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Virtual Reality (VR) Market Analysis By Device, By Technology, By Component, By Application (Aerospace & Defense, Commercial, Consumer Electronics, Industrial, & Medical), By Region, And Segment Forecasts, 2014 - 2025

Published: May, 2017 | Pages: 125 | Publisher: Grand View Research
Industry: Electronics | Report Format: Electronic (PDF)

The global virtual reality (VR) market is expected to reach USD 48.5 billion by 2025, according to a new report conducted by Grand View Research, Inc. VR technology based Gesture Tracking Devices (GTD) devices find commercial applications in high-performance computers and VR gaming applications. The VR Head Mount Devices (HMD) technology offers a cost-effective and reliable solution to experience immersive virtual experience by means of a smartphone. The consumer electronics application segment would dominate the sector in terms of market size over the forecast period. The growing adoption of medical and consumer electronics based VR applications is anticipated to revolutionize the market by 2025.
Non-mobile VR headsets have their own integrated screens, for example, Oculus Rift, whereas mobile VR headsets use smartphones as the screen, for example, Google Cardboard. Numerous large corporations, such as HTC Corporation and Sony Corporation, are venturing into space. The introduction of commercial VR headsets is expected to accelerate market growth over the next two years.
The market can be categorized based on components into hardware and software verticals. The hardware segment dominated the virtual reality market in terms of the overall market share in 2016. The rising demand for smartphone devices is anticipated to complement the growing VR hardware device sales. The increasing penetration of devices, such as smartphones and tablets, is expected to drive the software segment over the forecast period. The increasing demand for VR applications in the gaming and entertainment segments is expected contribute to the market growth.

