Report Detail

Machinery & Equipment Global Virtual Reality Devices Market Research Report 2019

  • RnM3130934
  • |
  • 15 March, 2019
  • |
  • Global
  • |
  • 100 Pages
  • |
  • QYResearch
  • |
  • Machinery & Equipment

Virtual reality technology is a kind of computer simulation system that can create and experience the virtual world. It USES the computer to generate a simulation environment, and it is an interactive system simulation of three-dimensional dynamic scene and physical behavior that integrates multi-source information to immerse users in the environment.
Increasing adoption of head-mounted displays in gaming and entertainment to drive the virtual reality market.

The global Virtual Reality Devices market is valued at xx million US$ in 2018 is expected to reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025.
This report focuses on Virtual Reality Devices volume and value at global level, regional level and company level. From a global perspective, this report represents overall Virtual Reality Devices market size by analyzing historical data and future prospect. Regionally, this report focuses on several key regions: North America, Europe, China and Japan.
At company level, this report focuses on the production capacity, ex-factory price, revenue and market share for each manufacturer covered in this report.

The following manufacturers are covered:
Oculus VR
Sony
HTC
Samsung Electronics
EON Reality
Google
Microsoft
Vuzix
CyberGlove Systems
Sensics
Leap Motion
Sixense Entertainment

Segment by Regions
North America
Europe
China
Japan

Segment by Type
Non-Immersive Type
Semi-Physical Type
Totally Immersive Type

Segment by Application
Consumers
Commercial
Space Defense
Medical
Industry
Other


Table of Contents

    Executive Summary

      1 Virtual Reality Devices Market Overview

      • 1.1 Product Overview and Scope of Virtual Reality Devices
      • 1.2 Virtual Reality Devices Segment by Type
        • 1.2.1 Global Virtual Reality Devices Production Growth Rate Comparison by Type (2014-2025)
        • 1.2.2 Non-Immersive Type
        • 1.2.3 Semi-Physical Type
        • 1.2.4 Totally Immersive Type
      • 1.3 Virtual Reality Devices Segment by Application
        • 1.3.1 Virtual Reality Devices Consumption Comparison by Application (2014-2025)
        • 1.3.2 Consumers
        • 1.3.3 Commercial
        • 1.3.4 Space Defense
        • 1.3.5 Medical
        • 1.3.6 Industry
        • 1.3.7 Other
      • 1.4 Global Virtual Reality Devices Market by Region
        • 1.4.1 Global Virtual Reality Devices Market Size Region
        • 1.4.2 North America Status and Prospect (2014-2025)
        • 1.4.3 Europe Status and Prospect (2014-2025)
        • 1.4.4 China Status and Prospect (2014-2025)
        • 1.4.5 Japan Status and Prospect (2014-2025)
      • 1.5 Global Virtual Reality Devices Market Size
        • 1.5.1 Global Virtual Reality Devices Revenue (2014-2025)
        • 1.5.2 Global Virtual Reality Devices Production (2014-2025)

      2 Global Virtual Reality Devices Market Competition by Manufacturers

      • 2.1 Global Virtual Reality Devices Production Market Share by Manufacturers (2014-2019)
      • 2.2 Global Virtual Reality Devices Revenue Share by Manufacturers (2014-2019)
      • 2.3 Global Virtual Reality Devices Average Price by Manufacturers (2014-2019)
      • 2.4 Manufacturers Virtual Reality Devices Production Sites, Area Served, Product Types
      • 2.5 Virtual Reality Devices Market Competitive Situation and Trends
        • 2.5.1 Virtual Reality Devices Market Concentration Rate
        • 2.5.2 Virtual Reality Devices Market Share of Top 3 and Top 5 Manufacturers
        • 2.5.3 Mergers & Acquisitions, Expansion

