Virtual Reality - Global Market Outlook (2018-2027)

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Virtual Reality - Global Market Outlook (2018-2027)

Global Virtual Reality market is accounted for $7.90 billion in 2018 and is expected to reach $91.00 billion by 2027 growing at a CAGR of 31.2% during the forecast period. Some of the key factors propelling the market growth are growing digitization and availability of affordable VR devices, penetration of HMDs in gaming and entertainment sector, huge investment in virtual reality market. However, health concerns relating to low resolution and lack of movement is the restraining factor for the growth of the market.

Virtual Reality (VR) is transforming the way we relate with the objects and environment around us. Virtual presents a 3D computer generated environment which a person can explore and interact with and the person becomes a part of the near-reality world. Virtual reality is gaining popularity across various sectors such as healthcare, entertainment, real-estate, education, etc. It is being used to offer training to doctors and employees to avoid any mistakes. Digital meetings and conferences in a real-time are becoming possible with Virtual Reality. It is making it more expedient for architects to evaluate designs and see how the structure will look in real.

By device type, gesture-tracking devices are used as input devices for VR systems. These tracking devices track the user’s movements and enable the user to interact with the virtual environment. Gesture-tracking devices include data gloves, treadmills, and controllers to facilitate gesture and action tracking in VR applications. These devices might be helpful for surgeons during surgery. During a surgical intervention, the surgeon needs to control surgical devices such as X-ray, drill, and endoscope; a contact-free, gesture-based controller can be used by the surgeon, which, in turn, would help in touchless approach.

Based on the geography, North America is expected to have considerable market growth during the forecast period, the use of VR in various applications, especially in consumer electronics, is helping the growth of the VR market in this region. Applications such as aerospace & defense, healthcare, consumer, and commercial are utilizing VR technologies for further advancements. The US has many global players featuring VR products and solutions. This helps North America stand out as the major region in the global VR market. The increased use of VR for applications such as tourism and ecommerce, as well as for training purposes, has helped drive the VR market in the region.

Some of the key players in virtual reality market include Sony, HTC, Google, Vuzix, Apple Inc., Microsoft, Samsung Electronics, Eon Reality, Facebook, Inc, CyberGlove Systems, Sensics, Sixense Enterprises, Merge Labs, Qualcomm Technologies, Inc, Dessault Systems SE, Lenovo Group Ltd., Autodesk Inc., and Magic Leap, Inc.
 
Offerings Covered:
• Software
• Hardware

Technologies Covered:
• Non-Immersive
• Semi-Immersive
• Fully Immersive

Device Types Covered:
• Gesture-Tracking Devices
• Projectors & Display Walls
• Head-Mounted Displays (HMDs) 
• 3D Cameras

Platforms Covered:
• Console VR
• Mobile VR
• PC VR

End Users Covered:
• Commercial
• Aerospace & Defense
• Enterprise
• Consumer
• Healthcare
• E-Learning
• Telecommunication
• Industrial
• Manufacturing
• Governmental & Financial Institutions
• Electronic Product Manufacturers
• Other End Users

Applications Covered:
• Attraction
• Training & Simulation
• Research & Development
• Other Applications

Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o France
o Italy
o UK 
o Spain
o Rest of Europe      
• Asia Pacific
o Japan       
o China       
o India       
o Australia       
o New Zealand      
o Rest of Asia Pacific
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o UAE
o Qatar
o South Africa
o Rest of Middle East & Africa

What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter’s five forces analysis, SWOT analysis, etc.
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements

Free Customization Offerings:
All the customers of this report will be entitled to receive one of the following free customization options:
• Company Profiling
o Comprehensive profiling of additional market players (up to 3)
o SWOT Analysis of key players (up to 3)
• Regional Segmentation
o Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
• Competitive Benchmarking
o Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

