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Global Virtual Reality Market Insights, Forecast to 2025

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Table of Contents

    1 Study Coverage

    • 1.1 Virtual Reality Product
    • 1.2 Market Segments
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global Virtual Reality Market Size Growth Rate by Product
      • 1.4.2 Non-Immersive Technology
      • 1.4.3 Semi-Immersive and Fully Immersive Technologies
    • 1.5 Market by End User
      • 1.5.1 Global Virtual Reality Market Size Growth Rate by End User
      • 1.5.2 Consumer
      • 1.5.3 Commercial
      • 1.5.4 Aerospace and Defense
      • 1.5.5 Medical
      • 1.5.6 Industrial
      • 1.5.7 Others
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global Virtual Reality Market Size
      • 2.1.1 Global Virtual Reality Revenue 2014-2025
      • 2.1.2 Global Virtual Reality Sales 2014-2025
    • 2.2 Virtual Reality Growth Rate by Regions
      • 2.2.1 Global Virtual Reality Sales by Regions
      • 2.2.2 Global Virtual Reality Revenue by Regions

    3 Breakdown Data by Manufacturers

    • 3.1 Virtual Reality Sales by Manufacturers
      • 3.1.1 Virtual Reality Sales by Manufacturers
      • 3.1.2 Virtual Reality Sales Market Share by Manufacturers
      • 3.1.3 Global Virtual Reality Market Concentration Ratio (CR5 and HHI)
    • 3.2 Virtual Reality Revenue by Manufacturers
      • 3.2.1 Virtual Reality Revenue by Manufacturers (2014-2019)
      • 3.2.2 Virtual Reality Revenue Share by Manufacturers (2014-2019)
    • 3.3 Virtual Reality Price by Manufacturers
    • 3.4 Virtual Reality Manufacturing Base Distribution, Product Types
      • 3.4.1 Virtual Reality Manufacturers Manufacturing Base Distribution, Headquarters
      • 3.4.2 Manufacturers Virtual Reality Product Type
      • 3.4.3 Date of International Manufacturers Enter into Virtual Reality Market
    • 3.5 Manufacturers Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Product

    • 4.1 Global Virtual Reality Sales by Product
    • 4.2 Global Virtual Reality Revenue by Product
    • 4.3 Virtual Reality Price by Product

    5 Breakdown Data by End User

    • 5.1 Overview
    • 5.2 Global Virtual Reality Breakdown Data by End User

    6 North America

    • 6.1 North America Virtual Reality by Countries
      • 6.1.1 North America Virtual Reality Sales by Countries
      • 6.1.2 North America Virtual Reality Revenue by Countries
      • 6.1.3 United States
      • 6.1.4 Canada
      • 6.1.5 Mexico
    • 6.2 North America Virtual Reality by Product
    • 6.3 North America Virtual Reality by End User

    7 Europe

    • 7.1 Europe Virtual Reality by Countries
      • 7.1.1 Europe Virtual Reality Sales by Countries
      • 7.1.2 Europe Virtual Reality Revenue by Countries
      • 7.1.3 Germany
      • 7.1.4 France
      • 7.1.5 UK
      • 7.1.6 Italy
      • 7.1.7 Russia
    • 7.2 Europe Virtual Reality by Product
    • 7.3 Europe Virtual Reality by End User

    8 Asia Pacific

    • 8.1 Asia Pacific Virtual Reality by Countries
      • 8.1.1 Asia Pacific Virtual Reality Sales by Countries
      • 8.1.2 Asia Pacific Virtual Reality Revenue by Countries
      • 8.1.3 China
      • 8.1.4 Japan
      • 8.1.5 Korea
      • 8.1.6 India
      • 8.1.7 Australia
      • 8.1.8 Indonesia
      • 8.1.9 Malaysia
      • 8.1.10 Philippines
      • 8.1.11 Thailand
      • 8.1.12 Vietnam
      • 8.1.13 Singapore
    • 8.2 Asia Pacific Virtual Reality by Product
    • 8.3 Asia Pacific Virtual Reality by End User

    9 Central & South America

    • 9.1 Central & South America Virtual Reality by Countries
      • 9.1.1 Central & South America Virtual Reality Sales by Countries
      • 9.1.2 Central & South America Virtual Reality Revenue by Countries
      • 9.1.3 Brazil
    • 9.2 Central & South America Virtual Reality by Product
    • 9.3 Central & South America Virtual Reality by End User

    10 Middle East and Africa

    • 10.1 Middle East and Africa Virtual Reality by Countries
      • 10.1.1 Middle East and Africa Virtual Reality Sales by Countries
      • 10.1.2 Middle East and Africa Virtual Reality Revenue by Countries
      • 10.1.3 GCC Countries
      • 10.1.4 Turkey
      • 10.1.5 Egypt
      • 10.1.6 South Africa
    • 10.2 Middle East and Africa Virtual Reality by Product
    • 10.3 Middle East and Africa Virtual Reality by End User

