Report Detail

Service & Software COVID-19 Impact on Global Virtual Reality Technologies Market Size, Status and Forecast 2020-2026

  • RnM4065059
  • |
  • 17 June, 2020
  • |
  • Global
  • |
  • 133 Pages
  • |
  • QYResearch
  • |
  • Service & Software

This report focuses on the global Virtual Reality Technologies status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Virtual Reality Technologies development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.

The key players covered in this study
Alphabet
HTC
Nvidia
EON Reality
Oculus
Christie Digital Systems
Huawei Technologies
Qualcomm
Intel
AECOM
AR Pandora
Sony
Samsung Electronics
Microsoft
Vuzix
Sensics
Antvr
Xiaomi

Market segment by Type, the product can be split into
Software
Hardware
Service
Market segment by Application, split into
Healthcare
Gaming
Education
Engineering
Military
Other

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Virtual Reality Technologies status, future forecast, growth opportunity, key market and key players.
To present the Virtual Reality Technologies development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of Virtual Reality Technologies are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Virtual Reality Technologies Revenue
  • 1.4 Market Analysis by Type
    • 1.4.1 Global Virtual Reality Technologies Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Software
    • 1.4.3 Hardware
    • 1.4.4 Service
  • 1.5 Market by Application
    • 1.5.1 Global Virtual Reality Technologies Market Share by Application: 2020 VS 2026
    • 1.5.2 Healthcare
    • 1.5.3 Gaming
    • 1.5.4 Education
    • 1.5.5 Engineering
    • 1.5.6 Military
    • 1.5.7 Other
  • 1.6 Coronavirus Disease 2019 (Covid-19): Virtual Reality Technologies Industry Impact
    • 1.6.1 How the Covid-19 is Affecting the Virtual Reality Technologies Industry
      • 1.6.1.1 Virtual Reality Technologies Business Impact Assessment - Covid-19
      • 1.6.1.2 Supply Chain Challenges
      • 1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
    • 1.6.2 Market Trends and Virtual Reality Technologies Potential Opportunities in the COVID-19 Landscape
    • 1.6.3 Measures / Proposal against Covid-19
      • 1.6.3.1 Government Measures to Combat Covid-19 Impact
      • 1.6.3.2 Proposal for Virtual Reality Technologies Players to Combat Covid-19 Impact
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends by Regions

  • 2.1 Virtual Reality Technologies Market Perspective (2015-2026)
  • 2.2 Virtual Reality Technologies Growth Trends by Regions
    • 2.2.1 Virtual Reality Technologies Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Virtual Reality Technologies Historic Market Share by Regions (2015-2020)
    • 2.2.3 Virtual Reality Technologies Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Virtual Reality Technologies Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Virtual Reality Technologies Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Virtual Reality Technologies Players by Market Size
    • 3.1.1 Global Top Virtual Reality Technologies Players by Revenue (2015-2020)
    • 3.1.2 Global Virtual Reality Technologies Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Virtual Reality Technologies Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Virtual Reality Technologies Market Concentration Ratio
    • 3.2.1 Global Virtual Reality Technologies Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Virtual Reality Technologies Revenue in 2019
  • 3.3 Virtual Reality Technologies Key Players Head office and Area Served
  • 3.4 Key Players Virtual Reality Technologies Product Solution and Service
  • 3.5 Date of Enter into Virtual Reality Technologies Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2015-2026)

  • 4.1 Global Virtual Reality Technologies Historic Market Size by Type (2015-2020)
  • 4.2 Global Virtual Reality Technologies Forecasted Market Size by Type (2021-2026)

5 Virtual Reality Technologies Breakdown Data by Application (2015-2026)

  • 5.1 Global Virtual Reality Technologies Market Size by Application (2015-2020)
  • 5.2 Global Virtual Reality Technologies Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Virtual Reality Technologies Market Size (2015-2020)
  • 6.2 Virtual Reality Technologies Key Players in North America (2019-2020)
  • 6.3 North America Virtual Reality Technologies Market Size by Type (2015-2020)
  • 6.4 North America Virtual Reality Technologies Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Virtual Reality Technologies Market Size (2015-2020)
  • 7.2 Virtual Reality Technologies Key Players in Europe (2019-2020)
  • 7.3 Europe Virtual Reality Technologies Market Size by Type (2015-2020)
  • 7.4 Europe Virtual Reality Technologies Market Size by Application (2015-2020)

