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Global Virtual Reality Market (2015-2020) - Market Research Companies

Global Virtual Reality Market: Trends & Opportunities (2015-2020)

Publish Date:Dec 2015
No. of Pages:61

Format : Adobe Reader (PDF) Instant delivery

US$ 850.00

Scope of the Report

This report named “Global Virtual Reality Market: Trends & Opportunities (2015-2020)” analyzes the projected growth of virtual reality market in near future. Global total virtual reality market by value, by components, by segments, by users, by geography and by mode has been analyzed in this report. Components of total virtual reality market: hardware and software are separately analyzed in this report. Global virtual reality hardware is analyzed by value, by segments, by volume and by brands. Global virtual reality software is analyzed by value and by segments.

One of the major segments of global total virtual reality market: Global Virtual Reality Gaming Market is also analyzed by value and by segments. North America’s virtual reality gaming market is also analyzed in this report.

Virtual reality companies and investment analysis is also done in this report. Virtual reality companies and investments have been analyzed by number of companies, by company ownership, by funding, by total investors, by top investors and by the category of virtual reality investments. Virtual reality market by patents and by the category of patents is also analyzed in this report.

Virtual reality product analysis has also been done in this report, which includes description of major virtual reality products in the market, virtual reality product comparison, headset brands market share and virtual reality products price comparison.

This report also includes the company profiling of three major companies into virtual reality business: Facebook, Google and HTC. Company profiling includes business overview, financial overview and business strategies of each company.

Company Coverage

Facebook
Google
HTC

Executive Summary

Although, virtual reality had laid down its presence in nineteenth century, it has the greatest scope of development today and in near future. Virtual Reality is a technique which has the ability to place users into a completely different, alternate environment. This alternative environment is computer generated and can be fully immersive or non-immersive.

With the coming up of virtual reality, a simultaneous development of augmented reality can be seen. While similar, there is certainly a difference between the two: Augmented reality enhances the real life with artificial images and adds graphics, while virtual reality replaces the real world with artificial.

Virtual reality platform is mainly divided into two components: Software and Hardware. Software is mainly the content which is displayed through HMDs, which is the hardware component of virtual reality. Virtual reality can be majorly segmented by applications and technology. With the use of technology a stimulated environment is created. Technology is further subdivided into three categories: data processing, display and peripherals. Virtual reality has four major applications, which are in the field of Entertainment, Healthcare, E-Commerce and Training Simulation.

The growth of virtual reality market is driven by increasing smartphone users, increasing worldwide gamers, rising GNI per capita, affordable virtual reality devices and financial support for the Virtual reality companies. But there are some challenges which this industry faces, such as limited technical know-how, VR sickness and limited premium content.


Tags :

1. Executive Summary

2. Introduction

2.1 Components of Virtual Reality
2.1.1 Head-Mounted Displays
2.1.2 Computing Hardware
2.1.3 Control Inputs (User Control Inputs)
2.1.4 Software

2.2 Virtual Reality by Technology
2.2.1 Data Processing
2.2.2 Display
2.2.3 Peripherals

2.3 Virtual Reality by Applications
2.3.1 Entertainment
2.3.2 Healthcare
2.3.3 E-Commerce
2.3.4 Training Simulation

3. Global Virtual Reality Market: An Analysis

3.1 Global Virtual Reality Market: Sizing & Growth
3.1.1 Virtual Reality Market by Value
3.1.2 Virtual Reality Market by Components
3.1.3 Virtual Reality Market by End User Segments
3.1.4 Virtual Reality Market by Users
3.1.5 Virtual Reality Market by Geography
3.1.6 Virtual Reality Market by Mode

3.2 Global Virtual Reality Hardware Market: An Analysis
3.2.1 VR Hardware Market by Value
3.2.2 VR Hardware Market Volume by Brands
3.2.3 Head Mounted Display Market: Sizing & Growth
3.2.4 User Input Controls Market: Sizing & Growth

3.3 Global Virtual Reality Software Market: An Analysis
3.3.1 VR Software Market by Value
3.3.2 VR Software Consumption Market by Value

3.4 Global Virtual Reality Gaming Market: An Analysis
3.4.1 VR Gaming Market by Value
3.3.2 VR Gaming Market by Segments
3.3.3 North America VR Gaming Market by Value

3.5 Global Virtual Reality Market by Companies and Investments
3.5.1 VR Market by Companies
3.5.2 VR Market by Funding
3.5.3 VR Market by Investors
3.5.4 VR Market by Top Investors
3.5.5 VR Market by Investments
3.5.6 VR Market by Patents

4. Virtual Reality Product Market: An Analysis

4.1 VR Market by Major Products
4.1.1 Oculus Rift
4.1.2 Samsung Gear VR
4.1.3 Sony Project Morpheus
4.1.4 HTC Vive
4.1.5 Google Cardboard

