Report Detail

Global virtual reality market is expected to reach $109.61 billion by 2026, representing a 2020-2026 CAGR of 38.8%.
Highlighted with 84 tables and 81 figures, this 164-page report “Global Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Region 2020-2026: Trend Forecast and Growth Opportunity” is based on a comprehensive research of the entire global virtual reality market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. In this report 2019 is the base year for market analysis, with historical studies covering 2015-2019 and forecast covering 2020-2026. (Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)
In-depth qualitative analyses include identification and investigation of the following aspects:
• Market Structure
• Growth Drivers
• Restraints and Challenges
• Emerging Product Trends & Market Opportunities
• Porter’s Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global virtual reality market in every aspect of the classification from perspectives of Component, Technology, Device, Platform, Industry Vertical, End User, and Region.
Based on Component, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Hardware
• Sensors
• Semiconductor Component
• Displays and Projectors
• Position Trackers
• Cameras
• Others
Software
• Software Developer Kits
• Cloud Services
Based on Technology, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Nonimmersive Technology
• Semi-Immersive Technology
• Fully Immersive Technology
Based on Device, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Head-Mounted Display (HMD)
• Gesture-Tracking Device
• Projector & Display Wall
Based on Platform, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Mobile VR
• Console VR
• PC VR
Based on Industry Vertical, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
• Gaming
• Entertainment & Media
• Aerospace & Defense
• Healthcare
• Education
• Automotive
• Retail & Marketing
• Other Verticals
Based on End User, the global market is segmented into the following sub-markets with annual revenue ($ mn) for 2015-2026 included in each section.
Consumer
Enterprise
• Large Enterprises
• Small- & Medium-sized Enterprises
Geographically, the following regions together with the listed national/local markets are fully investigated:
• APAC (Japan, China, South Korea, Australia, India, and Rest of APAC; Rest of APAC is further segmented into Malaysia, Singapore, Indonesia, Thailand, New Zealand, Vietnam, and Sri Lanka)
• Europe (Germany, UK, France, Spain, Italy, Russia, Rest of Europe; Rest of Europe is further segmented into The Netherlands, Denmark, Austria, Norway, Sweden, Belgium, Poland, Czech Republic, Slovakia, Hungary, and Romania)
• North America (U.S. and Canada)
• Latin America (Brazil, Mexico, Argentina, Rest of Latin America)
• RoW (Saudi Arabia, UAE, South Africa)
For each of the aforementioned regions and countries, market analysis and revenue data are available for 2015-2026. The breakdown of all regional markets by country and split of major national markets by Technology, Device, and Industry Vertical over the years 2015-2026 are also included.
The report also covers current competitive scenario and the predicted trend; and profiles key vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global virtual reality market are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players (this may not be a complete list and extra companies can be added upon request):
Apple Inc.
Atheer, Inc.
Cyberglove Systems Inc.
EON Reality, Inc.
Facebook Inc.
Google Inc.
Hewlett-Packard Development Company. L.P
Leap Motion, Inc.
Meta Inc.
Microsoft Corporation
Nintendo Co., Ltd
Oculus VR, LLC
Qualcomm Technologies, Inc.
Samsung Electronics Co. Ltd
Sixense Entertainment, Inc
Sony Corporation
Total Immersion, Inc.
Virtuix
Zappar Ltd
(Please Note: The report will be updated before delivery to make sure that the latest historical year is the base year and the forecast covers at least 5 years over the base year.)


Table of Contents

    1 Introduction 8

    • 1.1 Industry Definition and Research Scope 8
      • 1.1.1 Industry Definition 8
      • 1.1.2 Research Scope 9
    • 1.2 Research Methodology 11
      • 1.2.1 Overview of Market Research Methodology 11
      • 1.2.2 Market Assumption 12
      • 1.2.3 Secondary Data 12
      • 1.2.4 Primary Data 12
      • 1.2.5 Data Filtration and Model Design 13
      • 1.2.6 Market Size/Share Estimation 14
      • 1.2.7 Research Limitations 15
    • 1.3 Executive Summary 16

    2 Market Overview and Dynamics 19

    • 2.1 Market Size and Forecast 19
    • 2.2 Major Growth Drivers 20
    • 2.3 Market Restraints and Challenges 23
    • 2.4 Emerging Opportunities and Market Trends 26
    • 2.5 Porter’s Fiver Forces Analysis 29

    3 Segmentation of Global Market by Component 33

    • 3.1 Market Overview by Component 33
    • 3.2 Hardware 35
    • 3.3 Software 37

    4 Segmentation of Global Market by Technology 39

    • 4.1 Market Overview by Technology 39
    • 4.2 Nonimmersive Technology 41
    • 4.3 Semi-Immersive Technology 42
    • 4.4 Fully Immersive Technology 43