1 Executive Summary       
        
2 Preface       
 2.1 Abstract      
 2.2 Stake Holders      
 2.3 Research Scope      
 2.4 Research Methodology      
  2.4.1 Data Mining     
  2.4.2 Data Analysis     
  2.4.3 Data Validation     
  2.4.4 Research Approach     
 2.5 Research Sources      
  2.5.1 Primary Research Sources     
  2.5.2 Secondary Research Sources     
  2.5.3 Assumptions     
        
3 Market Trend Analysis       
 3.1 Introduction      
 3.2 Drivers      
 3.3 Restraints      
 3.4 Opportunities      
 3.5 Threats      
 3.6 Technology Analysis      
 3.7 End User Analysis      
 3.8 Application Analysis      
 3.9 Emerging Markets      
 3.10 Impact of Covid-19      
        
4 Porters Five Force Analysis       
 4.1 Bargaining power of suppliers      
 4.2 Bargaining power of buyers      
 4.3 Threat of substitutes      
 4.4 Threat of new entrants      
 4.5 Competitive rivalry      
        
5 Global Virtual Reality Market, By Offering       
 5.1 Introduction      
 5.2 Software       
  5.2.1 Cloud-Based Services     
  5.2.2 Software Development Kits     
  5.2.3 VR Content Creation     
 5.3 Hardware      
  5.3.1 Cameras     
  5.3.2 Sensors     
   5.3.2.1 Gyroscope    
   5.3.2.2 Proximity Sensor    
   5.3.2.3 Accelerometer    
   5.3.2.4 Magnetometer    
  5.3.3 Position Trackers     
  5.3.4 Displays and Projectors     
  5.3.5 Semiconductor Components     
   5.3.5.1 Integrated Circuits    
   5.3.5.2 Controller and Processor    
  5.3.6 Other Hardwares     
   5.3.6.1 Computer/Video Generator and Combiner    
        
6 Global Virtual Reality Market, By Technology       
 6.1 Introduction      
 6.2 Non-Immersive      
 6.3 Semi-Immersive       
 6.4 Fully Immersive      
        
7 Global Virtual Reality Market, By Device Type       
 7.1 Introduction      
 7.2 Gesture-Tracking Devices      
  7.2.1 Data Gloves     
 7.3 Projectors & Display Walls      
 7.4 Head-Mounted Displays (HMDs)        
 7.5 3D Cameras      
        
8 Global Virtual Reality Market, By Platform       
 8.1 Introduction      
 8.2 Console VR      
 8.3 Mobile VR      
 8.4 PC VR      
        
9 Global Virtual Reality Market, By End User       
 9.1 Introduction      
 9.2 Commercial      
  9.2.1 Advertising      
  9.2.2 Education & Training     
  9.2.3 Travel and Tourism     
  9.2.4 Retail & Ecommerce     
 9.3 Aerospace & Defense      
 9.4 Enterprise      
  9.4.1 Small- & Medium-sized Enterprises     
  9.4.2 Large Enterprises     
 9.5 Consumer       
  9.5.1 Gaming and Entertainment     
   9.5.1.1 Sports    
 9.6 Healthcare      
  9.6.1 Pharmacy Management     
  9.6.2 Surgery & Treatments     
  9.6.3 Fitness Management     
  9.6.4 Patient Care Management     
  9.6.5 Medical Training      
 9.7 E-Learning      
 9.8 Telecommunication      
 9.9 Industrial      
 9.10 Manufacturing      
 9.11 Governmental & Financial Institutions      
 9.12 Electronic Product Manufacturers      
 9.13 Other End Users      
  9.13.1 Real Estate      
   9.13.1.1 Building Design    
   9.13.1.2 Architecture    
  9.13.2 Automotive     
  9.13.3 Geospatial Mining     
        
10 Global Virtual Reality Market, By Application       
 10.1 Introduction      
 10.2 Attraction      
 10.3 Training & Simulation      
 10.4 Research & Development      
 10.5 Other Applications      
  10.5.1 Modelling     
  10.5.2 3D Prototyping     
        
