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Global 3D and Virtual Reality Market Insights, Forecast to 2025

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Table of Contents

    1 Study Coverage

    • 1.1 3D and Virtual Reality Product
    • 1.2 Key Market Segments in This Study
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global 3D and Virtual Reality Market Size Growth Rate by Type
      • 1.4.2 Input Devices
      • 1.4.3 Computer/VR Engine
      • 1.4.4 Output Devices
    • 1.5 Market by Application
      • 1.5.1 Global 3D and Virtual Reality Market Size Growth Rate by Application
      • 1.5.2 Education and training
      • 1.5.3 Video games
      • 1.5.4 Fine arts
      • 1.5.5 Heritage and archaeology
      • 1.5.6 Architectural design
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global 3D and Virtual Reality Market Size
      • 2.1.1 Global 3D and Virtual Reality Revenue 2014-2025
      • 2.1.2 Global 3D and Virtual Reality Production 2014-2025
    • 2.2 3D and Virtual Reality Growth Rate (CAGR) 2019-2025
    • 2.3 Analysis of Competitive Landscape
      • 2.3.1 Manufacturers Market Concentration Ratio (CR5 and HHI)
      • 2.3.2 Key 3D and Virtual Reality Manufacturers
        • 2.3.2.1 3D and Virtual Reality Manufacturing Base Distribution, Headquarters
        • 2.3.2.2 Manufacturers 3D and Virtual Reality Product Offered
        • 2.3.2.3 Date of Manufacturers Enter into 3D and Virtual Reality Market
    • 2.4 Key Trends for 3D and Virtual Reality Markets & Products

    3 Market Size by Manufacturers

    • 3.1 3D and Virtual Reality Production by Manufacturers
      • 3.1.1 3D and Virtual Reality Production by Manufacturers
      • 3.1.2 3D and Virtual Reality Production Market Share by Manufacturers
    • 3.2 3D and Virtual Reality Revenue by Manufacturers
      • 3.2.1 3D and Virtual Reality Revenue by Manufacturers (2014-2019)
      • 3.2.2 3D and Virtual Reality Revenue Share by Manufacturers (2014-2019)
    • 3.3 3D and Virtual Reality Price by Manufacturers
    • 3.4 Mergers & Acquisitions, Expansion Plans

    4 3D and Virtual Reality Production by Regions

    • 4.1 Global 3D and Virtual Reality Production by Regions
      • 4.1.1 Global 3D and Virtual Reality Production Market Share by Regions
      • 4.1.2 Global 3D and Virtual Reality Revenue Market Share by Regions
    • 4.2 United States
      • 4.2.1 United States 3D and Virtual Reality Production
      • 4.2.2 United States 3D and Virtual Reality Revenue
      • 4.2.3 Key Players in United States
      • 4.2.4 United States 3D and Virtual Reality Import & Export
    • 4.3 Europe
      • 4.3.1 Europe 3D and Virtual Reality Production
      • 4.3.2 Europe 3D and Virtual Reality Revenue
      • 4.3.3 Key Players in Europe
      • 4.3.4 Europe 3D and Virtual Reality Import & Export
    • 4.4 China
      • 4.4.1 China 3D and Virtual Reality Production
      • 4.4.2 China 3D and Virtual Reality Revenue
      • 4.4.3 Key Players in China
      • 4.4.4 China 3D and Virtual Reality Import & Export
    • 4.5 Japan
      • 4.5.1 Japan 3D and Virtual Reality Production
      • 4.5.2 Japan 3D and Virtual Reality Revenue
      • 4.5.3 Key Players in Japan
      • 4.5.4 Japan 3D and Virtual Reality Import & Export
    • 4.6 Other Regions
      • 4.6.1 South Korea
      • 4.6.2 India
      • 4.6.3 Southeast Asia