    11 Company Profiles

    • 11.1 Oculus VR
      • 11.1.1 Oculus VR Company Details
      • 11.1.2 Company Business Overview
      • 11.1.3 Oculus VR Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
      • 11.1.4 Oculus VR Virtual Reality Products Offered
      • 11.1.5 Oculus VR Recent Development
    • 11.2 Sony
      • 11.2.1 Sony Company Details
      • 11.2.2 Company Business Overview
      • 11.2.3 Sony Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
      • 11.2.4 Sony Virtual Reality Products Offered
      • 11.2.5 Sony Recent Development
    • 11.3 Samsung Electronics
      • 11.3.1 Samsung Electronics Company Details
      • 11.3.2 Company Business Overview
      • 11.3.3 Samsung Electronics Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
      • 11.3.4 Samsung Electronics Virtual Reality Products Offered
      • 11.3.5 Samsung Electronics Recent Development
    • 11.4 HTC
      • 11.4.1 HTC Company Details
      • 11.4.2 Company Business Overview
      • 11.4.3 HTC Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
      • 11.4.4 HTC Virtual Reality Products Offered
      • 11.4.5 HTC Recent Development
    • 11.5 EON Reality
      • 11.5.1 EON Reality Company Details
      • 11.5.2 Company Business Overview
      • 11.5.3 EON Reality Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
      • 11.5.4 EON Reality Virtual Reality Products Offered
      • 11.5.5 EON Reality Recent Development
    • 11.6 Google
      • 11.6.1 Google Company Details
      • 11.6.2 Company Business Overview
      • 11.6.3 Google Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
      • 11.6.4 Google Virtual Reality Products Offered
      • 11.6.5 Google Recent Development
    • 11.7 Microsoft
      • 11.7.1 Microsoft Company Details
      • 11.7.2 Company Business Overview
      • 11.7.3 Microsoft Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
      • 11.7.4 Microsoft Virtual Reality Products Offered
      • 11.7.5 Microsoft Recent Development
    • 11.8 Vuzix
      • 11.8.1 Vuzix Company Details
      • 11.8.2 Company Business Overview
      • 11.8.3 Vuzix Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
      • 11.8.4 Vuzix Virtual Reality Products Offered
      • 11.8.5 Vuzix Recent Development
    • 11.9 Cyberglove Systems
      • 11.9.1 Cyberglove Systems Company Details
      • 11.9.2 Company Business Overview
      • 11.9.3 Cyberglove Systems Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
      • 11.9.4 Cyberglove Systems Virtual Reality Products Offered
      • 11.9.5 Cyberglove Systems Recent Development
    • 11.10 Sensics
      • 11.10.1 Sensics Company Details
      • 11.10.2 Company Business Overview
      • 11.10.3 Sensics Virtual Reality Sales, Revenue and Gross Margin (2014-2019)
      • 11.10.4 Sensics Virtual Reality Products Offered
      • 11.10.5 Sensics Recent Development
    • 11.11 Leap Motion
    • 11.12 Sixense Entertainment

    12 Future Forecast

    • 12.1 Virtual Reality Market Forecast by Regions
      • 12.1.1 Global Virtual Reality Sales Forecast by Regions 2019-2025
      • 12.1.2 Global Virtual Reality Revenue Forecast by Regions 2019-2025
    • 12.2 Virtual Reality Market Forecast by Product
      • 12.2.1 Global Virtual Reality Sales Forecast by Product 2019-2025
      • 12.2.2 Global Virtual Reality Revenue Forecast by Product 2019-2025
    • 12.3 Virtual Reality Market Forecast by End User
    • 12.4 North America Virtual Reality Forecast
    • 12.5 Europe Virtual Reality Forecast
    • 12.6 Asia Pacific Virtual Reality Forecast
    • 12.7 Central & South America Virtual Reality Forecast
    • 12.8 Middle East and Africa Virtual Reality Forecast

    13 Market Opportunities, Challenges, Risks and Influences Factors Analysis

    • 13.1 Market Opportunities and Drivers
    • 13.2 Market Challenges
    • 13.3 Market Risks/Restraints
    • 13.4 Macroscopic Indicators

    14 Value Chain and Sales Channels Analysis

    • 14.1 Value Chain Analysis
    • 14.2 Virtual Reality Customers
    • 14.3 Sales Channels Analysis
      • 14.3.1 Sales Channels
      • 14.3.2 Distributors

    15 Research Findings and Conclusion

      16 Appendix

      • 16.1 Research Methodology
        • 16.1.1 Methodology/Research Approach
        • 16.1.2 Data Source
      • 16.2 Author Details

      Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality.
      North America is expected to hold the largest size of the virtual reality market, while the market in Asia-Pacific is estimated to grow at the highest rate. Countries such as China, India, Japan, and South Korea in the APAC region are witnessing a huge demand for head-mounted displays for the gaming application.
      The global Virtual Reality market is valued at xx million US$ in 2018 and will reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025. The objectives of this study are to define, segment, and project the size of the Virtual Reality market based on company, product type, end user and key regions.

      This report studies the global market size of Virtual Reality in key regions like North America, Europe, Asia Pacific, Central & South America and Middle East & Africa, focuses on the consumption of Virtual Reality in these regions.
      This research report categorizes the global Virtual Reality market by top players/brands, region, type and end user. This report also studies the global Virtual Reality market status, competition landscape, market share, growth rate, future trends, market drivers, opportunities and challenges, sales channels and distributors.

      The following manufacturers are covered in this report, with sales, revenue, market share for each company:
      Oculus VR
      Sony
      Samsung Electronics
      HTC
      EON Reality
      Google
      Microsoft
      Vuzix
      Cyberglove Systems
      Sensics
      Leap Motion
      Sixense Entertainment

      Market size by Product
      Non-Immersive Technology
      Semi-Immersive and Fully Immersive Technologies
      Market size by End User
      Consumer
      Commercial
      Aerospace and Defense
      Medical
      Industrial
      Others

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

      The study objectives of this report are:
      To study and analyze the global Virtual Reality market size (value & volume) by company, key regions, products and end user, breakdown data from 2014 to 2018, and forecast to 2025.
      To understand the structure of Virtual Reality market by identifying its various subsegments.
      To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
      Focuses on the key global Virtual Reality companies, to define, describe and analyze the sales volume, value, market share, market competition landscape and recent development.
      To project the value and sales volume of Virtual Reality submarkets, with respect to key 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 are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025

      This report includes the estimation of market size for value (million US$) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of 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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