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Virtual Reality (VR) Market Analysis By Device, By Technology, By Component, By Application (Aerospace & Defense, Commercial, Consumer Electronics, Industrial, & Medical), By Radiant Insights, And Segment Forecasts, 2014 - 2025

06-21-2017 09:39 AM CET | IT, New Media & Software

Press release from: R.I

The global virtual reality (VR) market is expected to reach USD 48.5 billion by 2025, according to a new report conducted by Grand View Research, Inc. VR technology based Gesture Tracking Devices (GTD) devices find commercial applications in high-performance computers and VR gaming applications. The VR Head Mount Devices (HMD) technology offers a cost-effective and reliable solution to experience immersive virtual experience by means of a smartphone. The consumer electronics application segment would dominate the sector in terms of market size over the forecast period. The growing adoption of medical and consumer electronics based VR applications is anticipated to revolutionize the market by 2025.

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Non-mobile VR headsets have their own integrated screens, for example, Oculus Rift, whereas mobile VR headsets use smartphones as the screen, for example, Google Cardboard. Numerous large corporations, such as HTC Corporation and Sony Corporation, are venturing into space. The introduction of commercial VR headsets is expected to accelerate market growth over the next two years.

The market can be categorized based on components into hardware and software verticals. The hardware segment dominated the virtual reality market in terms of the overall market share in 2016. The rising demand for smartphone devices is anticipated to complement the growing VR hardware device sales. The increasing penetration of devices, such as smartphones and tablets, is expected to drive the software segment over the forecast period. The increasing demand for VR applications in the gaming and entertainment segments is expected contribute to the market growth.

Further key findings from the report suggest:

• The semi and fully immersive segment dominated the VR market in 2016 in terms of the overall market share. Immersive VR devices aid users to achieve maximum isolation from the real world dimension into the virtual world.
• The GTD VR hardware includes sensors, processors, and displays. Furthermore, several companies are working on enhancing the quality of sensors and processors used in VR devices.
• In the entertainment and healthcare segments, VR applications can save time and reduce operational costs.
• The North American region dominated the marketplace, accounting for the largest global market share (in terms of revenue) in 2016.
• The key industry participants include CyberGlove Systems LLC, Barco, Alphabet Inc., HTC Corporation, Oculus VR LLC, and Leap Motion, Inc.

