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Virtual Reality Market to Reach US$ 33 Billion by 2022

06-22-2017 09:53 AM CET | IT, New Media & Software

Press release from: MRE - Market Research Engine Reports

Virtual reality is artificial surroundings that is created with software program and supplied to the user in this kind of manner that the person suspends belief and accepts it as real surroundings. On a computer, virtual fact is usually experienced through 2 of the 5 senses: sight and sound. The only form of virtual reality is a 3D photograph that can be explored interactively at a personal computer, commonly through manipulating keys or the mouse so that the content of the photo movements in some course or zooms in or out. More state of the art efforts involve such tactics as wrap around display monitors, real rooms augmented with wearable computer systems, and haptics gadgets that let you experience the display images.

Browse Full Report: https://www.marketresearchengine.com/Virtual-Reality-Market

The Global virtual reality Market is expected to exceed more than US$ 33 billion by 2022 and will grow at a CAGR of more than 55% in the given forecast period.

The scope of the report includes a detailed study of global and regional markets for Global Virtual Reality Market with the reasons given for variations in the growth of the industry in certain regions.

Table of Contents

1 INTRODUCTION
2 Research Methodology
3 Executive Summary
4 Premium Insights
5 Market Overview
5.1 Introduction
5.2 Market Segmentation
5.2.1 Virtual Reality Market, By Component
5.2.2 Market, By Technology
5.2.3 Market, By Device Type
5.2.4 Market, By Application
5.2.5 Virtual Reality Market, By Geography
5.3 Market Evolution
5.4 Market Dynamics: Market
5.4.1 Drivers
5.4.1.1 Increasing Adoption of Head-Mounted Displays (HMD) in Gaming and Entertainment Sector
5.4.1.2 Decline in the Prices of Displays and Other Hardware Components of HMDs
5.4.1.3 Use of VR for Training and Simulation in Defense
5.4.2 Restraints
5.4.2.1 Display Latency and Energy Consumption Affect the Overall Performance of Virtual Reality Devices
5.4.2.2 Lack of Movement and Health Concerns Related to Low Resolution
5.4.3 Opportunities
5.4.3.1 Significant Number of Investments in the Virtual Reality Market
5.4.3.2 Increasing Adoption of Head-Mounted Displays in Medical and Healthcare
5.4.3.3 Increasing Applications in the Architecture & Design Segment
5.4.4 Challenges
5.4.4.1 Developing User-Friendly Virtual Reality and Tracking Systems for Easy Acceptance and Penetration of the Virtual Reality
6 Industry Trends
7 Virtual Reality Market, By Component
8 Virtual Reality Market, By Technology
9 Virtual Reality Market, By Device Type
10 Virtual Reality Market, By Application
11 Virtual Reality Market, By Geography
12 Competitive Landscape
13 Company Profile
13.1 Introduction
13.2 Oculus VR, LLC
13.3 Sony Corporation
13.4 Samsung Electronics Co., Ltd.
13.5 HTC Corporation
13.6 EON Reality, Inc.
13.7 Google Inc.
13.8 Microsoft Corporation
13.9 Vuzix Corporation
13.10 Cyberglove Systems Inc.
13.11 Sensics, Inc.
13.12 Leap Motion, Inc.
13.13 Sixense Entertainment, Inc.
13.14 Key Innovators in the VR Market

About MarketResearchEngine.com

Market Research Engine is a global market research and consulting organization. We provide market intelligence in emerging, niche technologies and markets. Our market analysis powered by rigorous methodology and quality metrics provide information and forecasts across emerging markets, emerging technologies and emerging business models. Our deep focus on industry verticals and country reports help our clients to identify opportunities and develop business strategies.

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Contact Person: John Bay
Email: john@marketresearchengine.com
Phone: +1-855-984-1862
Country: United States
Website: https://www.marketresearchengine.com/

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