Copyright Reports & Markets. All rights reserved.

Global Virtual Reality Market Professional Survey Report 2019

Buy now

Table of Contents

    Executive Summary

      1 Industry Overview of Virtual Reality

      • 1.1 Definition of Virtual Reality
      • 1.2 Virtual Reality Segment by Type
        • 1.2.1 Global Virtual Reality Production Growth Rate Comparison by Types (2014-2025)
        • 1.2.2 Non-Immersive Technology
        • 1.2.3 Semi-Immersive and Fully Immersive Technologies
      • 1.3 Virtual Reality Segment by Applications
        • 1.3.1 Global Virtual Reality Consumption Comparison by Applications (2014-2025)
        • 1.3.2 Consumer
        • 1.3.3 Commercial
        • 1.3.4 Aerospace and Defense
        • 1.3.5 Medical
        • 1.3.6 Industrial
        • 1.3.7 Others
      • 1.4 Global Virtual Reality Overall Market
        • 1.4.1 Global Virtual Reality Revenue (2014-2025)
        • 1.4.2 Global Virtual Reality Production (2014-2025)
        • 1.4.3 North America Virtual Reality Status and Prospect (2014-2025)
        • 1.4.4 Europe Virtual Reality Status and Prospect (2014-2025)
        • 1.4.5 China Virtual Reality Status and Prospect (2014-2025)
        • 1.4.6 Japan Virtual Reality Status and Prospect (2014-2025)
        • 1.4.7 Southeast Asia Virtual Reality Status and Prospect (2014-2025)
        • 1.4.8 India Virtual Reality Status and Prospect (2014-2025)

      2 Manufacturing Cost Structure Analysis

      • 2.1 Raw Material and Suppliers
      • 2.2 Manufacturing Cost Structure Analysis of Virtual Reality
      • 2.3 Manufacturing Process Analysis of Virtual Reality
      • 2.4 Industry Chain Structure of Virtual Reality

      3 Development and Manufacturing Plants Analysis of Virtual Reality

      • 3.1 Capacity and Commercial Production Date
      • 3.2 Global Virtual Reality Manufacturing Plants Distribution
      • 3.3 Major Manufacturers Technology Source and Market Position of Virtual Reality
      • 3.4 Recent Development and Expansion Plans

      4 Key Figures of Major Manufacturers

      • 4.1 Virtual Reality Production and Capacity Analysis
      • 4.2 Virtual Reality Revenue Analysis
      • 4.3 Virtual Reality Price Analysis
      • 4.4 Market Concentration Degree

      5 Virtual Reality Regional Market Analysis

      • 5.1 Virtual Reality Production by Regions
        • 5.1.1 Global Virtual Reality Production by Regions
        • 5.1.2 Global Virtual Reality Revenue by Regions
      • 5.2 Virtual Reality Consumption by Regions
      • 5.3 North America Virtual Reality Market Analysis
        • 5.3.1 North America Virtual Reality Production
        • 5.3.2 North America Virtual Reality Revenue
        • 5.3.3 Key Manufacturers in North America
        • 5.3.4 North America Virtual Reality Import and Export
      • 5.4 Europe Virtual Reality Market Analysis
        • 5.4.1 Europe Virtual Reality Production
        • 5.4.2 Europe Virtual Reality Revenue
        • 5.4.3 Key Manufacturers in Europe
        • 5.4.4 Europe Virtual Reality Import and Export
      • 5.5 China Virtual Reality Market Analysis
        • 5.5.1 China Virtual Reality Production
        • 5.5.2 China Virtual Reality Revenue
        • 5.5.3 Key Manufacturers in China
        • 5.5.4 China Virtual Reality Import and Export
      • 5.6 Japan Virtual Reality Market Analysis
        • 5.6.1 Japan Virtual Reality Production
        • 5.6.2 Japan Virtual Reality Revenue
        • 5.6.3 Key Manufacturers in Japan
        • 5.6.4 Japan Virtual Reality Import and Export
      • 5.7 Southeast Asia Virtual Reality Market Analysis
        • 5.7.1 Southeast Asia Virtual Reality Production
        • 5.7.2 Southeast Asia Virtual Reality Revenue
        • 5.7.3 Key Manufacturers in Southeast Asia
        • 5.7.4 Southeast Asia Virtual Reality Import and Export
      • 5.8 India Virtual Reality Market Analysis
        • 5.8.1 India Virtual Reality Production
        • 5.8.2 India Virtual Reality Revenue
        • 5.8.3 Key Manufacturers in India
        • 5.8.4 India Virtual Reality Import and Export

      6 Virtual Reality Segment Market Analysis (by Type)

      • 6.1 Global Virtual Reality Production by Type
      • 6.2 Global Virtual Reality Revenue by Type
      • 6.3 Virtual Reality Price by Type

      7 Virtual Reality Segment Market Analysis (by Application)

      • 7.1 Global Virtual Reality Consumption by Application
      • 7.2 Global Virtual Reality Consumption Market Share by Application (2014-2019)