8 China

  • 8.1 China Virtual Reality Technologies Market Size (2015-2020)
  • 8.2 Virtual Reality Technologies Key Players in China (2019-2020)
  • 8.3 China Virtual Reality Technologies Market Size by Type (2015-2020)
  • 8.4 China Virtual Reality Technologies Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Virtual Reality Technologies Market Size (2015-2020)
  • 9.2 Virtual Reality Technologies Key Players in Japan (2019-2020)
  • 9.3 Japan Virtual Reality Technologies Market Size by Type (2015-2020)
  • 9.4 Japan Virtual Reality Technologies Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Virtual Reality Technologies Market Size (2015-2020)
  • 10.2 Virtual Reality Technologies Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Virtual Reality Technologies Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Virtual Reality Technologies Market Size by Application (2015-2020)

11 India

  • 11.1 India Virtual Reality Technologies Market Size (2015-2020)
  • 11.2 Virtual Reality Technologies Key Players in India (2019-2020)
  • 11.3 India Virtual Reality Technologies Market Size by Type (2015-2020)
  • 11.4 India Virtual Reality Technologies Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Virtual Reality Technologies Market Size (2015-2020)
  • 12.2 Virtual Reality Technologies Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Virtual Reality Technologies Market Size by Type (2015-2020)
  • 12.4 Central & South America Virtual Reality Technologies Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 Alphabet
    • 13.1.1 Alphabet Company Details
    • 13.1.2 Alphabet Business Overview and Its Total Revenue
    • 13.1.3 Alphabet Virtual Reality Technologies Introduction
    • 13.1.4 Alphabet Revenue in Virtual Reality Technologies Business (2015-2020))
    • 13.1.5 Alphabet Recent Development
  • 13.2 HTC
    • 13.2.1 HTC Company Details
    • 13.2.2 HTC Business Overview and Its Total Revenue
    • 13.2.3 HTC Virtual Reality Technologies Introduction
    • 13.2.4 HTC Revenue in Virtual Reality Technologies Business (2015-2020)
    • 13.2.5 HTC Recent Development
  • 13.3 Nvidia
    • 13.3.1 Nvidia Company Details
    • 13.3.2 Nvidia Business Overview and Its Total Revenue
    • 13.3.3 Nvidia Virtual Reality Technologies Introduction
    • 13.3.4 Nvidia Revenue in Virtual Reality Technologies Business (2015-2020)
    • 13.3.5 Nvidia Recent Development
  • 13.4 EON Reality
    • 13.4.1 EON Reality Company Details
    • 13.4.2 EON Reality Business Overview and Its Total Revenue
    • 13.4.3 EON Reality Virtual Reality Technologies Introduction
    • 13.4.4 EON Reality Revenue in Virtual Reality Technologies Business (2015-2020)
    • 13.4.5 EON Reality Recent Development
  • 13.5 Oculus
    • 13.5.1 Oculus Company Details
    • 13.5.2 Oculus Business Overview and Its Total Revenue
    • 13.5.3 Oculus Virtual Reality Technologies Introduction
    • 13.5.4 Oculus Revenue in Virtual Reality Technologies Business (2015-2020)
    • 13.5.5 Oculus Recent Development
  • 13.6 Christie Digital Systems
    • 13.6.1 Christie Digital Systems Company Details
    • 13.6.2 Christie Digital Systems Business Overview and Its Total Revenue
    • 13.6.3 Christie Digital Systems Virtual Reality Technologies Introduction
    • 13.6.4 Christie Digital Systems Revenue in Virtual Reality Technologies Business (2015-2020)
    • 13.6.5 Christie Digital Systems Recent Development
  • 13.7 Huawei Technologies
    • 13.7.1 Huawei Technologies Company Details
    • 13.7.2 Huawei Technologies Business Overview and Its Total Revenue
    • 13.7.3 Huawei Technologies Virtual Reality Technologies Introduction
    • 13.7.4 Huawei Technologies Revenue in Virtual Reality Technologies Business (2015-2020)
    • 13.7.5 Huawei Technologies Recent Development
  • 13.8 Qualcomm
    • 13.8.1 Qualcomm Company Details
    • 13.8.2 Qualcomm Business Overview and Its Total Revenue
    • 13.8.3 Qualcomm Virtual Reality Technologies Introduction
    • 13.8.4 Qualcomm Revenue in Virtual Reality Technologies Business (2015-2020)
