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Global Virtual Reality Technologies Market 2019 by Company, Regions, Type and Application, Forecast to 2024

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Table of Contents

    1 Virtual Reality Technologies Market Overview

    • 1.1 Product Overview and Scope of Virtual Reality Technologies
    • 1.2 Classification of Virtual Reality Technologies by Types
      • 1.2.1 Global Virtual Reality Technologies Revenue Comparison by Types (2019-2024)
      • 1.2.2 Global Virtual Reality Technologies Revenue Market Share by Types in 2018
      • 1.2.3 Software
      • 1.2.4 Hardware
      • 1.2.5 Service
    • 1.3 Global Virtual Reality Technologies Market by Application
      • 1.3.1 Global Virtual Reality Technologies Market Size and Market Share Comparison by Applications (2014-2024)
      • 1.3.2 Healthcare
      • 1.3.3 Gaming
      • 1.3.4 Education
      • 1.3.5 Engineering
      • 1.3.6 Military
      • 1.3.7 Other
    • 1.4 Global Virtual Reality Technologies Market by Regions
      • 1.4.1 Global Virtual Reality Technologies Market Size (Million USD) Comparison by Regions (2014-2024)
      • 1.4.1 North America (USA, Canada and Mexico) Virtual Reality Technologies Status and Prospect (2014-2024)
      • 1.4.2 Europe (Germany, France, UK, Russia and Italy) Virtual Reality Technologies Status and Prospect (2014-2024)
      • 1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia) Virtual Reality Technologies Status and Prospect (2014-2024)
      • 1.4.4 South America (Brazil, Argentina, Colombia) Virtual Reality Technologies Status and Prospect (2014-2024)
      • 1.4.5 Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa) Virtual Reality Technologies Status and Prospect (2014-2024)
    • 1.5 Global Market Size of Virtual Reality Technologies (2014-2024)

