Virtual Reality Market

Virtual Reality Market by Offering (Hardware and Software), Technology, Device Type (Head-Mounted Display, Gesture-Tracking Device), Application (Consumer, Commercial, Enterprise, Healthcare, Aerospace & Defense) and Geography - Global Forecast to 2024

Report Code: SE 3528 Nov, 2019, by marketsandmarkets.com
Updated date -

The Virtual Reality market to grow from USD 7.9 billion in 2018 to USD 44.7 billion by 2024, at a Compound Annual Growth Rate (CAGR) of 33.5% during the forecast period.

The major factors that are expected to be driving the market are penetration of HMDs in gaming and entertainment sector, huge investment in virtual reality market, advancement of technology and growing digitization and availability of affordable VR devices. The objective of the report is to define, describe, and forecast virtual reality market size based on technology, offering, device type, application, and region.

Virtual Reality Market

By application, the enterprise segment is expected to grow at the highest growth rate in virtual reality market during the forecast period

VR is used in the industrial vertical mainly for the training of personnel, providing information about the industrial facility, remodeling and redesigning, and industrial simulations. Traditionally, training was conducted using classroom methods; however, the introduction of VR has added a new dimension to the training methodology. Using VR, a high level of immersion can be achieved that can help a trainee understand things in a better way.

By technology, the Semi & Fully Immersive technology holds the largest share of the virtual reality market

The fully immersive technology-based VR devices enable users to feel the virtual environment in a realistic way. Head-mounted displays (HMD) or VR goggles offer a fully immersive virtual reality environment. In this technology, the virtual environment responds to the user’s actions. A user, once equipped with HMDs and other headsets, is virtually isolated and is unable to respond to any activities or actions in the real environment. Flight simulators and automotive simulators are examples of semi-immersive VR systems. With the help of these simulators, a user can experience virtual reality; however, the user is not completely engrossed in the VR environment and is conscious about the real world.

Virtual Reality Market

APAC to account for the largest market size during the forecast period in virtual reality market

APAC is expected to hold the largest market size in the VR market during the forecast period, followed by the North America region. APAC comprises China, Japan, India, South Korea, and Rest of APAC. Being an emerging economy, APAC is witnessing major changes in the adoption of new technologies and advancements. Owing to the presence of a number of display panel manufacturers in the region, APAC witnesses an increasing adoption of latest technologies. The VR market in APAC is expected to grow at a high rate in sectors such as healthcare, commercial, and consumer. The increasing number of players in the region would boost the growth of the virtual reality market. The high growth in commercial and consumer markets is the major factor driving the growth of the VR market in APAC.

Virtual Reality Market Dynamics

Driver:  Penetration of HMDs in gaming and entertainment sector

The use of HMDs has been high in the gaming and entertainment sector. The gaming industry has had a technological evolution with the emergence of VR and 3D technology. The use of HMDs has helped in achieving a fully immersive experience for users and has taken the gaming experience to the next level. The flawless transition achieved with the use of VR HMDs has helped bring in a unique and enhanced experience to the users. HMDs have a high penetration rate in the video gaming sector. Video game users prefer HMDs for enriching experience and entertainment. HMDs project digital images, enabling a 3D view, which enhance the user experience. Therefore, the growing gaming sector would drive the market for HMDs and in turn the VR. This market growth is expected especially in North America and Europe.

Restraint:  Display latency and energy consumption affect overall performance of VR devices

The prime function of VR-enabled devices is to generate images from a dynamic or a static source. Latency can be defined as any delay that increases the real or perceived response time compared with the required response time. Certain factors such as imbalance in data processing speed between the microprocessor and input or output devices can cause latency in VR applications. Users perceive the quality of the device on the basis of image quality it displays. A delay in the projection degrades the overall quality of VR-enabled devices.

There will be a deviation of location from the exact position if there is an issue in the measurement of the view point. Thus, the VR system requires a minimal latency to maintain the virtual entity at a stable position. The virtual object should not delay over 15 milliseconds while adapting to a new situation as it causes variation in the position of objects.

