Report Detail

Service & Software Global Virtual Reality (VR) Market Size, Status and Forecast 2020-2026

  • RnM4145778
  • |
  • 19 August, 2020
  • |
  • Global
  • |
  • 134 Pages
  • |
  • QYResearch
  • |
  • Service & Software

Virtual Reality (VR) market is segmented by Type, and by Application. Players, stakeholders, and other participants in the global Virtual Reality (VR) market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application in terms of revenue and forecast for the period 2015-2026.

The key players covered in this study
Netflix
Samsung Electronics
Google
Koncept VR
Jaunt
DODOcase
I AM CARDBOARD
KNOXLABS
OnePlus
PowisVR
Unofficial Cardboard
ZEISS VR ONE
HOMIDO
Mattel
Samsonite IP Holdings
HTC
Facebook (Oculus VR)

Market segment by Type, the product can be split into
Mobile Virtual Reality
PC-side Virtual Reality
Integrated Computer Virtual Reality
Market segment by Application, split into
Commercial
Household

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Virtual Reality (VR) Revenue
  • 1.4 Market by Type
    • 1.4.1 Global Virtual Reality (VR) Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Mobile Virtual Reality
    • 1.4.3 PC-side Virtual Reality
    • 1.4.4 Integrated Computer Virtual Reality
  • 1.5 Market by Application
    • 1.5.1 Global Virtual Reality (VR) Market Share by Application: 2020 VS 2026
    • 1.5.2 Commercial
    • 1.5.3 Household
  • 1.6 Study Objectives
  • 1.7 Years Considered

2 Global Growth Trends

  • 2.1 Global Virtual Reality (VR) Market Perspective (2015-2026)
  • 2.2 Global Virtual Reality (VR) Growth Trends by Regions
    • 2.2.1 Virtual Reality (VR) Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Virtual Reality (VR) Historic Market Share by Regions (2015-2020)
    • 2.2.3 Virtual Reality (VR) Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Virtual Reality (VR) Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Virtual Reality (VR) Players (Opinion Leaders)

3 Competition Landscape by Key Players

  • 3.1 Global Top Virtual Reality (VR) Players by Market Size
    • 3.1.1 Global Top Virtual Reality (VR) Players by Revenue (2015-2020)
    • 3.1.2 Global Virtual Reality (VR) Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Virtual Reality (VR) Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Virtual Reality (VR) Market Concentration Ratio
    • 3.2.1 Global Virtual Reality (VR) Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Virtual Reality (VR) Revenue in 2019
  • 3.3 Virtual Reality (VR) Key Players Head office and Area Served
  • 3.4 Key Players Virtual Reality (VR) Product Solution and Service
  • 3.5 Date of Enter into Virtual Reality (VR) Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Market Size by Type (2015-2026)

  • 4.1 Global Virtual Reality (VR) Historic Market Size by Type (2015-2020)
  • 4.2 Global Virtual Reality (VR) Forecasted Market Size by Type (2021-2026)

5 Market Size by Application (2015-2026)

  • 5.1 Global Virtual Reality (VR) Market Size by Application (2015-2020)
  • 5.2 Global Virtual Reality (VR) Forecasted Market Size by Application (2021-2026)

6 North America

  • 6.1 North America Virtual Reality (VR) Market Size (2015-2020)
  • 6.2 Virtual Reality (VR) Key Players in North America (2019-2020)
  • 6.3 North America Virtual Reality (VR) Market Size by Type (2015-2020)
  • 6.4 North America Virtual Reality (VR) Market Size by Application (2015-2020)

7 Europe

  • 7.1 Europe Virtual Reality (VR) Market Size (2015-2020)
  • 7.2 Virtual Reality (VR) Key Players in Europe (2019-2020)
  • 7.3 Europe Virtual Reality (VR) Market Size by Type (2015-2020)
  • 7.4 Europe Virtual Reality (VR) Market Size by Application (2015-2020)

8 China

  • 8.1 China Virtual Reality (VR) Market Size (2015-2020)
  • 8.2 Virtual Reality (VR) Key Players in China (2019-2020)
  • 8.3 China Virtual Reality (VR) Market Size by Type (2015-2020)
  • 8.4 China Virtual Reality (VR) Market Size by Application (2015-2020)