    2 Company Profiles

    • 2.1 Alphabet
      • 2.1.1 Business Overview
      • 2.1.2 Virtual Reality Technologies Type and Applications
        • 2.1.2.1 Product A
        • 2.1.2.2 Product B
      • 2.1.3 Alphabet Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.2 Qualcomm
      • 2.2.1 Business Overview
      • 2.2.2 Virtual Reality Technologies Type and Applications
        • 2.2.2.1 Product A
        • 2.2.2.2 Product B
      • 2.2.3 Qualcomm Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.3 EON Reality
      • 2.3.1 Business Overview
      • 2.3.2 Virtual Reality Technologies Type and Applications
        • 2.3.2.1 Product A
        • 2.3.2.2 Product B
      • 2.3.3 EON Reality Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.4 HTC
      • 2.4.1 Business Overview
      • 2.4.2 Virtual Reality Technologies Type and Applications
        • 2.4.2.1 Product A
        • 2.4.2.2 Product B
      • 2.4.3 HTC Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.5 Huawei Technologies
      • 2.5.1 Business Overview
      • 2.5.2 Virtual Reality Technologies Type and Applications
        • 2.5.2.1 Product A
        • 2.5.2.2 Product B
      • 2.5.3 Huawei Technologies Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.6 Nvidia
      • 2.6.1 Business Overview
      • 2.6.2 Virtual Reality Technologies Type and Applications
        • 2.6.2.1 Product A
        • 2.6.2.2 Product B
      • 2.6.3 Nvidia Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.7 AECOM
      • 2.7.1 Business Overview
      • 2.7.2 Virtual Reality Technologies Type and Applications
        • 2.7.2.1 Product A
        • 2.7.2.2 Product B
      • 2.7.3 AECOM Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.8 Christie Digital Systems
      • 2.8.1 Business Overview
      • 2.8.2 Virtual Reality Technologies Type and Applications
        • 2.8.2.1 Product A
        • 2.8.2.2 Product B
      • 2.8.3 Christie Digital Systems Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.9 Oculus
      • 2.9.1 Business Overview
      • 2.9.2 Virtual Reality Technologies Type and Applications
        • 2.9.2.1 Product A
        • 2.9.2.2 Product B
      • 2.9.3 Oculus Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.10 Intel
      • 2.10.1 Business Overview
      • 2.10.2 Virtual Reality Technologies Type and Applications
        • 2.10.2.1 Product A
        • 2.10.2.2 Product B
      • 2.10.3 Intel Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.11 Vuzix
      • 2.11.1 Business Overview
      • 2.11.2 Virtual Reality Technologies Type and Applications
        • 2.11.2.1 Product A
        • 2.11.2.2 Product B
      • 2.11.3 Vuzix Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.12 Xiaomi
      • 2.12.1 Business Overview
      • 2.12.2 Virtual Reality Technologies Type and Applications
        • 2.12.2.1 Product A
        • 2.12.2.2 Product B
      • 2.12.3 Xiaomi Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.13 AR Pandora
      • 2.13.1 Business Overview
      • 2.13.2 Virtual Reality Technologies Type and Applications
        • 2.13.2.1 Product A
        • 2.13.2.2 Product B
      • 2.13.3 AR Pandora Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.14 Sensics
      • 2.14.1 Business Overview
      • 2.14.2 Virtual Reality Technologies Type and Applications
        • 2.14.2.1 Product A
        • 2.14.2.2 Product B
      • 2.14.3 Sensics Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.15 Microsoft
      • 2.15.1 Business Overview
      • 2.15.2 Virtual Reality Technologies Type and Applications
        • 2.15.2.1 Product A
        • 2.15.2.2 Product B
      • 2.15.3 Microsoft Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.16 Sony
      • 2.16.1 Business Overview
      • 2.16.2 Virtual Reality Technologies Type and Applications
        • 2.16.2.1 Product A
        • 2.16.2.2 Product B
      • 2.16.3 Sony Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.17 Antvr
      • 2.17.1 Business Overview
      • 2.17.2 Virtual Reality Technologies Type and Applications
        • 2.17.2.1 Product A
        • 2.17.2.2 Product B
      • 2.17.3 Antvr Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)
    • 2.18 Samsung Electronics
      • 2.18.1 Business Overview
      • 2.18.2 Virtual Reality Technologies Type and Applications
        • 2.18.2.1 Product A
        • 2.18.2.2 Product B
      • 2.18.3 Samsung Electronics Virtual Reality Technologies Revenue, Gross Margin and Market Share (2017-2018)

    3 Global Virtual Reality Technologies Market Competition, by Players

    • 3.1 Global Virtual Reality Technologies Revenue and Share by Players (2014-2019)
    • 3.2 Market Concentration Rate
      • 3.2.1 Top 5 Virtual Reality Technologies Players Market Share
      • 3.2.2 Top 10 Virtual Reality Technologies Players Market Share
    • 3.3 Market Competition Trend

    4 Global Virtual Reality Technologies Market Size by Regions

    • 4.1 Global Virtual Reality Technologies Revenue and Market Share by Regions
    • 4.2 North America Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 4.3 Europe Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 4.4 Asia-Pacific Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 4.5 South America Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 4.6 Middle East and Africa Virtual Reality Technologies Revenue and Growth Rate (2014-2019)

    5 North America Virtual Reality Technologies Revenue by Countries

    • 5.1 North America Virtual Reality Technologies Revenue by Countries (2014-2019)
    • 5.2 USA Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 5.3 Canada Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 5.4 Mexico Virtual Reality Technologies Revenue and Growth Rate (2014-2019)

    6 Europe Virtual Reality Technologies Revenue by Countries

    • 6.1 Europe Virtual Reality Technologies Revenue by Countries (2014-2019)
    • 6.2 Germany Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 6.3 UK Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 6.4 France Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 6.5 Russia Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 6.6 Italy Virtual Reality Technologies Revenue and Growth Rate (2014-2019)

    7 Asia-Pacific Virtual Reality Technologies Revenue by Countries

    • 7.1 Asia-Pacific Virtual Reality Technologies Revenue by Countries (2014-2019)
    • 7.2 China Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 7.3 Japan Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 7.4 Korea Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 7.5 India Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 7.6 Southeast Asia Virtual Reality Technologies Revenue and Growth Rate (2014-2019)