Energy consumption is another problem in VR applications. Consumers, especially in the gaming sector, require gadgets with long battery life. Sensors and other network interfaces also consume energy. Due to these complications, VR systems cannot be operated for a long duration.

At present, the impact of this restraint is medium; however, it is expected to be low over the next 3–4 years.

Opportunity:  Penetration of HMDs in healthcare and architectural applications

VR is gradually being used for practical purposes. In the medical vertical, HMDs are used mainly in medical training applications. This technology is rapidly gaining importance among medical professionals and is expected to play an important role in assisting doctors and surgeons in the near future. HMDs are widely accepted in the medical vertical. With advanced interfaces, such as HMDs, medical professionals can perform surgeries easily and also provide post-operative care through VR simulation. HMD can thus make the medical sector more proactive in treating patients, and the increase in accuracy is expected in the next 5–7 years.

VR technologies have a major application in the architecture and design segment. Building Information Modeling (BIM) is used in the architecture and design sector to get a 3D view of building design and surrounding spaces. This gives a clear view and reduces errors and cost during the construction phase by using VR visualization models.

The VR platform provides a riveting view of the building design and an interactive, navigable, and immersive experience so that the client and architect can understand the structure and make suitable modifications prior to the construction.

Challenge:  Developing user-friendly VR systems

VR technology suppliers and developers face the challenge of developing user-friendly VR and tracking systems. A user-friendly virtual environment allows a user to easily navigate and interact with objects in the virtual environment. The VR system is a combination of hardware and software components. VR devices track a user’s movements through different sensors and array them on the virtual display. The development of VR software and virtual content is a challenging task for developers as the virtual content displayed must satisfy the user’s needs. This would ensure easy acceptance and increase the penetration of VR devices among the masses.

Virtual Reality Market

Scope of the Virtual Reality Market Report

Report Metric

Details

Report Name

Virtual Reality Market

Market size available for years

2016–2024

Base year considered

2017

Forecast period

2018–2024

Forecast units

Billion (USD)

Segments covered

Technology, Offering, Device Type, Application, and Region

Geographies covered

North America, Europe, APAC, RoW

Companies covered

Sony (Japan), Samsung Electronics (South Korea), Google (US), Microsoft (US), HTC (Taiwan), Oculus (US), Eon Reality (US), Vuzix (US), CyberGlove Systems (US), Leap Motion (US), Sensics (US), Sixense Enterprises (US), Nintendo (Japan), Psious (Spain), Mindmaze (Switzerland), WorldViz (US), Firsthand Technology (US), Virtuix (US), Survios (US), Merge Labs (US), SpaceVR (US), and Virtually Live (Switzerland).

The research report categorizes the virtual reality to forecast the revenues and analyze the trends in each of the following sub-segments:

Virtual Reality Market, By Technology

  • Nonimmersive
  • Semi- and Fully Immersive

Virtual Reality Market, By Offering

  • Hardware
    • Sensors
    • Semiconductor Components
    • Displays and Projectors
    • Position Trackers
    • Cameras
    • Others (Computer/video generator and combiner)
  • Software
    • Software Development Kits
    • Cloud-Based Services
    • VR Content Creation

Virtual Reality Market, By Device Type:

  • Head-Mounted Displays
  • Gesture-Tracking Devices
  • Projectors and Display Walls

Virtual Reality Market, By Application:

  • Consumer
    • Gaming and Entertainment
      • Sports
  • Commercial
    • Retail and Ecommerce
    • Education and Training
    • Travel and Tourism
    • Advertising
  • Enterprise
  • Healthcare
    • Surgery
    • Patient Care Management
    • Fitness Management
    • Pharmacy Management
    • Medical Training and Education
  • Aerospace & Defense
  • Others
    • Automotive
    • Real Estate (Architecture and Building Design)
    • Geospatial Mining

Virtual Reality Market, By Region

  • North America
  • Europe
  • Asia Pacific (APAC)
  • RoW

Key Market Players in Virtual Reality Market

Sony (Japan), Samsung Electronics (South Korea), Google (US), Microsoft (US), HTC (Taiwan), Oculus (US), Eon Reality (US), Vuzix (US), CyberGlove Systems (US), Leap Motion (US), Sensics (US), Sixense Enterprises (US), Nintendo (Japan), Psious (Spain), Mindmaze (Switzerland), WorldViz (US), Firsthand Technology (US), Virtuix (US), Survios (US), Merge Labs (US), SpaceVR (US), and Virtually Live (Switzerland).

