. Cyberglove Systems LLC 8.2.1. Company Overview 8.2.2. Financial Performance 8.2.3. Product Benchmarking 8.2.4. Strategic Initiatives 8.3. Facebook Inc. (Oculus VR) 8.3.1. Company Overview 8.3.2. Financial Performance 8.3.3. Product Benchmarking 8.3.4. Strategic Initiatives 8.4 Google Inc. 8.4.1 Company Overview 8.4.2 Financial Performance 8.4.3 Product Benchmarking 8.4.4. Strategic Initiatives 8.5. HTC Corporation 8.5.1. Company Overview 8.5.2. Financial Performance 8.5.3. Product Benchmarking 8.5.4. Strategic Initiatives 8.6 Leap Motion Inc. 8.6.1 Company Overview 8.6.2 Financial Performance 8.6.3 Product Benchmarking 8.6.4 Strategic Initiatives 8.7. Microsoft Corporation 8.7.1. Company Overview 8.7.2. Financial Performance 8.7.3. Product Benchmarking 8.7.4. Strategic Initiatives 8.8 Samsung Electronics Co. Ltd. 8.8.1 Company Overview 8.8.2. Financial Performance 8.8.3. Product Benchmarking 8.8.4. Strategic Initiatives 8.9. Sensics Inc. 8.9.1. Company Overview 8.9.2. Financial Performance 8.9.3. Product Benchmarking 8.9.4. Strategic Initiatives 8.10. Sixense Entertainment, Inc. 8.10.1. Company Overview 8.10.2. Financial Performance 8.10.3. Product Benchmarking 8.10.4. Strategic Initiatives 8.11. Sony Corporation 8.11.1. Company Overview 8.11.2. Financial Performance 8.11.3. Product Benchmarking 8.11.4. Strategic Initiatives 8.12. Total Immersion 8.12.1. Company Overview 8.12.2. Financial Performance 8.12.3. Product Benchmarking 8.12.4. Strategic Initiatives 8.13. Virtuix 8.13.1. Company Overview 8.13.2. Financial Performance 8.13.3. Product Benchmarking 8.13.4. Strategic Initiatives 8.14. Visbox Inc. 8.14.1. Company Overview 8.14.2. Financial Performance 8.14.3. Product Benchmarking 8.14.4. Strategic Initiatives 8.15. Vuzix Corporation 8.15.1. Company Overview 8.15.2. Financial Performance 8.15.3. Product Benchmarking 8.15.4. Strategic Initiatives
List of Tables 1. Immersive virtual reality - Industry Summary & Key Buying Criteria 2. Global immersive virtual reality market 2013 - 2020 3. Global immersive virtual reality market by region, 2013 - 2020 (USD Million) 4. Global immersive virtual reality market by technology, 2013 - 2020 (USD Million) 5. Global immersive virtual reality market by device, 2013 - 2020 (USD Million) 6. Global immersive virtual reality market by application, 2013 - 2020 (USD Million) 7. Market players overview 8. VR Headset - Market availability 9. VR HMD key companies - Financial performance 10. VR GTD key companies - Financial performance 11. VR PDW key companies - Financial performance 12. Global semi-immersive virtual reality market, 2013 - 2020 (USD Million) 13. Global fully immersive virtual reality market, 2013 - 2020 (USD Million) 14. Global immersive virtual reality HMD market demand, 2013 - 2020 (USD Million) 15. Global immersive virtual reality GTD market demand, 2013 - 2020 (USD Million) 16. Global immersive virtual reality PDW market demand, 2013 - 2020 (USD Million) 17. Global immersive virtual reality demand in aerospace & defense, 2013 - 2020 (USD Million) 18. Global immersive virtual reality demand in consumer electronics, 2013 - 2020 (USD Million) 19. Global immersive virtual reality demand in medical applications, 2013 - 2020 (USD Million) 20. Global immersive virtual reality demand in retail applications, 2013 - 2020 (USD Million) 21. Global immersive virtual reality demand in other applications, 2013 - 2020 (USD Million) 22. North America immersive virtual reality market by technology, 2013 - 2020 (USD Million) 23. North America immersive virtual reality market by device, 2013 - 2020 (USD Million) 24. North America immersive virtual reality market by application, 2013 - 2020 (USD Million) 25. U.S. immersive virtual reality market by technology, 2013 - 2020 (USD Million) 26. U.S. immersive virtual reality market by device, 2013 - 2020 (USD Million) 27. U.S. immersive virtual reality market by application, 2013 - 2020 (USD Million) 28. Canada immersive virtual reality market by technology, 2013 - 2020 (USD Million) 29. Canada immersive virtual reality market by device, 2013 - 2020 (USD Million) 30. Canada immersive virtual reality market by application, 2013 - 2020 (USD Million) 31. Europe immersive virtual reality market by technology, 2013 - 2020 (USD Million) 32. Europe immersive virtual reality market by device, 2013 - 2020 (USD Million) 33. Europe immersive virtual reality market by application, 2013 - 2020 (USD Million) 34. Germany immersive virtual reality market by technology, 2013 - 2020 (USD Million) 35. Germany immersive virtual reality market by device, 2013 - 2020 (USD Million) 36. Germany immersive virtual reality market by application, 2013 - 2020 (USD Million) 37. UK immersive virtual reality market by technology, 2013 - 2020 (USD Million) 38. UK immersive virtual reality market by device, 2013 - 2020 (USD Million) 39. UK immersive virtual reality market by application, 2013 - 2020 (USD Million) 40. Asia Pacific immersive virtual reality market by technology, 2013 - 2020 (USD Million) 41. Asia Pacific immersive virtual reality market by device, 2013 - 2020 (USD Million) 42. Asia Pacific immersive virtual reality market by application, 2013 - 2020 (USD Million) 43. China immersive virtual reality market by technology, 2013 - 2020 (USD Million) 44. China immersive virtual reality market by device, 2013 - 2020 (USD Million) 45. China immersive virtual reality market by application, 2013 - 2020 (USD Million) 46. Japan immersive virtual reality market by technology, 2013 - 2020 (USD Million) 47. Japan immersive virtual reality market by device, 2013 - 2020 (USD Million) 48. Japan immersive virtual reality market by application, 2013 - 2020 (USD Million) 49. Latin America immersive virtual reality market by technology, 2013 - 2020 (USD Million) 50. Latin America immersive virtual reality market by device, 2013 - 2020 (USD Million) 51. Latin America immersive virtual reality market by application, 2013 - 2020 (USD Million) 52. MEA immersive virtual reality market by technology, 2013 - 2020 (USD Million) 53. MEA immersive virtual reality market by device, 2013 - 2020 (USD Million) 54. MEA immersive virtual reality market by application, 2013 - 2020 (USD Million)
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