11 Global Virtual Reality Market, By Geography       
 11.1 Introduction      
 11.2 North America      
  11.2.1 US     
  11.2.2 Canada     
  11.2.3 Mexico     
 11.3 Europe      
  11.3.1 Germany     
  11.3.2 UK     
  11.3.3 Italy     
  11.3.4 France     
  11.3.5 Spain     
  11.3.6 Rest of Europe     
 11.4 Asia Pacific      
  11.4.1 Japan     
  11.4.2 China     
  11.4.3 India     
  11.4.4 Australia     
  11.4.5 New Zealand     
  11.4.6 South Korea     
  11.4.7 Rest of Asia Pacific     
 11.5 South America      
  11.5.1 Argentina     
  11.5.2 Brazil     
  11.5.3 Chile     
  11.5.4 Rest of South America     
 11.6 Middle East & Africa      
  11.6.1 Saudi Arabia     
  11.6.2 UAE     
  11.6.3 Qatar     
  11.6.4 South Africa     
  11.6.5 Rest of Middle East & Africa     
        
12 Key Developments        
 12.1 Agreements, Partnerships, Collaborations and Joint Ventures      
 12.2 Acquisitions & Mergers      
 12.3 New Product Launch      
 12.4 Expansions      
 12.5 Other Key Strategies      
        
13 Company Profiling       
 13.1 Sony       
 13.2 HTC      
 13.3 Google      
 13.4 Vuzix      
 13.5 Apple Inc.      
 13.6 Microsoft      
 13.7 Samsung Electronics      
 13.8 Eon Reality      
 13.9 Facebook, Inc      
 13.10 CyberGlove Systems      
 13.11 Sensics      
 13.12 Sixense Enterprises      
 13.13 Merge Labs      
 13.14 Qualcomm Technologies, Inc      
 13.15 Dessault Systems SE      
 13.16 Lenovo Group Ltd.      
 13.17 Autodesk Inc.      
 13.18 Magic Leap, Inc.     

 

Virtual Reality - Global Market Outlook (2018-2027)

