Virtual Reality for Consumer Market 2017-2023 Top Key Players by: Microsoft, Facebook, Bitmovin, Amazon.com, HTC, Pixvana, Sony, Nvidia
The study reveals that North America region dominates the virtual reality for consumer market. With the technological advancement in virtual reality which is integrated with gesture control, graphics processing units, hand tracking, haptics, latency technologies, and others are extensively used in manufacturing the new virtual reality products. These products such as head-mounted displays (HMDs), VR accessories, and VR content are generating maximum revenue in virtual reality for consumer market.
The North America region is experiencing higher demand of virtual reality products among consumers as these products are gaining popularity due to the advanced and latest technologies. The prominent companies such as Microsoft Corporation (U.S), Dreams, Ltd. (U.S), NextVR, Inc. (U.S), Nvidia Corporation (U.S), Pixvana, Inc. (U.S), are providing virtual reality for consumer solutions to improve signal processing functions. Due to the changing market trends & emerging opportunities technologies, virtual reality for consumer market is estimated to grow rapidly with a huge demand in the market.
Adoption for next generation of virtual reality and advanced cloud are the driving factors for the Virtual Reality for Consumer Market growth in the coming years. The consumers are widely using online applications which is based on virtual reality for different purposes such as travelling, entertainment, events, and others. The latest technologies such as 3D, 4K, and 8K are boosting the growth of virtual reality for consumer market. For instance, consumers are moving towards virtual reality in gaming with high definition, stunning graphics and motion with high-end audio.
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The global virtual reality for consumer market is expected to reach USD ~ 20 billion at a CAGR of over 38% by the end of the forecast period.
Taste the market data and market information presented through more than 30 market data tables and figures spread over 100 numbers of pages of the project report. Avail the in-depth table of content TOC & market synopsis on “The Global Virtual Reality for Consumer Market Research Report -Forecast to 2023”.
Global Virtual Reality for Consumer Market Segmentation:
The global virtual reality for consumer market is segmented into component, technology, deployment application, stimulations, and region. The components are segmented into hardware (head-mounted displays, VR accessories), software and solutions. The technology is segmented into 3D audio, 3D depth sensors, 4K and 8K video, adaptive streaming, computer vision and others. The stimulations are segmented into gesture control, hand tracking, optical tracking, positional tracking and others. The region includes North America, Europe, Asia Pacific, and rest of the world.
Major Key Players:
The prominent players in the global virtual reality for consumer market: Alibaba Group Holding Limited (China), AltspaceVR (U.S), Amazon.com, Inc. (U.S), Binary VR Inc. (U.S), Bitmovin (Austria), Facebook (U.S), Google LLC (U.S), HTC Corporation (Taiwan), Leap Motion, Inc. (U.S), Microsoft Corporation (U.S), nDreams, Ltd. (U.S), NextVR, Inc. (U.S), Nvidia Corporation (U.S), Pixvana, Inc. (U.S), Sony Corporation (Japan) and among others.
Market Research Analysis:
The global virtual reality for consumer market is studied on the basis of four regions: the Americas, Europe, Asia Pacific, and Rest of world. North America region is dominating the global virtual reality for consumer market. The virtual reality for consumer market is witnessing a high growth due to huge demand for OLED displays, optical tracking, and positional tracking which is widely used in virtual reality for consumer solutions. Europe is expected to gain huge growth of virtual reality for consumer market during the forecast period. Asia Pacific is expected to witness the highest CAGR in the coming years as the companies like Alibaba Group Holding Limited (China), Sony Corporation (Japan) and others are investing in providing innovative virtual reality solution to the consumers.
• Virtual reality for consumer companies
• Virtual reality for consumer providers
• Technical universities
• System integrators
• Managed Security Service Providers
• Professional service providers
• Research and development companies
• Market research and consulting firms
• Solution providers
• Technology standards organizations
• Technology investors
• System Integrators
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TABLE OF CONTENTS
1 MARKET INTRODUCTION
1.2 SCOPE OF STUDY
1.2.1 RESEARCH OBJECTIVE
1.3 MARKET STRUCTURE
2 RESEARCH METHODOLOGY
2.1 RESEARCH HETEROGENEOUS NETWORK
2.2 PRIMARY RESEARCH
2.3 SECONDARY RESEARCH
2.4 FORECAST MODEL
2.4.1 MARKET DATA COLLECTION, ANALYSIS & FORECAST
2.4.2 MARKET SIZE ESTIMATION
LIST OF TABLES
TABLE 1 VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT
TABLE 2 VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY
TABLE 3 VIRTUAL REALITY FOR CONSUMER MARKET, BY STIMULATIONS
LIST OF FIGURES
FIGURE 1 RESEARCH COMPONENT
FIGURE 2 VIRTUAL REALITY FOR CONSUMER MARKET, BY COMPONENT (%)
FIGURE 3 VIRTUAL REALITY FOR CONSUMER MARKET, BY TECHNOLOGY (%)
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