Report Detail

Machinery & Equipment Global (United States, European Union and China) Virtual Reality Devices Market Research Report 2019-2025

  • RnM3672772
  • |
  • 16 August, 2019
  • |
  • Global
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  • 118 Pages
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  • QYResearch
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  • 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.
In 2019, the market size of Virtual Reality Devices is xx million US$ and it will reach xx million US$ in 2025, growing at a CAGR of xx% from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
In this report, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Virtual Reality Devices.

This report studies the global market size of Virtual Reality Devices, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
This study presents the Virtual Reality Devices production, revenue, market share and growth rate for each key company, and also covers the breakdown data (production, consumption, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.

In global market, the following companies are covered:
Oculus VR
Sony
HTC
Samsung Electronics
EON Reality
Google
Microsoft
Vuzix
CyberGlove Systems
Sensics
Leap Motion
Sixense Entertainment

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

Market Segment by Application
Consumers
Commercial
Space Defense
Medical
Industry
Other

Key Regions split in this report: breakdown data for each region.
United States
China
European Union
Rest of World (Japan, Korea, India and Southeast Asia)

The study objectives are:
To analyze and research the Virtual Reality Devices status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
To present the key Virtual Reality Devices manufacturers, presenting the sales, revenue, market share, and recent development for key players.
To split the breakdown data by regions, type, companies 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 Virtual Reality Devices are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025


Table of Contents

    1 Report Overview

    • 1.1 Research Scope
    • 1.2 Major Manufacturers Covered in This Report
    • 1.3 Market Segment by Type
      • 1.3.1 Global Virtual Reality Devices Market Size Growth Rate by Type (2019-2025)
      • 1.3.2 Non-Immersive Type
      • 1.3.3 Semi-Physical Type
      • 1.3.4 Totally Immersive Type
    • 1.4 Market Segment by Application
      • 1.4.1 Global Virtual Reality Devices Market Share by Application (2019-2025)
      • 1.4.2 Consumers
      • 1.4.3 Commercial
      • 1.4.4 Space Defense
      • 1.4.5 Medical
      • 1.4.6 Industry
      • 1.4.7 Other
    • 1.5 Study Objectives
    • 1.6 Years Considered

    2 Global Growth Trends

    • 2.1 Production and Capacity Analysis
      • 2.1.1 Global Virtual Reality Devices Production Value 2014-2025
      • 2.1.2 Global Virtual Reality Devices Production 2014-2025
      • 2.1.3 Global Virtual Reality Devices Capacity 2014-2025
      • 2.1.4 Global Virtual Reality Devices Marketing Pricing and Trends
    • 2.2 Key Producers Growth Rate (CAGR) 2019-2025
      • 2.2.1 Global Virtual Reality Devices Market Size CAGR of Key Regions
      • 2.2.2 Global Virtual Reality Devices Market Share of Key Regions
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers

    3 Market Share by Manufacturers

    • 3.1 Capacity and Production by Manufacturers
      • 3.1.1 Global Virtual Reality Devices Capacity by Manufacturers
      • 3.1.2 Global Virtual Reality Devices Production by Manufacturers
    • 3.2 Revenue by Manufacturers
      • 3.2.1 Virtual Reality Devices Revenue by Manufacturers (2014-2019)
      • 3.2.2 Virtual Reality Devices Revenue Share by Manufacturers (2014-2019)
      • 3.2.3 Global Virtual Reality Devices Market Concentration Ratio (CR5 and HHI)
    • 3.3 Virtual Reality Devices Price by Manufacturers
    • 3.4 Key Manufacturers Virtual Reality Devices Plants/Factories Distribution and Area Served
    • 3.5 Date of Key Manufacturers Enter into Virtual Reality Devices Market
    • 3.6 Key Manufacturers Virtual Reality Devices Product Offered
    • 3.7 Mergers & Acquisitions, Expansion Plans

    4 Market Size by Type

    • 4.1 Production and Production Value for Each Type
      • 4.1.1 Non-Immersive Type Production and Production Value (2014-2019)
      • 4.1.2 Semi-Physical Type Production and Production Value (2014-2019)
      • 4.1.3 Totally Immersive Type Production and Production Value (2014-2019)
    • 4.2 Global Virtual Reality Devices Production Market Share by Type
    • 4.3 Global Virtual Reality Devices Production Value Market Share by Type
    • 4.4 Virtual Reality Devices Ex-factory Price by Type

