Press Resease

Virtual Reality (VR) Market by Hardware and Software for (Consumer, Commercial, Enterprise, Medical, Aerospace and Defense, Automotive, Energy and Others): Global Industry Perspective, Comprehensive Analysis and Forecast, 2016 – 2022

Published Date: 09-Aug-2017 Category: Technology & Media Report Format : PDF Pages: 110 Report Code: ZMR-2031 Status : Published

Global virtual Reality (VR) market will reach USD 26.89 billion by 2022, growing at a CAGR of 54.01% between 2017 and 2022.

Description

Virtual reality (VR) market report offers forecast and analysis for the market on a global and regional level. The study provides historic data of 2016 along with a forecast for 2017 to 2022 based revenue (USD Billion). The study includes drivers and restraints for the Virtual reality (VR) along with the impact they have on the demand over the forecast period. Additionally, the report includes the study of opportunities available in the market on a global level.

To understand the competitive landscape in the market, an analysis of Porter’s five forces model for the Virtual reality (VR) has also been incorporated. The study covers market attractiveness analysis, where device type, technology, application and regional segments are analyzed on the basis of their market size, growth rate, and attractiveness.

Global Virtual Reality (VR) Market

The study provides a decisive view on the Virtual reality (VR) by technology, offering, device type, application, and regions. All the segments have been assessed depending on current and future trends and the market is analyzed for period 2016 to 2022. This report analyzes current and future demand of Virtual reality (VR) for different regions including North America, Latin America, Europe, Asia Pacific and the Middle East and Africa further bifurcation into major countries including U.S. Germany, France, UK, China, Japan, India, and Brazil

The report covers detailed competitive outlook including company profiles of the key participants operating in the global market. Key players profiled in the report include Amdocs, Alcatel-Lucent, Huawei, Oracle Corporation, Cisco, SAP SE, Redknee Inc., XURA, Redknee, Inc., NEC Corporation, XURA , HP, and Huawei Technologies Co., Ltd.

The report covers through competitive viewpoint including company profiles of the key participants operating in the global market. Key players profiled in the report for Virtual reality (VR) market include Oculus VR, LLC, Sony Corporation, HTC Corporation, Samsung Electronics Co., Ltd., EON Reality Inc., Google Inc., Microsoft Corporation, Vuzix Corporation, CyberGlove Systems Inc, Sensics, Inc., Leap Motion Inc., Marxent Labs LLC, WorldViz, Jaunt, Inc., Cyberith GmbH, Virtalis Limited, and Sixense Entertainment, Inc among others.

The report segments Virtual reality (VR) market into:

Global Virtual Reality (VR) Market: Device Type Segment Analysis

  • Head-Mounted Displays (HMDs)
  • Gesture Control Devices
  • Projectors and Display Walls

Global Virtual Reality (VR) Market: Technology Segment Analysis

  • Non-Immersive
  • Semi-Immersive & Fully Immersive

Global Virtual Reality (VR) Market: Offering Segment Analysis

  • Hardware Components
    • Sensors
      • Magnetometers
      • Accelerometers
      • Gyroscopes
      • Proximity Sensors
      • Image Sensors
  • Semiconductor Components
    • Controllers/Processors
    • Integrated Circuits
    • Displays
  • Software Components
    • Software Developer Kits (SDK)
    • Cloud-Based Solutions

Global Virtual Reality (VR) Market: Application Segment Analysis

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

Global Virtual Reality (VR) Market: Region Segment Analysis

  • North America
    • U.S.
  • Europe
    • UK
    • France
    • Germany
  • Asia Pacific
    • China
    • Japan
    • India
  • Latin America
    • Brazil
  • Middle East and Africa

