A recent report published by Infinium Global Research on virtual reality market provides an in-depth analysis of segments and sub-segments in the global as well as regional virtual reality market. The study also highlights the impact of drivers, restraints, and macro indicators on the global and regional virtual reality market over the short term as well as long term. The report is a comprehensive presentation of trends, forecast and dollar values of global virtual reality market. According to the report, the global virtual reality market is projected to grow at a CAGR of 32.9% over the forecast period of 2019-2025.
Virtual reality (VR) is the use of computer technology to generate a replicated environment. VR places the user inside an experience. Users are immersed and able to interact with 3D worlds instead of viewing a screen in front of them. By simulating as many senses as possible, such as touch, vision, hearing, even smell, the computer is converted into a porter to this artificial world. The only restrictions to near-real VR experiences are the accessibility of content and cheap computing power.
Growing the investment of key players in the virtual reality is the driving factor for the growth of the global virtual reality market. The growing use of head-mounted displays in the gaming and entertainment sector boost the growth of the market. On the other hand, health concerns due to the lack of movement and low resolution may hamper the growth of the global virtual reality market. High cost associated with virtual reality devices. Moreover, increasing adoption of the HMDs in aerospace & defence and healthcare may create an opportunity for the growth of the global virtual reality market. A growing number of smartphones and tablets user also is the factor that creates an opportunity for the market.
Global virtual reality market is segmented regionally into North America, Europe, Asia-Pacific and Rest of World (RoW). North America holds the highest market in the global virtual reality market due to the presence of the major players and increasing capital investment in the gaming and media and entertainment industries. In North America, the U.S. dominates the market followed by Canada and Mexico. Asia-Pacific is expected to grow with the highest CAGR during 2018-2025. A growing number of smartphone and tablet users and an increasing number of mobile application boost the growth of the market in the Asia-Pacific region. In Asia-Pacific, China dominates the market followed by Japan and India.
The report on global virtual reality market covers segments such as component, device type, technology, and application. On the basis of component, the sub-markets include hardware, and software. On the basis of device type, the sub-markets include head-mounted displays, projectors & display walls, and gesture-tracking devices. On the basis of technology, the sub-markets include immersive, semi-immersive, and non-immersive. On the basis of application, the sub-markets include consumer electronics, commercial, healthcare, aerospace and defence, and other applications.
The report provides profiles of the companies in the market such as Oculus VR, LLC, Alphabet, Inc. (Google), Leap Motion, Inc., Samsung Electronics Co. Ltd., Microsoft Corporation, HTC Corporation, CyberGlove Systems Inc., Magic Leap, Inc., Sony Corporation, Eon Reality, Inc., and Other Companies.
The report provides deep insights into the demand forecasts, market trends, and micro and macro indicators. In addition, this report provides insights into the factors that are driving and restraining the growth in this market. Moreover, The IGR-Growth Matrix analysis given in the report brings an insight into the investment areas that existing or new market players can consider. The report provides insights into the market using analytical tools such as Porter's five forces analysis and DRO analysis of virtual reality market. Moreover, the study highlights current market trends and provides forecast from 2019-2025. We also have highlighted future trends in the market that will affect the demand during the forecast period. Moreover, the competitive analysis given in each regional market brings an insight into the market share of the leading players.
1.1. Report Description
1.2. Research Methods
1.3. Research Approaches
2. Executive Summary
2.1. Virtual Reality Market Highlights
2.2. Virtual Reality Market Projection
2.3. Virtual Reality Market Regional Highlights
3. Global Virtual Reality Market Overview
3.2. Market Dynamics
3.3. Porter's Five Forces Analysis
3.4. IGR-Growth Matrix Analysis
3.4.1. IGR-Growth Matrix Analysis by Component
3.4.2. IGR-Growth Matrix Analysis by Device Type
3.4.3. IGR-Growth Matrix Analysis by Technology
3.4.4. IGR-Growth Matrix Analysis by Application
3.4.5. IGR-Growth Matrix Analysis by Region
3.5. Value Chain Analysis of Virtual Reality Market
4. Virtual Reality Market Macro Indicator Analysis
5. Global Virtual Reality Market by Component
6. Global Virtual Reality Market by Device Type
6.1. Head-mounted Displays
6.2. Projectors & Display Walls
6.3. Gesture-tracking Devices
7. Global Virtual Reality Market by Technology
8. Global Virtual Reality Market by Application
8.1. Consumer Electronics
8.4. Aerospace and Defence
8.5. Other Applications
9. Global Virtual Reality Market by Region 2019-2025
9.1. North America
9.1.1. North America Virtual Reality Market by Component
9.1.2. North America Virtual Reality Market by Device Type
9.1.3. North America Virtual Reality Market by Technology
9.1.4. North America Virtual Reality Market by Application
9.1.5. North America Virtual Reality Market by Country
9.2.1. Europe Virtual Reality Market by Component
9.2.2. Europe Virtual Reality Market by Device Type
9.2.3. Europe Virtual Reality Market by Technology
9.2.4. Europe Virtual Reality Market by Application
9.2.5. Europe Virtual Reality Market by Country
9.3.1. Asia-Pacific Virtual Reality Market by Component
9.3.2. Asia-Pacific Virtual Reality Market by Device Type
9.3.3. Asia-Pacific Virtual Reality Market by Technology
9.3.4. Asia-Pacific Virtual Reality Market by Application
9.3.5. Asia-Pacific Virtual Reality Market by Country
9.4.1. RoW Virtual Reality Market by Component
9.4.2. RoW Virtual Reality Market by Device Type
9.4.3. RoW Virtual Reality Market by Technology
9.4.4. RoW Virtual Reality Market by Application
9.4.5. RoW Virtual Reality Market by Sub-region
10. Company Profiles and Competitive Landscape
10.1.Competitive Landscape in the Global Virtual Reality Market
10.2.1. Oculus VR, LLC
10.2.2. Alphabet, Inc. (Google)
10.2.3. Leap Motion, Inc.
10.2.4. Samsung Electronics Co. Ltd.
10.2.5. Microsoft Corporation
10.2.6. HTC Corporation
10.2.7. CyberGlove Systems Inc.
10.2.8. Magic Leap, Inc.
10.2.9. Sony Corporation
10.2.10. Eon Reality, Inc.
10.2.11. Other Companies
11.1.Primary Research Findings and Questionnaire
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