      3 Global Virtual Reality Devices Production Market Share by Regions

      • 3.1 Global Virtual Reality Devices Production Market Share by Regions
      • 3.2 Global Virtual Reality Devices Revenue Market Share by Regions (2014-2019)
      • 3.3 Global Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
      • 3.4 North America Virtual Reality Devices Production
        • 3.4.1 North America Virtual Reality Devices Production Growth Rate (2014-2019)
        • 3.4.2 North America Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
      • 3.5 Europe Virtual Reality Devices Production
        • 3.5.1 Europe Virtual Reality Devices Production Growth Rate (2014-2019)
        • 3.5.2 Europe Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
      • 3.6 China Virtual Reality Devices Production (2014-2019)
        • 3.6.1 China Virtual Reality Devices Production Growth Rate (2014-2019)
        • 3.6.2 China Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
      • 3.7 Japan Virtual Reality Devices Production (2014-2019)
        • 3.7.1 Japan Virtual Reality Devices Production Growth Rate (2014-2019)
        • 3.7.2 Japan Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)

      4 Global Virtual Reality Devices Consumption by Regions

      • 4.1 Global Virtual Reality Devices Consumption by Regions
      • 4.2 North America Virtual Reality Devices Consumption (2014-2019)
      • 4.3 Europe Virtual Reality Devices Consumption (2014-2019)
      • 4.4 China Virtual Reality Devices Consumption (2014-2019)
      • 4.5 Japan Virtual Reality Devices Consumption (2014-2019)

      5 Global Virtual Reality Devices Production, Revenue, Price Trend by Type

      • 5.1 Global Virtual Reality Devices Production Market Share by Type (2014-2019)
      • 5.2 Global Virtual Reality Devices Revenue Market Share by Type (2014-2019)
      • 5.3 Global Virtual Reality Devices Price by Type (2014-2019)
      • 5.4 Global Virtual Reality Devices Production Growth by Type (2014-2019)

      6 Global Virtual Reality Devices Market Analysis by Applications

      • 6.1 Global Virtual Reality Devices Consumption Market Share by Application (2014-2019)
      • 6.2 Global Virtual Reality Devices Consumption Growth Rate by Application (2014-2019)

      7 Company Profiles and Key Figures in Virtual Reality Devices Business

      • 7.1 Oculus VR
        • 7.1.1 Oculus VR Virtual Reality Devices Production Sites and Area Served
        • 7.1.2 Virtual Reality Devices Product Introduction, Application and Specification
        • 7.1.3 Oculus VR Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.1.4 Main Business and Markets Served
      • 7.2 Sony
        • 7.2.1 Sony Virtual Reality Devices Production Sites and Area Served
        • 7.2.2 Virtual Reality Devices Product Introduction, Application and Specification
        • 7.2.3 Sony Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.2.4 Main Business and Markets Served
      • 7.3 HTC
        • 7.3.1 HTC Virtual Reality Devices Production Sites and Area Served
        • 7.3.2 Virtual Reality Devices Product Introduction, Application and Specification
        • 7.3.3 HTC Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.3.4 Main Business and Markets Served
      • 7.4 Samsung Electronics
        • 7.4.1 Samsung Electronics Virtual Reality Devices Production Sites and Area Served
        • 7.4.2 Virtual Reality Devices Product Introduction, Application and Specification
        • 7.4.3 Samsung Electronics Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.4.4 Main Business and Markets Served
      • 7.5 EON Reality
        • 7.5.1 EON Reality Virtual Reality Devices Production Sites and Area Served
        • 7.5.2 Virtual Reality Devices Product Introduction, Application and Specification
        • 7.5.3 EON Reality Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.5.4 Main Business and Markets Served
      • 7.6 Google
        • 7.6.1 Google Virtual Reality Devices Production Sites and Area Served
        • 7.6.2 Virtual Reality Devices Product Introduction, Application and Specification
        • 7.6.3 Google Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.6.4 Main Business and Markets Served
      • 7.7 Microsoft
        • 7.7.1 Microsoft Virtual Reality Devices Production Sites and Area Served
        • 7.7.2 Virtual Reality Devices Product Introduction, Application and Specification
        • 7.7.3 Microsoft Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.7.4 Main Business and Markets Served
      • 7.8 Vuzix
        • 7.8.1 Vuzix Virtual Reality Devices Production Sites and Area Served
        • 7.8.2 Virtual Reality Devices Product Introduction, Application and Specification
        • 7.8.3 Vuzix Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.8.4 Main Business and Markets Served
      • 7.9 CyberGlove Systems
        • 7.9.1 CyberGlove Systems Virtual Reality Devices Production Sites and Area Served
        • 7.9.2 Virtual Reality Devices Product Introduction, Application and Specification
        • 7.9.3 CyberGlove Systems Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.9.4 Main Business and Markets Served
      • 7.10 Sensics
        • 7.10.1 Sensics Virtual Reality Devices Production Sites and Area Served
        • 7.10.2 Virtual Reality Devices Product Introduction, Application and Specification
        • 7.10.3 Sensics Virtual Reality Devices Production, Revenue, Price and Gross Margin (2014-2019)
        • 7.10.4 Main Business and Markets Served
      • 7.11 Leap Motion
      • 7.12 Sixense Entertainment