    5 3D and Virtual Reality Consumption by Regions

    • 5.1 Global 3D and Virtual Reality Consumption by Regions
      • 5.1.1 Global 3D and Virtual Reality Consumption by Regions
      • 5.1.2 Global 3D and Virtual Reality Consumption Market Share by Regions
    • 5.2 North America
      • 5.2.1 North America 3D and Virtual Reality Consumption by Application
      • 5.2.2 North America 3D and Virtual Reality Consumption by Countries
      • 5.2.3 United States
      • 5.2.4 Canada
      • 5.2.5 Mexico
    • 5.3 Europe
      • 5.3.1 Europe 3D and Virtual Reality Consumption by Application
      • 5.3.2 Europe 3D and Virtual Reality Consumption by Countries
      • 5.3.3 Germany
      • 5.3.4 France
      • 5.3.5 UK
      • 5.3.6 Italy
      • 5.3.7 Russia
    • 5.4 Asia Pacific
      • 5.4.1 Asia Pacific 3D and Virtual Reality Consumption by Application
      • 5.4.2 Asia Pacific 3D and Virtual Reality Consumption by Countries
      • 5.4.3 China
      • 5.4.4 Japan
      • 5.4.5 South Korea
      • 5.4.6 India
      • 5.4.7 Australia
      • 5.4.8 Indonesia
      • 5.4.9 Thailand
      • 5.4.10 Malaysia
      • 5.4.11 Philippines
      • 5.4.12 Vietnam
    • 5.5 Central & South America
      • 5.5.1 Central & South America 3D and Virtual Reality Consumption by Application
      • 5.5.2 Central & South America 3D and Virtual Reality Consumption by Country
      • 5.5.3 Brazil
    • 5.6 Middle East and Africa
      • 5.6.1 Middle East and Africa 3D and Virtual Reality Consumption by Application
      • 5.6.2 Middle East and Africa 3D and Virtual Reality Consumption by Countries
      • 5.6.3 GCC Countries
      • 5.6.4 Egypt
      • 5.6.5 South Africa

    6 Market Size by Type

    • 6.1 Global 3D and Virtual Reality Production by Type
    • 6.2 Global 3D and Virtual Reality Revenue by Type
    • 6.3 3D and Virtual Reality Price by Type

    7 Market Size by Application

    • 7.1 Overview
    • 7.2 Global 3D and Virtual Reality Breakdown Dada by Application
      • 7.2.1 Global 3D and Virtual Reality Consumption by Application
      • 7.2.2 Global 3D and Virtual Reality Consumption Market Share by Application (2014-2019)