Table of Contents

Chapter 1 Methodology and Scope
1.1 Research Methodology
1.2 Research Scope & Assumptions
Chapter 2 Executive Summary
2.1 Market Snapshot
Chapter 3 Virtual Reality Industry Outlook
3.1 Market Segmentation & Scope
3.2 Virtual Reality Market Size and Growth Prospects
3.3 Virtual Reality - Value Chain Analysis
3.4 Virtual Reality Gaming - Market Dynamics
3.4.1 Market driver analysis
3.4.1.1 Evolving solicitations in entertainment & medical sectors
3.4.1.2 Technological advancements
3.4.1.3 Growing VR penetration in consumer electronics
3.4.2 Market restraint analysis
3.4.2.1 High initial investment & device compatibility restrictions
3.4.2.2 Spatial discomfort & risk of other ailments
3.5 Key Opportunities - Prioritized
3.6 Industry Analysis - Porter's
3.7 Virtual Reality - Key Company Analysis, 2015
3.8 Virtual Reality Gaming - PEST Analysis
Chapter 4 Virtual Reality Market: Device Estimates & Trend Analysis
4.1 Virtual Reality Market: Device Movement Analysis
4.1.1 HMD
4.1.1.1 Market estimates and forecasts, 2014 - 2025
4.1.2 GTD
4.1.2.1 Market estimates and forecasts, 2014 - 2025
4.1.3 PDW
4.1.3.1 Market estimates and forecasts, 2014 - 2025
Chapter 5 Virtual Reality Market: Technology Estimates & Trend Analysis
5.1 Virtual Reality Market: Product Movement Analysis
5.1.1 Non-Immersive
5.1.1.1 Market estimates and forecasts, 2014 - 2025
5.1.2 Semi & Fully Immersive
5.1.2.1 Market estimates and forecasts, 2014 - 2025
Chapter 6 Virtual Reality Market: Component Estimates & Trend Analysis
6.1 Virtual Reality Market: Component Movement Analysis
6.1.1 Hardware
6.1.1.1 Market estimates and forecasts, 2014 - 2025
6.1.2 Software
6.1.2.1 Market estimates and forecasts, 2014 - 2025
Chapter 7 Virtual Reality Market: Application Estimates & Trend Analysis
7.1 Virtual Reality Market: Application Movement Analysis
7.1.1 Aerospace & defense
7.1.1.1 Market estimates and forecasts, 2014 - 2025
7.1.2 Commercial
7.1.2.1 Market estimates and forecasts, 2014 - 2025
7.1.3 Consumer electronics
7.1.3.1 Market estimates and forecasts, 2014 - 2025
7.1.4 Industrial
7.1.4.1 Market estimates and forecasts, 2014 - 2025
7.1.5 Medical
7.1.5.1 Market estimates and forecasts, 2014 - 2025
7.1.6 Other
7.1.6.1 Market estimates and forecasts, 2014 - 2025
Chapter 8 Virtual Reality Market: Regional Estimates & Trend Analysis
8.1 Virtual Reality Market Share by Region, 2015 & 2025
8.2 North America
8.2.1 Market estimates and forecasts by device, 2014 - 2025
8.2.2 Market estimates and forecasts by technology, 2014 - 2025
8.2.3 Market estimates and forecasts by component, 2014 - 2025
8.2.4 Market estimates and forecasts by application, 2014 - 2025
8.2.5 U.S.
8.2.5.1 Market estimates and forecasts by device, 2014 - 2025
8.2.5.2 Market estimates and forecasts by technology, 2014 - 2025
8.2.5.3 Market estimates and forecasts by component, 2014 - 2025
8.2.5.4 Market estimates and forecasts by application, 2014 - 2025
8.2.6 Canada
8.2.6.1 Market estimates and forecasts by device, 2014 - 2025
8.2.6.2 Market estimates and forecasts by technology, 2014 - 2025
8.2.6.3 Market estimates and forecasts by component, 2014 - 2025
8.2.6.4 Market estimates and forecasts by application, 2014 - 2025
8.2.7 Mexico
8.2.7.1 Market estimates and forecasts by device, 2014 - 2025
8.2.7.2 Market estimates and forecasts by technology, 2014 - 2025
8.2.7.3 Market estimates and forecasts by component, 2014 - 2025
8.2.7.4 Market estimates and forecasts by application, 2014 - 2025
8.3 Europe
8.3.1 Market estimates and forecasts by device, 2014 - 2025
8.3.2 Market estimates and forecasts by technology, 2014 - 2025
8.3.3 Market estimates and forecasts by component, 2014 - 2025
8.3.4 Market estimates and forecasts by application, 2014 - 2025
8.3.5 UK
8.3.5.1 Market estimates and forecasts by device, 2014 - 2025
8.3.5.2 Market estimates and forecasts by technology, 2014 - 2025
8.3.5.3 Market estimates and forecasts by component, 2014 - 2025
8.3.5.4 Market estimates and forecasts by application, 2014 - 2025