    5 Market Size by Application

    • 5.1 Overview
    • 5.2 Global Virtual Reality Devices Consumption by Application

    6 Production by Regions

    • 6.1 Global Virtual Reality Devices Production (History Data) by Regions 2014-2019
    • 6.2 Global Virtual Reality Devices Production Value (History Data) by Regions
    • 6.3 United States
      • 6.3.1 United States Virtual Reality Devices Production Growth Rate 2014-2019
      • 6.3.2 United States Virtual Reality Devices Production Value Growth Rate 2014-2019
      • 6.3.3 Key Players in United States
      • 6.3.4 United States Virtual Reality Devices Import & Export
    • 6.4 European Union
      • 6.4.1 European Union Virtual Reality Devices Production Growth Rate 2014-2019
      • 6.4.2 European Union Virtual Reality Devices Production Value Growth Rate 2014-2019
      • 6.4.3 Key Players in European Union
      • 6.4.4 European Union Virtual Reality Devices Import & Export
    • 6.5 China
      • 6.5.1 China Virtual Reality Devices Production Growth Rate 2014-2019
      • 6.5.2 China Virtual Reality Devices Production Value Growth Rate 2014-2019
      • 6.5.3 Key Players in China
      • 6.5.4 China Virtual Reality Devices Import & Export
    • 6.6 Rest of World
      • 6.6.1 Japan
      • 6.6.2 Korea
      • 6.6.3 India
      • 6.6.4 Southeast Asia

    7 Virtual Reality Devices Consumption by Regions

    • 7.1 Global Virtual Reality Devices Consumption (History Data) by Regions
    • 7.2 United States
      • 7.2.1 United States Virtual Reality Devices Consumption by Type
      • 7.2.2 United States Virtual Reality Devices Consumption by Application
    • 7.3 European Union
      • 7.3.1 European Union Virtual Reality Devices Consumption by Type
      • 7.3.2 European Union Virtual Reality Devices Consumption by Application
    • 7.4 China
      • 7.4.1 China Virtual Reality Devices Consumption by Type
      • 7.4.2 China Virtual Reality Devices Consumption by Application
    • 7.5 Rest of World
      • 7.5.1 Rest of World Virtual Reality Devices Consumption by Type
      • 7.5.2 Rest of World Virtual Reality Devices Consumption by Application
      • 7.5.1 Japan
      • 7.5.2 Korea
      • 7.5.3 India
      • 7.5.4 Southeast Asia