Table Of Content

  • Chapter 1. Introduction
    • 1.1. Report description and scope
    • 1.2. Research scope
    • 1.3. Research methodology
      • 1.3.1. Market research process
      • 1.3.2. Market research methodology
  • Chapter 2. Executive Summary
    • 2.1. Global Virtual reality (VR) market, 2014-2022 (USD Billion)
    • 2.2. Global Virtual reality (VR) market : Snapshot
  • Chapter 3. Virtual reality (VR) – Market Dynamics
    • 3.1. Introduction
    • 3.2. Market drivers
      • 3.2.1. Increasing mobile phones, tablets and smartphones with built in VR functionalities
      • 3.2.2. Decline in the Prices of Displays and Other Hardware Components of HMDs
    • 3.3. Market restraints
      • 3.3.1. Limited user interface (UI) with virtual reality applications
    • 3.4. Opportunities
      • 3.4.1. Significant Number of Investments in the Virtual Reality Market
      • 3.4.2. Growing Importance of Virtual reality (VR)s in the Healthcare Industry
    • 3.5. Porter’s five forces analysis
      • 3.5.1. Bargaining power of suppliers
      • 3.5.2. Bargaining power of buyers
      • 3.5.3. Threat from new entrants
      • 3.5.4. Threat from new substitutes
      • 3.5.5. Degree of competition
    • 3.6. Market attractiveness analysis
      • 3.6.1. Market attractiveness analysis, by device type segment
      • 3.6.2. Market attractiveness analysis, by technology segment
      • 3.6.3. Market attractiveness analysis, by offering segment
      • 3.6.4. Market attractiveness analysis, by application segment
      • 3.6.5. Market attractiveness analysis, by regional segment
  • Chapter 4. Global Virtual reality (VR) market – Competitive Landscape
    • 4.1. Company market share, 2016 (Subject To Data Availability)
    • 4.2. Strategic Development
      • 4.2.1. Acquisitions & Mergers
      • 4.2.2. New Product Launch
      • 4.2.3. Agreements, Partnerships, Collaborations and Joint Ventures
      • 4.2.4. Research and Development, Product and Regional Expansion
  • Chapter 5. Global Virtual reality (VR) market – Type Segment Analysis
    • 5.1. Global Virtual reality (VR) market: Device type overview
      • 5.1.1. Global Virtual reality (VR) market revenue share, by Device type, 2016 and 2022
    • 5.2. Head-Mounted Displays (HMDs)
      • 5.2.1. Global Head-Mounted Displays (HMDs) Virtual reality (VR) market, 2014-2022 (USD Billion)
    • 5.3. Gesture Control Devices
      • 5.3.1. Global Gesture Control Devices sensors Virtual reality (VR) market, 2014-2022 (USD Billion)
    • 5.4. Projectors and Display Walls
      • 5.4.1. Global Projectors and Display Walls Virtual reality (VR) market, 2014-2022 (USD Billion)
  • Chapter 6. Global Virtual reality (VR) market –Technology Segment Analysis
    • 6.1. Global Virtual reality (VR) market: Technology overview
      • 6.1.1. Global Virtual reality (VR) market revenue share, by Technology, 2016 and 2022
    • 6.2. Non-Immersive
      • 6.2.1. Global Virtual reality (VR) market by Non-Immersive2014-2022 (USD Billion)
    • 6.3. Semi-Immersive & Fully Immersive
      • 6.3.1. Global Virtual reality (VR) market by Semi-Immersive & Fully Immersive 2014-2022 (USD Billion)
  • Chapter 7. Global Virtual reality (VR) market – Offering Segment Analysis
    • 7.1. Global Virtual reality (VR) market: Offering overview
      • 7.1.1. Global Virtual reality (VR) market revenue share, by Technology, 2016 and 2022
    • 7.2. Hardware Components
      • 7.2.1. Global Virtual reality (VR) market by Hardware Components 2014-2022 (USD Billion)
    • 7.3. Semiconductor Components
      • 7.3.1. Global Virtual reality (VR) market by Semiconductor Components 2014-2022 (USD Billion)
    • 7.4. Software Components