    5 Segmentation of Global Market by Device 44

    • 5.1 Market Overview by Device 44
    • 5.2 Head-Mounted Display (HMD) 46
    • 5.3 Gesture-Tracking Device 47
    • 5.4 Projector & Display Wall 48

    6 Segmentation of Global Market by Platform 49

    • 6.1 Market Overview by Platform 49
    • 6.2 Mobile VR 51
    • 6.3 Console VR 52
    • 6.4 PC VR 53

    7 Segmentation of Global Market by Industry Vertical 54

    • 7.1 Market Overview by Industry Vertical 54
    • 7.2 Gaming 56
    • 7.3 Entertainment & Media 57
    • 7.4 Aerospace & Defense 58
    • 7.5 Healthcare 59
    • 7.6 Education 60
    • 7.7 Automotive 61
    • 7.8 Retail & Marketing 62
    • 7.9 Other Verticals 63

    8 Segmentation of Global Market by End User 64

    • 8.1 Market Overview by End User 64
    • 8.2 Consumer 66
    • 8.3 Enterprise 67

    9 Segmentation of Global Market by Region 68

    • 9.1 Geographic Market Overview 2019-2026 68
    • 9.2 North America Market 2019-2026 by Country 72
      • 9.2.1 Overview of North America Market 72
      • 9.2.2 U.S. Market 75
      • 9.2.3 Canadian Market 79
    • 9.3 European Market 2019-2026 by Country 81
      • 9.3.1 Overview of European Market 81
      • 9.3.2 UK 84
      • 9.3.3 France 86
      • 9.3.4 Germany 88
      • 9.3.5 Spain 90
      • 9.3.6 Italy 92
      • 9.3.7 Russia 94
      • 9.3.8 Rest of European Market 96
    • 9.4 Asia-Pacific Market 2019-2026 by Country 98
      • 9.4.1 Overview of Asia-Pacific Market 98
      • 9.4.2 China 101
      • 9.4.3 Japan 103
      • 9.4.4 India 106
      • 9.4.5 Australia 108
      • 9.4.6 South Korea 110
      • 9.4.7 Rest of APAC Region 112
    • 9.5 Latin America Market 2019-2026 by Country 114
      • 9.5.1 Argentina 117
      • 9.5.2 Brazil 119
      • 9.5.3 Mexico 121
      • 9.5.4 Rest of Latin America Market 123
    • 9.6 Rest of World Market 2019-2026 by Country 124
      • 9.6.1 UAE 127
      • 9.6.2 Saudi Arabia 129
      • 9.6.3 South Africa 131
      • 9.6.4 Other National Markets 133

    10 Competitive Landscape 134

    • 10.1 Overview of Key Vendors 134
    • 10.2 New Product Launch, Partnership, Investment, and M&A 137
    • 10.3 Company Profiles 138

    Apple Inc. 138

      Atheer, Inc. 140

        Cyberglove Systems Inc. 141

          EON Reality, Inc. 142

            Facebook Inc. 143

              Google Inc. 144

                Hewlett-Packard Development Company. L.P 145

                  Leap Motion, Inc. 146

                    Meta Inc. 147

                      Microsoft Corporation 148

                        Nintendo Co., Ltd 149

                          Oculus VR, LLC 150

                            Qualcomm Technologies, Inc. 151

                              Samsung Electronics Co. Ltd 152

                                Sixense Entertainment, Inc 153

                                  Sony Corporation 154

                                    Total Immersion, Inc. 155

                                      Virtuix 156

                                        Zappar Ltd 157

                                          11 Investing in Global Market: Risk Assessment and Management 158

                                          • 11.1 Risk Evaluation of Global Market 158
                                          • 11.2 Critical Success Factors (CSFs) 161

                                          Related Reports and Products 164

                                          Summary:
                                          Get latest Market Research Reports on Virtual Reality (VR). Industry analysis & Market Report on Virtual Reality (VR) is a syndicated market report, published as Global Virtual Reality (VR) Market by Component, Technology, Device, Platform, Industry Vertical, End User, and Region 2020-2026: Trend Forecast and Growth Opportunity. It is complete Research Study and Industry Analysis of Virtual Reality (VR) market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

                                          Last updated on

                                          REPORT YOU MIGHT BE INTERESTED

                                          Purchase this Report

                                          $2,860.00
                                          $3,900.00
                                          $4,900.00
                                          2,239.38
                                          3,053.70
                                          3,836.70
                                          2,631.20
                                          3,588.00
                                          4,508.00
                                          449,134.40
                                          612,456.00
                                          769,496.00
                                          237,923.40
                                          324,441.00
                                          407,631.00
                                          Credit card Logo

                                          Related Reports


                                          Reason to Buy

                                          Request for Sample of this report