Further key findings from the report suggest:
• The semi and fully immersive segment dominated the VR market in 2016 in terms of the overall market share. Immersive VR devices aid users to achieve maximum isolation from the real world dimension into the virtual world. • The GTD VR hardware includes sensors, processors, and displays. Furthermore, several companies are working on enhancing the quality of sensors and processors used in VR devices. • In the entertainment and healthcare segments, VR applications can save time and reduce operational costs. • The North American region dominated the marketplace, accounting for the largest global market share (in terms of revenue) in 2016. • The key industry participants include CyberGlove Systems LLC, Barco, Alphabet Inc., HTC Corporation, Oculus VR LLC, and Leap Motion, Inc.
 Table of Contents
Chapter 1 Methodology and Scope 1.1 Research Methodology 1.2 Research Scope & Assumptions Chapter 2 Executive Summary 2.1 Market Snapshot Chapter 3 Virtual Reality Industry Outlook 3.1 Market Segmentation & Scope 3.2 Virtual Reality Market Size and Growth Prospects 3.3 Virtual Reality - Value Chain Analysis 3.4 Virtual Reality Gaming - Market Dynamics 3.4.1 Market driver analysis 3.4.1.1 Evolving solicitations in entertainment & medical sectors 3.4.1.2 Technological advancements 3.4.1.3 Growing VR penetration in consumer electronics 3.4.2 Market restraint analysis 3.4.2.1 High initial investment & device compatibility restrictions 3.4.2.2 Spatial discomfort & risk of other ailments 3.5 Key Opportunities - Prioritized 3.6 Industry Analysis - Porter's 3.7 Virtual Reality - Key Company Analysis, 2015 3.8 Virtual Reality Gaming - PEST Analysis Chapter 4 Virtual Reality Market: Device Estimates & Trend Analysis 4.1 Virtual Reality Market: Device Movement Analysis 4.1.1 HMD 4.1.1.1 Market estimates and forecasts, 2014 - 2025 4.1.2 GTD 4.1.2.1 Market estimates and forecasts, 2014 - 2025 4.1.3 PDW 4.1.3.1 Market estimates and forecasts, 2014 - 2025 Chapter 5 Virtual Reality Market: Technology Estimates & Trend Analysis 5.1 Virtual Reality Market: Product Movement Analysis 5.1.1 Non-Immersive 5.1.1.1 Market estimates and forecasts, 2014 - 2025 5.1.2 Semi & Fully Immersive 5.1.2.1 Market estimates and forecasts, 2014 - 2025 Chapter 6 Virtual Reality Market: Component Estimates & Trend Analysis 6.1 Virtual Reality Market: Component Movement Analysis 6.1.1 Hardware 6.1.1.1 Market estimates and forecasts, 2014 - 2025 6.1.2 Software 6.1.2.1 Market estimates and forecasts, 2014 - 2025 Chapter 7 Virtual Reality Market: Application Estimates & Trend Analysis 7.1 Virtual Reality Market: Application Movement Analysis 7.1.1 Aerospace & defense 7.1.1.1 Market estimates and forecasts, 2014 - 2025 7.1.2 Commercial 7.1.2.1 Market estimates and forecasts, 2014 - 2025 7.1.3 Consumer electronics 7.1.3.1 Market estimates and forecasts, 2014 - 2025 7.1.4 Industrial 7.1.4.1 Market estimates and forecasts, 2014 - 2025 7.1.5 Medical 7.1.5.1 Market estimates and forecasts, 2014 - 2025 7.1.6 Other 7.1.6.1 Market estimates and forecasts, 2014 - 2025 Chapter 8 Virtual Reality Market: Regional Estimates & Trend Analysis 8.1 Virtual Reality Market Share by Region, 2015 & 2025 8.2 North America 8.2.1 Market estimates and forecasts by device, 2014 - 2025 8.2.2 Market estimates and forecasts by technology, 2014 - 2025 8.2.3 Market estimates and forecasts by component, 2014 - 2025 8.2.4 Market estimates and forecasts by application, 2014 - 2025 8.2.5 U.S. 8.2.5.1 Market estimates and forecasts by device, 2014 - 2025 8.2.5.2 Market estimates and forecasts by technology, 2014 - 2025 8.2.5.3 Market estimates and forecasts by component, 2014 - 2025 8.2.5.4 Market estimates and forecasts by application, 2014 - 2025 8.2.6 Canada 8.2.6.1 Market estimates and forecasts by device, 2014 - 2025 8.2.6.2 Market estimates and forecasts by technology, 2014 - 2025 8.2.6.3 Market estimates and forecasts by component, 2014 - 2025 8.2.6.4 Market estimates and forecasts by application, 2014 - 2025 8.2.7 Mexico 8.2.7.1 Market estimates and forecasts by device, 2014 - 2025 8.2.7.2 Market estimates and forecasts by technology, 2014 - 2025 8.2.7.3 Market estimates and forecasts by component, 2014 - 2025 8.2.7.4 Market estimates and forecasts by application, 2014 - 2025 8.3 Europe 8.3.1 Market estimates and forecasts by device, 2014 - 2025 8.3.2 Market estimates and forecasts by technology, 2014 - 2025 8.3.3 Market estimates and forecasts by component, 2014 - 2025 8.3.4 Market estimates and forecasts by application, 2014 - 2025 8.3.5 UK 8.3.5.1 Market estimates and forecasts by device, 2014 - 2025 8.3.5.2 Market estimates and forecasts by technology, 2014 - 2025 8.3.5.3 Market estimates and forecasts by component, 2014 - 2025 8.3.5.4 Market estimates and forecasts by application, 2014 - 2025 8.3.6 Germany 8.3.6.1 Market estimates and forecasts by device, 2014 - 2025 8.3.6.2 Market estimates and forecasts by technology, 2014 - 2025 8.3.6.3 Market estimates and forecasts by component, 2014 - 2025 8.3.6.4 Market estimates and forecasts by application, 2014 - 2025 8.3.7 France 8.3.7.1 Market estimates and forecasts by device, 2014 - 2025 8.3.7.2 Market estimates and forecasts by technology, 2014 - 2025 8.3.7.3 Market estimates and forecasts by component, 2014 - 2025 8.3.7.4 Market estimates and forecasts by application, 2014 - 2025 8.4 Asia Pacific 8.4.1 Market estimates and forecasts by device, 2014 - 2025 8.4.2 Market estimates and forecasts by technology, 2014 - 2025 8.4.3 Market estimates and forecasts by component, 2014 - 2025 8.4.4 Market estimates and forecasts by application, 2014 - 2025 8.4.5 China 8.4.5.1 Market estimates and forecasts by device, 2014 - 2025 8.4.5.2 Market estimates and forecasts by technology, 2014 - 2025 8.4.5.3 Market estimates and forecasts by component, 2014 - 2025 8.4.5.4 Market estimates and forecasts by application, 2014 - 2025 8.4.6 Japan 8.4.6.1 Market estimates and forecasts by device, 2014 - 2025 8.4.6.2 Market estimates and forecasts by technology, 2014 - 2025 8.4.6.3 Market estimates and forecasts by component, 2014 - 2025 8.4.6.4 Market estimates and forecasts by application, 2014 - 2025 8.4.7 India 8.4.7.1 Market estimates and forecasts by device, 2014 - 2025 8.4.7.2 Market estimates and forecasts by technology, 2014 - 2025 8.4.7.3 Market estimates and forecasts by component, 2014 - 2025 8.4.7.4 Market estimates and forecasts by application, 2014 - 2025 8.5 South America 8.5.1 Market estimates and forecasts by device, 2014 - 2025 8.5.2 Market estimates and forecasts by technology, 2014 - 2025 8.5.3 Market estimates and forecasts by component, 2014 - 2025 8.5.4 Market estimates and forecasts by application, 2014 - 2025 8.5.5 Brazil 8.5.5.1 Market estimates and forecasts by device, 2014 - 2025 8.5.5.2 Market estimates and forecasts by technology, 2014 - 2025 8.5.5.3 Market estimates and forecasts by component, 2014 - 2025 8.5.5.4 Market estimates and forecasts by application, 2014 - 2025 8.6 MEA 8.6.1 Market estimates and forecasts by device, 2014 - 2025 8.6.2 Market estimates and forecasts by technology, 2014 - 2025 8.6.3 