9 Japan

  • 9.1 Japan Virtual Reality (VR) Market Size (2015-2020)
  • 9.2 Virtual Reality (VR) Key Players in Japan (2019-2020)
  • 9.3 Japan Virtual Reality (VR) Market Size by Type (2015-2020)
  • 9.4 Japan Virtual Reality (VR) Market Size by Application (2015-2020)

10 Southeast Asia

  • 10.1 Southeast Asia Virtual Reality (VR) Market Size (2015-2020)
  • 10.2 Virtual Reality (VR) Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Virtual Reality (VR) Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Virtual Reality (VR) Market Size by Application (2015-2020)

11 India

  • 11.1 India Virtual Reality (VR) Market Size (2015-2020)
  • 11.2 Virtual Reality (VR) Key Players in India (2019-2020)
  • 11.3 India Virtual Reality (VR) Market Size by Type (2015-2020)
  • 11.4 India Virtual Reality (VR) Market Size by Application (2015-2020)

12 Central & South America

  • 12.1 Central & South America Virtual Reality (VR) Market Size (2015-2020)
  • 12.2 Virtual Reality (VR) Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Virtual Reality (VR) Market Size by Type (2015-2020)
  • 12.4 Central & South America Virtual Reality (VR) Market Size by Application (2015-2020)

13 Key Players Profiles

  • 13.1 Netflix
    • 13.1.1 Netflix Company Details
    • 13.1.2 Netflix Business Overview
    • 13.1.3 Netflix Virtual Reality (VR) Introduction
    • 13.1.4 Netflix Revenue in Virtual Reality (VR) Business (2015-2020))
    • 13.1.5 Netflix Recent Development
  • 13.2 Samsung Electronics
    • 13.2.1 Samsung Electronics Company Details
    • 13.2.2 Samsung Electronics Business Overview
    • 13.2.3 Samsung Electronics Virtual Reality (VR) Introduction
    • 13.2.4 Samsung Electronics Revenue in Virtual Reality (VR) Business (2015-2020)
    • 13.2.5 Samsung Electronics Recent Development
  • 13.3 Google
    • 13.3.1 Google Company Details
    • 13.3.2 Google Business Overview
    • 13.3.3 Google Virtual Reality (VR) Introduction
    • 13.3.4 Google Revenue in Virtual Reality (VR) Business (2015-2020)
    • 13.3.5 Google Recent Development
  • 13.4 Koncept VR
    • 13.4.1 Koncept VR Company Details
    • 13.4.2 Koncept VR Business Overview
    • 13.4.3 Koncept VR Virtual Reality (VR) Introduction
    • 13.4.4 Koncept VR Revenue in Virtual Reality (VR) Business (2015-2020)
    • 13.4.5 Koncept VR Recent Development
  • 13.5 Jaunt
    • 13.5.1 Jaunt Company Details
    • 13.5.2 Jaunt Business Overview
    • 13.5.3 Jaunt Virtual Reality (VR) Introduction
    • 13.5.4 Jaunt Revenue in Virtual Reality (VR) Business (2015-2020)
    • 13.5.5 Jaunt Recent Development
  • 13.6 DODOcase
    • 13.6.1 DODOcase Company Details
    • 13.6.2 DODOcase Business Overview
    • 13.6.3 DODOcase Virtual Reality (VR) Introduction
    • 13.6.4 DODOcase Revenue in Virtual Reality (VR) Business (2015-2020)
    • 13.6.5 DODOcase Recent Development
  • 13.7 I AM CARDBOARD
    • 13.7.1 I AM CARDBOARD Company Details
    • 13.7.2 I AM CARDBOARD Business Overview
    • 13.7.3 I AM CARDBOARD Virtual Reality (VR) Introduction
    • 13.7.4 I AM CARDBOARD Revenue in Virtual Reality (VR) Business (2015-2020)
    • 13.7.5 I AM CARDBOARD Recent Development
  • 13.8 KNOXLABS
    • 13.8.1 KNOXLABS Company Details
    • 13.8.2 KNOXLABS Business Overview
    • 13.8.3 KNOXLABS Virtual Reality (VR) Introduction