List of Tables        
1 Global Virtual Reality Market Outlook, By Region (2017-2027) ($MN)       
2 Global Virtual Reality Market Outlook, By Offering (2017-2027) ($MN)       
3 Global Virtual Reality Market Outlook, By Software (2017-2027) ($MN)       
4 Global Virtual Reality Market Outlook, By Cloud-Based Services (2017-2027) ($MN)       
5 Global Virtual Reality Market Outlook, By Software Development Kits (2017-2027) ($MN)       
6 Global Virtual Reality Market Outlook, By VR Content Creation (2017-2027) ($MN)       
7 Global Virtual Reality Market Outlook, By Hardware (2017-2027) ($MN)       
8 Global Virtual Reality Market Outlook, By Cameras (2017-2027) ($MN)       
9 Global Virtual Reality Market Outlook, By Sensors (2017-2027) ($MN)       
10 Global Virtual Reality Market Outlook, By Position Trackers (2017-2027) ($MN)       
11 Global Virtual Reality Market Outlook, By Displays and Projectors (2017-2027) ($MN)       
12 Global Virtual Reality Market Outlook, By Semiconductor Components (2017-2027) ($MN)       
13 Global Virtual Reality Market Outlook, By Other Hardwares (2017-2027) ($MN)       
14 Global Virtual Reality Market Outlook, By Technology (2017-2027) ($MN)       
15 Global Virtual Reality Market Outlook, By Non-Immersive (2017-2027) ($MN)       
16 Global Virtual Reality Market Outlook, By Semi-Immersive (2017-2027) ($MN)       
17 Global Virtual Reality Market Outlook, By Fully Immersive (2017-2027) ($MN)       
18 Global Virtual Reality Market Outlook, By Device Type (2017-2027) ($MN)       
19 Global Virtual Reality Market Outlook, By Gesture-Tracking Devices (2017-2027) ($MN)       
20 Global Virtual Reality Market Outlook, By Data Gloves (2017-2027) ($MN)       
21 Global Virtual Reality Market Outlook, By Projectors & Display Walls (2017-2027) ($MN)       
22 Global Virtual Reality Market Outlook, By Head-Mounted Displays (HMDs) (2017-2027) ($MN)       
23 Global Virtual Reality Market Outlook, By 3D Cameras (2017-2027) ($MN)       
24 Global Virtual Reality Market Outlook, By Platform (2017-2027) ($MN)       
25 Global Virtual Reality Market Outlook, By Console VR (2017-2027) ($MN)       
26 Global Virtual Reality Market Outlook, By Mobile VR (2017-2027) ($MN)       
27 Global Virtual Reality Market Outlook, By PC VR (2017-2027) ($MN)        
28 Global Virtual Reality Market Outlook, By End User (2017-2027) ($MN)       
29 Global Virtual Reality Market Outlook, By Commercial (2017-2027) ($MN)       
30 Global Virtual Reality Market Outlook, By Advertising (2017-2027) ($MN)       
31 Global Virtual Reality Market Outlook, By Education & Training (2017-2027) ($MN)       
32 Global Virtual Reality Market Outlook, By Travel and Tourism (2017-2027) ($MN)       
33 Global Virtual Reality Market Outlook, By Retail & Ecommerce (2017-2027) ($MN)       
34 Global Virtual Reality Market Outlook, By Aerospace & Defense (2017-2027) ($MN)       
35 Global Virtual Reality Market Outlook, By Enterprise (2017-2027) ($MN)       
36 Global Virtual Reality Market Outlook, By Small- & Medium-sized Enterprises (2017-2027) ($MN)       
37 Global Virtual Reality Market Outlook, By Large Enterprises (2017-2027) ($MN)       
38 Global Virtual Reality Market Outlook, By Consumer (2017-2027) ($MN)       
39 Global Virtual Reality Market Outlook, By Gaming and Entertainment (2017-2027) ($MN)       
40 Global Virtual Reality Market Outlook, By Healthcare (2017-2027) ($MN)       
41 Global Virtual Reality Market Outlook, By Pharmacy Management (2017-2027) ($MN)       
42 Global Virtual Reality Market Outlook, By Surgery & Treatments (2017-2027) ($MN)       
43 Global Virtual Reality Market Outlook, By Fitness Management (2017-2027) ($MN)       
44 Global Virtual Reality Market Outlook, By Patient Care Management (2017-2027) ($MN)       
45 Global Virtual Reality Market Outlook, By Medical Training (2017-2027) ($MN)       
46 Global Virtual Reality Market Outlook, By E-Learning (2017-2027) ($MN)       
47 Global Virtual Reality Market Outlook, By Telecommunication (2017-2027) ($MN)       
48 Global Virtual Reality Market Outlook, By Industrial (2017-2027) ($MN)       
49 Global Virtual Reality Market Outlook, By Manufacturing (2017-2027) ($MN)       
50 Global Virtual Reality Market Outlook, By Governmental & Financial Institutions (2017-2027) ($MN)        
51 Global Virtual Reality Market Outlook, By Electronic Product Manufacturers (2017-2027) ($MN)       
52 Global Virtual Reality Market Outlook, By Other End Users (2017-2027) ($MN)       
53 Global Virtual Reality Market Outlook, By Real Estate (2017-2027) ($MN)       
54 Global Virtual Reality Market Outlook, By Automotive (2017-2027) ($MN)       
55 Global Virtual Reality Market Outlook, By Geospatial Mining (2017-2027) ($MN)       
56 Global Virtual Reality Market Outlook, By Application (2017-2027) ($MN)       
57 Global Virtual Reality Market Outlook, By Attraction (2017-2027) ($MN)       
58 Global Virtual Reality Market Outlook, By Training & Simulation (2017-2027) ($MN)       
59 Global Virtual Reality Market Outlook, By Research & Development (2017-2027) ($MN)       
60 Global Virtual Reality Market Outlook, By Other Applications (2017-2027) ($MN)       
61 Global Virtual Reality Market Outlook, By Modelling (2017-2027) ($MN)       
62 Global Virtual Reality Market Outlook, By 3D Prototyping (2017-2027) ($MN)       

 

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