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 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