    • 13.8.4 KNOXLABS Revenue in Virtual Reality (VR) Business (2015-2020)
    • 13.8.5 KNOXLABS Recent Development
  • 13.9 OnePlus
    • 13.9.1 OnePlus Company Details
    • 13.9.2 OnePlus Business Overview
    • 13.9.3 OnePlus Virtual Reality (VR) Introduction
    • 13.9.4 OnePlus Revenue in Virtual Reality (VR) Business (2015-2020)
    • 13.9.5 OnePlus Recent Development
  • 13.10 PowisVR
    • 13.10.1 PowisVR Company Details
    • 13.10.2 PowisVR Business Overview
    • 13.10.3 PowisVR Virtual Reality (VR) Introduction
    • 13.10.4 PowisVR Revenue in Virtual Reality (VR) Business (2015-2020)
    • 13.10.5 PowisVR Recent Development
  • 13.11 Unofficial Cardboard
    • 10.11.1 Unofficial Cardboard Company Details
    • 10.11.2 Unofficial Cardboard Business Overview
    • 10.11.3 Unofficial Cardboard Virtual Reality (VR) Introduction
    • 10.11.4 Unofficial Cardboard Revenue in Virtual Reality (VR) Business (2015-2020)
    • 10.11.5 Unofficial Cardboard Recent Development
  • 13.12 ZEISS VR ONE
    • 10.12.1 ZEISS VR ONE Company Details
    • 10.12.2 ZEISS VR ONE Business Overview
    • 10.12.3 ZEISS VR ONE Virtual Reality (VR) Introduction
    • 10.12.4 ZEISS VR ONE Revenue in Virtual Reality (VR) Business (2015-2020)
    • 10.12.5 ZEISS VR ONE Recent Development
  • 13.13 HOMIDO
    • 10.13.1 HOMIDO Company Details
    • 10.13.2 HOMIDO Business Overview
    • 10.13.3 HOMIDO Virtual Reality (VR) Introduction
    • 10.13.4 HOMIDO Revenue in Virtual Reality (VR) Business (2015-2020)
    • 10.13.5 HOMIDO Recent Development
  • 13.14 Mattel
    • 10.14.1 Mattel Company Details
    • 10.14.2 Mattel Business Overview
    • 10.14.3 Mattel Virtual Reality (VR) Introduction
    • 10.14.4 Mattel Revenue in Virtual Reality (VR) Business (2015-2020)
    • 10.14.5 Mattel Recent Development
  • 13.15 Samsonite IP Holdings
    • 10.15.1 Samsonite IP Holdings Company Details
    • 10.15.2 Samsonite IP Holdings Business Overview
    • 10.15.3 Samsonite IP Holdings Virtual Reality (VR) Introduction
    • 10.15.4 Samsonite IP Holdings Revenue in Virtual Reality (VR) Business (2015-2020)
    • 10.15.5 Samsonite IP Holdings Recent Development
  • 13.16 HTC
    • 10.16.1 HTC Company Details
    • 10.16.2 HTC Business Overview
    • 10.16.3 HTC Virtual Reality (VR) Introduction
    • 10.16.4 HTC Revenue in Virtual Reality (VR) Business (2015-2020)
    • 10.16.5 HTC Recent Development
  • 13.17 Facebook (Oculus VR)
    • 10.17.1 Facebook (Oculus VR) Company Details
    • 10.17.2 Facebook (Oculus VR) Business Overview
    • 10.17.3 Facebook (Oculus VR) Virtual Reality (VR) Introduction
    • 10.17.4 Facebook (Oculus VR) Revenue in Virtual Reality (VR) Business (2015-2020)
    • 10.17.5 Facebook (Oculus VR) Recent Development

14 Analyst's Viewpoints/Conclusions

    15 Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    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 Size, Status and Forecast 2020-2026. 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

    $3,900.00
    $5,850.00
    $7,800.00
    3,116.10
    4,674.15
    6,232.20
    3,650.40
    5,475.60
    7,300.80
    613,782.00
    920,673.00
    1,227,564.00
    325,611.00
    488,416.50
    651,222.00
    Credit card Logo

    Related Reports


    Reason to Buy

    Request for Sample of this report