HOME Top Market Reports Virtual Reality Market by Technology (Semi & Fully Immersive), Device (HMD, gesture Tracking), Component (Sensor, Display, Software), Application (Gaming, Entertainment, and Industrial), Geography - Trends & Forecasts to 2014-2020

Virtual Reality Market by Technology (Semi & Fully Immersive), Device (HMD, gesture Tracking), Component (Sensor, Display, Software), Application (Gaming, Entertainment, and Industrial), Geography - Trends & Forecasts to 2014-2020

By: marketsandmarkets.com
Publishing Date: June 2015
Report Code: SE 3528

 

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Virtual reality is an artificial environment created by the combination of hardware devices and software. In this artificial world, the user can navigate the 3D simulation, interact with objects, and be immersed completely in that environment. Through virtual reality is still emerging, it is not an entirely new technology. This technology was initiated in the 1960s, when a team of engineers developed a head mounted display device comprising video display and tracking system. Eventually, with the development of better software, hardware, and motion-control and tracking technologies, virtual reality technology was advanced further. Today, technologically advanced virtual reality devices such as head mounted displays, virtual reality googles, data gloves, gesture tracking devices, projectors, and display walls offer best virtual environment experiences to users. Initially used in entertainment and aerospace & defense applications, the virtual reality technology is now being used in gaming, industrial, medical, retail and marketing, education, and many other applications.

The virtual reality technology is mainly segmented into semi-immersive and fully-immersive technologies. In semi-immersive technology, the user can interact and experience both the real and virtual world at the same time. In fully-immersive technology, the user is completely immersed in the virtual world. The virtual reality technology can be further segmented on the basis of devices such as head mounted displays, gesture tracking devices such as data gloves, treadmills, controllers, and others, and projectors and display walls. In this report, the virtual reality market is also segmented on the basis of technology components, namely, hardware components such as semiconductors, sensors, and displays, and software. The market-based on geography has been classified into various regions such as the North America, Europe, APAC, and RoW.

The research methodology includes the primary sources and the secondary sources. The primary sources such as experts from related industries and suppliers have been interviewed to obtain and verify critical information and assess future prospects. Key players in the virtual reality market have been identified through secondary research and their revenue has been determined through primary and secondary research activities.

Virtual Reality Market

The industry ecosystem of the virtual reality market includes vendors, manufacturers of the virtual reality devices and the user segments such as consumer, medical, retail & marketing, and aerospace & defense.

The target audience for the report would be all the major players in the virtual reality market, the start-up companies in the VR market, the venture capitalists, private equity groups, the investment houses, equity research firms, and other stakeholders.

Scope of the Report:

This report categorizes the global market for virtual reality on the basis of technology, component, device type, application, and geography.

Market Segmentation, by Technology:

The virtual reality market based on technology has been segmented into semi-immersive and fully immersive technology.

Market Segmentation, by Component:

The virtual reality market based on component has been segmented into hardware (sensor, semiconductor component, display) and software.

Market Segmentation, by Device Type:

The virtual reality market based on display type has been segmented into head-mounted display, gesture tracking devices, projectors and display walls.

Market Segmentation, by Application:

The virtual reality market based on application has been segmented into aerospace and defense, consumer, medical, industrial, retail & marketing, and others.

Market Segmentation, by Geography:

The geographic analysis covers the North America, Europe, Asia-Pacific (APAC), and Rest of the World (RoW).