8.3.6 Germany
8.3.6.1 Market estimates and forecasts by device, 2014 - 2025
8.3.6.2 Market estimates and forecasts by technology, 2014 - 2025
8.3.6.3 Market estimates and forecasts by component, 2014 - 2025
8.3.6.4 Market estimates and forecasts by application, 2014 - 2025
8.3.7 France
8.3.7.1 Market estimates and forecasts by device, 2014 - 2025
8.3.7.2 Market estimates and forecasts by technology, 2014 - 2025
8.3.7.3 Market estimates and forecasts by component, 2014 - 2025
8.3.7.4 Market estimates and forecasts by application, 2014 - 2025
8.4 Asia Pacific
8.4.1 Market estimates and forecasts by device, 2014 - 2025
8.4.2 Market estimates and forecasts by technology, 2014 - 2025
8.4.3 Market estimates and forecasts by component, 2014 - 2025
8.4.4 Market estimates and forecasts by application, 2014 - 2025
8.4.5 China
8.4.5.1 Market estimates and forecasts by device, 2014 - 2025
8.4.5.2 Market estimates and forecasts by technology, 2014 - 2025
8.4.5.3 Market estimates and forecasts by component, 2014 - 2025
8.4.5.4 Market estimates and forecasts by application, 2014 - 2025
8.4.6 Japan
8.4.6.1 Market estimates and forecasts by device, 2014 - 2025
8.4.6.2 Market estimates and forecasts by technology, 2014 - 2025
8.4.6.3 Market estimates and forecasts by component, 2014 - 2025
8.4.6.4 Market estimates and forecasts by application, 2014 - 2025
8.4.7 India
8.4.7.1 Market estimates and forecasts by device, 2014 - 2025
8.4.7.2 Market estimates and forecasts by technology, 2014 - 2025
8.4.7.3 Market estimates and forecasts by component, 2014 - 2025
8.4.7.4 Market estimates and forecasts by application, 2014 - 2025
8.5 South America
8.5.1 Market estimates and forecasts by device, 2014 - 2025
8.5.2 Market estimates and forecasts by technology, 2014 - 2025
8.5.3 Market estimates and forecasts by component, 2014 - 2025
8.5.4 Market estimates and forecasts by application, 2014 - 2025
8.5.5 Brazil
8.5.5.1 Market estimates and forecasts by device, 2014 - 2025
8.5.5.2 Market estimates and forecasts by technology, 2014 - 2025
8.5.5.3 Market estimates and forecasts by component, 2014 - 2025
8.5.5.4 Market estimates and forecasts by application, 2014 - 2025
8.6 MEA
8.6.1 Market estimates and forecasts by device, 2014 - 2025
8.6.2 Market estimates and forecasts by technology, 2014 - 2025
8.6.3 Market estimates and forecasts by component, 2014 - 2025
8.6.4 Market estimates and forecasts by application, 2014 - 2025
Chapter 9 Competitive Landscape
9.1 Company Profiles
9.1.1 Barco N.V.
9.1.1.1 Company overview
9.1.1.2 Financial performance
9.1.1.3 Product benchmarking
9.1.1.4 Recent developments
9.1.2 CyberGlove Systems Inc.
9.1.2.1 Company overview
9.1.2.2 Product benchmarking
9.1.3 Oculus VR, LLC.
9.1.3.1 Company overview
9.1.3.2 Product benchmarking
9.1.3.3 Recent developments
9.1.4 Alphabet, Inc.
9.1.4.1 Company overview
9.1.4.2 Product benchmarking
9.1.5 HTC Corporation
9.1.5.1 Company overview
9.1.5.2 Financial performance
9.1.5.3 Product benchmarking
9.1.5.4 Recent developments
9.1.6 Leap Motion, Inc.
9.1.6.1 Company overview
9.1.6.2 Product benchmarking
9.1.6.3 Recent developments
9.1.7 Microsoft Corporation
9.1.7.1 Company overview
9.1.7.2 Financial performance
9.1.7.3 Product benchmarking
9.1.8 Samsung Electronics Co. Ltd.
9.1.8.1 Company overview
9.1.8.2 Financial performance
9.1.8.3 Product benchmarking
9.1.8.4 Recent developments
9.1.9 Sensics, Inc.
9.1.9.1 Company overview
9.1.9.2 Product benchmarking
9.1.9.3 Recent developments
9.1.10 Sixense Entertainment, Inc.
9.1.10.1 Company overview
9.1.10.2 Product benchmarking

Browse Same reports here :

Global Virtual Training Market 2017 - Demand, Insights, Analysis, Opportunities, Segmentation and Forecast to 2022 - http://www.radiantinsights.com/research/global-virtual-training-market-2017-demand-insights-analysis-opportunities-segmentation-and-forecast-to-2022

http://www.radiantinsights.com/research/global-virtual-prototypes-market-size-status-and-forecast-2022

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