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Global Virtual Reality Market Research Report 2021-2026
Published Date: September 2019
|
Report Code: QYRE-Othe-2A191
Home | Category |Computers & Electronics |Consumer Electronics
virtual reality market

Global Virtual Reality Market Research Report 2021-2026

Code: QYRE-Othe-2A191
Report
September 2019
117 Pages
QYResearch
Region: Global,
Description
Table of Content
Tables & Figures

VIRTUAL REA MARKET OVERVIEW

 

The global Virtual Reality market size is projected to reach US$ 22570 million by 2026, from US$ 7958.3 million in 2020, at a CAGR of 19.0% during 2021-2026.

 

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.

virtual reality market

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 research report studies the Virtual Reality market using different methodologies and analyzes to provide accurate and in-depth information about the market. For a clearer understanding, it is divided into several parts to cover different aspects of the market. Each area is then elaborated to help the reader comprehend the growth potential of each region and its contribution to the global market. The researchers have used primary and secondary methodologies to collate the information in the report. They have also used the same data to generate the current market scenario. This report is aimed at guiding people towards an apprehensive, better, and clearer knowledge of the market.

GLOBAL VIRTUAL REALITY MARKET: DRIVERS & RESTRAINTS 

This section covers the various factors driving the global Virtual Reality market. To understand the growth of the market it is important to analyze the various drivers present the market. It provides data by revenue and volume of different regions and their respective manufacturers. This data will elaborate on the market share occupied by them, predict their revenue concerning strategies, and how they will grow in the future. After explaining the drivers, the report further evaluates the new opportunities and current trends in the market.

Market restraints are factors hampering market growth. Studying these factors is equally pivotal as they help a reader need understand the weaknesses of the market.

GLOBAL VIRTUAL REALITY MARKET: SEGMENT ANALYSIS

The global Virtual Reality market is split into two segments, type, and application. The product type briefs on the various types of products available in the market. The report also provides data for each product type by revenue and sales for the forecast time period. It covers the price of each type of product. The other segment on the report, application, explains the various uses of the product and end-users. In the report, the researchers have also provided sales according to the consumption of the product.

GLOBAL VIRTUAL REALITY MARKET: REGIONAL ANALYSIS

The major regions covered in the report are North America, Europe, Asia-Pacific, South America, Middle East & Africa, etc. The report has specifically covered major countries including U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc. It includes revenue and volume analysis of each region and their respective countries for the forecast years. It also contains country-wise volume and revenue from the year 2015 to 2020. Additionally, it provides the reader with accurate data on volume sales according to the consumption for the same years.

GLOBAL VIRTUAL REALITY MARKET: KEY PLAYERS

The report lists the major manufacturers in the regions and their respective market share on the basis of global revenue. It also explains their strategic moves in the past few years, investments in product innovation, and changes in leadership to stay ahead in the competition. This will give the reader an edge over others as a well-informed decision can be made looking at the holistic picture of the market.

  • Oculus VR 
  • Sony 
  • Samsung Electronics 
  • HTC 
  • EON Reality 
  • Google 
  • Microsoft 
  • Vuzix 
  • Cyberglove Systems 
  • Sensics 
  • Leap Motion 
  • Sixense Entertainment 


MARKET SEGMENT BY PRODUCT TYPE 

  • Non-Immersive Technology 
  • Semi-Immersive and Fully Immersive Technologies 


MARKET SEGMENT BY APPLICATION 

  • Consumer 
  • Commercial 
  • Aerospace and Defense 
  • Medical 
  • Industrial 
  • Others 


KEY REGIONS SPLIT IN  VIRTUAL REALITY MARKET REPORT: BREAKDOWN DATA FOR EACH REGION. 

  • United States 
  • China 
  • European Union 
  • Rest of the World (Japan, Korea, India, and Southeast Asia) 

 

GLOBAL VIRTUAL REALITY MARKET STUDY OBJECTIVE

  • To analyze and research the Virtual Reality status and future forecast in United States, European Union, and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast. 
  • To present the key Virtual Reality manufacturers, presenting the sales, revenue, market share, and recent development for key players. 
  • To split the breakdown data by regions, type, companies, and applications 
  • To analyze the global and key regions market potential and advantage, opportunity, and challenge, restraints and risks. 
  • To identify significant trends, drivers, influence factors in global and regions 
  • To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
TABLE OF CONTENT

 

LIST OF TABLES & FIGURES

VIRTUAL REA MARKET OVERVIEW

 

The global Virtual Reality market size is projected to reach US$ 22570 million by 2026, from US$ 7958.3 million in 2020, at a CAGR of 19.0% during 2021-2026.

