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 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