About VR Content VR is an artificial environment that is created using software and hardware. The content is in 3D form, giving users a virtual experience. The 3D image is the simplest form of VR that can be explored on a PC by using a keyboard or mouse as a controller to move the image or zoom in or out. The more advanced technologies include actual rooms that are augmented with wearable computers, VR headsets that allow users to feel the display images, and wrap-around display screens. Technavio’s analysts forecast the global VR content market to grow at a CAGR of 127.97% during the period 2016-2020. Covered in this report The report covers the present scenario and the growth prospects of the global VR content market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of VR content in the following industries: • Games • Entertainment • Healthcare and wellness • Travel and tourism • Others (include engineering, manufacturing, automotive, real estate, sports and fitness, and education) The market is divided into... Research Beam Model: Research Beam Product ID: 902077 2500 USD New
Global Virtual Reality Content Market 2016-2020
 
 

Global Virtual Reality Content Market 2016-2020

  • Category : Consumer Goods
  • Published On : October   2016
  • Pages : 57
  • Publisher : Technavio
 
 
 
About VR Content

VR is an artificial environment that is created using software and hardware. The content is in 3D form, giving users a virtual experience. The 3D image is the simplest form of VR that can be explored on a PC by using a keyboard or mouse as a controller to move the image or zoom in or out. The more advanced technologies include actual rooms that are augmented with wearable computers, VR headsets that allow users to feel the display images, and wrap-around display screens.

Technavio’s analysts forecast the global VR content market to grow at a CAGR of 127.97% during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global VR content market for 2016-2020. To calculate the market size, the report considers the revenue generated from the sales of VR content in the following industries:
• Games
• Entertainment
• Healthcare and wellness
• Travel and tourism
• Others (include engineering, manufacturing, automotive, real estate, sports and fitness, and education)

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio's report, Global VR Content Market 2016-2020, 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 over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
• Netflix
• Samsung
• Google
• Valve

Other prominent vendors
• 8i
• Alphaeon
• AltspaceVR
• Apple (Metaio)
• Blippar
• Alchemy VR
• CCP Games
• EEVO
• Facebook
• GoPro
• High Fidelity
• HTC
• Improbable
• Jaunt
• Legend3D
• Linden Lab
• Marxent
• Matterport
• Movidius
• MyDreamVR
• NextVR
• Nod Labs
• Reload Studios
• Resolution Games
• Sony
• uSens
• Virtalis
• Virtuix
• Viscira
• VRideo
• Wevr
• WorldViz

Market driver
• Growing penetration of VR headsets
• For a full, detailed list, view our report

Market challenge
• Limitations of hardware and software
• For a full, detailed list, view our report

Market trend
• Growing popularity of 360-degree videos
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2020 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?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.



PART 01: Executive summary
• Highlights
PART 02: Scope of the report
• Market overview
• End-user
• Base year and forecast period
• Vendor selection criteria
• Summation error
• Top-vendor offerings
PART 03: Market research methodology
• Research methodology
• Economic indicators
PART 04: Introduction
• Key market highlights
PART 05: Market landscape
• Market overview
• Product life cycle
• Global VR content market
• Global VR versus VR content market
• Global VR content users
• Global VR market by hardware
• Five forces analysis
PART 06: Market segmentation by industry
• Global VR content market by industry
PART 07: Market segmentation by device
• Global VR market by device
• Global VR content market by PCs
• Global VR content market by gaming consoles
• Global VR content market by mobile devices
PART 08: Buying criteria
PART 09: Geographical segmentation
• Global VR content market by geography
• VR content market in Americas
• VR content market in EMEA
PART 10: Key leading country
• US
PART 11: Market drivers
PART 12: Impact of drivers
PART 13: Market challenges
PART 14: Impact of drivers and challenges
PART 15: Market trends
PART 16: Vendor landscape
• Competitive scenario
• Key vendors
• Other prominent vendors
PART 17: Appendix
• List of abbreviations
PART 18: Explore Technavio
?
List of Exhibits
Exhibit 01: Key regions considered for global VR content market 2015-2020
Exhibit 02: Product offerings
Exhibit 03: Overview of global VR content market
Exhibit 04: Product life cycle of VR content 2015 and 2020
Exhibit 05: Global VR content market 2015-2020 ($ millions)
Exhibit 06: Global VR versus VR content market 2015-2020 (YoY growth rate)
Exhibit 07: Global VR content users 2015-2020 (millions of users)
Exhibit 08: Global VR market by hardware 2015-2020 (millions of units)
Exhibit 09: Five forces analysis
Exhibit 10: Global VR content market by industry 2015 (% revenue share)
Exhibit 11: Global VR market by device 2015-2020 (% revenue share)
Exhibit 12: Revenue comparison of global VR content market by device 2015-2020 ($ millions)
Exhibit 13: CAGR comparison of global VR content market by device 2015-2020 (%)
Exhibit 14: Global VR content market by PCs 2015-2020 ($ millions)
Exhibit 15: Global VR content market by gaming consoles 2015-2020 ($ millions)
Exhibit 16: Global VR content market by mobile devices 2015-2020 ($ millions)
Exhibit 17: Buying criteria of VR content
Exhibit 18: Global VR content market by geography 2015-2020 (% share)
Exhibit 19: Revenue comparison of global VR content market by geography 2015-2020 ($ millions)
Exhibit 20: CAGR comparison of global VR content market by geography 2015-2020 (%)
Exhibit 21: VR content market in Americas 2015-2020 ($ millions)
Exhibit 22: VR content market in EMEA 2015-2020 ($ millions)
Exhibit 23: VR content market in APAC 2015-2020 ($ millions)
Exhibit 24: Impact of drivers
Exhibit 25: Impact of drivers and challenges
Exhibit 26: Key M&A and funds raised in global VR content market
Exhibit 27: Samsung Electronics: Business segmentation
Exhibit 28: Other prominent vendors

PURCHASE OPTIONS
 
 
 

How can we help you?

Contact us at the Consulting WP office nearest to you or submit a business inquiry online.


  Contact
 

Subscribe to Our Newsletter

 
 
REQUEST SAMPLE    ASK FOR DISCOUNT