Global Virtual Reality Technologies Market Size, Status and Forecast 2019-2025
Table of Contents
1 Report Overview
- 1.1 Study Scope
- 1.2 Key Market Segments
- 1.3 Players Covered
- 1.4 Market Analysis by Type
- 1.4.1 Global Virtual Reality Technologies Market Size Growth Rate by Type (2014-2025)
- 1.4.2 Software
- 1.4.3 Hardware
- 1.4.4 Service
- 1.5 Market by Application
- 1.5.1 Global Virtual Reality Technologies Market Share by Application (2019-2025)
- 1.5.2 Healthcare
- 1.5.3 Gaming
- 1.5.4 Education
- 1.5.5 Engineering
- 1.5.6 Military
- 1.5.7 Other
- 1.6 Study Objectives
- 1.7 Years Considered
2 Global Growth Trends
- 2.1 Virtual Reality Technologies Market Size
- 2.2 Virtual Reality Technologies Growth Trends by Regions
- 2.2.1 Virtual Reality Technologies Market Size by Regions (2019-2025)
- 2.2.2 Virtual Reality Technologies Market Share by Regions (2014-2019)
- 2.3 Industry Trends
- 2.3.1 Market Top Trends
- 2.3.2 Market Drivers
- 2.3.3 Market Challenges
- 2.3.4 Porter’s Five Forces Analysis
3 Market Share by Key Players
- 3.1 Virtual Reality Technologies Market Size by by Players
- 3.1.1 Global Virtual Reality Technologies Revenue by by Players (2014-2019)
- 3.1.2 Global Virtual Reality Technologies Revenue Market Share by by Players (2014-2019)
- 3.1.3 Global Virtual Reality Technologies Market Concentration Ratio (CR5 and HHI)
- 3.2 Virtual Reality Technologies Key Players Head office and Area Served
- 3.3 Key Players Virtual Reality Technologies Product/Solution/Service
- 3.4 Date of Enter into Virtual Reality Technologies Market
- 3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
- 4.1 Global Virtual Reality Technologies Market Size by Type (2014-2019)
- 4.2 Global Virtual Reality Technologies Market Size by Application (2014-2019)
5 North America
- 5.1 North America Virtual Reality Technologies Market Size (2014-2019)
- 5.2 Virtual Reality Technologies Key Players in North America
- 5.3 North America Virtual Reality Technologies Market Size by Type
- 5.4 North America Virtual Reality Technologies Market Size by Application
6 Europe
- 6.1 Europe Virtual Reality Technologies Market Size (2014-2019)
- 6.2 Virtual Reality Technologies Key Players in Europe
- 6.3 Europe Virtual Reality Technologies Market Size by Type
- 6.4 Europe Virtual Reality Technologies Market Size by Application
7 China
- 7.1 China Virtual Reality Technologies Market Size (2014-2019)
- 7.2 Virtual Reality Technologies Key Players in China
- 7.3 China Virtual Reality Technologies Market Size by Type
- 7.4 China Virtual Reality Technologies Market Size by Application
8 Japan
- 8.1 Japan Virtual Reality Technologies Market Size (2014-2019)
- 8.2 Virtual Reality Technologies Key Players in Japan
- 8.3 Japan Virtual Reality Technologies Market Size by Type
- 8.4 Japan Virtual Reality Technologies Market Size by Application
9 Southeast Asia
- 9.1 Southeast Asia Virtual Reality Technologies Market Size (2014-2019)
- 9.2 Virtual Reality Technologies Key Players in Southeast Asia
- 9.3 Southeast Asia Virtual Reality Technologies Market Size by Type
- 9.4 Southeast Asia Virtual Reality Technologies Market Size by Application
10 India
- 10.1 India Virtual Reality Technologies Market Size (2014-2019)
- 10.2 Virtual Reality Technologies Key Players in India
- 10.3 India Virtual Reality Technologies Market Size by Type
- 10.4 India Virtual Reality Technologies Market Size by Application
11 Central & South America
- 11.1 Central & South America Virtual Reality Technologies Market Size (2014-2019)
- 11.2 Virtual Reality Technologies Key Players in Central & South America
- 11.3 Central & South America Virtual Reality Technologies Market Size by Type
- 11.4 Central & South America Virtual Reality Technologies Market Size by Application
12 International Players Profiles
- 12.1 Alphabet
- 12.1.1 Alphabet Company Details
- 12.1.2 Company Description and Business Overview
- 12.1.3 Virtual Reality Technologies Introduction
- 12.1.4 Alphabet Revenue in Virtual Reality Technologies Business (2014-2019))
- 12.1.5 Alphabet Recent Development
- 12.2 HTC
- 12.2.1 HTC Company Details
- 12.2.2 Company Description and Business Overview