Market estimates and forecasts by component, 2014 - 2025 8.6.4 Market estimates and forecasts by application, 2014 - 2025 Chapter 9 Competitive Landscape 9.1 Company Profiles 9.1.1 Barco N.V. 9.1.1.1 Company overview 9.1.1.2 Financial performance 9.1.1.3 Product benchmarking 9.1.1.4 Recent developments 9.1.2 CyberGlove Systems Inc. 9.1.2.1 Company overview 9.1.2.2 Product benchmarking 9.1.3 Oculus VR, LLC. 9.1.3.1 Company overview 9.1.3.2 Product benchmarking 9.1.3.3 Recent developments 9.1.4 Alphabet, Inc. 9.1.4.1 Company overview 9.1.4.2 Product benchmarking 9.1.5 HTC Corporation 9.1.5.1 Company overview 9.1.5.2 Financial performance 9.1.5.3 Product benchmarking 9.1.5.4 Recent developments 9.1.6 Leap Motion, Inc. 9.1.6.1 Company overview 9.1.6.2 Product benchmarking 9.1.6.3 Recent developments 9.1.7 Microsoft Corporation 9.1.7.1 Company overview 9.1.7.2 Financial performance 9.1.7.3 Product benchmarking 9.1.8 Samsung Electronics Co. Ltd. 9.1.8.1 Company overview 9.1.8.2 Financial performance 9.1.8.3 Product benchmarking 9.1.8.4 Recent developments 9.1.9 Sensics, Inc. 9.1.9.1 Company overview 9.1.9.2 Product benchmarking 9.1.9.3 Recent developments 9.1.10 Sixense Entertainment, Inc. 9.1.10.1 Company overview 9.1.10.2 Product benchmarking
List of Figures
TABLE 1 Virtual reality - Industry snapshot & key buying criteria, 2014 - 2025
TABLE 2 Global virtual reality market, 2014 - 2025 (USD Million)
TABLE 3 Global virtual reality market estimates and forecasts by region, 2014 - 2025 (USD Million)
TABLE 4 Global virtual reality market estimates and forecasts by component, 2014 - 2025 (USD Million)
TABLE 5 Global virtual reality market estimates and forecasts by device, 2014 - 2025 (USD Million)
TABLE 6 Global virtual reality market estimates and forecasts by technology, 2014 - 2025 (USD Million)
TABLE 7 Global virtual reality market estimates and forecasts by application, 2014 - 2025 (USD Million)
TABLE 8 Virtual reality gaming market - Key market driver impact
TABLE 9 VR headset - Market availability
TABLE 10 Global HMD market by region, 2014 - 2025 (USD Million)
TABLE 11 Global GTD market by region, 2014 - 2025 (USD Million)
TABLE 12 Global PDW market by region, 2014 - 2025 (USD Million)
TABLE 13 Global non-immersive market by region, 2014 - 2025 (USD Million)
TABLE 14 Global semi & fully immersive VR market by region, 2014 - 2025 (USD Million)
TABLE 15 Global hardware market by region, 2014 - 2025 (USD Million)
TABLE 16 Global software market by region, 2014 - 2025 (USD Million)
TABLE 17 Global aerospace & defense market by region, 2014 - 2025 (USD Million)
TABLE 18 Global commercial market by region, 2014 - 2025 (USD Million)
TABLE 19 Global consumer electronics market by region, 2014 - 2025 (USD Million)
TABLE 20 Global industrial market by region, 2014 - 2025 (USD Million)
TABLE 21 Global medical market by region, 2014 - 2025 (USD Million)
TABLE 22 Global other market by region, 2014 - 2025 (USD Million)
TABLE 23 North America virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 24 North America virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 25 North America virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 26 North America virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 27 U.S. virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 28 U.S. virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 29 U.S. virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 30 U.S. virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 31 Canada virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 32 Canada virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 33 Canada virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 34 Canada virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 35 Mexico virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 36 Mexico virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 37 Mexico virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 38 Mexico virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 39 Europe virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 40 Europe virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 41 Europe virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 42 Europe virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 43 UK virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 44 UK virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 45 UK virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 46 UK virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 47 Germany virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 48 Germany virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 49 Germany virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 50 Germany virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 51 France virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 52 France virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 53 France virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 54 France virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 55 Asia Pacific virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 56 Asia Pacific virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 57 Asia Pacific virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 58 Asia Pacific virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 59 China virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 60 China virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 61 China virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 62 China virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 63 Japan virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 64 Japan virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 65 Japan virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 66 Japan virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 67 India virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 68 India virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 69 India virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 70 India virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 71 South America virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 72 South America virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 73 South America virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 74 South America virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 75 Brazil virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 76 Brazil virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 77 Brazil virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 78 Brazil virtual reality market by application, 2014 - 2025 (USD Million)
TABLE 79 MEA virtual reality market by device, 2014 - 2025 (USD Million)
TABLE 80 MEA virtual reality market by technology, 2014 - 2025 (USD Million)
TABLE 81 MEA virtual reality market by component, 2014 - 2025 (USD Million)
TABLE 82 MEA virtual reality market by application, 2014 - 2025 (USD Million)
 



                                

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