Available Customizations

With the given market data, MarketsandMarkets offers customizations as per the company’s specific needs. The following customization options are available for the report:

Geographic Analysis

  • Further breakdown of the South American Virtual Reality market into countries such as Brazil, Argentina, and Rest of South America
  • Comprehensive coverage of regulations followed in each region (North America, APAC, Europe, and RoW)

Company Information

  • Detailed analysis and profiling of additional market players (up to five)

Table of Contents

1 Introduction (Page No. - 14)
    1.1 Objectives of the Study
    1.2 Market Definition
    1.3 Study Scope
           1.3.1 Markets Covered
           1.3.2 Geographic Scope
           1.3.3 Years Considered for the Study
    1.4 Currency
    1.5 Limitations
    1.6 Stakeholders

2 Research Methodology (Page No. - 19)
    2.1 Market Size Estimation
    2.2 Market Breakdown & Data Triangulation
           2.2.1 Key Data From Secondary Sources
           2.2.2 Key Data From Primary Sources
                    2.2.2.1 Key Industry Insights
           2.2.3 Assumptions

3 Executive Summary (Page No. - 29)

4 Premium Insights (Page No. - 36)
    4.1 Attractive Market Opportunities for Virtual Reality
    4.2 Virtual Reality Market – Major Segments
    4.3 Virtual Reality Market in the Asia-Pacific Region
    4.4 Asia-Pacific is Expected to Emerge as the Fastest Growing Market at A CAGR of 67.68% Between 2015 and 2020
    4.5 Market: Application (2015-2020)
    4.6 Virtual Reality Market: Developed vs Developing Nations
    4.7 Market: Consumer and Aerospace & Defense Sectors (2013)

5 Market Overview (Page No. - 43)
    5.1 Introduction
    5.2 Market Segmentation
           5.2.1 The Virtual Reality Market, By Component
           5.2.2 The Virtual Reality Makret, By Technology
           5.2.3 The Makret, By Device
           5.2.4 The Makret, By Application
    5.3 History and Evolution of VRT 
    5.4 Market Dynamics
           5.4.1 Drivers
                    5.4.1.1 Penetration of Head Mounted Display(HMD) in Gaming and Entertainment Industry
                    5.4.1.2 Affordable Hardware to Experience Fully Interactive Virtual Reality
                    5.4.1.3 Training and Simulation Will Be More Effective Using VRT
           5.4.2 Restraints
                    5.4.2.1 Display Latency Affecting the Overall Performance of  Virtual Reality Devices
                    5.4.2.2 The Major Factors Restraining the Immersion of Virtual Reality is the Low Resolution of HMDs
           5.4.3 Opportunities
                    5.4.3.1 Increasing  Investment in Market
                    5.4.3.2 Opportunity in Healthcare Industry Can Help HMD to Penetrate This Market
           5.4.4 Challenges
                    5.2.4.1 Challenges in Identifying the Level of Detail is Necessary for A User to Accept the Illusion
           5.4.5 Challenges in Identifying the Level of Detail is Necessary for A User to Accept the Illusion

6 Industry Trends (Page No. - 58)
    6.1 Introduction
    6.2 Value Chain Analysis
    6.3 Porter’s Five Forces Model
           6.3.1 Bargaining Power of Buyers
           6.3.2 Threat From Substitutes
           6.3.3 Suppliers Bargaining Power
           6.3.4 Threat From New Entrants
           6.3.5 Degree of Competition
    6.4 Strategic Benchmarking
           6.4.1 Technology and Product Development

7 Market By Technology (Page No. - 68)
    7.1 Introduction
    7.2 Semi-Immersive Technology
    7.3 Fully-Immersive Technology

8 Market By Devices (Page No. - 76)
    8.1 Introduction
    8.2 Head Mounted Display (HMD)
    8.3 Gesture Tracking Devices
           8.3.1 Data Gloves
           8.3.2 Others
    8.4 Projectors & Display Walls

9 Market By Components (Page No. - 87)
    9.1 Introduction
    9.2 Hardware Components
           9.2.1 Semiconductor Components
           9.2.2 Sensors
                    9.2.2.1 Magnetometer
                    9.2.2.2 Accelerometer
                    9.2.2.3 Gyroscope
                    9.2.2.4 Proximity Sensors
                    9.2.2.5 Others
           9.2.3 Displays
    9.3 Software

