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Global (United States, European Union and China) 3D and Virtual Reality Market Research Report 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Research Scope
    • 1.2 Major Manufacturers Covered in This Report
    • 1.3 Market Segment by Type
      • 1.3.1 Global 3D and Virtual Reality Market Size Growth Rate by Type (2019-2025)
      • 1.3.2 Input Devices
      • 1.3.3 Computer/VR Engine
      • 1.3.4 Output Devices
    • 1.4 Market Segment by Application
      • 1.4.1 Global 3D and Virtual Reality Market Share by Application (2019-2025)
      • 1.4.2 Education and training
      • 1.4.3 Video games
      • 1.4.4 Fine arts
      • 1.4.5 Heritage and archaeology
      • 1.4.6 Architectural design
    • 1.5 Study Objectives
    • 1.6 Years Considered

    2 Global Growth Trends

    • 2.1 Production and Capacity Analysis
      • 2.1.1 Global 3D and Virtual Reality Production Value 2014-2025
      • 2.1.2 Global 3D and Virtual Reality Production 2014-2025
      • 2.1.3 Global 3D and Virtual Reality Capacity 2014-2025
      • 2.1.4 Global 3D and Virtual Reality Marketing Pricing and Trends
    • 2.2 Key Producers Growth Rate (CAGR) 2019-2025
      • 2.2.1 Global 3D and Virtual Reality Market Size CAGR of Key Regions
      • 2.2.2 Global 3D and Virtual Reality Market Share of Key Regions
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers

    3 Market Share by Manufacturers

    • 3.1 Capacity and Production by Manufacturers
      • 3.1.1 Global 3D and Virtual Reality Capacity by Manufacturers
      • 3.1.2 Global 3D and Virtual Reality Production by Manufacturers
    • 3.2 Revenue by Manufacturers
      • 3.2.1 3D and Virtual Reality Revenue by Manufacturers (2014-2019)
      • 3.2.2 3D and Virtual Reality Revenue Share by Manufacturers (2014-2019)
      • 3.2.3 Global 3D and Virtual Reality Market Concentration Ratio (CR5 and HHI)
    • 3.3 3D and Virtual Reality Price by Manufacturers
    • 3.4 Key Manufacturers 3D and Virtual Reality Plants/Factories Distribution and Area Served
    • 3.5 Date of Key Manufacturers Enter into 3D and Virtual Reality Market
    • 3.6 Key Manufacturers 3D and Virtual Reality Product Offered
    • 3.7 Mergers & Acquisitions, Expansion Plans

    4 Market Size by Type

    • 4.1 Production and Production Value for Each Type
      • 4.1.1 Input Devices Production and Production Value (2014-2019)
      • 4.1.2 Computer/VR Engine Production and Production Value (2014-2019)
      • 4.1.3 Output Devices Production and Production Value (2014-2019)
    • 4.2 Global 3D and Virtual Reality Production Market Share by Type
    • 4.3 Global 3D and Virtual Reality Production Value Market Share by Type
    • 4.4 3D and Virtual Reality Ex-factory Price by Type

    5 Market Size by Application

    • 5.1 Overview
    • 5.2 Global 3D and Virtual Reality Consumption by Application

    6 Production by Regions

    • 6.1 Global 3D and Virtual Reality Production (History Data) by Regions 2014-2019
    • 6.2 Global 3D and Virtual Reality Production Value (History Data) by Regions
    • 6.3 United States
      • 6.3.1 United States 3D and Virtual Reality Production Growth Rate 2014-2019
      • 6.3.2 United States 3D and Virtual Reality Production Value Growth Rate 2014-2019
      • 6.3.3 Key Players in United States
      • 6.3.4 United States 3D and Virtual Reality Import & Export
    • 6.4 European Union
      • 6.4.1 European Union 3D and Virtual Reality Production Growth Rate 2014-2019
      • 6.4.2 European Union 3D and Virtual Reality Production Value Growth Rate 2014-2019
      • 6.4.3 Key Players in European Union
      • 6.4.4 European Union 3D and Virtual Reality Import & Export
    • 6.5 China
      • 6.5.1 China 3D and Virtual Reality Production Growth Rate 2014-2019
      • 6.5.2 China 3D and Virtual Reality Production Value Growth Rate 2014-2019
      • 6.5.3 Key Players in China
      • 6.5.4 China 3D and Virtual Reality Import & Export
    • 6.6 Rest of World
      • 6.6.1 Japan
      • 6.6.2 Korea
      • 6.6.3 India
      • 6.6.4 Southeast Asia