      8 Virtual Reality Major Manufacturers Analysis

      • 8.1 Oculus VR
        • 8.1.1 Oculus VR Virtual Reality Production Sites and Area Served
        • 8.1.2 Oculus VR Product Introduction, Application and Specification
        • 8.1.3 Oculus VR Virtual Reality Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.1.4 Main Business and Markets Served
      • 8.2 Sony
        • 8.2.1 Sony Virtual Reality Production Sites and Area Served
        • 8.2.2 Sony Product Introduction, Application and Specification
        • 8.2.3 Sony Virtual Reality Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.2.4 Main Business and Markets Served
      • 8.3 Samsung Electronics
        • 8.3.1 Samsung Electronics Virtual Reality Production Sites and Area Served
        • 8.3.2 Samsung Electronics Product Introduction, Application and Specification
        • 8.3.3 Samsung Electronics Virtual Reality Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.3.4 Main Business and Markets Served
      • 8.4 HTC
        • 8.4.1 HTC Virtual Reality Production Sites and Area Served
        • 8.4.2 HTC Product Introduction, Application and Specification
        • 8.4.3 HTC Virtual Reality Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.4.4 Main Business and Markets Served
      • 8.5 EON Reality
        • 8.5.1 EON Reality Virtual Reality Production Sites and Area Served
        • 8.5.2 EON Reality Product Introduction, Application and Specification
        • 8.5.3 EON Reality Virtual Reality Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.5.4 Main Business and Markets Served
      • 8.6 Google
        • 8.6.1 Google Virtual Reality Production Sites and Area Served
        • 8.6.2 Google Product Introduction, Application and Specification
        • 8.6.3 Google Virtual Reality Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.6.4 Main Business and Markets Served
      • 8.7 Microsoft
        • 8.7.1 Microsoft Virtual Reality Production Sites and Area Served
        • 8.7.2 Microsoft Product Introduction, Application and Specification
        • 8.7.3 Microsoft Virtual Reality Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.7.4 Main Business and Markets Served
      • 8.8 Vuzix
        • 8.8.1 Vuzix Virtual Reality Production Sites and Area Served
        • 8.8.2 Vuzix Product Introduction, Application and Specification
        • 8.8.3 Vuzix Virtual Reality Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.8.4 Main Business and Markets Served
      • 8.9 Cyberglove Systems
        • 8.9.1 Cyberglove Systems Virtual Reality Production Sites and Area Served
        • 8.9.2 Cyberglove Systems Product Introduction, Application and Specification
        • 8.9.3 Cyberglove Systems Virtual Reality Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.9.4 Main Business and Markets Served
      • 8.10 Sensics
        • 8.10.1 Sensics Virtual Reality Production Sites and Area Served
        • 8.10.2 Sensics Product Introduction, Application and Specification
        • 8.10.3 Sensics Virtual Reality Production, Revenue, Ex-factory Price and Gross Margin (2014-2019)
        • 8.10.4 Main Business and Markets Served
      • 8.11 Leap Motion
      • 8.12 Sixense Entertainment

      9 Development Trend of Analysis of Virtual Reality Market

      • 9.1 Global Virtual Reality Market Trend Analysis
        • 9.1.1 Global Virtual Reality Market Size (Volume and Value) Forecast 2019-2025
      • 9.2 Virtual Reality Regional Market Trend
        • 9.2.1 North America Virtual Reality Forecast 2019-2025
        • 9.2.2 Europe Virtual Reality Forecast 2019-2025
        • 9.2.3 China Virtual Reality Forecast 2019-2025
        • 9.2.4 Japan Virtual Reality Forecast 2019-2025
        • 9.2.5 Southeast Asia Virtual Reality Forecast 2019-2025
        • 9.2.6 India Virtual Reality Forecast 2019-2025
      • 9.3 Virtual Reality Market Trend (Product Type)
      • 9.4 Virtual Reality Market Trend (Application)
      • 10.1 Marketing Channel
        • 10.1.1 Direct Marketing
        • 10.1.2 Indirect Marketing
      • 10.3 Virtual Reality Customers

      11 Market Dynamics

      • 11.1 Market Trends
      • 11.2 Opportunities
      • 11.3 Market Drivers
      • 11.4 Challenges
      • 11.5 Influence Factors

      12 Conclusion

        13 Appendix

        • 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

        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 was 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.
        This report focuses on Virtual Reality volume and value at global level, regional level and company level. From a global perspective, this report represents overall Virtual Reality market size by analyzing historical data and future prospect.
        Regionally, this report categorizes the production, apparent consumption, export and import of Virtual Reality in North America, Europe, China, Japan, Southeast Asia and India.
        For each manufacturer covered, this report analyzes their Virtual Reality manufacturing sites, capacity, production, ex-factory price, revenue and market share in global market.

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

        Segment by Regions
        North America
        Europe
        China
        Japan
        Southeast Asia
        India

        Segment by Type
        Non-Immersive Technology
        Semi-Immersive and Fully Immersive Technologies

        Segment by Application
        Consumer
        Commercial
        Aerospace and Defense
        Medical
        Industrial
        Others

        Buy now