    8 Manufacturers Profiles

    • 8.1 FaceBook/Oculus
      • 8.1.1 FaceBook/Oculus Company Details
      • 8.1.2 Company Overview
      • 8.1.3 FaceBook/Oculus 3D and Virtual Reality Production Revenue and Gross Margin (2014-2019)
      • 8.1.4 FaceBook/Oculus 3D and Virtual Reality Product Description
      • 8.1.5 FaceBook/Oculus Recent Development
    • 8.2 Microsoft(HoloLens)
      • 8.2.1 Microsoft(HoloLens) Company Details
      • 8.2.2 Company Overview
      • 8.2.3 Microsoft(HoloLens) 3D and Virtual Reality Production Revenue and Gross Margin (2014-2019)
      • 8.2.4 Microsoft(HoloLens) 3D and Virtual Reality Product Description
      • 8.2.5 Microsoft(HoloLens) Recent Development
    • 8.3 Google
      • 8.3.1 Google Company Details
      • 8.3.2 Company Overview
      • 8.3.3 Google 3D and Virtual Reality Production Revenue and Gross Margin (2014-2019)
      • 8.3.4 Google 3D and Virtual Reality Product Description
      • 8.3.5 Google Recent Development
    • 8.4 Samsung
      • 8.4.1 Samsung Company Details
      • 8.4.2 Company Overview
      • 8.4.3 Samsung 3D and Virtual Reality Production Revenue and Gross Margin (2014-2019)
      • 8.4.4 Samsung 3D and Virtual Reality Product Description
      • 8.4.5 Samsung Recent Development
    • 8.5 HTC vive
      • 8.5.1 HTC vive Company Details
      • 8.5.2 Company Overview
      • 8.5.3 HTC vive 3D and Virtual Reality Production Revenue and Gross Margin (2014-2019)
      • 8.5.4 HTC vive 3D and Virtual Reality Product Description
      • 8.5.5 HTC vive Recent Development
    • 8.6 Song
      • 8.6.1 Song Company Details
      • 8.6.2 Company Overview
      • 8.6.3 Song 3D and Virtual Reality Production Revenue and Gross Margin (2014-2019)
      • 8.6.4 Song 3D and Virtual Reality Product Description
      • 8.6.5 Song Recent Development
    • 8.7 GoPro
      • 8.7.1 GoPro Company Details
      • 8.7.2 Company Overview
      • 8.7.3 GoPro 3D and Virtual Reality Production Revenue and Gross Margin (2014-2019)
      • 8.7.4 GoPro 3D and Virtual Reality Product Description
      • 8.7.5 GoPro Recent Development
    • 8.8 Jaunt
      • 8.8.1 Jaunt Company Details
      • 8.8.2 Company Overview
      • 8.8.3 Jaunt 3D and Virtual Reality Production Revenue and Gross Margin (2014-2019)
      • 8.8.4 Jaunt 3D and Virtual Reality Product Description
      • 8.8.5 Jaunt Recent Development
    • 8.9 Magic leap
      • 8.9.1 Magic leap Company Details
      • 8.9.2 Company Overview
      • 8.9.3 Magic leap 3D and Virtual Reality Production Revenue and Gross Margin (2014-2019)
      • 8.9.4 Magic leap 3D and Virtual Reality Product Description
      • 8.9.5 Magic leap Recent Development
    • 8.10 NextVR
      • 8.10.1 NextVR Company Details
      • 8.10.2 Company Overview
      • 8.10.3 NextVR 3D and Virtual Reality Production Revenue and Gross Margin (2014-2019)
      • 8.10.4 NextVR 3D and Virtual Reality Product Description
      • 8.10.5 NextVR Recent Development
    • 8.11 Bubl
    • 8.12 Cast AR
    • 8.13 OSVR
    • 8.14 Matterport
    • 8.15 CryWorks
    • 8.16 Atheer labs
    • 8.17 SoftKinetic
    • 8.18 Jingweidu Technology
    • 8.19 Baofeng Mojing
    • 8.20 ANTVR
    • 8.21 Vr BOX
    • 8.22 Virglass
    • 8.23 TVR
    • 8.24 Sureal
    • 8.25 Dreamerkr

    9 Production Forecasts

    • 9.1 3D and Virtual Reality Production and Revenue Forecast
      • 9.1.1 Global 3D and Virtual Reality Production Forecast 2019-2025
      • 9.1.2 Global 3D and Virtual Reality Revenue Forecast 2019-2025
    • 9.2 3D and Virtual Reality Production and Revenue Forecast by Regions
      • 9.2.1 Global 3D and Virtual Reality Revenue Forecast by Regions
      • 9.2.2 Global 3D and Virtual Reality Production Forecast by Regions
    • 9.3 3D and Virtual Reality Key Producers Forecast
      • 9.3.1 United States
      • 9.3.2 Europe
      • 9.3.3 China
      • 9.3.4 Japan
    • 9.4 Forecast by Type
      • 9.4.1 Global 3D and Virtual Reality Production Forecast by Type
      • 9.4.2 Global 3D and Virtual Reality Revenue Forecast by Type

    10 Consumption Forecast

    • 10.1 3D and Virtual Reality Consumption Forecast by Application
    • 10.2 3D and Virtual Reality Consumption Forecast by Regions
    • 10.3 North America Market Consumption Forecast
      • 10.3.1 North America 3D and Virtual Reality Consumption Forecast by Regions 2019-2025
      • 10.3.2 United States
      • 10.3.3 Canada
      • 10.3.4 Mexico
    • 10.4 Europe Market Consumption Forecast
      • 10.4.1 Europe 3D and Virtual Reality Consumption Forecast by Regions 2019-2025
      • 10.4.2 Germany
      • 10.4.3 France
      • 10.4.4 UK
      • 10.4.5 Italy
      • 10.4.6 Russia
    • 10.5 Asia Pacific Market Consumption Forecast
      • 10.5.1 Asia Pacific 3D and Virtual Reality Consumption Forecast by Regions 2019-2025
      • 10.5.2 China
      • 10.5.3 Japan
      • 10.5.4 South Korea
      • 10.5.5 India
      • 10.5.6 Australia
      • 10.5.7 Indonesia
      • 10.5.8 Thailand
      • 10.5.9 Malaysia
      • 10.5.10 Philippines
      • 10.5.11 Vietnam
    • 10.6 Central & South America Market Consumption Forecast
      • 10.6.1 Central & South America 3D and Virtual Reality Consumption Forecast by Regions 2019-2025
      • 10.6.2 Brazil
    • 10.7 Middle East and Africa Market Consumption Forecast
      • 10.7.1 Middle East and Africa 3D and Virtual Reality Consumption Forecast by Regions 2019-2025
      • 10.7.2 GCC Countries
      • 10.7.3 Egypt
      • 10.7.4 South Africa