Sony (Japan) has set the pricing of VR PlayStation headset to USD 399 which is hundreds of dollars less than those of its counterparts. The company would bank on the economies of scale to grow in the VR market with the low pricing strategy to compete with the established headset makers in the VR market.

Recent Developments in Virtual Reality Market

  • In January 2018, Oculus made an announcement of its new standalone VR headset in collaboration with Xiaomi and Qualcomm. This headset is mainly targeted for the Chinese market and will have reduced pricing than Rift.
  • In January 2018, HTC launched Vive Pro aimed at hardcore gamers and the enterprise sector. The newly released additional features of the product include dual-OLED displays and higher resolution.
  • In September 2017, Vuzix entered into a strategic partnership with Modular Process Control (MPC) Energy to deliver M300 smart glasses. This will enable real-time insights delivery for the MPC operators.
  • In July 2017, Leap Motion received a funding of USD 50 million as series C funding led by clients advised by J.P. Morgan Asset Management. This will help the company in expansion, majorly in Asia.

Critical Questions the Report Answers:

  • Where will all these developments take the industry in the long term?
  • What are the upcoming trends for the VR market?
  • Which segment provides the most opportunity for growth?
  • Who are the leading vendors operating in this market?
  • What are the opportunities for new market entrants?

To speak to our analyst for a discussion on the above findings, click Speak to Analyst

Table of Contents

1 Introduction (Page No. - 16)
    1.1 Study Objectives
    1.2 Definition
    1.3 Study Scope
           1.3.1 Markets Covered
           1.3.2 Years Considered
    1.4 Currency
    1.5 Limitations
    1.6 Stakeholders

2 Research Methodology (Page No. - 20)
    2.1 Research Data
           2.1.1 Secondary Data
                    2.1.1.1 Secondary Sources
           2.1.2 Primary Data
                    2.1.2.1 Primary Interviews With Experts
                    2.1.2.2 Breakdown of Primaries
                    2.1.2.3 Key Data From Primary Sources
           2.1.3 Secondary and Primary Research
                    2.1.3.1 Key Industry Insights
    2.2 Market Size Estimation
           2.2.1 Bottom-Up Approach
           2.2.2 Top-Down Approach
    2.3 Market Breakdown & Data Triangulation
    2.4 Research Assumptions

3 Executive Summary (Page No. - 31)

4 Premium Insights (Page No. - 36)
    4.1 Attractive Market Opportunities in Virtual Reality Market
    4.2 Market in APAC, By Application and Country
    4.3 Market: Developed vs Developing Markets, 2017 and 2024 (USD Billion)
    4.4 Market: Major Countries

5 Market Overview (Page No. - 39)
    5.1 Introduction
    5.2 History and Evolution of VR Technology
    5.3 Market Dynamics: VR Market
           5.3.1 Drivers
                    5.3.1.1 Penetration of HMDs in Gaming and Entertainment Sector
                    5.3.1.2 Huge Investments in VR Market
                    5.3.1.3 Advancement of Technology and Growing Digitization
                    5.3.1.4 Availability of Affordable VR Devices
           5.3.2 Restraints
                    5.3.2.1 Display Latency and Energy Consumption Affect Overall Performance of VR Devices
                    5.3.2.2 Health Concerns Relating to Low Resolution and Lack of Movement
           5.3.3 Opportunities
                    5.3.3.1 Penetration of HMDs in Healthcare and Architectural Applications
                    5.3.3.2 Use of VR in Aerospace & Defense for Training and Simulation
           5.3.4 Challenges
                    5.3.4.1 Developing User-Friendly VR Systems
    5.4 Value Chain Analysis
    5.5 Emerging Trends
           5.5.1 Microdisplays for VR
                    5.5.1.1 Lomid Project
                    5.5.1.2 Kopin’s Microdisplay for VR Hmd

