Virtual Reality Market
Virtual Reality - Global Market Outlook (2018-2027)
Virtual Reality Software Market
According to Stratistics MRC, the Global Virtual Reality market is accounted for $7.90 billion in 2018 and is expected to reach $91.00 billion by 2027 growing at a CAGR of 31.2% during the forecast period. Some of the key factors propelling the market growth are growing digitization and availability of affordable VR devices, penetration of HMDs in gaming and entertainment sector, huge investment in virtual reality market. However, health concerns relating to low resolution and lack of movement is the restraining factor for the growth of the market.
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. It 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.
By device type, gesture-tracking devices are used as input devices for VR systems. These tracking devices track the user’s movements and enable the user to interact with the virtual environment. Gesture-tracking devices include data gloves, treadmills, and controllers to facilitate gesture and action tracking in VR applications. These devices might be helpful for surgeons during surgery. During a surgical intervention, the surgeon needs to control surgical devices such as X-ray, drill, and endoscope; a contact-free, gesture-based controller can be used by the surgeon, which, in turn, would help in touchless approach.
Based on the geography, North America is expected to have considerable market growth during the forecast period, the use of VR in various applications, especially in consumer electronics, is helping the growth of the VR market in this region. Applications such as aerospace & defense, healthcare, consumer, and commercial are utilizing VR technologies for further advancements. The US has many global players featuring VR products and solutions. This helps North America stand out as the major region in the global VR market. The increased use of VR for applications such as tourism and ecommerce, as well as for training purposes, has helped drive the VR market in the region.
Some of the key players in virtual reality market include Sony, HTC, Google, Vuzix, Apple Inc., Microsoft, Samsung Electronics, Eon Reality, Facebook, Inc, CyberGlove Systems, Sensics, Sixense Enterprises, Merge Labs, Qualcomm Technologies, Inc, Dessault Systems SE, Lenovo Group Ltd., Autodesk Inc., and Magic Leap, Inc.
Offerings Covered:
• Software
• Hardware
Technologies Covered:
• Non-Immersive
• Semi-Immersive
• Fully Immersive
Device Types Covered:
• Gesture-Tracking Devices
• Projectors & Display Walls
• Head-Mounted Displays (HMDs)
• 3D Cameras
Platforms Covered:
• Console VR
• Mobile VR
• PC VR
End Users Covered:
• Commercial
• Aerospace & Defense
• Enterprise
• Consumer
• Healthcare
• E-Learning
• Telecommunication
• Industrial
• Manufacturing
• Governmental & Financial Institutions
• Electronic Product Manufacturers
• Other End Users
Applications Covered:
• Attraction
• Training & Simulation
• Research & Development
• Other Applications
Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o France
o Italy
o UK
o Spain
o Rest of Europe
• Asia Pacific
o Japan
o China
o India
o Australia
o New Zealand
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
What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2017, 2018, 2019, 2023 and 2027
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic analysis: Drivers and Constraints, Product/Technology Analysis, Porter’s five forces analysis, SWOT analysis, etc.