    11 Value Chain and Sales Channels Analysis

    • 11.1 Value Chain Analysis
    • 11.2 Sales Channels Analysis
      • 11.2.1 3D and Virtual Reality Sales Channels
      • 11.2.2 3D and Virtual Reality Distributors
    • 11.3 3D and Virtual Reality Customers

    12 Market Opportunities & Challenges, Risks and Influences Factors Analysis

    • 12.1 Market Opportunities and Drivers
    • 12.2 Market Challenges
    • 12.3 Market Risks/Restraints

    13 Key Findings in the Global 3D and Virtual Reality Study

      14 Appendix

      • 14.1 Research Methodology
        • 14.1.1 Methodology/Research Approach
          • 14.1.1.1 Research Programs/Design
          • 14.1.1.2 Market Size Estimation
          • 14.1.1.3 Market Breakdown and Data Triangulation
        • 14.1.2 Data Source
          • 14.1.2.1 Secondary Sources
          • 14.1.2.2 Primary Sources
      • 14.2 Author Details

      The 3D and Virtual Reality market was valued at Million US$ in 2018 and is projected to reach Million US$ by 2025, at a CAGR of during the forecast period. In this study, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for 3D and Virtual Reality.

      This report presents the worldwide 3D and Virtual Reality market size (value, production and consumption), splits the breakdown (data status 2014-2019 and forecast to 2025), by manufacturers, region, type and application.
      This study also analyzes the market status, market share, growth rate, future trends, market drivers, opportunities and challenges, risks and entry barriers, sales channels, distributors and Porter's Five Forces Analysis.

      The following manufacturers are covered in this report:
      FaceBook/Oculus
      Microsoft(HoloLens)
      Google
      Samsung
      HTC vive
      Song
      GoPro
      Jaunt
      Magic leap
      NextVR
      Bubl
      Cast AR
      OSVR
      Matterport
      CryWorks
      Atheer labs
      SoftKinetic
      Jingweidu Technology
      Baofeng Mojing
      ANTVR
      Vr BOX
      Virglass
      TVR
      Sureal
      Dreamerkr

      3D and Virtual Reality Breakdown Data by Type
      Input Devices
      Computer/VR Engine
      Output Devices
      3D and Virtual Reality Breakdown Data by Application
      Education and training
      Video games
      Fine arts
      Heritage and archaeology
      Architectural design

      3D and Virtual Reality Production by Region
      United States
      Europe
      China
      Japan
      Other Regions

      3D and Virtual Reality Consumption by Region
      North America
      United States
      Canada
      Mexico
      Asia-Pacific
      China
      India
      Japan
      South Korea
      Australia
      Indonesia
      Malaysia
      Philippines
      Thailand
      Vietnam
      Europe
      Germany
      France
      UK
      Italy
      Russia
      Rest of Europe
      Central & South America
      Brazil
      Rest of South America
      Middle East & Africa
      GCC Countries
      Turkey
      Egypt
      South Africa
      Rest of Middle East & Africa

      The study objectives are:
      To analyze and research the global 3D and Virtual Reality status and future forecast,involving, production, revenue, consumption, historical and forecast.
      To present the key 3D and Virtual Reality manufacturers, production, revenue, market share, and recent development.
      To split the breakdown data by regions, type, manufacturers and applications.
      To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
      To identify significant trends, drivers, influence factors in global and regions.
      To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

      In this study, the years considered to estimate the market size of 3D and Virtual Reality :
      History Year: 2014 - 2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year: 2019 - 2025

      This report includes the estimation of market size for value (million USD) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of 3D and Virtual Reality market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

      For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.

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