6 Virtual Reality Market, By Technology (Page No. - 46)
    6.1 Introduction
    6.2 Virtual Reality Technology
           6.2.1 Nonimmersive Technology
                    6.2.1.1 Usage of Nonimmersive Technology in VR Software Development Set to Drive the Market
           6.2.2 Semi-Immersive and Fully Immersive Technology
                    6.2.2.1 Fully Immersive Technology to Be the Major Driver Owing to Demand in VR HMDs

7 Virtual Reality Market, By Offering (Page No. - 50)
    7.1 Introduction
           7.1.1 Hardware
                    7.1.1.1 Sensors
                               7.1.1.1.1 Accelerometer
                               7.1.1.1.2 Gyroscope
                               7.1.1.1.3 Magnetometer
                               7.1.1.1.4 Proximity Sensor
                    7.1.1.2 Semiconductor Components
                               7.1.1.2.1 Controller and Processor
                               7.1.1.2.2 Integrated Circuits
                    7.1.1.3 Displays and Projectors
                    7.1.1.4 Position Trackers
                    7.1.1.5 Cameras
                    7.1.1.6 Others
           7.1.2 Software
                    7.1.2.1 SDKs Will Play Crucial Role in VR Software Market
                    7.1.2.2 Software Development Kits
                    7.1.2.3 Cloud-Based Services
           7.1.3 VR Content Creation
                    7.1.3.1 VR Content Creation is the Key to Strengthen VR Technology and Growth of VR Hardware Devices

8 Virtual Reality Market, By Device Type (Page No. - 58)
    8.1 Introduction
    8.2 Virtual Reality Devices
           8.2.1 Head-Mounted Displays
                    8.2.1.1 Use of HMDs in Gaming and Entertainment is the Major Driver for Growth of VR Hardware Devices
           8.2.2 Gesture-Tracking Devices
                    8.2.2.1 Gesture-Tracking Devices to Play Crucial Role in Healthcare and Gaming Applications
                               8.2.2.1.1 Data Gloves
                               8.2.2.1.2 Others
           8.2.3 Projectors & Display Walls
                    8.2.3.1 Projectors & Display Walls are New Growth Avenues in VR Hardware Market

9 Virtual Reality Market, By Application (Page No. - 65)
    9.1 Introduction
    9.2 Virtual Reality Applications
           9.2.1 Consumer
                    9.2.1.1 Gaming and Entertainment Applications are Major Drivers for VR Market Growth
                               9.2.1.1.1 Gaming and Entertainment
                               9.2.1.1.2 Sports
                    9.2.1.2 Use-Cases in Consumer
           9.2.2 Commercial
                    9.2.2.1 Retail and Ecommerce to Drive Commercial Application in VR Market
                               9.2.2.1.1 Retail & Ecommerce
                               9.2.2.1.2 Education and Training
                               9.2.2.1.3 Travel and Tourism
                               9.2.2.1.4 Advertising
                    9.2.2.2 Use-Cases in Commercial
           9.2.3 Enterprise
                    9.2.3.1 Increased Use of VR Technology and Devices in Industrial Facilities to Drive Enterprise Application in VR Market
                    9.2.3.2 Use-Cases in Enterprise
           9.2.4 Healthcare
                    9.2.4.1 Patient Care Management and Medical Training & Education are Major Applications Driving the Growth of VR in Healthcare
                               9.2.4.1.1 Surgery
                               9.2.4.1.2 Patient Care Management
                               9.2.4.1.3 Fitness Management
                               9.2.4.1.4 Pharmacy Management
                               9.2.4.1.5 Medical Training and Education
                    9.2.4.2 Use-Cases in Healthcare
           9.2.5 Aerospace & Defense
                    9.2.5.1 Simulation Training to Be Major Growth Factor of VR in Aerospace & Defense
                    9.2.5.2 Use-Case in Aerospace & Defense
           9.2.6 Others
                    9.2.6.1 Automotive
                    9.2.6.2 Real Estate (Architecture and Building Design)
                    9.2.6.3 Geospatial Mining
                    9.2.6.4 Use-Cases in Other Applications