- 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
Free Customization Offerings:
All the customers of this report will be entitled to receive one of the following free customization options:
• Company Profiling
o Comprehensive profiling of additional market players (up to 3)
o SWOT Analysis of key players (up to 3)
• Regional Segmentation
o Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
• Competitive Benchmarking
o Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances
Table of Contents
1 Executive Summary
2 Preface
2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.4.1 Data Mining
2.4.2 Data Analysis
2.4.3 Data Validation
2.4.4 Research Approach
2.5 Research Sources
2.5.1 Primary Research Sources
2.5.2 Secondary Research Sources
2.5.3 Assumptions
3 Market Trend Analysis
3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 Technology Analysis
3.7 End User Analysis
3.8 Application Analysis
3.9 Emerging Markets
3.10 Impact of Covid-19
4 Porters Five Force Analysis
4.1 Bargaining power of suppliers
4.2 Bargaining power of buyers
4.3 Threat of substitutes
4.4 Threat of new entrants
4.5 Competitive rivalry
5 Global Virtual Reality Market, By Offering
5.1 Introduction
5.2 Software
5.2.1 Cloud-Based Services
5.2.2 Software Development Kits
5.2.3 VR Content Creation
5.3 Hardware
5.3.1 Cameras
5.3.2 Sensors
5.3.2.1 Gyroscope
5.3.2.2 Proximity Sensor
5.3.2.3 Accelerometer
5.3.2.4 Magnetometer
5.3.3 Position Trackers
5.3.4 Displays and Projectors
5.3.5 Semiconductor Components
5.3.5.1 Integrated Circuits
5.3.5.2 Controller and Processor
5.3.6 Other Hardwares
5.3.6.1 Computer/Video Generator and Combiner
6 Global Virtual Reality Market, By Technology
6.1 Introduction
6.2 Non-Immersive
6.3 Semi-Immersive
6.4 Fully Immersive
7 Global Virtual Reality Market, By Device Type
7.1 Introduction
7.2 Gesture-Tracking Devices
7.2.1 Data Gloves
7.3 Projectors & Display Walls
7.4 Head-Mounted Displays (HMDs)
7.5 3D Cameras
8 Global Virtual Reality Market, By Platform
8.1 Introduction
8.2 Console VR
8.3 Mobile VR
8.4 PC VR
9 Global Virtual Reality Market, By End User
9.1 Introduction
9.2 Commercial
9.2.1 Advertising
9.2.2 Education & Training
9.2.3 Travel and Tourism
9.2.4 Retail & Ecommerce
9.3 Aerospace & Defense
9.4 Enterprise
9.4.1 Small- & Medium-sized Enterprises
9.4.2 Large Enterprises
9.5 Consumer
9.5.1 Gaming and Entertainment
9.5.1.1 Sports
9.6 Healthcare
9.6.1 Pharmacy Management
9.6.2 Surgery & Treatments
9.6.3 Fitness Management
9.6.4 Patient Care Management
9.6.5 Medical Training
9.7 E-Learning
9.8 Telecommunication
9.9 Industrial
9.10 Manufacturing
9.11 Governmental & Financial Institutions
9.12 Electronic Product Manufacturers
9.13 Other End Users
9.13.1 Real Estate
9.13.1.1 Building Design
9.13.1.2 Architecture
9.13.2 Automotive
9.13.3 Geospatial Mining
10 Global Virtual Reality Market, By Application
10.1 Introduction
10.2 Attraction
10.3 Training & Simulation
10.4 Research & Development
10.5 Other Applications
10.5.1 Modelling
10.5.2 3D Prototyping
11 Global Virtual Reality Market, By Geography
11.1 Introduction
11.2 North America
11.2.1 US
11.2.2 Canada
11.2.3 Mexico
11.3 Europe
11.3.1 Germany
11.3.2 UK
11.3.3 Italy
11.3.4 France
11.3.5 Spain
11.3.6 Rest of Europe
11.4 Asia Pacific
11.4.1 Japan
11.4.2 China
11.4.3 India
11.4.4 Australia
11.4.5 New Zealand
11.4.6 South Korea
11.4.7 Rest of Asia Pacific
11.5 South America
11.5.1 Argentina
11.5.2 Brazil
11.5.3 Chile
11.5.4 Rest of South America
11.6 Middle East & Africa
11.6.1 Saudi Arabia
11.6.2 UAE
11.6.3 Qatar
11.6.4 South Africa
11.6.5 Rest of Middle East & Africa
12 Key Developments
12.1 Agreements, Partnerships, Collaborations and Joint Ventures
12.2 Acquisitions & Mergers
12.3 New Product Launch
12.4 Expansions
12.5 Other Key Strategies
13 Company Profiling
13.1 Sony
13.2 HTC
13.3 Google
13.4 Vuzix
13.5 Apple Inc.
13.6 Microsoft
13.7 Samsung Electronics
13.8 Eon Reality
13.9 Facebook, Inc
13.10 CyberGlove Systems
13.11 Sensics
13.12 Sixense Enterprises
13.13 Merge Labs
13.14 Qualcomm Technologies, Inc
13.15 Dessault Systems SE
13.16 Lenovo Group Ltd.
13.17 Autodesk Inc.
13.18 Magic Leap, Inc.
List of Tables
1 Global Virtual Reality Market Outlook, By Region (2017-2027) ($MN)