10 Market By Application (Page No. - 94)
     10.1 Introduction
     10.2 Consumer
             10.2.1 Entertainment
             10.2.2 Gaming
     10.3 Aerospace and Defense
     10.4 Medical
             10.4.1 Human Simulation
             10.4.2 Virtual Reality Dianostics
             10.4.3 Virtual Robotic Surgery
     10.5 Industrial
     10.6 Marketing and Retail
             10.6.1 Advertisement
             10.6.2 Fashion Industry
     10.7 Others

11 Market By Geography (Page No. - 109)
     11.1 Introduction
     11.2 North America
             11.2.1 U.S.
             11.2.2 Others
     11.3 APAC (Asia Pacific)
             11.3.1 China
             11.3.2 India
             11.3.3 Japan
             11.3.4 South Korea
             11.3.5 Others
     11.4 Europe
             11.4.1 U.K.
             11.4.2 Germany
             11.4.3 France
             11.4.4 Others
     11.5 RoW (Rest of World)
             11.5.1 Middle East & Africa
             11.5.2 Latin America

12 Competitive Landscape (Page No. - 147)
     12.1 Overview
     12.2 Major Companies – Technology Market, 2014*
     12.3 Competitive Situation and Trends
     12.4 Battle for Market Share: New Product Launches Was the Key Strategy
             12.4.1 New Product Launches
             12.4.2 Agreements,Partnerships,Collaborations,& Joint Ventures
             12.4.3 Acquisitions
             12.4.4 Others

13 Company Profiles (Page No. - 155)
     13.1 Oculus VR, Inc. (Facebook Inc. (U.S.) Company)
             13.1.1 Business Overview
             13.1.2 Products Offered
             13.1.3 Recent Developments
             13.1.4 MnM View
     13.2 Samsung Electronics Co., Ltd.
             13.2.1 Business Overview
             13.2.2 Products Offered
             13.2.3 Recent Developments
             13.2.4 MnM View
                        13.2.4.1 SWOT Analysis
     13.3 EON Reality, Inc.
             13.3.1 Business Overview
             13.3.2 Products & Services
             13.3.3 Recent Developments
             13.3.4 MnM View
                        13.3.4.1 SWOT Analysis
     13.4 Vuzix Corporation
             13.4.1 Business Overview
             13.4.2 Products Offered
             13.4.3 Recent Developments
             13.4.4 MnM View
                        13.4.4.1 SWOT Analysis
     13.5 Sensics, Inc.
             13.5.1 Business Overview
             13.5.2 Products Offered
             13.5.3 Products Offered
     13.6 Leap Motion, Inc.
             13.6.1 Business Overview
             13.6.2 Products Offered
             13.6.3 Recent Developments
     13.7 Sixense Entertainment, Inc.
             13.7.1 Business Overview
             13.7.2 Products Offered
             13.7.3 Recent Developments
     13.8 Cyberglove Systems Llc.
             13.8.1 Business Overview
             13.8.2 Products Offered
             13.8.3 Recent Developments
     13.9 Microsoft Corporation
             13.9.1 Business Overview
             13.9.2 Products Offered
             13.9.3 Recent Developments
             13.9.4 MnM View
                        13.9.4.1 SWOT Analysis
     13.10 Barco N.V.
             13.10.1 Business Overview
             13.10.2 Products Offered
             13.10.3 Recent Developments

14 Appendix (Page No. - 180)
     14.1 Insights of Industry Experts
     14.2 Discussion Guide
     14.3 Introducing Rt: Real Time Market Intelligence
     14.4 Available Customizations
     14.5 Related Reports


List of Tables (83 Tables)