    8 Company Profiles

    • 8.1 Oculus VR
      • 8.1.1 Oculus VR Company Details
      • 8.1.2 Company Description and Business Overview
      • 8.1.3 Production and Revenue of Virtual Reality Devices
      • 8.1.4 Virtual Reality Devices Product Introduction
      • 8.1.5 Oculus VR Recent Development
    • 8.2 Sony
      • 8.2.1 Sony Company Details
      • 8.2.2 Company Description and Business Overview
      • 8.2.3 Production and Revenue of Virtual Reality Devices
      • 8.2.4 Virtual Reality Devices Product Introduction
      • 8.2.5 Sony Recent Development
    • 8.3 HTC
      • 8.3.1 HTC Company Details
      • 8.3.2 Company Description and Business Overview
      • 8.3.3 Production and Revenue of Virtual Reality Devices
      • 8.3.4 Virtual Reality Devices Product Introduction
      • 8.3.5 HTC Recent Development
    • 8.4 Samsung Electronics
      • 8.4.1 Samsung Electronics Company Details
      • 8.4.2 Company Description and Business Overview
      • 8.4.3 Production and Revenue of Virtual Reality Devices
      • 8.4.4 Virtual Reality Devices Product Introduction
      • 8.4.5 Samsung Electronics Recent Development
    • 8.5 EON Reality
      • 8.5.1 EON Reality Company Details
      • 8.5.2 Company Description and Business Overview
      • 8.5.3 Production and Revenue of Virtual Reality Devices
      • 8.5.4 Virtual Reality Devices Product Introduction
      • 8.5.5 EON Reality Recent Development
    • 8.6 Google
      • 8.6.1 Google Company Details
      • 8.6.2 Company Description and Business Overview
      • 8.6.3 Production and Revenue of Virtual Reality Devices
      • 8.6.4 Virtual Reality Devices Product Introduction
      • 8.6.5 Google Recent Development
    • 8.7 Microsoft
      • 8.7.1 Microsoft Company Details
      • 8.7.2 Company Description and Business Overview
      • 8.7.3 Production and Revenue of Virtual Reality Devices
      • 8.7.4 Virtual Reality Devices Product Introduction
      • 8.7.5 Microsoft Recent Development
    • 8.8 Vuzix
      • 8.8.1 Vuzix Company Details
      • 8.8.2 Company Description and Business Overview
      • 8.8.3 Production and Revenue of Virtual Reality Devices
      • 8.8.4 Virtual Reality Devices Product Introduction
      • 8.8.5 Vuzix Recent Development
    • 8.9 CyberGlove Systems
      • 8.9.1 CyberGlove Systems Company Details
      • 8.9.2 Company Description and Business Overview
      • 8.9.3 Production and Revenue of Virtual Reality Devices
      • 8.9.4 Virtual Reality Devices Product Introduction
      • 8.9.5 CyberGlove Systems Recent Development
    • 8.10 Sensics
      • 8.10.1 Sensics Company Details
      • 8.10.2 Company Description and Business Overview
      • 8.10.3 Production and Revenue of Virtual Reality Devices
      • 8.10.4 Virtual Reality Devices Product Introduction
      • 8.10.5 Sensics Recent Development
    • 8.11 Leap Motion
    • 8.12 Sixense Entertainment

    9 Market Forecast

    • 9.1 Global Market Size Forecast
      • 9.1.1 Global Virtual Reality Devices Capacity, Production Forecast 2019-2025
      • 9.1.2 Global Virtual Reality Devices Production Value Forecast 2019-2025
    • 9.2 Market Forecast by Regions
      • 9.2.1 Global Virtual Reality Devices Production and Value Forecast by Regions 2019-2025
      • 9.2.2 Global Virtual Reality Devices Consumption Forecast by Regions 2019-2025
    • 9.3 United States
      • 9.3.1 Production and Value Forecast in United States
      • 9.3.2 Consumption Forecast in United States
    • 9.4 European Union
      • 9.4.1 Production and Value Forecast in European Union
      • 9.4.2 Consumption Forecast in European Union
    • 9.5 China
      • 9.5.1 Production and Value Forecast in China
      • 9.5.2 Consumption Forecast in China
    • 9.6 Rest of World
      • 9.6.1 Japan
      • 9.6.2 Korea
      • 9.6.3 India
      • 9.6.4 Southeast Asia
    • 9.7 Forecast by Type
      • 9.7.1 Global Virtual Reality Devices Production Forecast by Type
      • 9.7.2 Global Virtual Reality Devices Production Value Forecast by Type
    • 9.8 Consumption Forecast by Application

    10 Value Chain and Sales Channels Analysis

    • 10.1 Value Chain Analysis
    • 10.2 Sales Channels Analysis
      • 10.2.1 Virtual Reality Devices Sales Channels
      • 10.2.2 Virtual Reality Devices Distributors
    • 10.3 Virtual Reality Devices Customers

    11 Opportunities & Challenges, Threat and Affecting Factors

    • 11.1 Market Opportunities
    • 11.2 Market Challenges
    • 11.3 Porter's Five Forces Analysis

    12 Key Findings

      13 Appendix

      • 13.1 Research Methodology
        • 13.1.1 Methodology/Research Approach
          • 13.1.1.1 Research Programs/Design
          • 13.1.1.2 Market Size Estimation
          • 13.1.1.3 Market Breakdown and Data Triangulation
        • 13.1.2 Data Source
          • 13.1.2.1 Secondary Sources
          • 13.1.2.2 Primary Sources
      • 13.2 Author Details

      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 (United States, European Union and China) Virtual Reality Devices Market Research Report 2019-2025. 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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