    7 3D and Virtual Reality Consumption by Regions

    • 7.1 Global 3D and Virtual Reality Consumption (History Data) by Regions
    • 7.2 United States
      • 7.2.1 United States 3D and Virtual Reality Consumption by Type
      • 7.2.2 United States 3D and Virtual Reality Consumption by Application
    • 7.3 European Union
      • 7.3.1 European Union 3D and Virtual Reality Consumption by Type
      • 7.3.2 European Union 3D and Virtual Reality Consumption by Application
    • 7.4 China
      • 7.4.1 China 3D and Virtual Reality Consumption by Type
      • 7.4.2 China 3D and Virtual Reality Consumption by Application
    • 7.5 Rest of World
      • 7.5.1 Rest of World 3D and Virtual Reality Consumption by Type
      • 7.5.2 Rest of World 3D and Virtual Reality Consumption by Application
      • 7.5.1 Japan
      • 7.5.2 Korea
      • 7.5.3 India
      • 7.5.4 Southeast Asia

    8 Company Profiles

    • 8.1 FaceBook/Oculus
      • 8.1.1 FaceBook/Oculus Company Details
      • 8.1.2 Company Description and Business Overview
      • 8.1.3 Production and Revenue of 3D and Virtual Reality
      • 8.1.4 3D and Virtual Reality Product Introduction
      • 8.1.5 FaceBook/Oculus Recent Development
    • 8.2 Microsoft(HoloLens)
      • 8.2.1 Microsoft(HoloLens) Company Details
      • 8.2.2 Company Description and Business Overview
      • 8.2.3 Production and Revenue of 3D and Virtual Reality
      • 8.2.4 3D and Virtual Reality Product Introduction
      • 8.2.5 Microsoft(HoloLens) Recent Development
    • 8.3 Google
      • 8.3.1 Google Company Details
      • 8.3.2 Company Description and Business Overview
      • 8.3.3 Production and Revenue of 3D and Virtual Reality
      • 8.3.4 3D and Virtual Reality Product Introduction
      • 8.3.5 Google Recent Development
    • 8.4 Samsung
      • 8.4.1 Samsung Company Details
      • 8.4.2 Company Description and Business Overview
      • 8.4.3 Production and Revenue of 3D and Virtual Reality
      • 8.4.4 3D and Virtual Reality Product Introduction
      • 8.4.5 Samsung Recent Development
    • 8.5 HTC vive
      • 8.5.1 HTC vive Company Details
      • 8.5.2 Company Description and Business Overview
      • 8.5.3 Production and Revenue of 3D and Virtual Reality
      • 8.5.4 3D and Virtual Reality Product Introduction
      • 8.5.5 HTC vive Recent Development
    • 8.6 Song
      • 8.6.1 Song Company Details
      • 8.6.2 Company Description and Business Overview
      • 8.6.3 Production and Revenue of 3D and Virtual Reality
      • 8.6.4 3D and Virtual Reality Product Introduction
      • 8.6.5 Song Recent Development
    • 8.7 GoPro
      • 8.7.1 GoPro Company Details
      • 8.7.2 Company Description and Business Overview
      • 8.7.3 Production and Revenue of 3D and Virtual Reality
      • 8.7.4 3D and Virtual Reality Product Introduction
      • 8.7.5 GoPro Recent Development
    • 8.8 Jaunt
      • 8.8.1 Jaunt Company Details
      • 8.8.2 Company Description and Business Overview
      • 8.8.3 Production and Revenue of 3D and Virtual Reality
      • 8.8.4 3D and Virtual Reality Product Introduction
      • 8.8.5 Jaunt Recent Development
    • 8.9 Magic leap
      • 8.9.1 Magic leap Company Details
      • 8.9.2 Company Description and Business Overview
      • 8.9.3 Production and Revenue of 3D and Virtual Reality
      • 8.9.4 3D and Virtual Reality Product Introduction
      • 8.9.5 Magic leap Recent Development
    • 8.10 NextVR
      • 8.10.1 NextVR Company Details
      • 8.10.2 Company Description and Business Overview
      • 8.10.3 Production and Revenue of 3D and Virtual Reality
      • 8.10.4 3D and Virtual Reality Product Introduction
      • 8.10.5 NextVR Recent Development
    • 8.11 Bubl
    • 8.12 Cast AR
    • 8.13 OSVR
    • 8.14 Matterport
    • 8.15 CryWorks
    • 8.16 Atheer labs
    • 8.17 SoftKinetic
    • 8.18 Jingweidu Technology
    • 8.19 Baofeng Mojing
    • 8.20 ANTVR
    • 8.21 Vr BOX
    • 8.22 Virglass
    • 8.23 TVR
    • 8.24 Sureal
    • 8.25 Dreamerkr