4.2 Top VR Products
4.2.1 Pros and Cons of VR Products
4.3 VR Headset Market Share by Brands
4.4 Price Comparison of VR Products

5. Market Dynamics

5.1 Growth Drivers
5.1.1 Smartphone Users
5.1.2 Global GNI Per Capita
5.1.3 Global Gamers

5.2 Challenges
5.2.1 Mobile VR Compatibility
5.2.2 Technical Know-how and Adjustments
5.2.3 Limited Premium Content
5.2.4 VR Sickness

5.3 Market Trends
5.3.1 Affordable Devices
5.3.2 App Stores and Content Distribution
5.3.3 Support for Growth of VR

6. Competitive Landscape

7. Company Profiles

7.1 Facebook
7.1.1 Business Overview
7.1.2 Financial Overview
7.1.3 Business Strategy

7.2 Google
7.2.1 Business Overview
7.2.2 Financial Overview
7.2.3 Business Strategy

7.3 HTC
7.3.1 Business Overview
7.3.2 Financial Overview
7.3.3 Business Strategy
Figure 1: Timeline for Virtual Reality
Figure 2: Components of Virtual Reality
Figure 3: Virtual Reality by Technology
Figure 4: Virtual Reality by Applications
Figure 5: Virtual Reality Market by Value; 2016-2020 (US$ Billion)
Figure 6: Virtual Reality Market by Components; 2016 & 2020
Figure 7: Virtual Reality Market by End User Segments; 2020
Figure 8: Virtual Reality Market by Active Users; 2016-2020 (Million)
Figure 9: Virtual Reality Market by Paying Users; 2016-2020 (Million)
Figure 10: Virtual Reality Market by Geography; 2016-2020
Figure 11: Virtual Reality Market by Mode; 2016
Figure 12: VR Hardware Market by Value; 2016-2020 (US$ Million)
Figure 13: VR Hardware Market Volume by Brands; 2016 (Million)
Figure 14: Head Mounted Display Market by Value; 2016-2020 (US$ Million)
Figure 15: Head Mounted Display Market by Volume; 2016-2020 (Million)
Figure 16: VR HMD Market by Average Selling Price; 2016-2020 (US$)
Figure 17: User Input Controls Market by Value; 2016-2020 (US$ Million)
Figure 18: User Input Controls Market by Volume; 2016-2020 (Million)
Figure 19: VR Software Market by Value; 2016-2020 (US$ Million)
Figure 20: VR Software Consumption Market by Value; 2016-2020 (US$ Million)
Figure 21: VR Gaming Market by Value; 2016-2020 (US$ Million)
Figure 22: VR Gaming Market by Segments; 2016-2020 (Percentage, %)
Figure 23: North America VR Gaming Market by Value; 2016-2020 (US$ Million)
Figure 24: VR Market by Companies; 2015-2020 (Number of Companies)
Figure 25: VR Companies by Ownership; 2015 (Number of Companies)
Figure 26: VR Companies by Geography; 2015 (Number of Companies)
Figure 27: VR Market by Funding; 2015 (US$ Million)
Figure 28: VR Market by Investors; 2010-2015
Figure 29: VR Market by Top Investors; 2014-2015
Figure 30: VR Investments by Category; 2014-2015
Figure 31: VR Market by Patents; 2014
Figure 32: VR Patents by End Users; 1995-2015
Figure 33: VR Headset Market Share by Brands; 2016
Figure 34: Price Comparison of VR Products (US$)
Figure 35: Smartphone Users; 2016-2020 (Million)
Figure 36: Global GNI Per Capita; 2009-2014 (US$)
Figure 37: Global Gamers; 2015 (Million)
Figure 38: Facebook Revenue; 2010-2014 (US$ Million)
Figure 39: Facebook Revenue by Segments; 2012-2014
Figure 40: Facebook Common Stock; 2014 (US$)
Figure 41: Facebook Research and Development Expenditure; 2012-2014 (US$ Million)
Figure 42: Google Revenue; 2010-2014 (US$ Million)
Figure 43: Google Revenue by Segments; 2012-2014
Figure 44: Google Common Stock; 2014 (US$)
Figure 45: Google Research and Development Expenditure; 2012-2014 (US$ Million)
Figure 46: Timeline of major events at HTC
Figure 47: HTC Revenue; 2011-2014 (US$ Million)
Figure 48: HTC Research and Development Expenditure; 2012-2014
Table 1: VR Companies by Funding; 2005-2014
Table 2: Comparison of Top VR Products; 2015
Table 3: Pros and Cons of VR Products
Table 4: Comparative Analysis of Key Players