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Global Virtual Reality Market 2015-2019 - Industry Analysis

  • November 2015
  • -
  • Infiniti Research Limited
  • -
  • 85 pages

About virtual reality
Virtual reality is a technology that allows a user to interact with a three-dimensional, computer-simulated environment. The main type of equipment used in virtual reality are visual devices, using either a computer screen or special stereoscopic displays; however, there are devices such as head-mounted display that provide sound for a wholesome experience. It is used in a wide variety of applications ranging from healthcare, gaming devices, public entertainment, prototype creation to military exercises.
A virtual reality system can be classified into the following:
- Non-immersive virtual reality system
- Semi-immersive virtual reality system
- Immersive virtual reality system

Technavio's analysts forecast the global virtual reality market to grow at a CAGR of 96.09% over the period 2014-2019.

Covered in this report
The report includes the present scenario and the growth prospects of global virtual reality market for the period 2015-2019. Technavio's report, Global Virtual reality Market 2015-2019, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects in the coming years. The report includes a discussion of the key vendors operating in this market.

Key Vendors
- Avegant
- Beijing ANTVR Technology
- Criffin
- EON Reality
- Google
- HTC
- ImmersiON-VRelia
- Leap Motion
- Oculus VR
- Razer
- Samsung
- Shoogee (Durovis Dive)
- Sony
- Virtalis
- Virtual Realities
- Vrizzmo
- WorldViz
Key market driver
- Increased awareness
- For a full, detailed list, view our report
Key market challenge
- Concerns regarding criminal acts
- For a full, detailed list, view our report
Key market trend
- Investments, Partnerships, and M&A
- For a full, detailed list, view our report

Key Questions Answered in this Report
- What will the market size be in 2019 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?

Table Of Contents

Global Virtual Reality Market 2015-2019 - Industry Analysis
PART 01: Executive summary
Highlights
PART 02: Scope of the report
Market overview
End-user segments
Base year
Geographical areas
Market size calculation and segmentation
Common currency conversion rates
PART 03: Market research methodology
Research methodology
Economic indicators
PART 04: Introduction
Key market highlights
PART 05: Market landscape
Market overview
Components of VR system
VR transition
Market size and forecast
Five forces analysis
PART 06: Market segmentation by components
Global virtual reality market revenue contribution: Hardware versus software
PART 07: Market segmentation by end-user
Gaming
Entertainment
Industrial
E-commerce
Sports and fitness
Travel and tourism
Military and aviation
PART 08: Geographical segmentation
Global virtual reality market 2015-2019 by geography
PART 09: Market drivers
PART 10: Impact of drivers
PART 11: Market challenges
PART 12: Impact of drivers and challenges
PART 13: Market trends
PART 14: Vendor landscape
Competitive scenario
PART 15: Key vendor analysis
Avegant
Beijing ANTVR Technology
Criffin
EON Reality
Google
HTC
ImmersiON-VRelia
Leap Motion
Oculus VR
Razer
Samsung
Shoogee (Durovis Dive)
Sony
Virtalis
Virtual Realities
Vrizzmo
WorldViz
PART 16: Appendix
List of abbreviations
PART 17: Explore Technavio

List of Exhibits
Exhibit 01: Comparison of VR technology
Exhibit 02: Components of VR system
Exhibit 03: Global virtual reality market by revenue ($ millions)
Exhibit 04: Global virtual reality market by unit shipment (millions of units)
Exhibit 05: Five forces analysis
Exhibit 06: Global virtual reality market revenue contribution
Exhibit 07: ASP trend ($ millions)
Exhibit 08: Global virtual reality market by geography 2015-2019
Exhibit 09: Impact of drivers
Exhibit 10: Impact of drivers and challenges
Exhibit 11: Beijing ANTVR Technology: Product segmentation
Exhibit 12: EON Reality: Product segmentation
Exhibit 13: Google: Business segmentation by revenue 2014
Exhibit 14: Google: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 15: Google: Geographical segmentation by revenue 2014
Exhibit 16: HTC: Product segmentation
Exhibit 17: ImmersiON-VRelia: Product segmentation
Exhibit 18: Leap Motion: Product segmentation
Exhibit 19: Oculus VR: Products
Exhibit 20: Razer: Product segmentation
Exhibit 21: Samsung: Business segmentation by revenue 2014
Exhibit 22: Samsung: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 23: Sony: Business segmentation by revenue 2014
Exhibit 24: Sony: Business segmentation by revenue 2013 and 2014 ($ billions)
Exhibit 25: Vrizzmo: Product segmentation

View This Report »

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