    8 South America Virtual Reality Technologies Revenue by Countries

    • 8.1 South America Virtual Reality Technologies Revenue by Countries (2014-2019)
    • 8.2 Brazil Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 8.3 Argentina Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 8.4 Colombia Virtual Reality Technologies Revenue and Growth Rate (2014-2019)

    9 Middle East and Africa Revenue Virtual Reality Technologies by Countries

    • 9.1 Middle East and Africa Virtual Reality Technologies Revenue by Countries (2014-2019)
    • 9.2 Saudi Arabia Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 9.3 UAE Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 9.4 Egypt Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 9.5 Nigeria Virtual Reality Technologies Revenue and Growth Rate (2014-2019)
    • 9.6 South Africa Virtual Reality Technologies Revenue and Growth Rate (2014-2019)

    10 Global Virtual Reality Technologies Market Segment by Type

    • 10.1 Global Virtual Reality Technologies Revenue and Market Share by Type (2014-2019)
    • 10.2 Global Virtual Reality Technologies Market Forecast by Type (2019-2024)
    • 10.3 Software Revenue Growth Rate (2014-2024)
    • 10.4 Hardware Revenue Growth Rate (2014-2024)
    • 10.5 Service Revenue Growth Rate (2014-2024)

    11 Global Virtual Reality Technologies Market Segment by Application

    • 11.1 Global Virtual Reality Technologies Revenue Market Share by Application (2014-2019)
    • 11.2 Virtual Reality Technologies Market Forecast by Application (2019-2024)
    • 11.3 Healthcare Revenue Growth (2014-2019)
    • 11.4 Gaming Revenue Growth (2014-2019)
    • 11.5 Education Revenue Growth (2014-2019)
    • 11.6 Engineering Revenue Growth (2014-2019)
    • 11.7 Military Revenue Growth (2014-2019)
    • 11.8 Other Revenue Growth (2014-2019)

    12 Global Virtual Reality Technologies Market Size Forecast (2019-2024)

    • 12.1 Global Virtual Reality Technologies Market Size Forecast (2019-2024)
    • 12.2 Global Virtual Reality Technologies Market Forecast by Regions (2019-2024)
    • 12.3 North America Virtual Reality Technologies Revenue Market Forecast (2019-2024)
    • 12.4 Europe Virtual Reality Technologies Revenue Market Forecast (2019-2024)
    • 12.5 Asia-Pacific Virtual Reality Technologies Revenue Market Forecast (2019-2024)
    • 12.6 South America Virtual Reality Technologies Revenue Market Forecast (2019-2024)
    • 12.7 Middle East and Africa Virtual Reality Technologies Revenue Market Forecast (2019-2024)

    13 Research Findings and Conclusion

      14 Appendix

      • 14.1 Methodology

      Description

      Scope of the Report:
      The global Virtual Reality Technologies market is valued at xx million USD in 2018 and is expected to reach xx million USD by the end of 2024, growing at a CAGR of xx% between 2019 and 2024.
      The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
      North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Virtual Reality Technologies.
      Europe also play important roles in global market, with market size of xx million USD in 2019 and will be xx million USD in 2024, with a CAGR of xx%.
      This report studies the Virtual Reality Technologies market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Virtual Reality Technologies market by product type and applications/end industries.

      Market Segment by Companies, this report covers
      Alphabet
      Qualcomm
      EON Reality
      HTC
      Huawei Technologies
      Nvidia
      AECOM
      Christie Digital Systems
      Oculus
      Intel
      Vuzix
      Xiaomi
      AR Pandora
      Sensics
      Microsoft
      Sony
      Antvr
      Samsung Electronics

      Market Segment by Regions, regional analysis covers
      North America (United States, Canada and Mexico)
      Europe (Germany, France, UK, Russia and Italy)
      Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
      South America (Brazil, Argentina, Colombia)
      Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)

      Market Segment by Type, covers
      Software
      Hardware
      Service

      Market Segment by Applications, can be divided into
      Healthcare
      Gaming
      Education
      Engineering
      Military
      Other

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