2 Global Virtual Reality Market Outlook, By Offering (2017-2027) ($MN)
3 Global Virtual Reality Market Outlook, By Software (2017-2027) ($MN)
4 Global Virtual Reality Market Outlook, By Cloud-Based Services (2017-2027) ($MN)
5 Global Virtual Reality Market Outlook, By Software Development Kits (2017-2027) ($MN)
6 Global Virtual Reality Market Outlook, By VR Content Creation (2017-2027) ($MN)
7 Global Virtual Reality Market Outlook, By Hardware (2017-2027) ($MN)
8 Global Virtual Reality Market Outlook, By Cameras (2017-2027) ($MN)
9 Global Virtual Reality Market Outlook, By Sensors (2017-2027) ($MN)
10 Global Virtual Reality Market Outlook, By Position Trackers (2017-2027) ($MN)
11 Global Virtual Reality Market Outlook, By Displays and Projectors (2017-2027) ($MN)
12 Global Virtual Reality Market Outlook, By Semiconductor Components (2017-2027) ($MN)
13 Global Virtual Reality Market Outlook, By Other Hardwares (2017-2027) ($MN)
14 Global Virtual Reality Market Outlook, By Technology (2017-2027) ($MN)
15 Global Virtual Reality Market Outlook, By Non-Immersive (2017-2027) ($MN)
16 Global Virtual Reality Market Outlook, By Semi-Immersive (2017-2027) ($MN)
17 Global Virtual Reality Market Outlook, By Fully Immersive (2017-2027) ($MN)
18 Global Virtual Reality Market Outlook, By Device Type (2017-2027) ($MN)
19 Global Virtual Reality Market Outlook, By Gesture-Tracking Devices (2017-2027) ($MN)
20 Global Virtual Reality Market Outlook, By Data Gloves (2017-2027) ($MN)
21 Global Virtual Reality Market Outlook, By Projectors & Display Walls (2017-2027) ($MN)
22 Global Virtual Reality Market Outlook, By Head-Mounted Displays (HMDs) (2017-2027) ($MN)
23 Global Virtual Reality Market Outlook, By 3D Cameras (2017-2027) ($MN)
24 Global Virtual Reality Market Outlook, By Platform (2017-2027) ($MN)
25 Global Virtual Reality Market Outlook, By Console VR (2017-2027) ($MN)
26 Global Virtual Reality Market Outlook, By Mobile VR (2017-2027) ($MN)
27 Global Virtual Reality Market Outlook, By PC VR (2017-2027) ($MN)
28 Global Virtual Reality Market Outlook, By End User (2017-2027) ($MN)
29 Global Virtual Reality Market Outlook, By Commercial (2017-2027) ($MN)
30 Global Virtual Reality Market Outlook, By Advertising (2017-2027) ($MN)
31 Global Virtual Reality Market Outlook, By Education & Training (2017-2027) ($MN)
32 Global Virtual Reality Market Outlook, By Travel and Tourism (2017-2027) ($MN)
33 Global Virtual Reality Market Outlook, By Retail & Ecommerce (2017-2027) ($MN)
34 Global Virtual Reality Market Outlook, By Aerospace & Defense (2017-2027) ($MN)
35 Global Virtual Reality Market Outlook, By Enterprise (2017-2027) ($MN)
36 Global Virtual Reality Market Outlook, By Small- & Medium-sized Enterprises (2017-2027) ($MN)
37 Global Virtual Reality Market Outlook, By Large Enterprises (2017-2027) ($MN)
38 Global Virtual Reality Market Outlook, By Consumer (2017-2027) ($MN)
39 Global Virtual Reality Market Outlook, By Gaming and Entertainment (2017-2027) ($MN)
40 Global Virtual Reality Market Outlook, By Healthcare (2017-2027) ($MN)
41 Global Virtual Reality Market Outlook, By Pharmacy Management (2017-2027) ($MN)
42 Global Virtual Reality Market Outlook, By Surgery & Treatments (2017-2027) ($MN)
43 Global Virtual Reality Market Outlook, By Fitness Management (2017-2027) ($MN)
44 Global Virtual Reality Market Outlook, By Patient Care Management (2017-2027) ($MN)
45 Global Virtual Reality Market Outlook, By Medical Training (2017-2027) ($MN)
46 Global Virtual Reality Market Outlook, By E-Learning (2017-2027) ($MN)
47 Global Virtual Reality Market Outlook, By Telecommunication (2017-2027) ($MN)
48 Global Virtual Reality Market Outlook, By Industrial (2017-2027) ($MN)
49 Global Virtual Reality Market Outlook, By Manufacturing (2017-2027) ($MN)
50 Global Virtual Reality Market Outlook, By Governmental & Financial Institutions (2017-2027) ($MN)
51 Global Virtual Reality Market Outlook, By Electronic Product Manufacturers (2017-2027) ($MN)
52 Global Virtual Reality Market Outlook, By Other End Users (2017-2027) ($MN)
53 Global Virtual Reality Market Outlook, By Real Estate (2017-2027) ($MN)
54 Global Virtual Reality Market Outlook, By Automotive (2017-2027) ($MN)