    9 Market Forecast

    • 9.1 Global Market Size Forecast
      • 9.1.1 Global 3D and Virtual Reality Capacity, Production Forecast 2019-2025
      • 9.1.2 Global 3D and Virtual Reality Production Value Forecast 2019-2025
    • 9.2 Market Forecast by Regions
      • 9.2.1 Global 3D and Virtual Reality Production and Value Forecast by Regions 2019-2025
      • 9.2.2 Global 3D and Virtual Reality Consumption Forecast by Regions 2019-2025
    • 9.3 United States
      • 9.3.1 Production and Value Forecast in United States
      • 9.3.2 Consumption Forecast in United States
    • 9.4 European Union
      • 9.4.1 Production and Value Forecast in European Union
      • 9.4.2 Consumption Forecast in European Union
    • 9.5 China
      • 9.5.1 Production and Value Forecast in China
      • 9.5.2 Consumption Forecast in China
    • 9.6 Rest of World
      • 9.6.1 Japan
      • 9.6.2 Korea
      • 9.6.3 India
      • 9.6.4 Southeast Asia
    • 9.7 Forecast by Type
      • 9.7.1 Global 3D and Virtual Reality Production Forecast by Type
      • 9.7.2 Global 3D and Virtual Reality Production Value Forecast by Type
    • 9.8 Consumption Forecast by Application

    10 Value Chain and Sales Channels Analysis

    • 10.1 Value Chain Analysis
    • 10.2 Sales Channels Analysis
      • 10.2.1 3D and Virtual Reality Sales Channels
      • 10.2.2 3D and Virtual Reality Distributors
    • 10.3 3D and Virtual Reality Customers

    11 Opportunities & Challenges, Threat and Affecting Factors

    • 11.1 Market Opportunities
    • 11.2 Market Challenges
    • 11.3 Porter's Five Forces Analysis

    12 Key Findings

      13 Appendix

      • 13.1 Research Methodology
        • 13.1.1 Methodology/Research Approach
          • 13.1.1.1 Research Programs/Design
          • 13.1.1.2 Market Size Estimation
          • 13.1.1.3 Market Breakdown and Data Triangulation
        • 13.1.2 Data Source
          • 13.1.2.1 Secondary Sources
          • 13.1.2.2 Primary Sources
      • 13.2 Author Details

      In 2019, the market size of 3D and Virtual Reality is million US$ and it will reach million US$ in 2025, growing at a CAGR of from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
      In this report, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for 3D and Virtual Reality.

      This report studies the global market size of 3D and Virtual Reality, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
      This study presents the 3D and Virtual Reality production, revenue, market share and growth rate for each key company, and also covers the breakdown data (production, consumption, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
      For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.

      In global market, the following companies are covered:
      FaceBook/Oculus
      Microsoft(HoloLens)
      Google
      Samsung
      HTC vive
      Song
      GoPro
      Jaunt
      Magic leap
      NextVR
      Bubl
      Cast AR
      OSVR
      Matterport
      CryWorks
      Atheer labs
      SoftKinetic
      Jingweidu Technology
      Baofeng Mojing
      ANTVR
      Vr BOX
      Virglass
      TVR
      Sureal
      Dreamerkr

      Market Segment by Product Type
      Input Devices
      Computer/VR Engine
      Output Devices

      Market Segment by Application
      Education and training
      Video games
      Fine arts
      Heritage and archaeology
      Architectural design

      Key Regions split in this report: breakdown data for each region.
      United States
      China
      European Union
      Rest of World (Japan, Korea, India and Southeast Asia)

      The study objectives are:
      To analyze and research the 3D and Virtual Reality status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
      To present the key 3D and Virtual Reality manufacturers, presenting the sales, revenue, market share, and recent development for key players.
      To split the breakdown data by regions, type, companies and applications
      To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
      To identify significant trends, drivers, influence factors in global and regions
      To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market

      In this study, the years considered to estimate the market size of 3D and Virtual Reality are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025

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