10 Virtual Reality Market, Geographical Analysis (Page No. - 93)
     10.1 Introduction
     10.2 North America
             10.2.1 US
                       10.2.1.1 Strong Presence of VR Companies in US Likely to Drive the Market
             10.2.2 Canada
                       10.2.2.1 Increasing Investment in Cutting-Edge Technologies to Fuel VR Market Growth in Canada
             10.2.3 Mexico
                       10.2.3.1 Evolving Industries in Mexico to Drive the Market Growth
     10.3 Europe
             10.3.1 Germany
                       10.3.1.1 High Adoption of New Technologies in Manufacturing to Drive the Market in Germany
             10.3.2 France
                       10.3.2.1 High Adoption in Retail to Enhance Growth of VR Market in France
             10.3.3 UK
                       10.3.3.1 Continuous Focus on Digitalization Likely to Drive Growth of VR Market in UK
             10.3.4 Rest of Europe
                       10.3.4.1 Inflow of Products and Technology From UK, Germany, and France Would Propel VR Market Growth in Rest of

Europe
     10.4 APAC
             10.4.1 China
                       10.4.1.1 High Number of Local Players Producing VR Devices to Drive Growth of VR Market in China
             10.4.2 India
                       10.4.2.1 Increasing Awareness of Advanced Technology to Play Crucial Role in the Growth of VR Market in India
             10.4.3 Japan
                       10.4.3.1 High Growth of Healthcare Sector in Japan to Fuel Growth of VR Market
             10.4.4 South Korea
                       10.4.4.1 Digital Revolution in Industrial Sector in South Korea Would Drive Growth of VR Market
             10.4.5 Rest of APAC
                       10.4.5.1 High Consumer Spending in Rest of APAC Would Boost the VR Market
     10.5 RoW
             10.5.1 Middle East & Africa
                       10.5.1.1 Oil & Gas and Mining to Fuel Growth of VR Devices in Middle East and Africa
             10.5.2 South America
                       10.5.2.1 Growing Consumer Market to Drive Growth of VR Market in South America

11 Competitive Landscape (Page No. - 109)
     11.1 Introduction
     11.2 Competitive Scenario
             11.2.1 Product Launches & Developments
             11.2.2 Partnerships
             11.2.3 Agreements, Collaborations, and Capital Funding
             11.2.4 Acquisitions and Expansions
     11.3 Virtual Reality Market, Competitive Leadership Mapping
             11.3.1 Visionary Leaders
             11.3.2 Dynamic Differtiators
             11.3.3 Innovators
             11.3.4 Emerging Companies

12 Company Profiles (Page No. - 116)
     12.1 Introduction
(Business Overview, Products Offered, Recent Developments, SWOT Analysis, and MnM View)*
     12.2 Key Players
             12.2.1 Google
             12.2.2 Microsoft
             12.2.3 Oculus VR (Facebook)
             12.2.4 Sony
             12.2.5 Samsung Electronics
             12.2.6 HTC
             12.2.7 Eon Reality
             12.2.8 Vuzix
             12.2.9 CyberGlove Systems
               12.2.10 Leap Motion
               12.2.11 Sensics
               12.2.12 Sixense Enterprises
     12.3 Key Innovators
             12.3.1 Nintendo
             12.3.2 Psious
             12.3.3 Mindmaze
             12.3.4 Firsthand Technology
             12.3.5 Worldviz
             12.3.6 Virtuix
             12.3.7 Survios
             12.3.8 Merge Labs
             12.3.9 SpaceVR
             12.3.10 Virtually Live

*Details on Business Overview, Products Offered, Recent Developments, SWOT Analysis, and MnM View Might Not Be Captured in Case of Unlisted Companies.

