Report Detail

Machinery & Equipment Global Virtual Reality Devices Market Insights, Forecast to 2025

  • RnM2814017
  • |
  • 14 June, 2019
  • |
  • Global
  • |
  • 111 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 Virtual Reality Devices market was valued at xx Million US$ in 2018 and is projected to reach xx Million US$ by 2025, at a CAGR of xx% 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 Virtual Reality Devices.

This report presents the worldwide Virtual Reality Devices 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:
Oculus VR
Sony
HTC
Samsung Electronics
EON Reality
Google
Microsoft
Vuzix
CyberGlove Systems
Sensics
Leap Motion
Sixense Entertainment

Virtual Reality Devices Breakdown Data by Type
Non-Immersive Type
Semi-Physical Type
Totally Immersive Type
Virtual Reality Devices Breakdown Data by Application
Consumers
Commercial
Space Defense
Medical
Industry
Other

Virtual Reality Devices Production by Region
United States
Europe
China
Japan
Other Regions

Virtual Reality Devices 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 Virtual Reality Devices status and future forecast,involving, production, revenue, consumption, historical and forecast.
To present the key Virtual Reality Devices 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 Virtual Reality Devices :
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 Virtual Reality Devices 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.


Table of Contents

    1 Study Coverage

    • 1.1 Virtual Reality Devices Product
    • 1.2 Key Market Segments in This Study
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global Virtual Reality Devices Market Size Growth Rate by Type
      • 1.4.2 Non-Immersive Type
      • 1.4.3 Semi-Physical Type
      • 1.4.4 Totally Immersive Type
    • 1.5 Market by Application
      • 1.5.1 Global Virtual Reality Devices Market Size Growth Rate by Application
      • 1.5.2 Consumers
      • 1.5.3 Commercial
      • 1.5.4 Space Defense
      • 1.5.5 Medical
      • 1.5.6 Industry
      • 1.5.7 Other
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global Virtual Reality Devices Market Size
      • 2.1.1 Global Virtual Reality Devices Revenue 2014-2025
      • 2.1.2 Global Virtual Reality Devices Production 2014-2025
    • 2.2 Virtual Reality Devices 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 Virtual Reality Devices Manufacturers
        • 2.3.2.1 Virtual Reality Devices Manufacturing Base Distribution, Headquarters
        • 2.3.2.2 Manufacturers Virtual Reality Devices Product Offered
        • 2.3.2.3 Date of Manufacturers Enter into Virtual Reality Devices Market
    • 2.4 Key Trends for Virtual Reality Devices Markets & Products

    3 Market Size by Manufacturers

    • 3.1 Virtual Reality Devices Production by Manufacturers
      • 3.1.1 Virtual Reality Devices Production by Manufacturers
      • 3.1.2 Virtual Reality Devices Production Market Share by Manufacturers
    • 3.2 Virtual Reality Devices 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)
    • 3.3 Virtual Reality Devices Price by Manufacturers
    • 3.4 Mergers & Acquisitions, Expansion Plans

    4 Virtual Reality Devices Production by Regions

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

    5 Virtual Reality Devices Consumption by Regions

    • 5.1 Global Virtual Reality Devices Consumption by Regions
      • 5.1.1 Global Virtual Reality Devices Consumption by Regions
      • 5.1.2 Global Virtual Reality Devices Consumption Market Share by Regions
    • 5.2 North America
      • 5.2.1 North America Virtual Reality Devices Consumption by Application
      • 5.2.2 North America Virtual Reality Devices Consumption by Countries
      • 5.2.3 United States
      • 5.2.4 Canada
      • 5.2.5 Mexico
    • 5.3 Europe
      • 5.3.1 Europe Virtual Reality Devices Consumption by Application
      • 5.3.2 Europe Virtual Reality Devices 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 Virtual Reality Devices Consumption by Application
      • 5.4.2 Asia Pacific Virtual Reality Devices 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 Virtual Reality Devices Consumption by Application
      • 5.5.2 Central & South America Virtual Reality Devices Consumption by Country
      • 5.5.3 Brazil
    • 5.6 Middle East and Africa
      • 5.6.1 Middle East and Africa Virtual Reality Devices Consumption by Application
      • 5.6.2 Middle East and Africa Virtual Reality Devices 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 Virtual Reality Devices Production by Type
    • 6.2 Global Virtual Reality Devices Revenue by Type
    • 6.3 Virtual Reality Devices Price by Type

