Press release
Virtual Reality Market - Global Outlook (2019-2026) Top Brands In-depth Analysis (Facebook, Apple, Google, Samsung, Nintendo, Microsoft, Hewlett-Packard) Set to to Reach $212.06 Billion by 2026 Growing at a CAGR of 53.3% during the forecast period
Global Virtual Reality Market 2019-2026:Some of the key players in Virtual Reality market include Zappar Ltd, Virtuix, Total Immersion, Inc., Sphero, Sony Corporation, Samsung Electronics Co. Ltd, Qualcomm Technologies, Inc., Nintendo Co., Ltd, ,Microsoft Corporation, Meta Inc., Marxent Lab LLC, Layar (Blippar Group), Improbable, Holition, Hewlett-Packard Development Company. L.P, Gravity Jack, Google Inc., Facebook Inc., Blippar, Atheer, Inc. and Apple Inc.
According to Stratistics MRC, the Global Virtual Reality Market is accounted for $4.52 billion in 2017 and is expected to reach $212.06 billion by 2026 growing at a CAGR of 53.3% from 2017 to 2026. Rising demand for the use of head-mounted displays in the gaming & entertainment sector, decrease in production costs of display devices, increase in demand for immersive virtual reality and use of VR for training and simulation in the defense sector are some key factors fueling the market growth. However, factors such as high cost of devices and lack of technical expertise are restraining the growth of Market.
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Virtual Reality (VR) is transforming the way we relate with the objects and environment around us. Virtual presents a 3D computer generated environment which a person can explore and interact with and the person becomes a part of the near-reality world. Virtual reality is gaining popularity across various sectors such as healthcare, entertainment, real-estate, education, etc. Virtual Reality is being used to offer training to doctors and employees to avoid any mistakes. Digital meetings and conferences in a real-time are becoming possible with Virtual Reality. It is making it more expedient for architects to evaluate designs and see how the structure will look in real.
Amongst Application, Gaming & Entertainment segment held significant market share during the forecast period due to the high penetration of this sector in the gaming industry. In addition, the penetration of head-mounted displays in the gaming and entertainment industries is driving the market growth. By geography, North America dominated the market due to the growth in IT infrastructure and the rise in penetration of smartphones is. Wide research and development activities and presence of key market players, especially in the U.S. are also contributing to the growth of the market in North America.
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Technologies Covered:
• Semi-Immersive & Fully Immersive Technologies
• Non-Immersive Technology
Applications Covered:
• Commercial
• Industrial
• Consumer
• Medical
• Aerospace & Defense
• Other Applications
Device Types Covered:
• Projectors & Display Walls
• Head-Mounted Displays (HMDs)
• Gesture Control Devices
Components Covered:
• Software Components and Services
• Hardware Components
Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o UK
o Italy
o France
o Spain
o Rest of Europe
• Asia Pacific
o Japan
o China
o India
o Australia
o New Zealand
o South Korea
o Rest of Asia Pacific
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o UAE
o Qatar
o South Africa
o Rest of Middle East & Africa
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What our report offers:
- Market share assessments for the regional and country level segments
- Market share analysis of the top industry players
- Strategic recommendations for the new entrants
- Market forecasts for a minimum of 9 years of all the mentioned segments, sub segments and the regional markets
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements
Table of Content
1 Executive Summary
2 Preface
3 Market Trend Analysis
4 Porters Five Force Analysis
5 Global Virtual Reality Market, By Technology
6 Global Virtual Reality Market, By Application
7 Global Virtual Reality Market, By Device Type
8 Global Virtual Reality Market, By Component
9 Global Virtual Reality Market, By Geography
10 Key Developments
11 Company Profiling
Browse the complete report with TOC & List of Tables @ http://www.orbisresearch.com/reports/index/virtual-reality-global-market-outlook-2017-2026
List of Tables
Table 1 Global Virtual Reality Market Outlook, By Region (2016-2026) (US $MN)
Table 2 Global Virtual Reality Market Outlook, By Technology (2016-2026) (US $MN)
Table 4 Global Virtual Reality Market Outlook, By Semi-Immersive & Fully Immersive Technologies (2016-2026) (US $MN)
Table 5 Global Virtual Reality Market Outlook, By Non-Immersive Technology (2016-2026) (US $MN)
Table 7 Global Virtual Reality Market Outlook, By Application (2016-2026) (US $MN)
Table 9 Global Virtual Reality Market Outlook, By Commercial (2016-2026) (US $MN)
Table 10 Global Virtual Reality Market Outlook, By Education & Training (2016-2026) (US $MN)
Table 11 Global Virtual Reality Market Outlook, By Retail (2016-2026) (US $MN)
Table 12 Global Virtual Reality Market Outlook, By Tourism (2016-2026) (US $MN)
Table 13 Global Virtual Reality Market Outlook, By Industrial (2016-2026) (US $MN)
Table 14 Global Virtual Reality Market Outlook, By Consumer (2016-2026) (US $MN)
Table 15 Global Virtual Reality Market Outlook, By Gaming & Entertainment (2016-2026) (US $MN)
Table 16 Global Virtual Reality Market Outlook, By Medical (2016-2026) (US $MN)
Table 17 Global Virtual Reality Market Outlook, By Fitness Management (2016-2026) (US $MN)
Table 18 Global Virtual Reality Market Outlook, By Medical Training (2016-2026) (US $MN)
Table 19 Global Virtual Reality Market Outlook, By Pharmacy Management (2016-2026) (US $MN)
Table 20 Global Virtual Reality Market Outlook, By Surgery (2016-2026) (US $MN)
Table 21 Global Virtual Reality Market Outlook, By Aerospace & Defense (2016-2026) (US $MN)
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