Table 1 The Growing Demand of Virtual Reality in Gaming Application
Table 2 Display Latency is A Major Problem Restraining the Growth of Virtual Reality Systems
Table 3 Virtual Reality Have the Potential to Be Used in Wearable Devices in the Coming Years
Table 4 Global Market Size, By Technology, 2014-2020 ($Million)
Table 5 Semi-Immersive Virtual Reality Market Size, By Devices, 2014-2020 ($Million)
Table 6 Fully Immersive Virtual Reality Market Size, By Device , 2014-2020 ($Million)
Table 7 Virtual Reality Software Market Size, By Technology, 2014-2020 ($Million)
Table 8 Global Virtual Reality Market Size, By Device, 2014-2020 ($Million)
Table 9 Global HMD Market Size, By Technology, 2014-2020 ($Million)
Table 10 Global HMD Market Size, By Application, 2014-2020 ($Million)
Table 11 Global Gesture Control Device Market Size for Virtual Reality, By Type , , 2014-2020 (Million Usd)
Table 12 Global Gesture Tracking Device Market Size, By Technology, 2014-2020 ($Million)
Table 13 Global Gesture Tracking Device Market Size, By Application, 2014-2020 ($Million)
Table 14 Global Projector & Display Wall Market Size, By Technology, 2014-2020 ($Million)
Table 15 Global Projector & Display Wall Market Size, By Application, , 2014-2020 ($Million)
Table 16 Global Market Size, By Components , 2014-2020 ($Million)
Table 17 Virtual Reality Hardware Market Size, By Type, 2014-2020 ($Million)
Table 18 Global Virtual Reality Market Size, By Application, 2014-2020 ($Million)
Table 19 Virtual Reality Market Size for Consumer Application, 2014-2020 ($Million)
Table 20 Technology Market Size for Consumer Application, By Device, 2014-2020 ($Million)
Table 21 Market Size for Aerospace & Defense Application, By Device, 2014-2020 ($Million)
Table 22 Virtual Reality Market Size for Medical Application, By Device, 2014-2020 ($Million)
Table 23 Virtual Reality Market Size for Industrial Application, By Device, 2014-2020 ($Million)
Table 24 Virtual Reality Market Size for  Retail & Marketing  Application, 2014-2020 ($Million)
Table 25 Market Size for Retail & Marketing Application, By Device, 2014-2020 ($Million)
Table 26 Market Size for Other Applications, By Device, 2014-2020 ($Million)
Table 27 Market Size, By Geography, 2014-2020 ($Million)
Table 28 Market Size for Consumer Application, By Geography, 2014-2020 ($Million)
Table 29 Market Size for Aerospace & Defense Application, 2014-2020 ($Million)
Table 30 Market Size for Medical Application, 2014-2020 ($Million)
Table 31 Market Size for Industrial Application, By Geography, 2014-2020 ($Million)
Table 32 Market Size for Retail and Marketing Application, By Geography, 2014-2020 ($Million)
Table 33 Market Size for Other Application, By Geography, 2014-2020 ($Million)
Table 34 North America :Market Size, By Application, 2014-2020 ($Million)
Table 35 North America :Market Size, By Country, 2014-2020 ($Million)
Table 36 U.S. Virtual Reality Market Size, By Application, 2014-2020 ($Million)
Table 37 Market Size for Rest of  North American, By Application, 2014-2020 ($Million)
Table 38 North America :VRT Market Size for Consumer Application, By Country, 2014-2020 ($Million)
Table 39 North America :Virtual Reality Market Size for Aerospace & Defense Application, By Country,  2014-2020 ($Million)
Table 40 North America :VRT Market Size for Medical Application, By Country, 2014-2020 ($Million)
Table 41 North America :VRT Market Size for Industrial Application, By Country, 2014-2020 ($Million)