    • 13.8.5 Qualcomm Recent Development
  • 13.9 Intel
    • 13.9.1 Intel Company Details
    • 13.9.2 Intel Business Overview and Its Total Revenue
    • 13.9.3 Intel Virtual Reality Technologies Introduction
    • 13.9.4 Intel Revenue in Virtual Reality Technologies Business (2015-2020)
    • 13.9.5 Intel Recent Development
  • 13.10 AECOM
    • 13.10.1 AECOM Company Details
    • 13.10.2 AECOM Business Overview and Its Total Revenue
    • 13.10.3 AECOM Virtual Reality Technologies Introduction
    • 13.10.4 AECOM Revenue in Virtual Reality Technologies Business (2015-2020)
    • 13.10.5 AECOM Recent Development
  • 13.11 AR Pandora
    • 10.11.1 AR Pandora Company Details
    • 10.11.2 AR Pandora Business Overview and Its Total Revenue
    • 10.11.3 AR Pandora Virtual Reality Technologies Introduction
    • 10.11.4 AR Pandora Revenue in Virtual Reality Technologies Business (2015-2020)
    • 10.11.5 AR Pandora Recent Development
  • 13.12 Sony
    • 10.12.1 Sony Company Details
    • 10.12.2 Sony Business Overview and Its Total Revenue
    • 10.12.3 Sony Virtual Reality Technologies Introduction
    • 10.12.4 Sony Revenue in Virtual Reality Technologies Business (2015-2020)
    • 10.12.5 Sony Recent Development
  • 13.13 Samsung Electronics
    • 10.13.1 Samsung Electronics Company Details
    • 10.13.2 Samsung Electronics Business Overview and Its Total Revenue
    • 10.13.3 Samsung Electronics Virtual Reality Technologies Introduction
    • 10.13.4 Samsung Electronics Revenue in Virtual Reality Technologies Business (2015-2020)
    • 10.13.5 Samsung Electronics Recent Development
  • 13.14 Microsoft
    • 10.14.1 Microsoft Company Details
    • 10.14.2 Microsoft Business Overview and Its Total Revenue
    • 10.14.3 Microsoft Virtual Reality Technologies Introduction
    • 10.14.4 Microsoft Revenue in Virtual Reality Technologies Business (2015-2020)
    • 10.14.5 Microsoft Recent Development
  • 13.15 Vuzix
    • 10.15.1 Vuzix Company Details
    • 10.15.2 Vuzix Business Overview and Its Total Revenue
    • 10.15.3 Vuzix Virtual Reality Technologies Introduction
    • 10.15.4 Vuzix Revenue in Virtual Reality Technologies Business (2015-2020)
    • 10.15.5 Vuzix Recent Development
  • 13.16 Sensics
    • 10.16.1 Sensics Company Details
    • 10.16.2 Sensics Business Overview and Its Total Revenue
    • 10.16.3 Sensics Virtual Reality Technologies Introduction
    • 10.16.4 Sensics Revenue in Virtual Reality Technologies Business (2015-2020)
    • 10.16.5 Sensics Recent Development
  • 13.17 Antvr
    • 10.17.1 Antvr Company Details
    • 10.17.2 Antvr Business Overview and Its Total Revenue
    • 10.17.3 Antvr Virtual Reality Technologies Introduction
    • 10.17.4 Antvr Revenue in Virtual Reality Technologies Business (2015-2020)
    • 10.17.5 Antvr Recent Development
  • 13.18 Xiaomi
    • 10.18.1 Xiaomi Company Details
    • 10.18.2 Xiaomi Business Overview and Its Total Revenue
    • 10.18.3 Xiaomi Virtual Reality Technologies Introduction
    • 10.18.4 Xiaomi Revenue in Virtual Reality Technologies Business (2015-2020)
    • 10.18.5 Xiaomi Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    Summary:
    Get latest Market Research Reports on COVID-19 Impact on Global Virtual Reality Technologies. Industry analysis & Market Report on COVID-19 Impact on Global Virtual Reality Technologies is a syndicated market report, published as COVID-19 Impact on Global Virtual Reality Technologies Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of COVID-19 Impact on Global Virtual Reality Technologies market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

    Last updated on

    REPORT YOU MIGHT BE INTERESTED

    Purchase this Report

    $3,900.00
    $5,850.00
    $7,800.00
    3,108.30
    4,662.45
    6,216.60
    3,623.10
    5,434.65
    7,246.20
    597,597.00
    896,395.50
    1,195,194.00
    325,416.00
    488,124.00
    650,832.00
    Credit card Logo

    Related Reports


    Reason to Buy

    Request for Sample of this report