      • 7.4.1. Global Virtual reality (VR) market by Software Components 2014-2022 (USD Billion)
  • Chapter 8. Global Virtual reality (VR) market – Application Segment Analysis
    • 8.1. Global Virtual reality (VR) market: Application overview
      • 8.1.1. Global Virtual reality (VR) market revenue share, for Application, 2016 and 2022.
    • 8.2. Commercial
      • 8.2.1. Global Virtual reality (VR) market revenue share, for Commercial, 2014-2022
    • 8.3. Consumer
      • 8.3.1. Global Virtual reality (VR) market revenue share, for Consumer Electronics, 2014-2022
    • 8.4. Healthcare
      • 8.4.1. Global Virtual reality (VR) market revenue share, for Healthcare, 2014-2022
    • 8.5. Aerospace & Defense
      • 8.5.1. Global Virtual reality (VR) market revenue share, for Aerospace & Defense, 2014-2022
    • 8.6. Others
      • 8.6.1. Global Virtual reality (VR) market revenue share, for Others, 2014-2022
  • Chapter 9. Global Virtual reality (VR) Market – Regional Segment Analysis
    • 9.1. Global Virtual reality (VR) market: Regional overview
      • 9.1.1. Global Virtual reality (VR) market revenue share, by region, 2016 and 2022
    • 9.2. North America
      • 9.2.1. North America Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
      • 9.2.2. North America Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
      • 9.2.3. North America Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
      • 9.2.4. North America Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
      • 9.2.5. US
        • 9.2.5.1. US Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
        • 9.2.5.2. US Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
        • 9.2.5.3. US Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
        • 9.2.5.4. US Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
    • 9.3. Europe
      • 9.3.1. Europe Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
      • 9.3.2. Europe Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
      • 9.3.3. North America Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
      • 9.3.4. Europe Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
      • 9.3.5. Germany
        • 9.3.5.1. Germany Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
        • 9.3.5.2. Germany Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
        • 9.3.5.3. Germany Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
        • 9.3.5.4. Germany Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
      • 9.3.6. France
        • 9.3.6.1. France Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
        • 9.3.6.2. France Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
        • 9.3.6.3. France Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
        • 9.3.6.4. France Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
      • 9.3.7. UK
        • 9.3.7.1. UK Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
        • 9.3.7.2. UK Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
        • 9.3.7.3. UK Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
        • 9.3.7.4. UK Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
    • 9.4. Asia Pacific
      • 9.4.1. Asia Pacific Virtual reality (VR) market revenue, by type, 2014-2022 (USD Billion)
      • 9.4.2. Asia Pacific Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
      • 9.4.3. Asia Pacific Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
      • 9.4.4. Asia Pacific Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
      • 9.4.5. China
        • 9.4.5.1. China Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
        • 9.4.5.2. China Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
        • 9.4.5.3. China Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