- 12.2.3 Virtual Reality Technologies Introduction
- 12.2.4 HTC Revenue in Virtual Reality Technologies Business (2014-2019)
- 12.2.5 HTC Recent Development
- 12.3 Nvidia
- 12.3.1 Nvidia Company Details
- 12.3.2 Company Description and Business Overview
- 12.3.3 Virtual Reality Technologies Introduction
- 12.3.4 Nvidia Revenue in Virtual Reality Technologies Business (2014-2019)
- 12.3.5 Nvidia Recent Development
- 12.4 EON Reality
- 12.4.1 EON Reality Company Details
- 12.4.2 Company Description and Business Overview
- 12.4.3 Virtual Reality Technologies Introduction
- 12.4.4 EON Reality Revenue in Virtual Reality Technologies Business (2014-2019)
- 12.4.5 EON Reality Recent Development
- 12.5 Oculus
- 12.5.1 Oculus Company Details
- 12.5.2 Company Description and Business Overview
- 12.5.3 Virtual Reality Technologies Introduction
- 12.5.4 Oculus Revenue in Virtual Reality Technologies Business (2014-2019)
- 12.5.5 Oculus Recent Development
- 12.6 Christie Digital Systems
- 12.6.1 Christie Digital Systems Company Details
- 12.6.2 Company Description and Business Overview
- 12.6.3 Virtual Reality Technologies Introduction
- 12.6.4 Christie Digital Systems Revenue in Virtual Reality Technologies Business (2014-2019)
- 12.6.5 Christie Digital Systems Recent Development
- 12.7 Huawei Technologies
- 12.7.1 Huawei Technologies Company Details
- 12.7.2 Company Description and Business Overview
- 12.7.3 Virtual Reality Technologies Introduction
- 12.7.4 Huawei Technologies Revenue in Virtual Reality Technologies Business (2014-2019)
- 12.7.5 Huawei Technologies Recent Development
- 12.8 Qualcomm
- 12.8.1 Qualcomm Company Details
- 12.8.2 Company Description and Business Overview
- 12.8.3 Virtual Reality Technologies Introduction
- 12.8.4 Qualcomm Revenue in Virtual Reality Technologies Business (2014-2019)
- 12.8.5 Qualcomm Recent Development
- 12.9 Intel
- 12.9.1 Intel Company Details
- 12.9.2 Company Description and Business Overview
- 12.9.3 Virtual Reality Technologies Introduction
- 12.9.4 Intel Revenue in Virtual Reality Technologies Business (2014-2019)
- 12.9.5 Intel Recent Development
- 12.10 AECOM
- 12.10.1 AECOM Company Details
- 12.10.2 Company Description and Business Overview
- 12.10.3 Virtual Reality Technologies Introduction
- 12.10.4 AECOM Revenue in Virtual Reality Technologies Business (2014-2019)
- 12.10.5 AECOM Recent Development
- 12.11 AR Pandora
- 12.12 Sony
- 12.13 Samsung Electronics
- 12.14 Microsoft
- 12.15 Vuzix
- 12.16 Sensics
- 12.17 Antvr
- 12.18 Xiaomi
13 Market Forecast 2019-2025
- 13.1 Market Size Forecast by Product (2019-2025)
- 13.2 Market Size Forecast by Application (2019-2025)
- 13.3 Market Size Forecast by Regions
- 13.4 North America
- 13.5 Europe
- 13.6 China
- 13.7 Japan
- 13.8 Southeast Asia
- 13.9 India
- 13.10 Central & South America
14 Analyst's Viewpoints/Conclusions
15 Appendix
- 15.1 Research Methodology
- 15.1.1 Methodology/Research Approach
- 15.1.1.1 Research Programs/Design
- 15.1.1.2 Market Size Estimation
- 15.1.1.3 Market Breakdown and Data Triangulation
- 15.1.2 Data Source
- 15.1.2.1 Secondary Sources
- 15.1.2.2 Primary Sources
- 15.1.1 Methodology/Research Approach
- 15.2 Disclaimer
This report focuses on the global Virtual Reality Technologies status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Virtual Reality Technologies development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
The key players covered in this study
Alphabet
HTC
Nvidia
EON Reality
Oculus
Christie Digital Systems
Huawei Technologies
Qualcomm
Intel
AECOM
AR Pandora
Sony
Samsung Electronics
Microsoft
Vuzix
Sensics
Antvr
Xiaomi
Market segment by Type, the product can be split into
Software
Hardware
Service
Market segment by Application, split into
Healthcare
Gaming
Education
Engineering
Military
Other
Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Virtual Reality Technologies status, future forecast, growth opportunity, key market and key players.
To present the Virtual Reality Technologies development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of Virtual Reality Technologies are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
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.