      8 Virtual Reality Devices Manufacturing Cost Analysis

      • 8.1 Virtual Reality Devices Key Raw Materials Analysis
        • 8.1.1 Key Raw Materials
        • 8.1.2 Price Trend of Key Raw Materials
        • 8.1.3 Key Suppliers of Raw Materials
      • 8.2 Proportion of Manufacturing Cost Structure
      • 8.3 Manufacturing Process Analysis of Virtual Reality Devices
      • 8.4 Virtual Reality Devices Industrial Chain Analysis

      9 Marketing Channel, Distributors and Customers

      • 9.1 Marketing Channel
        • 9.1.1 Direct Marketing
        • 9.1.2 Indirect Marketing
      • 9.2 Virtual Reality Devices Distributors List
      • 9.3 Virtual Reality Devices Customers

      10 Market Dynamics

      • 10.1 Market Trends
      • 10.2 Opportunities
      • 10.3 Market Drivers
      • 10.4 Challenges
      • 10.5 Influence Factors

      11 Global Virtual Reality Devices Market Forecast

      • 11.1 Global Virtual Reality Devices Production, Revenue Forecast
        • 11.1.1 Global Virtual Reality Devices Production Growth Rate Forecast (2019-2025)
        • 11.1.2 Global Virtual Reality Devices Revenue and Growth Rate Forecast (2019-2025)
        • 11.1.3 Global Virtual Reality Devices Price and Trend Forecast (2019-2025)
      • 11.2 Global Virtual Reality Devices Production Forecast by Regions (2019-2025)
        • 11.2.1 North America Virtual Reality Devices Production, Revenue Forecast (2019-2025)
        • 11.2.2 Europe Virtual Reality Devices Production, Revenue Forecast (2019-2025)
        • 11.2.3 China Virtual Reality Devices Production, Revenue Forecast (2019-2025)
        • 11.2.4 Japan Virtual Reality Devices Production, Revenue Forecast (2019-2025)
      • 11.3 Global Virtual Reality Devices Consumption Forecast by Regions (2019-2025)
        • 11.3.1 North America Virtual Reality Devices Consumption Forecast (2019-2025)
        • 11.3.2 Europe Virtual Reality Devices Consumption Forecast (2019-2025)
        • 11.3.3 China Virtual Reality Devices Consumption Forecast (2019-2025)
        • 11.3.4 Japan Virtual Reality Devices Consumption Forecast (2019-2025)
      • 11.4 Global Virtual Reality Devices Production, Revenue and Price Forecast by Type (2019-2025)
      • 11.5 Global Virtual Reality Devices Consumption Forecast by Application (2019-2025)

      12 Research Findings and Conclusion

        13 Methodology and Data Source

        • 13.1 Methodology/Research Approach
          • 13.1.1 Research Programs/Design
          • 13.1.2 Market Size Estimation
          • 13.1.3 Market Breakdown and Data Triangulation
        • 13.2 Data Source
          • 13.2.1 Secondary Sources
          • 13.2.2 Primary Sources
        • 13.3 Author List

        Summary:
        Get latest Market Research Reports on Virtual Reality Devices . Industry analysis & Market Report on Virtual Reality Devices is a syndicated market report, published as Global Virtual Reality Devices Market Research Report 2019. It is complete Research Study and Industry Analysis of Virtual Reality Devices market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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