        • 9.4.5.4. China Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
      • 9.4.6. Japan
        • 9.4.6.1. Japan Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
        • 9.4.6.2. Japan Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
        • 9.4.6.3. Japan Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
        • 9.4.6.4. Japan Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
      • 9.4.7. India
        • 9.4.7.1. India Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
        • 9.4.7.2. India Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
        • 9.4.7.3. India Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
        • 9.4.7.4. India Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
    • 9.5. Latin America
      • 9.5.1. Latin America Virtual reality (VR) market revenue, by type, 2014-2022 (USD Billion)
      • 9.5.2. Latin America Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
      • 9.5.3. Latin America Virtual reality (VR) market revenue, by Offering , 2014-2022 (USD Billion)
      • 9.5.4. Latin America Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
      • 9.5.5. Brazil
        • 9.5.5.1. Brazil Virtual reality (VR) market revenue, by Device type, 2014-2022 (USD Billion)
        • 9.5.5.2. Brazil Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
        • 9.5.5.3. Brazil Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
        • 9.5.5.4. Brazil Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
    • 9.6. Middle East and Africa
      • 9.6.1. Middle East and Africa Virtual reality (VR) market revenue, by type, 2014-2022 (USD Billion)
      • 9.6.2. Middle East and Africa Virtual reality (VR) market revenue, by Technology, 2014-2022 (USD Billion)
      • 9.6.3. Middle East and Africa Virtual reality (VR) market revenue, by Offering, 2014-2022 (USD Billion)
      • 9.6.4. Middle East and Africa Virtual reality (VR) market revenue, by Application, 2014-2022 (USD Billion)
  • Chapter 10. Company Profile
    • 10.1. Oculus VR
      • 10.1.1. Overview
      • 10.1.2. Financials
      • 10.1.3. Product portfolio
      • 10.1.4. Business strategy
      • 10.1.5. Recent developments
    • 10.2. LLC, Sony Corporation
      • 10.2.1. Overview
      • 10.2.2. Financials
      • 10.2.3. Product portfolio
      • 10.2.4. Business strategy
      • 10.2.5. Recent developments
    • 10.3. HTC Corporation
      • 10.3.1. Overview
      • 10.3.2. Financials
      • 10.3.3. Product portfolio
      • 10.3.4. Business strategy
      • 10.3.5. Recent developments
    • 10.4. Samsung Electronics Co
      • 10.4.1. Overview
      • 10.4.2. Financials
      • 10.4.3. Product portfolio
      • 10.4.4. Business strategy
      • 10.4.5. Recent developments
    • 10.5. EON Reality Inc
      • 10.5.1. Overview
      • 10.5.2. Financials
      • 10.5.3. Product portfolio
      • 10.5.4. Business strategy
      • 10.5.5. Recent developments
    • 10.6. Google Inc
      • 10.6.1. Overview
      • 10.6.2. Financials
      • 10.6.3. Product portfolio
      • 10.6.4. Business strategy
      • 10.6.5. Recent developments
    • 10.7. Microsoft Corporation
      • 10.7.1. Overview
      • 10.7.2. Financials
      • 10.7.3. Product portfolio
      • 10.7.4. Business strategy
      • 10.7.5. Recent developments
    • 10.8. Vuzix Corporation,
      • 10.8.1. Overview
      • 10.8.2. Financials
      • 10.8.3. Product portfolio
      • 10.8.4. Business strategy
      • 10.8.5. Recent developments
    • 10.9. CyberGlove Systems Inc
      • 10.9.1. Overview
      • 10.9.2. Financials
      • 10.9.3. Product portfolio
      • 10.9.4. Business strategy
      • 10.9.5. Recent developments