Table 42 North America :VRT Market Size for Retail and Marketing Application, By Country, 2014-2020 ($Million)
Table 43 North America Virtual Reality Market Size for Other Application, By Country, 2014-2020 ($Million)
Table 44 Europe :VRT Market Size, By Application, 2014-2020 ($Million)
Table 45 Europe :VRT Market Size, By Country, 2014-2020 ($Million)
Table 46 Europe :VRT Market Size for Consumer Application, By Geography, 2014-2020 ($Million)
Table 47 Europe  Virtual Reality Market Size for Aerospace & Defense Application, By Country, 2014-2020 ($Million)
Table 48 Europe  :VRT Market Size for Medical Application, By Country , 2014-2020 ($Million)
Table 49 Europe  :VRT Market Size for Industrial Application, By Country, 2014-2020 ($Million)
Table 50 Europe  :VRT Market Size for Retail and Marketing Application, By Country, 2014-2020 ($Million)
Table 51 Europe :VRT Market Size for Other Application, By Country, 2014-2020 ($Million)
Table 52 Europe Virtual Reality Market Size for Other Application, By Geography, 2014-2020 ($Million)
Table 53 Germany :VRT Market Size, By Application, 2014-2020 ($Million)
Table 54 France Virtual Reality Market Size, By Application, 2014-2020 ($Million)
Table 55 U.K. Virtual Reality Market Size, By Application, 2014-2020 ($Million)
Table 56 VRT Market Size for Rest of Europe,  By Application, 2014-2020 ($Million)
Table 57 APAC :VRT Market Size, By Application, 2014-2020 ($Million)
Table 58 APAC :VRT Market Size for Consumer Application, By Country, 2014-2020 ($Million)
Table 59 APAC :VRT Market Size for Consumer Application, By Country, 2014-2020 ($Million)
Table 60 APAC Virtual Reality Market Size for Aerospace & Defense Application, By Country , 2014-2020 ($Million)
Table 61 APAC Virtual Reality Market Size for Medical Application, By Country , 2014-2020 ($Million)
Table 62 APAC Virtual Reality Market Size for Industrial Application, By Country, 2014-2020 ($Million)
Table 63 APAC :VRT Market Size for Retail and Marketing Application, By Country, 2014-2020 ($Million)
Table 64 APAC :VRT Market Size for Other Application, By Country, 2014-2020 ($Million)
Table 65 India :VRT Market Size, By Application, 2014-2020 ($Million)
Table 66 China :VRT Market Size, By Application, 2014-2020 ($Million)
Table 67 Japan :VRT Market Size, By Application, 2014-2020 ($Million)
Table 68 South Korea :VRT Market Size, By Application, 2014-2020 ($Million)
Table 69 VRT Market Size for Rest of APAC, By Application, 2014-2020 ($Million)
Table 70 RoW :VRT Market Size, By Application, 2014-2020 ($Million)
Table 71 RoW :VRT Market Size, By Geography, 2014-2020 ($Million)
Table 72 RoW  :VRT Market Size for Consumer Application, By Geography, 2014-2020 ($Million)
Table 73 RoW :VRT Market Size for Aerospace & Defense Application, 2014-2020 ($Million)
Table 74 RoW  :VRT Market Size for Medical Application, By Geography, 2014-2020 ($Million)
Table 75 RoW  Virtual Reality Market Size for Industrial Application, By Geography, 2014-2020 ($Million)
Table 76 RoW  :VRT Market Size for Retail and Marketing Application, By Geography, 2014-2020 ($Million)
Table 77 RoW :VRT Market Size for Other Application, By Geography, 2014-2020 ($Million)
Table 78 Middle East & Africa :VRT Market Size, By Application, 2014-2020 ($Million)
Table 79 Latin America :VRT Market Size, By Application, 2014-2020 ($Million)
Table 80 New Product Launches, 2013-2015
Table 81 Agreements,Partnerships,Collaborations, & Joint Ventures, 2013- 2015
Table 82 Virtual Reality Market, Acqusition Strategies, 2014-2015
Table 83 Market, Other Strategies 2012-2015