55 Global Virtual Reality Market Outlook, By Geospatial Mining (2017-2027) ($MN)
56 Global Virtual Reality Market Outlook, By Application (2017-2027) ($MN)
57 Global Virtual Reality Market Outlook, By Attraction (2017-2027) ($MN)
58 Global Virtual Reality Market Outlook, By Training & Simulation (2017-2027) ($MN)
59 Global Virtual Reality Market Outlook, By Research & Development (2017-2027) ($MN)
60 Global Virtual Reality Market Outlook, By Other Applications (2017-2027) ($MN)
61 Global Virtual Reality Market Outlook, By Modelling (2017-2027) ($MN)
62 Global Virtual Reality Market Outlook, By 3D Prototyping (2017-2027) ($MN)
Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.
List of Figures
RESEARCH METHODOLOGY
We at ‘Stratistics’ opt for an extensive research approach which involves data mining, data validation, and data analysis. The various research sources include in-house repository, secondary research, competitor’s sources, social media research, client internal data, and primary research.
Our team of analysts prefers the most reliable and authenticated data sources in order to perform the comprehensive literature search. With access to most of the authenticated data bases our team highly considers the best mix of information through various sources to obtain extensive and accurate analysis.
Each report takes an average time of a month and a team of 4 industry analysts. The time may vary depending on the scope and data availability of the desired market report. The various parameters used in the market assessment are standardized in order to enhance the data accuracy.
Data Mining
The data is collected from several authenticated, reliable, paid and unpaid sources and is filtered depending on the scope & objective of the research. Our reports repository acts as an added advantage in this procedure. Data gathering from the raw material suppliers, distributors and the manufacturers is performed on a regular basis, this helps in the comprehensive understanding of the products value chain. Apart from the above mentioned sources the data is also collected from the industry consultants to ensure the objective of the study is in the right direction.
Market trends such as technological advancements, regulatory affairs, market dynamics (Drivers, Restraints, Opportunities and Challenges) are obtained from scientific journals, market related national & international associations and organizations.
Data Analysis
From the data that is collected depending on the scope & objective of the research the data is subjected for the analysis. The critical steps that we follow for the data analysis include:
- Product Lifecycle Analysis
- Competitor analysis
- Risk analysis
- Porters Analysis
- PESTEL Analysis
- SWOT Analysis
The data engineering is performed by the core industry experts considering both the Marketing Mix Modeling and the Demand Forecasting. The marketing mix modeling makes use of multiple-regression techniques to predict the optimal mix of marketing variables. Regression factor is based on a number of variables and how they relate to an outcome such as sales or profits.
Data Validation
The data validation is performed by the exhaustive primary research from the expert interviews. This includes telephonic interviews, focus groups, face to face interviews, and questionnaires to validate our research from all aspects. The industry experts we approach come from the leading firms, involved in the supply chain ranging from the suppliers, distributors to the manufacturers and consumers so as to ensure an unbiased analysis.
We are in touch with more than 15,000 industry experts with the right mix of consultants, CEO's, presidents, vice presidents, managers, experts from both supply side and demand side, executives and so on.
The data validation involves the primary research from the industry experts belonging to:
- Leading Companies
- Suppliers & Distributors
- Manufacturers
- Consumers
- Industry/Strategic Consultants
Apart from the data validation the primary research also helps in performing the fill gap research, i.e. providing solutions for the unmet needs of the research which helps in enhancing the reports quality.
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