Methodology

This report is based on in-depth qualitative and quantitative analyses of the global Virtual reality market. Zion Research has collected and analyzed key data belong to the global Virtual reality market using a variety of methods. Quantitative analysis has been done following various projection and sampling techniques.

The qualitative analysis involved primary interviews, surveys, and vendor briefings. The data gathered as a result of these processes were validated through experts' opinions. The market dynamics have been determined after conducting a detailed study of the micro and macroeconomic indicators of the market.

Various parameters have been taken into account, while estimating market size. The revenue generated by the leading industry participants in from the sales of Virtual reality across the world has been calculated through primary and secondary research.

Zion Research employs the combination of secondary research followed by extensive primary research. Under secondary research, we refer to prominent paid as well as open access data sources including product literature, company annual reports, government publications, press releases, industry association’s magazines and other relevant sources for data collection. Other prominent secondary sources include STATISTA, trade journals, trade associations, statistical data from government websites, etc. 

For this study, Zion Research has conducted all-encompassing primary research with key industry participants to collect first had data. Moreover, in-depth interviews with key opinion leaders also assisted in validation of findings from secondary research and to understand key trends in the Virtual reality industry. Primary research makes up the major source of data collection and validation.   

Primary Research

We conduct primary interviews with industry participants and commentators on an ongoing basis to validate data and analysis. A typical research interview fulfills the following functions:

  • Provides firsthand information on market size, market trends, growth trends, competitive landscape, outlook, etc.
  • Helps in validating and strengthening the secondary research findings
  • Further, develops the analysis team’s expertise and market understanding
  • Primary research involves e-mail interactions, telephonic interviews as well as face-to-face interviews for each market, category, segment and sub-segment across geographies

Participants who typically participate in such a process include, but are not limited to:

  • Industry participants: CEOs, VPs, marketing/product managers, market intelligence managers and national sales managers
  • Purchasing managers, technical personnel, distributors and resellers
  • Outside experts: Investment bankers, valuation experts and research analysts specializing in specific markets

Key opinion leaders specializing in different areas corresponding to different industry verticals

Secondary Research

Secondary research sources that are typically referred to include, but are not limited to:

  • Company websites, annual reports, financial reports, broker reports, investor presentations and SEC filings
  • IDC and other relevant magazines
  • Internal and external proprietary databases, and relevant patent and regulatory databases
  • National government documents, statistical databases and market reports

News articles, press releases and webcasts specific to companies operating in the market

Following a comprehensive secondary and primary research and insights thus gathered, analysts at Zion Research have provided an in-depth analysis of various aspects of the Virtual reality market.

Models

Where no hard data is available, we use models and estimates to produce comprehensive data sets. A rigorous methodology is adopted, wherein the available hard data is cross-referenced with the following data types to produce estimates:

  • Demographic data: Population split by segments
  • Macroeconomic indicators: GDP, PPP, Per Capita Income, etc.
  • Industry indicators: Expenditure, technology stage and infrastructure, sector growth and facilities
  • Data is then cross-checked by an expert panel.

Free Analysis

Virtual reality (VR) creates an artificial environment in the world. Virtual reality is used to mention 3-dimensional computers, generated environment which can be explored and interacted with by a person.  Virtual reality is a computer technology which uses virtual reality headsets sometimes in combination with physical spaces and multi-projected environments, for generating realistic images, sounds and other sensations that create a user's physical presence in a virtual or imaginary environment.

Increasing mobile phones, tablets, and smartphones with built in VR functionalities that have become an important tool in the workplace to enhance smooth business workflows and operations. Additionally, rising technology penetration across the many industries such as retail, healthcare, e-commerce and automotive is anticipated to drive the virtual reality market growth during the forecasted period. There is a limited user interface (UI) with virtual reality applications which are affecting the growth of the VR market. However, raising the investment by global players in the virtual reality applications is expected to grow the market during the upcoming time.

The global Virtual reality (VR) market segmented on the basis of technology, offering, device type, application, and regions. The technology segment includes non-immersive and semi-immersive & fully immersive. Hardware, software, and semiconductor component segment cover under offering segment. Hardware segment further divided into sub segment i.e. sensors, cameras and others. Sub segment of software includes software development kits and cloud-based services.

Device type segment divides into the head-mounted display, gesture control devices, and projectors and displays walls. It is expected the head-mounted displays will hold a major share during upcoming due to head-mounted displays are the most promising devices to boost the growth of the virtual reality market. This also referred to sometimes as virtual reality headsets or VR glasses. HMD also use one of the several techniques to transfer images to the brain. Consumer, commercial, enterprise, medical, aerospace, and defense, automotive, energy and others applications come under application segment. The regional segmentation includes the current and forecast demand for North America, Europe, Asia Pacific, Latin America and the Middle East and Africa with its further bifurcation into major countries including U.S. Germany, France, UK, China, Japan, India, and Brazil. APAC region is anticipated to lead the virtual reality (VR) market in terms of revenue and is likely to witness the highest growth rate in the market by 2022. This is due to; increase in research and development centers in APAC and the growing acceptance of newer technologies in the countries such as China, India, and Japan are the drivers for the AR market in APAC region.

The report covers detailed competitive outlook including company profiles of the key participants operating in the global VR market. Key players profiled in the report include Oculus VR, LLC, Sony Corporation, HTC Corporation, Samsung Electronics Co., Ltd., EON Reality Inc., Google Inc., Microsoft Corporation, Vuzix Corporation, CyberGlove Systems Inc, Sensics, Inc., Leap Motion Inc., Marxent Labs LLC, WorldViz, Jaunt, Inc., Nokia, Cyberith GmbH, Virtalis Limited, and Sixense Entertainment, Inc among others.

 

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