List of Figures (79 Figures)

Figure 1 Markets Covered
Figure 2 VRT Market: Research Methodology
Figure 3 Market Size Estimation Methodology: Bottom-Up Approach
Figure 4 Market Size Estimation Methodology: Top-Down Approach
Figure 5 Break Down of Primary Interviews: By Company Type, By Designation, and By Region
Figure 6 Market, 2014 to 2020
Figure 7 Virtual Reality Component Market Size, 2014
Figure 8 Semi-Immersive vs Fully Immersive  Technology
Figure 9 Virtual Reality Market, By Device, 2014 vs 2020
Figure 10 The Consumer Sector is Expected to Witness the Highest Growth Between 2015 to 2020
Figure 11 North America Accounted for the Highest Market Share in 2014
Figure 12 Consumer Sectors Accounted for A Major Market Share in 2014
Figure 13 Fully Immersive Segment is Expected to Grow at the Highest Rate Due to Growth of Head Mounted Display
Figure 14 The Consumer Sector Accounted for the Maximum Market Share in the Emerging APAC in 2014
Figure 15 In APAC, China and South Korea are Estimated to Emerge as the Fastest Growing Market
Figure 16 Consumer  Sectors is Expected to Dominate the APAC Market From 2015 to 2020
Figure 17 Developing Markets are Expected to Grow Faster Than the Developed Ones
Figure 18 The Medical & Aerospace & Defense Segment has A Promising Future in Emerging Economies of APAC
Figure 19 The Virtual Reality Market Segmentation: By Component
Figure 20 The Virtual Reality Market Segmentation: By Technology
Figure 21 The Market Segmentation: By Device
Figure 22 The Market Segmentation: By Application
Figure 23 Evolution of the VRT
Figure 24 Demand for Head Mounted Display in Gaming Sector Likely to Drive the Growth of the Virtual Reality Market
Figure 25 VRT Market: Value Chain Analysis
Figure 26 Porter’s Five Forces Analysis
Figure 27 Bargaining Power of Buyers
Figure 28 Threat From Substitutes
Figure 29 Suppliers Bargaining Power
Figure 30 Treat From New Entrants
Figure 31 Degree of Competition
Figure 32 Strategic Benchmarking: Organic and Inorganic Growth Strategies for New Product and Technology Development
Figure 33 Virtual Reality Market, By Technology Type
Figure 34 Fully Immersive VRT is Projected to Grow at Highest CAGR Between 2015 to 2020
Figure 35 Projectors and Display Walls are Projected to Grow at A Highest CAGR From 2015 to 2020
Figure 36 In the Fully Immersive Technology Head Mounted Display Devices Will Grow at A Highest CAGR From 2015 to 2020
Figure 37 VRT Market, By Device
Figure 38 Head Mounted Displays are Projected to Grow at High Rate Between 2015 to 2020
Figure 39 In the HMD Device Market, the Consumer Application Will Hold Largest Share in 2020
Figure 40 Fully-Immersive is Projected to Grow Rapidly Between 2015 to 2020
Figure 41 Virtual Reality Market, By Components
Figure 42 Software Market is Projected to Grow Rapidly Between 2015 to 2020
Figure 43 In Virtual Reality Hardware Market, Displays Accounted for the Largest Market Share in 2015
Figure 44 Virtual Reality Market, By Applications
Figure 45 Consumer Application Will Grow at Highest CAGR Between 2015 and 2020
Figure 46 Gaming Application Will Accounted for the Largest Share in 2015
Figure 47 HMD Devices are Projected to Show Highest CAGR in Medical Application, Between 2015 and 2020
Figure 48 Virtual Reality is Projected to Grow at A Highest CAGR in Fashion Industry Between 2015 and 2020
Figure 49 Virtual Reality Market, By Geography
Figure 50 Virtual Reality Market, Geographic Analysis
Figure 51 North America Region Accounted for the Largest Share of the Virtual Reality Market in 2014
Figure 52 Consumer Application Was Having Largest Market Share in North America in 2014
Figure 53 U.S. Accounted for the Largest Market in the North American Region in 2014
Figure 54 APAC Virtual Reality Market Overview: 2014
Figure 55 Consumer Application Accounted for the Largest Share of the APAC Virtual Reality Market in 2014 and 2020
Figure 56 China Was the Largest Virtual Reality Market in the APAC Region in 2013
Figure 57 The Consumer Application of Virtual Reality  in China is Projected to Witness the Highest Growth
Figure 58 European Virtual Reality Market Overview: 2014
Figure 59 Consumer Application is the Major Application of European Virtual Reality Market in 2014
Figure 60 U.K. Accounted for the Largest Share of the European Virtual Reality Market in 2014
Figure 61 The Virtual Reality Market in Germany Was Having the Largest Share in 2014
Figure 62 The Consumer Application Accounted for the Largest Share of the RoW Virtual Reality Market in 2014
Figure 63 Middle East & Africa Was the Largest Market for Virtual Reality in the RoW Region in 2014
Figure 64 Companies Adopted Product Innovation and Partnerships, Agreements, and Collaborations as the Key Growth Strategies, Over the Last Three Years
Figure 65 Battle for Market Share: New Product Launches Was the Key Strategy Between 2012 and 2015
Figure 66 Oculus VR, Inc.: Company Snapshot
Figure 67 Samsung Electronics Co., Ltd: Company Snapshot
Figure 68 Sammsung Electronics Co. Ltd.: SWOT Analysis
Figure 69 EON Reality, Inc.: Company Snapshot
Figure 70 EON Reality, Inc.: SWOT Analysis
Figure 71 Vuzix Corporation: Company Snapshot
Figure 72 Vuzix Corporation: Company Snapshot
Figure 73 Sensics, Inc.: Company Snapshot
Figure 74 Leap Motion, Inc.: Company Snapshot
Figure 75 Sixense Enteratinment, Inc.: Company Snapshot
Figure 76 Cyberglove Systems Llc.: Company Snapshot
Figure 77 Microsoft Corporation: Company Snapshot
Figure 78 Microsoft Corporation: SWOT Analysis
Figure 79 Barco N.V.: Company Snapshot