13 Appendix (Page No. - 151)
     13.1 Insights of Industry Experts
     13.2 Discussion Guide
     13.3 Knowledge Store: Marketsandmarkets’ Subscription Portal
     13.4 Available Customizations
     13.5 Related Reports
     13.6 Author Details


List of Tables (61 Tables)

Table 1 Virtual Reality  Market, By Technology, 2016–2024 (USD Million)
Table 2 VR Market for Nonimmersive Technology, By Offering,, 2016–2024 (USD Million)
Table 3 VR Market for Semi- and Fully Immersive Technologies,, By Offering, 2016–2024 (USD Million)
Table 4 VR Market, By Offering, 2016–2024 (USD Million)
Table 5 VR Market, Hardware, 2016–2024 (USD Million)
Table 6 VR Market for Software, By Application, 2016–2024 (USD Million)
Table 7 Virtual Reality Market, Device Type, 2016–2024 (USD Million)
Table 8 Market, Device Type, 2016–2024 (Thousand Units)
Table 9 Virtual Reality Hmd Market, By Application, 2016–2024 (USD Million)
Table 10 Market for Gesture-Tracking Devices,, By Application, 2016–2024 (USD Million)
Table 11 Market for Projectors & Display Walls,, By Application, 2016–2024 (USD Million)
Table 12 Virtual Reality Market, By Application, 2016–2024 (USD Million)
Table 13 Market for Consumer Applications, By Device Type, 2016–2024 (USD Million)
Table 14 Market for Consumer Applications, By Region,, 2016–2024 (USD Million)
Table 15 Market for Consumer Applications in North America,, By Country, 2016–2024 (USD Million)
Table 16 Market for Consumer Applications in Europe,, By Country, 2016–2024 (USD Million)
Table 17 Market for Consumer Applications in APAC, By Country, 2016–2024 (USD Million)
Table 18 Market for Consumer Applications in RoW, By Region, 2016–2024 (USD Million)
Table 19 Virtual Reality Market for Commercial Applications, By Device Type, 2016–2024 (USD Million)
Table 20 Market for Commercial Applications, By Region,, 2016–2024 (USD Million)
Table 21 Market for Commercial Applications in North America, By Country, 2016–2024 (USD Million)
Table 22 Market for Commercial Applications in Europe,, By Country, 2016–2024 (USD Million)
Table 23 Market for Commercial Applications in APAC,, By Country, 2016–2024 (USD Million)
Table 24 Market for Commercial Applications in RoW, By Region, 2016–2024 (USD Million)
Table 25 Market for Enterprise Applications, By Device Type, 2016–2024 (USD Million)
Table 26 Market for Enterprise Applications, By Region,, 2016–2024 (USD Million)
Table 27 Market for Enterprise Applications in North America, By Country, 2016–2024 (USD Million)
Table 28 Market for Enterprise Applications in Europe,, By Country, 2016–2024 (USD Million)
Table 29 Market for Enterprise Applications in APAC, By Country, 2016–2024 (USD Million)
Table 30 Market for Enterprise Applications in RoW, By Region, 2016–2024 (USD Million)
Table 31 Market for Healthcare Applications, By Device Type, 2016–2024 (USD Million)
Table 32 Virtual Reality Market for Healthcare Applications, By Region,, 2016–2024 (USD Million)
Table 33 Market for Healthcare Applications in North America, By Country, 2016–2024 (USD Million)
Table 34 Market for Healthcare Applications in Europe,, By Country, 2016–2024 (USD Million)
Table 35 Market for Healthcare Applications in APAC,, By Country, 2016–2024 (USD Million)
Table 36 Market for Healthcare Applications in RoW, By Region, 2016–2024 (USD Million)
Table 37 Market for Aerospace & Defense Applications, By Device Type, 2016–2024 (USD Million)
Table 38 Market for Aerospace & Defense Applications,, By Region, 2016–2024 (USD Million)
Table 39 Market for Aerospace & Defense Applications in North America, By Country, 2016–2024 (USD Million)
Table 40 Market for Aerospace & Defense Applications in Europe, By Country, 2016–2024 (USD Million)
Table 41 Market for Aerospace & Defense Applications In, APAC, By Country, 2016–2024 (USD Million)
Table 42 Market for Aerospace & Defense Applications In, RoW, By Region, 2016–2024 (USD Million)
Table 43 Market for Other Applications, By Device Type,, 2016–2024 (USD Million)
Table 44 Market for Other Applications, By Region,, 2016–2024 (USD Million)
Table 45 Market for Other Applications in North America,, By Country, 2016–2024 (USD Million)
Table 46 Market for Other Applications in Europe, By Country, 2016–2024 (USD Million)
Table 47 Market for Other Applications in APAC, By Country, 2016–2024 (USD Million)
Table 48 Market for Other Applications in RoW, By Region, 2016–2024 (USD Million)
Table 49 Virtual Reality Market, By Region, 2016–2024 (USD Million)
Table 50 VR Market in North America, By Application, 2016–2024 (USD Million)
Table 51 VR Market in North America, By Country, 2016–2024 (USD Million)
Table 52 VR Market in Europe, By Application, 2016–2024 (USD Million)
Table 53 VR Market in Europe, By Country, 2016–2024 (USD Million)
Table 54 Virtual Reality Market in APAC, By Application, 2016–2024 (USD Million)
Table 55 VR Market in APAC, By Country, 2016–2024 (USD Million)
Table 56 VR Market in RoW, By Application, 2016–2024 (USD Million)
Table 57 VR Market in RoW, By Region, 2016–2024 (USD Million)
Table 58 Product Launches & Developments: Virtual Reality Market, 2017 & 2018
Table 59 Partnerships: Virtual Reality Market, 2014–2017
Table 60 Agreements, Collaborations, and Capital Funding: Virtual Reality, 2014–2017
Table 61 Acquisitions and Expansions: Virtual Reality Market, 2014–2017
 