    7 Market Size by Application

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

    8 Manufacturers Profiles

    • 8.1 Oculus VR
      • 8.1.1 Oculus VR Company Details
      • 8.1.2 Company Overview
      • 8.1.3 Oculus VR Virtual Reality Devices Production Revenue and Gross Margin (2014-2019)
      • 8.1.4 Oculus VR Virtual Reality Devices Product Description
      • 8.1.5 Oculus VR Recent Development
    • 8.2 Sony
      • 8.2.1 Sony Company Details
      • 8.2.2 Company Overview
      • 8.2.3 Sony Virtual Reality Devices Production Revenue and Gross Margin (2014-2019)
      • 8.2.4 Sony Virtual Reality Devices Product Description
      • 8.2.5 Sony Recent Development
    • 8.3 HTC
      • 8.3.1 HTC Company Details
      • 8.3.2 Company Overview
      • 8.3.3 HTC Virtual Reality Devices Production Revenue and Gross Margin (2014-2019)
      • 8.3.4 HTC Virtual Reality Devices Product Description
      • 8.3.5 HTC Recent Development
    • 8.4 Samsung Electronics
      • 8.4.1 Samsung Electronics Company Details
      • 8.4.2 Company Overview
      • 8.4.3 Samsung Electronics Virtual Reality Devices Production Revenue and Gross Margin (2014-2019)
      • 8.4.4 Samsung Electronics Virtual Reality Devices Product Description
      • 8.4.5 Samsung Electronics Recent Development
    • 8.5 EON Reality
      • 8.5.1 EON Reality Company Details
      • 8.5.2 Company Overview
      • 8.5.3 EON Reality Virtual Reality Devices Production Revenue and Gross Margin (2014-2019)
      • 8.5.4 EON Reality Virtual Reality Devices Product Description
      • 8.5.5 EON Reality Recent Development
    • 8.6 Google
      • 8.6.1 Google Company Details
      • 8.6.2 Company Overview
      • 8.6.3 Google Virtual Reality Devices Production Revenue and Gross Margin (2014-2019)
      • 8.6.4 Google Virtual Reality Devices Product Description
      • 8.6.5 Google Recent Development
    • 8.7 Microsoft
      • 8.7.1 Microsoft Company Details
      • 8.7.2 Company Overview
      • 8.7.3 Microsoft Virtual Reality Devices Production Revenue and Gross Margin (2014-2019)
      • 8.7.4 Microsoft Virtual Reality Devices Product Description
      • 8.7.5 Microsoft Recent Development
    • 8.8 Vuzix
      • 8.8.1 Vuzix Company Details
      • 8.8.2 Company Overview
      • 8.8.3 Vuzix Virtual Reality Devices Production Revenue and Gross Margin (2014-2019)
      • 8.8.4 Vuzix Virtual Reality Devices Product Description
      • 8.8.5 Vuzix Recent Development
    • 8.9 CyberGlove Systems
      • 8.9.1 CyberGlove Systems Company Details
      • 8.9.2 Company Overview
      • 8.9.3 CyberGlove Systems Virtual Reality Devices Production Revenue and Gross Margin (2014-2019)
      • 8.9.4 CyberGlove Systems Virtual Reality Devices Product Description
      • 8.9.5 CyberGlove Systems Recent Development
    • 8.10 Sensics
      • 8.10.1 Sensics Company Details
      • 8.10.2 Company Overview
      • 8.10.3 Sensics Virtual Reality Devices Production Revenue and Gross Margin (2014-2019)
      • 8.10.4 Sensics Virtual Reality Devices Product Description
      • 8.10.5 Sensics Recent Development
    • 8.11 Leap Motion
    • 8.12 Sixense Entertainment

    9 Production Forecasts

    • 9.1 Virtual Reality Devices Production and Revenue Forecast
      • 9.1.1 Global Virtual Reality Devices Production Forecast 2019-2025
      • 9.1.2 Global Virtual Reality Devices Revenue Forecast 2019-2025
    • 9.2 Virtual Reality Devices Production and Revenue Forecast by Regions
      • 9.2.1 Global Virtual Reality Devices Revenue Forecast by Regions
      • 9.2.2 Global Virtual Reality Devices Production Forecast by Regions
    • 9.3 Virtual Reality Devices 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 Virtual Reality Devices Production Forecast by Type
      • 9.4.2 Global Virtual Reality Devices Revenue Forecast by Type

    10 Consumption Forecast

    • 10.1 Virtual Reality Devices Consumption Forecast by Application
    • 10.2 Virtual Reality Devices Consumption Forecast by Regions
    • 10.3 North America Market Consumption Forecast
      • 10.3.1 North America Virtual Reality Devices 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 Virtual Reality Devices 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 Virtual Reality Devices 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 Virtual Reality Devices 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 Virtual Reality Devices 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 Virtual Reality Devices Sales Channels
      • 11.2.2 Virtual Reality Devices Distributors
    • 11.3 Virtual Reality Devices 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 Virtual Reality Devices 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

      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 Insights, Forecast to 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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