The VRT is used in the gaming, entertainment, medical, industrial, aerospace, defense, education, and in many other applications. Several companies are investing heavily in the research and development of innovative virtual reality devices. Head mounted displays (HMDs), virtual reality googles, projectors & display walls, and gesture tracking devices such as data gloves, controllers, and others are mainly used for experiencing and interacting in the virtual environment. This market is expected to grow rapidly in the coming years; the market is projected to reach $15.89 Billion by 2020 at a considerable CAGR of 63.18% between 2015 and 2020.

Virtual reality can be segmented on the basis of the level of immersion experienced by the user in the virtual environment. There are two technology types of virtual reality, namely, semi-immersive and fully immersive. In the semi-immersive virtual technology, the user can experience the real world as well as the virtual environment; the users perceive a strong involvement in the virtual environment. The fully-immersive VRT enables users to completely experience and interact with the virtual environment. The fully-immersive technology occupies the largest share in the market. In this report, virtual devices such as head mounted displays, gesture tracking devices, and projectors and display walls are considered. The HMD is a significant device that is majorly used in this market owing to its capability to provide a fully-immersive experience and its suitability for multiple applications. There are some common components that are embedded in virtual reality systems which include semiconductor components, sensors, displays, and software. The software market is projected to grow rapidly in the coming years given the increasing growth of different applications such as gaming, entertainment, retail and marketing, and others.

This report describes market trends, drivers, and challenges for the market and forecasts the market size for the period between 2015 and 2020 on the basis of technology, device, component, application, and geography. The company profiles include the company overview, financial overview, products & services, and the recent developments. This report covers regions such as North America, Europe, APAC, and RoW (Rest of the World).

Virtual Reality Technology Market Size, 2014 - 2020

Virtual Reality Market

The growth of the virtual reality market is driven by the availability of advanced virtual reality devices such as HMDs and the increasing demand for virtual reality in the gaming and entertainment applications. The North American region held the largest share in this market, followed by the APAC region.

Some of the major companies present in the market are Oculus VR, Inc. (U.S.), Samsung Electronics Co., Ltd (Korea), Eon Reality, Inc. (U.S.), Vuzix Corporation (U.S.), Sensics, Inc. (U.S.), Leap Motion, Inc. (U.S.), Sixense Entertainment, Inc. (U.S.), Cyberglove Systems LLC (U.S.), Microsoft Corporation (U.S.), and Barco N.V. (Belgium) among others.

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