List of Figures (40 Figures)
 
Figure 1 Market Segmentation
Figure 2 Virtual Reality Market: Research Design
Figure 3 Bottom-Up Approach to Arrive at the Market Size
Figure 4 Top-Down Approach to Arrive at the Market Size
Figure 5 Data Triangulation Methodology
Figure 6 Virtual Reality Market, 2016–2024 (USD Billion)
Figure 7 Head-Mounted Displays Held Largest Share in Market in 2017
Figure 8 Consumer Application to Lead Virtual Reality Market From 2018 to 2024
Figure 9 APAC to Hold Largest Share of Virtual Reality Industry By 2024
Figure 10 North America Held Largest Size of VR Market for Consumer Applications in 2017
Figure 11 Growing Consumer Applications of Virtual Reality to Drive Market Growth During Forecast Period
Figure 12 Consumer Application and China to Hold Largest Share of Market in APAC By 2024
Figure 13 China Expected to Witness Highest CAGR By 2024
Figure 14 China to Grow at Fastest Rate During Forecast Period
Figure 15 Evolution of VR Technology
Figure 16 Demand for VR Applications in Gaming and Entertainment Sector Will Drive Growth of VR Market
Figure 17 Value Chain Analysis (2017): Major Values are Added During Research and Product Development, and Manufacturing Stages
Figure 18 Elements of VR Ecosystem
Figure 19 Semi-And Fully Immersive Technologies Dominate Market During Forecast Period
Figure 20 VR Market for Software to Witness Higher CAGR During Forecast Period
Figure 21 Market for Displays and Projectors to Witness Highest CAGR During Forecast Period
Figure 22 VR Software Market for Enterprise Application to Witness Highest CAGR During Forecast Period
Figure 23 Market for Gesture-Tracking Devices to Witness Highest CAGR During Forecast Period
Figure 24 Market for Gesture-Tracking Devices to Witness Highest CAGR During Forecast Period in Terms of Market Shipments
Figure 25 VR Market for Enterprise Applications to Witness Highest CAGR From 2018 to 2024
Figure 26 Geographic Snapshot: VR Market in APAC to Witness Highest Growth Rate During Forecast Period
Figure 27 US to Hold Largest Size of VR Market From 2017 to 2024
Figure 28 North America: Snapshot of Virtual Reality Market
Figure 29 Europe: Snapshot of VR Market
Figure 30 APAC: Snapshot of VR Market
Figure 31 Companies Adopted Product Launches & Developments as Key Growth Strategies From 2014 to 2018
Figure 32 Ranking of Top 5 Players in Virtual Reality Market +
Figure 33 Companies Adopted Product Launches & Developments as Key Growth Strategies From 2014 to 2018
Figure 34 Geographic Revenue Mix of Major Players
Figure 35 Google: Company Snapshot
Figure 36 Microsoft: Company Snapshot
Figure 37 Sony: Company Snapshot
Figure 38 Samsung Electronics: Company Snapshot
Figure 39 HTC: Company Snapshot
Figure 40 Vuzix: Company Snapshot

