About virtual reality Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from healthcare, gaming devices, public entertainment, prototype creation to military exercises. A virtual reality system can be classified into the following: Non-immersive virtual reality system Semi-immersive virtual reality system Immersive virtual reality system Technavio's analysts forecast the global virtual reality market to grow at a CAGR of 96.09% over the period 2014-2019. Covered in this report The report includes the present scenario and the growth prospects of global virtual reality market for the period 2015-2019. Technavio's report, Global Virtual reality Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects in the... Research Beam Model: Research Beam Product ID: 359271 2500 USD New
Global Virtual Reality Market 2015-2019 - Industry Analysis
 
 

Global Virtual Reality Market 2015-2019 - Industry Analysis

  • Category : ICT & Media
  • Published On : November   2015
  • Pages : 85
  • Publisher : Technavio
 
 
 
About virtual reality
Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from healthcare, gaming devices, public entertainment, prototype creation to military exercises.

A virtual reality system can be classified into the following:
Non-immersive virtual reality system
Semi-immersive virtual reality system
Immersive virtual reality system

Technavio's analysts forecast the global virtual reality market to grow at a CAGR of 96.09% over the period 2014-2019.

Covered in this report
The report includes the present scenario and the growth prospects of global virtual reality market for the period 2015-2019. Technavio's report, Global Virtual reality Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key vendors
Avegant
Beijing ANTVR Technology
Criffin
EON Reality
Google
HTC
ImmersiON-VRelia
Leap Motion
Oculus VR
Razer
Samsung
Shoogee (Durovis Dive)
Sony
Virtalis
Virtual Realities
Vrizzmo
WorldViz

Key market driver
Increased awareness
For a full, detailed list, view our report

Key market challenge
Concerns regarding criminal acts
For a full, detailed list, view our report

Key market trend
Investments, Partnerships, and M&A
For a full, detailed list, view our report

Key questions answered in this report
What will the market size be in 2019 and what will the growth rate be
What are the key market trends
What is driving this market
What are the challenges to market growth
Who are the key vendors in this market space
What are the market opportunities and threats faced by the key vendors
What are the strengths and weaknesses of the key vendors
PART 01: Executive summary
Highlights

PART 02: Scope of the report
Market overview
End-user segments
Base year
Geographical areas
Market size calculation and segmentation
Common currency conversion rates

PART 03: Market research methodology
Research methodology
Economic indicators

PART 04: Introduction
Key market highlights

PART 05: Market landscape
Market overview
Components of VR system
VR transition
Market size and forecast
Five forces analysis

PART 06: Market segmentation by components
Global virtual reality market revenue contribution: Hardware versus software

PART 07: Market segmentation by end-user
Gaming
Entertainment
Industrial
E-commerce
Sports and fitness
Travel and tourism
Military and aviation

PART 08: Geographical segmentation
Global virtual reality market 2015-2019 by geography

PART 09: Market drivers

PART 10: Impact of drivers

PART 11: Market challenges

PART 12: Impact of drivers and challenges

PART 13: Market trends

PART 14: Vendor landscape
Competitive scenario

PART 15: Key vendor analysis
Avegant
Beijing ANTVR Technology
Criffin
EON Reality
Google
HTC
ImmersiON-VRelia
Leap Motion
Oculus VR
Razer
Samsung
Shoogee (Durovis Dive)
Sony
Virtalis
Virtual Realities
Vrizzmo
WorldViz

PART 16: Appendix
List of abbreviations

PART 17: Explore Technavio

List of Exhibits
Exhibit 01: Comparison of VR technology
Exhibit 02: Components of VR system
Exhibit 03: Global virtual reality market by revenue ($ millions)
Exhibit 04: Global virtual reality market by unit shipment (millions of units)
Exhibit 05: Five forces analysis
Exhibit 06: Global virtual reality market revenue contribution
Exhibit 07: ASP trend ($ millions)
Exhibit 08: Global virtual reality market by geography 2015-2019
Exhibit 09: Impact of drivers
Exhibit 10: Impact of drivers and challenges
Exhibit 11: Beijing ANTVR Technology: Product segmentation
Exhibit 12: EON Reality: Product segmentation
Exhibit 13: Google: Business segmentation by revenue 2014
Exhibit 14: Google: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 15: Google: Geographical segmentation by revenue 2014
Exhibit 16: HTC: Product segmentation
Exhibit 17: ImmersiON-VRelia: Product segmentation
Exhibit 18: Leap Motion: Product segmentation
Exhibit 19: Oculus VR: Products
Exhibit 20: Razer: Product segmentation
Exhibit 21: Samsung: Business segmentation by revenue 2014
Exhibit 22: Samsung: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 23: Sony: Business segmentation by revenue 2014
Exhibit 24: Sony: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 25: Vrizzmo: Product segmentation


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