 

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.

virtual reality market

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 research report studies the Virtual Reality market using different methodologies and analyzes to provide accurate and in-depth information about the market. For a clearer understanding, it is divided into several parts to cover different aspects of the market. Each area is then elaborated to help the reader comprehend the growth potential of each region and its contribution to the global market. The researchers have used primary and secondary methodologies to collate the information in the report. They have also used the same data to generate the current market scenario. This report is aimed at guiding people towards an apprehensive, better, and clearer knowledge of the market.

GLOBAL VIRTUAL REALITY MARKET: DRIVERS & RESTRAINTS 

This section covers the various factors driving the global Virtual Reality market. To understand the growth of the market it is important to analyze the various drivers present the market. It provides data by revenue and volume of different regions and their respective manufacturers. This data will elaborate on the market share occupied by them, predict their revenue concerning strategies, and how they will grow in the future. After explaining the drivers, the report further evaluates the new opportunities and current trends in the market.

Market restraints are factors hampering market growth. Studying these factors is equally pivotal as they help a reader need understand the weaknesses of the market.

GLOBAL VIRTUAL REALITY MARKET: SEGMENT ANALYSIS

The global Virtual Reality market is split into two segments, type, and application. The product type briefs on the various types of products available in the market. The report also provides data for each product type by revenue and sales for the forecast time period. It covers the price of each type of product. The other segment on the report, application, explains the various uses of the product and end-users. In the report, the researchers have also provided sales according to the consumption of the product.

GLOBAL VIRTUAL REALITY MARKET: REGIONAL ANALYSIS

The major regions covered in the report are North America, Europe, Asia-Pacific, South America, Middle East & Africa, etc. The report has specifically covered major countries including U.S., Canada, Germany, France, U.K., Italy, Russia, China, Japan, South Korea, India, Australia, Taiwan, Indonesia, Thailand, Malaysia, Philippines, Vietnam, Mexico, Brazil, Turkey, Saudi Arabia, U.A.E, etc. It includes revenue and volume analysis of each region and their respective countries for the forecast years. It also contains country-wise volume and revenue from the year 2015 to 2020. Additionally, it provides the reader with accurate data on volume sales according to the consumption for the same years.

GLOBAL VIRTUAL REALITY MARKET: KEY PLAYERS

The report lists the major manufacturers in the regions and their respective market share on the basis of global revenue. It also explains their strategic moves in the past few years, investments in product innovation, and changes in leadership to stay ahead in the competition. This will give the reader an edge over others as a well-informed decision can be made looking at the holistic picture of the market.

  • Oculus VR 
  • Sony 
  • Samsung Electronics 
  • HTC 
  • EON Reality 
  • Google 
  • Microsoft 
  • Vuzix 
  • Cyberglove Systems 
  • Sensics 
  • Leap Motion 
  • Sixense Entertainment 


MARKET SEGMENT BY PRODUCT TYPE 

  • Non-Immersive Technology 
  • Semi-Immersive and Fully Immersive Technologies 


MARKET SEGMENT BY APPLICATION 

  • Consumer 
  • Commercial 
  • Aerospace and Defense 
  • Medical 
  • Industrial 
  • Others 


KEY REGIONS SPLIT IN  VIRTUAL REALITY MARKET REPORT: BREAKDOWN DATA FOR EACH REGION. 

  • United States 
  • China 
  • European Union 
  • Rest of the World (Japan, Korea, India, and Southeast Asia) 

 

GLOBAL VIRTUAL REALITY MARKET STUDY OBJECTIVE

  • To analyze and research the Virtual Reality status and future forecast in United States, European Union, and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast. 
  • To present the key Virtual Reality manufacturers, presenting the sales, revenue, market share, and recent development for key players. 
  • To split the breakdown data by regions, type, companies, and applications 
  • To analyze the global and key regions market potential and advantage, opportunity, and challenge, restraints and risks. 
  • To identify significant trends, drivers, influence factors in global and regions 
  • To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
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TABLE OF CONTENT

 

Read More
LIST OF TABLES & FIGURES
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