The study involved 4 major activities in estimating the current size of the virtual reality market. Exhaustive secondary research has been conducted to collect information about the market, the peer market, and the parent market. Validating findings, assumptions, and sizing with industry experts across the value chain through primary research has been the next step. Both, top-down and bottom-up approaches have been employed to estimate the complete market size. After that, market breakdown and data triangulation methods have been used to estimate the market size of segments and subsegments.

Secondary Research

The research methodology used to estimate and forecast the virtual reality begins with capturing data on revenues of the key vendors in the market through secondary research. This study involves the use of extensive secondary sources, directories, and databases such as Hoovers, Bloomberg Businessweek, Factiva, and OneSource to identify and collect information useful for the technical and commercial study of the virtual reality industry. Vendor offerings have also been considered to determine the market segmentation. This entire research methodology includes the study of annual and financial reports of top players, presentations, press releases, journals, paid databases, trade directories, regulatory bodies, and safety standard organizations.

Primary Research

The virtual reality market comprises several stakeholders, such as suppliers, system integrators, suppliers of standard components, and original equipment manufacturers (OEMs) in the supply chain. The demand side of this market is characterized by the development of consumer, commercial, enterprise, healthcare, and aerospace & defense applications. The supply side is characterized by advancements in various VR devices and its technologies. Various primary sources from the supply and demand sides of the market have been interviewed to obtain qualitative and quantitative information. Following is the breakdown of primary respondents.

Virtual Reality Market

To know about the assumptions considered for the study, download the pdf brochure

Market Size Estimation

Both top-down and bottom-up approaches have been used to estimate and validate the overall size of the virtual reality. These methods have also been used extensively to estimate the size of various market subsegments. The research methodology used to estimate the market size includes the following:

  • Key players in major applications and markets have been identified through extensive secondary research.
  • The industry’s supply chain and market size, in terms of value, have been determined through primary and secondary research processes.
  • All percentage shares, splits, and breakdowns have been determined using secondary sources and verified through primary sources.

Data Triangulation

After arriving at the overall market size using the estimation processes as explained above, the market was split into several segments and subsegments. To complete the overall market engineering process and arrive at the exact statistics of each market segment and subsegment, data triangulation, and market breakdown procedures have been employed, wherever applicable. The data have been triangulated by studying various factors and trends from both demand and supply sides in consumer, commercial, enterprise, healthcare, and aerospace & defense applications.

Report Objectives

  • To describe and forecast the virtual reality (VR) market, in terms of value, by offering, device type, technology, and application
  • To describe and forecast the VR market, in terms of volume, by device type
  • To describe and forecast the market, in terms of value, by region—North America, Europe, Asia Pacific (APAC), and Rest of the World (RoW)
  • To provide detailed information regarding major factors influencing market growth (drivers, restraints, opportunities, and challenges)
  • To study the complete value chain of VR
  • To strategically analyze micromarkets with regard to individual growth trends, prospects, and contributions to the total market
  • To analyze opportunities in the market for stakeholders by identifying high-growth segments in the VR market
  • To strategically profile key players and comprehensively analyze their market position in terms of ranking and core competencies, along with detailing competitive landscape for market leaders
  • To analyze strategic approaches such as product launches, acquisitions, contracts, agreements, and partnerships in the VR market

Available Customizations

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

Product Analysis

  • Product matrix that gives a detailed comparison of the product portfolio of each company

Company Information

  • Detailed analysis and profiling of additional market players (up to 5)
Report Code
SE 3528
Published ON
Nov, 2019
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